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
Basic Terrains | |||
Terrain | Image | Description | Movement cost (comparing to grass) |
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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.
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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.
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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.
Magical Terrains | |||
Terrain | Image | Description | |
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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. | ||
Cursed Ground | Prevents hero or creatures from casting of spells above level 1, includes both adventure and combat spells.
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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 | Reducing amount of consumed movement points by 1/3 (rounded up) for a boats.
Unlike other magical terrains, Favorable Winds do not affect combat in any way. | ||
Cracked Ice | Reduces the Defense of all troops by 5. | ||
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. |