Native terrain

From The Heroes of Might and Magic III wiki
Jump to: navigation, search

Native terrain is a creature's "home" terrain type. It gives creatures fighting in their native terrain +1 attack, +1 defense and +1 speed and ability to see Quicksands and Land Mines. Additionally, a hero moving on a terrain that causes movement penalty with only creatures native to that terrain will not suffer movement penalty. Heroes with any creatures native to another terrain will suffer movement penalty. Nomads and their native Sand terrain work differently in terms of movement penalty to other terrains - just one unit in an army is enough to completely remove the penalty.

Town Native Terrains
Town portrait Castle small.gif Castle Grass Grass
Town portrait Rampart small.gif Rampart Grass Grass
Town portrait Tower small.gif Tower Snow Snow
Town portrait Inferno small.gif Inferno Lava Lava
Town portrait Dungeon small.gif Dungeon Subterranean Subterranean
Town portrait Necropolis small.gif Necropolis Dirt Dirt
Town portrait Fortress small.gif Fortress Swamp Swamp
Town portrait Stronghold small.gif Stronghold Rough Rough
Town portrait Conflux small.gif Conflux Grass GrassArmageddon's Blade Highlands Highlands Horn of the Abyss
Town portrait Neutral small.gif Neutral None *
Town portrait Cove small.gif Cove Horn of the Abyss Swamp Swamp

* Though neutrals do not get terrain bonuses on any land, neutral zones (with neutral dwellings and neutral units in Pandora's Boxes) are always generated on dirt.

Sieges are always fought on town's native terrain (e.g. inferno town sieges are fought on lava). Even magical terrain will be not visible at the battlefield, although its effect will be applied.