Terrain: Difference between revisions

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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 cannot excist alone but need some kind of basic terrain under them. Magical terrains typically affect [[combat]] or [[Spell|spellcasting]], with the exception of [[favorable winds]], which increases movement over water if the hero has [[Navigation]] [[secondary skill]].
'''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 cannot exist alone, needing some kind of basic terrain under them. Magical terrains typically affect [[combat]] or [[Spell|spellcasting]], with the exception of [[favorable winds]], which increases movement over water if the hero has [[Navigation]] [[secondary skill]].


== Basic Terrains ==
== Basic Terrains ==
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* Can only be traveled on with a [[boat]].
* 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.
* 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.
** 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 [[Town]]s, [[Subterranean Gate]]s and [[Monoliths]], which can not function if visited with a boat.
* 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 [[Town]]s, [[Subterranean Gate]]s 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.
* The [[speed]] of the creatures in the hero's army does not affect movement in a boat, unlike movement on land.
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== Magical Terrains ==
== Magical Terrains ==
'''Clover field:'''
'''Clover field:'''
{{insod}}
* Increases the [[luck]] of all [[Alignment|neutrally aligned]] creatures by +2.
* Increases the [[luck]] of all [[Alignment|neutrally aligned]] creatures by +2.


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'''Evil Fog:'''
'''Evil Fog:'''
Increases evil aligned creatures morale by +1 while decreases good aligned creatures morale by -1.
{{insod}}
* Increases evil aligned creatures morale by +1 while decreases good aligned creatures morale by -1.


'''Favorable Winds'''
'''Favorable Winds'''
{{insod}}
{{Table|Navigation|Movement}}
{{Table|Navigation|Movement}}
| None || 100%
| None || 100%
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'''Fiery Fields:'''
'''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 spell]]s and spells cast by creatures.
{{insod}}
* Makes all [[Fire Magic]] [[spells]] be cast at expert level, regardless of the heroes' skills. This include both [[Adventure spell]]s and [[spellcaster|spells cast by creatures]].


'''Holy Ground:'''
'''Holy Ground:'''
* Holy Ground is a type of [[Magical Terrain]] that gives all [[Alignment|Good Aligned]] creatures +1 [[Morale]] , all [[Alignment|Evil Aligned]]  creatures -1 [[Morale]].
{{insod}}
* Gives all [[Alignment|Good Aligned]] creatures +1 [[Morale]], and all [[Alignment|Evil Aligned]]  creatures -1 Morale.


'''Lucid Pools:'''
'''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 spell]]s, [[adventure spell]]s and [[spellcaster|spells cast by creatures]].
{{insod}}
* 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 spell]]s, [[adventure spell]]s and [[spellcaster|spells cast by creatures]].


'''Magic Clouds:'''
'''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 spell]]s and spells cast by creatures.
{{insod}}
* Makes all [[Air Magic]] [[spells]] be cast at expert level, regardless of the heroes' skills. This include both [[Adventure spell]]s and [[spellcaster|spells cast by creatures]].


'''Magic Plains:'''
'''Magic Plains:'''
* '''Magic plains''' is a type of [[magical terrain]] that causes all [[spell]]s to be cast at expert. This includes both [[adventure spell]]s, [[combat spell]]s as well as spells cast by creatures.
* Causes all [[spell]]s to be cast at expert level, regardless of the heroes' skills. This includes both [[adventure spell]]s, [[combat spell]]s as well as [[spellcaster|spells cast by creatures]].


'''Rockland:'''
'''Rockland:'''
{{insod}}
[[File: Rockland.gif|frame|Rockland terrain as seen on [[Adventure Map]].]]
[[File: Rockland.gif|frame|Rockland terrain as seen on [[Adventure Map]].]]


* 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 spell]]s and spells cast by creatures.
* Makes all [[Earth Magic]] [[spells]] be cast at expert level, regardless of the heroes' skills. This include both [[Adventure spell]]s and [[spellcaster|spells cast by creatures]].


==Related Articles==
==Related Articles==

Revision as of 15:06, 22 July 2016

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 cannot exist alone, needing some kind of basic terrain under them. 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:

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

Clover field:

Only available when the official expansion, Shadow of Death, is installed.

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:

Only available when the official expansion, Shadow of Death, is installed.
  • Increases evil aligned creatures morale by +1 while decreases good aligned creatures morale by -1.

Favorable Winds

Only available when the official expansion, Shadow of Death, is installed.
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:

Only available when the official expansion, Shadow of Death, is installed.

Holy Ground:

Only available when the official expansion, Shadow of Death, is installed.

Lucid Pools:

Only available when the official expansion, Shadow of Death, is installed.

Magic Clouds:

Only available when the official expansion, Shadow of Death, is installed.

Magic Plains:

Rockland:

Only available when the official expansion, Shadow of Death, is installed.
File:Rockland.gif
Rockland terrain as seen on Adventure Map.

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