Terrain

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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 spellcasting, with the exception of favorable winds, which increases movement over water if the hero has Navigation secondary skill.

Basic Terrains

Grass:

File:Terrain Grass.png

Dirt:

Lava:

Subterranean:

  • Subterranean is native terrain for Dungeon. It is usually found on the underground layer.
  • Movement cost: 100% (Compared to grass.)

Rock:

Rough:

Sand:

Snow:

Swamp:

Highlands Horn of the Abyss

Water:

  • Can only be traveled on with a boat.
  • 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.
    • It should be noted that 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.
  • 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 Towns, Subterranean Gates and Monoliths, which can not function if visited with a boat.
  • The speed of the creatures in the hero's army does not affect movement in a boat, unlike movement on land.

Magical Terrains

Cursed Ground Rockland
Cursed Ground (above) and Rockland as seen on the Adventure Map.

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.

Clover Field: Gives all neutrally aligned creatures +2 Luck.

Cursed Ground:

  • 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.

Evil Fog: Gives all Evil-aligned creatures +1 Morale, and all Good-aligned creatures -1 Morale.

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.

Holy Ground: Gives all Good-aligned creatures +1 Morale, and all Evil-aligned creatures -1 Morale.

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.

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.

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