Terrain: Difference between revisions
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'''Terrain''' typically refers to one of the eight basic land types, which are grass, dirt, lava, subterranean, rough, sand, snow or swamp. Water and rock may also be considered as one of the basic terrains, although they cannot be traveled on by ordinary means. Traveling on water requires a [[boat]], while rock is impassable. In addition to basic terrain types, there are several types of magical terrains, which can cover basic terrains providing additional features. Magical terrains typically affect [[combat]] or [[Spell|spellcasting]], with the exception of [[favorable winds]], which increases movement over water if the hero has [[Navigation]] [[secondary skill]]. | '''Terrain''' typically refers to one of the eight basic land types, which are grass, dirt, lava, subterranean, rough, sand, snow or swamp. Water and rock may also be considered as one of the basic terrains, although they cannot be traveled on by ordinary means. Traveling on water requires a [[boat]], while rock is impassable. In addition to basic terrain types, there are several types of magical terrains, which can cover basic terrains providing additional features. Magical terrains typically affect [[combat]] or [[Spell|spellcasting]], with the exception of [[favorable winds]], which increases movement over water if the hero has [[Navigation]] [[secondary skill]]. | ||
== Basic terrains == | |||
---- | {| border=1px grey; cellspacing=0; cellpadding=4px; text-align=center; style="background-color:blanchedalmond;" | ||
'''Grass | | colspan=4 style="color:white; text-align:center; background-color:darkred; font-size:16px;"|'''Basic Terrains''' | ||
|- bgcolor=#e79256 | |||
! width=100px|<big>Terrain</big> | |||
! <big>Image | |||
! <big>Description | |||
'''Dirt | ! width=120px|<big>Movement cost</big><br><small>(comparing to grass)</small> | ||
|- | |||
| style="text-align:center;"|'''Grass''' | |||
| [[File:Grass (h).gif|border]] | |||
| Grass is [[native terrain]] for [[Castle]], [[Rampart]] and [[Conflux]]. | |||
| style="text-align:center;"|100% | |||
|- | |||
| style="text-align:center;"|'''Highlands'''{{-}}{{withhota}} | |||
| [[File:Highlands (h).gif|border]] | |||
| Replaces grass as the [[native terrain]] for [[Conflux]]. Grass remains the [[native terrain]] for both [[Castle]] and [[Rampart]]. | |||
| style="text-align:center;"|100% | |||
|- | |||
| style="text-align:center;"|'''Dirt''' | |||
| [[File:Dirt (h).gif|border]] | |||
| Dirt is [[native terrain]] for [[Necropolis]] and [[Neutral]] alignment troops. | |||
| style="text-align:center;"|100% | |||
|- | |||
| style="text-align:center;"|'''Lava''' | |||
| [[File:Lava (h).gif|border]] | |||
| Lava is [[native terrain]] for [[Inferno]]. | |||
| style="text-align:center;"|100% | |||
|- | |||
| style="text-align:center;"|'''Subterranean''' | |||
| [[File:Subterranean (h).gif|border]] | |||
| Subterranean is [[native terrain]] for [[Dungeon]]. It is usually found on the underground [[layer]]. | |||
| style="text-align:center;"|100% | |||
|- | |||
| style="text-align:center;"|'''Rock''' | |||
| [[File:Rock (h).gif|border]] | |||
| Impassable even with [[Fly|flying]] - can be travelled through with [[Dimension Door]]. | |||
<br>Typically found in [[Layer|underground]] areas. | |||
| style="text-align:center;"| | |||
|- | |||
| style="text-align:center;"|'''Rough''' | |||
| [[File:Rough (h).gif|border]] | |||
| Rough is [[native terrain]] for [[Stronghold]]. | |||
| style="text-align:center;"|125% | |||
|- | |||
| style="text-align:center;"|'''Sand''' | |||
| [[File:Sand (h).gif|border]] | |||
| Sand is not a [[native terrain]] for any faction, armies including [[nomad]]s do not receive a [[Terrain Penalties|terrain penalty]]. | |||
| style="text-align:center;"|150% | |||
|- | |||
| style="text-align:center;"|'''Snow''' | |||
| [[File:Snow (h).gif|border]] | |||
| Snow is [[native terrain]] for [[Tower]]. | |||
| style="text-align:center;"|150% | |||
|- | |||
| style="text-align:center;"|'''Swamp''' | |||
| [[File:Swamp (h).gif|border]] | |||
| Swamp is [[native terrain]] for [[Fortress]] and [[Cove]]{{-}}{{withhota}}. | |||
| style="text-align:center;"|175% | |||
|- | |||
| style="text-align:center;"|'''Water''' | |||
| [[File:Water (h).gif]]<br>[[File:Water (h).gif]]<br>[[File:Water (h).gif]]<br>[[File:Water (h).gif]]<br> | |||
| Can only be traveled on with a [[boat]]. | |||
<br>Can be traveled over with [[Water Walk]] and [[Fly]] spells, or by wearing [[Boots of Levitation]] or [[Angel Wings]] – hero's movement must end on dry land. | |||
<br>It should be noted that [[Cover of Darkness (Adventure Map)|shroud]] on the water between two squares of dry land does not prevent hero from walking or flying across it and mapping the shrouded area. However, the hero must be able to see both land squares before starting the trip. | |||
<br>Almost all adventure map objects that are normally placed on dry land can be also be placed on water square and still function normally. The exceptions are [[Town]]s, [[Subterranean Gate]]s and [[Monoliths]], which can not function if visited with a boat. | |||
<br>The [[speed]] of the creatures in the hero's army does not affect movement in a boat, unlike | |||
| style="text-align:center;"| | |||
|} | |||
=== Magical terrains === | === Magical terrains === | ||
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== {{hota}} == | == {{hota}} == | ||
=== HotA magical terrains === | === HotA magical terrains === | ||
---- | ---- |
Revision as of 14:22, 26 June 2018
Terrain typically refers to one of the eight basic land types, which are grass, dirt, lava, subterranean, rough, sand, snow or swamp. Water and rock may also be considered as one of the basic terrains, although they cannot be traveled on by ordinary means. Traveling on water requires a boat, while rock is impassable. In addition to basic terrain types, there are several types of magical terrains, which can cover basic terrains providing additional features. Magical terrains typically affect combat or spellcasting, with the exception of favorable winds, which increases movement over water if the hero has Navigation secondary skill.
Basic terrains
Basic Terrains | |||
Terrain | Image | Description | Movement cost (comparing to grass) |
---|---|---|---|
Grass | Grass is native terrain for Castle, Rampart and Conflux. | 100% | |
Highlands | Replaces grass as the native terrain for Conflux. Grass remains the native terrain for both Castle and Rampart. | 100% | |
Dirt | Dirt is native terrain for Necropolis and Neutral alignment troops. | 100% | |
Lava | Lava is native terrain for Inferno. | 100% | |
Subterranean | Subterranean is native terrain for Dungeon. It is usually found on the underground layer. | 100% | |
Rock | Impassable even with flying - can be travelled through with Dimension Door.
|
||
Rough | Rough is native terrain for Stronghold. | 125% | |
Sand | Sand is not a native terrain for any faction, armies including nomads do not receive a terrain penalty. | 150% | |
Snow | Snow is native terrain for Tower. | 150% | |
Swamp | Swamp is native terrain for Fortress and Cove . | 175% | |
Water | Can only be traveled on with a boat.
|
Magical terrains
Only two magical terrains (Cursed Ground and Magic Plains) were in the original Restoration of Erathia, the rest being introduced in Shadow of Death expansion.
Magic Plains:
Cause all spells to be cast at expert level, regardless of the heroes' skills. This includes both adventure spells and combat spells as well as spells cast by creatures.
- Prevents hero or creatures from casting of spells above level 1, includes both adventure and combat spells.
- Disables all native terrain bonuses, morale and luck effects.
Rockland:
Causes all Earth Magic spells to be cast at expert level, regardless of the heroes' skills. This includes both adventure spells and combat spells as well as spells cast by creatures.
Fiery Fields:
Cause all Fire Magic spells to be cast at expert level, regardless of the heroes' skills. This includes both adventure spells and combat spells as well as spells cast by creatures.
Lucid Pools:
Cause all Water Magic spells to be cast at expert level, regardless of the heroes' skills. This includes both adventure spells and combat spells as well as spells cast by creatures.
Magic Clouds:
Cause all Air Magic spells to be cast at expert level, regardless of the heroes' skills. This includes both adventure spells and combat spells as well as spells cast by creatures.
Holy Ground:
Gives all Good-aligned creatures +1 Morale, and all Evil-aligned creatures -1 Morale.
Evil Fog:
Gives all Evil-aligned creatures +1 Morale, and all Good-aligned creatures -1 Morale.
Clover Field:
Gives all neutrally aligned creatures +2 Luck.
Favorable Winds:
Navigation | Movement | |||||||
---|---|---|---|---|---|---|---|---|
None | 100% | |||||||
Basic | 200% | |||||||
Advanced | 250% | |||||||
Expert | 300% |
- Increase the effect of Navigation secondary skill – no effect if a hero does not posses the skill of Navigation.
- Can only be found from water tiles.
- Unlike other magical terrains, Favorable Winds do not affect combat in any way.
Horn of the Abyss
HotA magical terrains
Cracked Ice:
Gives all troops -5 Defense.
Dunes:
15 to 20 invisible quicksand spots are present on the battlefield.
After entering a hex with a quicksand spot, unit stops and the spot becomes visible to both players.
Fields of Glory:
Gives all troops -2 Luck.