Terrain: Difference between revisions

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== Basic terrains ==
== Basic terrains ==
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:blanchedalmond;"
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:blanchedalmond; color:darkgoldenrod;"
| colspan=4 style="color:white; text-align:center; background-color:darkred; font-size:16px;"|'''Basic Terrains'''
| colspan=4 style="color:white; text-align:center; background-color:darkred; font-size:16px;"|'''Basic Terrains'''
|- bgcolor=#e79256
|- bgcolor=#e79256
! style="text-align:left;" width=120px|<big>Terrain</big>
! style="color:white; text-align:left;" width=120px|<big>Terrain</big>
! style="text-align:left;" width=120px| <big>Image
! style="color:white; text-align:left;" width=120px| <big>Image
! style="text-align:left;"| <big>Description
! style="color:white; text-align:left;"| <big>Description
! width=130px|<big>Movement cost</big><br><small>(comparing to grass)</small>
! style="color:white;" width=130px|<big>Movement cost</big><br><small>(comparing to grass)</small>
|-  
|-  
| style="padding-left:7px;"|'''Grass'''
| style="padding-left:7px;"|'''Grass'''
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Only two magical terrains (Cursed Ground and Magic Plains) were in the original {{roe}}, the rest being introduced in {{sod}} expansion (and three more were added in [[HotA]]{{-wh}}).
Only two magical terrains (Cursed Ground and Magic Plains) were in the original {{roe}}, the rest being introduced in {{sod}} expansion (and three more were added in [[HotA]]{{-wh}}).


{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:blanchedalmond;"
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:blanchedalmond; color:darkgoldenrod;"
| colspan=3 style="color:white; text-align:center; background-color:darkred; font-size:16px;"|'''Magical Terrains'''
| colspan=3 style="color:white; text-align:center; background-color:darkred; font-size:16px;"|'''Magical Terrains'''
|- bgcolor=#e79256
|- bgcolor=#e79256
! style="text-align:left;" width=120px|<big>Terrain</big>
! style="color:white; text-align:left;" width=120px|<big>Terrain</big>
! style="text-align:left;"|<big>Image
! style="color:white; text-align:left;"|<big>Image
! style="text-align:left;"|<big>Description
! style="color:white; text-align:left;"|<big>Description
|-  
|-  
| style="padding-left:7px;"|'''Magic Plains'''
| style="padding-left:7px;"|'''Magic Plains'''
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{{water object navigational box}}
{{water object navigational box}}


[[Category: Features]]
[[Category: Features]]{{keywords}}

Revision as of 04:53, 5 June 2021

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. HotA added two additional types of terrain: highlands and wasteland.


Basic terrains

Basic Terrains
Terrain Image Description Movement cost
(comparing to grass)
Grass
Grass is the native terrain for Castle, Rampart and Conflux. 100%
Highlands Horn of the Abyss
Replaces grass as the native terrain for Conflux in Horn of the Abyss. Grass remains the native terrain for both Castle and Rampart. 100%
Dirt
Dirt is the native terrain for Necropolis and Neutral troops, but neutral units do not acquire native terrain bonuses in battle. 100%
Lava
Lava is the native terrain for Inferno. 100%
Subterranean
Subterranean is the native terrain for Dungeon. It is usually found on the underground layer.
It is the only combat terrain for the underground layer (fixed in Horn of the Abyss Horn of the Abyss).
Also it is a combat terrain for gold, crystal and abandoned mines.
100%
Rock
Impassable even with flying - can be travelled through with Dimension Door.
Typically found in underground areas.
Rough
Rough is the native terrain for Stronghold. 125%
Wasteland Horn of the Abyss
Wasteland is not a native terrain for any faction (but planned to be native terrain for Factory, a yet unreleased faction). 125%
Sand
Sand is not a native terrain for any faction.
Armies with at least one nomad ignore the terrain penalty.
Sand is a combat terrain for all tiles next to water.
150%
Snow
Snow is the native terrain for Tower. 150%
Swamp
Swamp is the native terrain for Fortress and Cove Horn of the Abyss. 175%
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.

Magical terrains

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. 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 (and three more were added in HotA Horn of the Abyss).

Magical Terrains
Terrain Image Description
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 and some of magic creature abilities.
Cursed Ground
Prevents hero or creatures from casting of spells above level 1, includes both adventure and combat spells.

In Restoration of Erathia level 1 spells are banned on Cursed Ground as well. Restoration of Erathia

Disables all native terrain bonuses, positive or negative morale and luck effects.

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, but does not affect 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, but does not affect 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, but does not affect 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, but does not affect 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. Neutral creatures are not affected.
Favorable Winds
Reducing amount of consumed movement points by 1/3 (rounded up) for boats.
Unlike other magical terrains, Favorable Winds do not affect combat in any way.

In Horn of the Abyss Favorable Winds cannot be placed under another magical terrain, so they cancel effect of any magical terrain at the same tile.Horn of the Abyss

Cracked Ice Horn of the Abyss
Reduces the Defense of all troops by 5.
Dunes Horn of the Abyss
15 to 20 invisible quicksand spots are present on the battlefield. They cannot be removed by mass Dispel and are not visible for creatures of any native terrain.
After entering a hex with a quicksand spot, unit stops and the spot becomes visible to both players.
Fields of Glory Horn of the Abyss
Gives all troops -2 Luck.

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