Terrain: Difference between revisions

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== Magical Terrains ==
== Magical Terrains ==
'''Clover field:'''
'''Clover field:'''
* Increases the [[luck]] of all [[Alignment|neutrally aligned]] creatures by 2.
* Increases the [[luck]] of all [[Alignment|neutrally aligned]] creatures by +2.


'''Cursed Ground:'''
'''Cursed Ground:'''
[[File: Cursed Ground.gif|frame|Cursed Ground as seen on the [[Adventure Map]].]]
[[File: Cursed Ground.gif|frame|Cursed Ground as seen on the [[Adventure Map]].]]


* Prevents casting of [[spells]] above level 1. This includes [[adventure spell]]s as well as [[combat spell]]s 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.
* Prevents hero or creatures from casting of [[spells]] above level 1, includes both adventure and combat spells.
* All [[native terrain]] bonuses, [[morale]] and [[luck]] effects are disabled.


'''Evil Fog:'''
'''Evil Fog:'''
* Evil Fog is a type of [[Magical Terrain]] that gives all [[Alignment|Evil Aligned]] creatures +1 [[Morale]] , all [[Alignment|Good Aligned]]  creatures -1 [[Morale]].
Increases evil aligned creatures morale by +1 while decreases good aligned creatures morale by -1.


'''Favorable Winds'''
'''Favorable Winds'''
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| Expert || 300%
| Expert || 300%
|}
|}
* '''Favorable Winds''' is a [[magical terrain]], that was introduced in the {{sod}} expansion. It increases the effect of [[Navigation]] [[secondary skill]]. Favorable Winds can only be found from [[water]] [[tile]]s, 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.  
* Increases the effect of [[Navigation]] [[secondary skill]] - has no effect if a hero does not posses Navigation skill.
* Can only be found from [[water]] [[tile]]s
* Unlike other magical terrains, it does not affect combat in any way.  


'''Fiery Fields:'''
'''Fiery Fields:'''

Revision as of 11:07, 22 July 2016

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:

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.)

Rough:

Sand:

Snow:

Swamp:

Magical Terrains

Clover field:

Cursed Ground:

File:Cursed Ground.gif
Cursed Ground as seen on the Adventure Map.
  • Prevents hero or creatures from casting of spells above level 1, includes both adventure and combat spells.
  • All native terrain bonuses, morale and luck effects are disabled.

Evil Fog: Increases evil aligned creatures morale by +1 while decreases good aligned creatures morale by -1.

Favorable Winds

Navigation Movement
None 100%
Basic 200%
Advanced 250%
Expert 300%
  • Increases the effect of Navigation secondary skill - has no effect if a hero does not posses Navigation skill.
  • Can only be found from water tiles
  • Unlike other magical terrains, it does not affect combat in any way.

Fiery Fields:

Holy Ground:

Lucid Pools:

Magic Clouds:

Magic Plains:

Rockland:

File:Rockland.gif
Rockland terrain as seen on Adventure Map.

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