Terrain
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:
- Grass is native terrain for Castle, Rampart and Conflux.
- Movement cost: 100% (Other terrains movement costs are compared to grass.)
Dirt:
- Dirt is native terrain for Necropolis and Neutral alignment troops.
- Movement cost: 100% (Compared to grass.)
Lava:
- Lava is native terrain for Inferno.
- Movement cost: 100% (Compared to grass.)
Subterranean:
- Subterranean is native terrain for Dungeon. It is usually found on the underground layer.
- Movement cost: 100% (Compared to grass.)
Rock:
- Impassable even with flying - can be travelled through with Dimension Door.
- Typically found in underground areas.
Rough:
- Rough is native terrain for Stronghold.
- Movement cost: 125% (Compared to grass.)
Sand:
- Sand is not a native terrain for any faction, armies including nomads do not receive a terrain penalty.
- Movement cost: 150% (Compared to grass.)
Snow:
- Snow is native terrain for Tower.
- Movement cost: 150% (Compared to grass.)
Swamp:
- Swamp is native terrain for Fortress and Cove .
- Movement cost: 175% (Compared to grass.)
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.
- 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.
Horn of the Abyss
Basic Terrains
Highlands:
- Replaces grass as the native terrain for Conflux. Grass remains the native terrain for both Castle and Rampart.
- Movement cost: 100% (Compared to grass.)
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.