Terrain
Terrain typically refers to one of the eight basic land types, which are grass, dirt, lava, subterranean, rough, sand, snow and swamp. Water can also be considered as one of the basic terrains as well as rock, which is impassable (even with flying). Additionally, there are several types of magical terrains, that affect combat or spellcasting, with the exception of favorable winds, which increases movement over water.
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.)
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.
- Movement cost: 175% (Compared to grass.)
Magical Terrains
Clover field:
- Increases the luck of all neutrally aligned creatures by 2.
Cursed Ground:
- Prevents casting of spells above level 1. This includes adventure spells as well as combat spells if the combat takes place on the cursed ground. Spells cast by the creatures are limited in the same way. Additionally, all native terrain bonuses, morale and luck are disabled.
Evil Fog: Evil Fog is a type of Magical Terrain that gives all Evil Aligned creatures +1 Morale , all Good Aligned creatures -1 Morale.
Favorable Winds
Navigation | Movement | |||||||
---|---|---|---|---|---|---|---|---|
None | 100% | |||||||
Basic | 200% | |||||||
Advanced | 250% | |||||||
Expert | 300% |
Favorable Winds is a magical terrain, that was introduced in the Shadow of Death expansion. It increases the effect of Navigation secondary skill. Favorable Winds can only be found from water tiles, and unlike other magical terrains, it does not affect combat in any way. As can be seen from the table on the right, Favorable Winds do not affect movement of heroes without Navigation skill.
Fiery Fields: Fiery Fields is a type of Magical Terrain that makes all Fire Magic spells be cast at expert level, regardless of the heroes' skills. This include both Adventure spells and spells cast by creatures.
Holy Ground: Holy Ground is a type of Magical Terrain that gives all Good Aligned creatures +1 Morale , all Evil Aligned creatures -1 Morale.
Lucid Pools: Lucid pools is type of magical terrain that causes all water magic spell to be cast at expert level (whether or not the hero has water magic as a secondary skill). This includes combat spells, adventure spells and spells cast by creatures.
Magic Clouds: Magic Clouds is a type of Magical Terrain that makes all Air Magic spells be cast at expert level, regardless of the heroes' skills. This include both Adventure spells and spells cast by creatures.
Magic Plains: Magic plains is a type of magical terrain that causes all spells to be cast at expert. This includes both adventure spells, combat spells as well as spells cast by creatures.
Rockland:
Rockland is a type of Magical Terrain that makes all Earth Magic spells be cast at expert level, regardless of the heroes' skills. This include both Adventure spells and spells cast by creatures.