Terrain

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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 as traveling on water requires a boat and rock is impassable. In addition to basic terrain types, there are several types of magical terrains, that 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: Water is typically considered as one of the basic terrains. A hero can only travel on water covered terrain with a boat. Boats can be can be built in shipyards, created or summoned with the Summon Boat spell or they can be found on Adventure Map. Only one hero at the time may be aboard the boat.

Additionally, heroes can get across water squares with Water Walk and Fly spells, or by wearing Boots of Levitation or Angel Wings. The diffrence is, that only hero in a boat can end their movement on water while crossing the water requires that they end their movement 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.

Hero on a boat can also visit and pick up objects on water. While sailing on boat the hero can:

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:

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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