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A magical terrain is a terrain overlay that gives bonuses or penalties in combat and/or on the Adventure map. They were introduced in Heroes of Might and Magic III, and only appear in that game.
Unlike normal terrains, which are drawn in the Map editor using the terrain tool, magical terrains have specific set shapes and are placed like objects. Except for the Favorable Winds, these terrains don't affect movement, but use whatever terrain is under them to calculate movement cost. They can cover all other terrain types except for rock. While there are only two kinds in The Restoration of Erathia and Armageddon's Blade, The Shadow of Death increases it to a total of ten.
Heroes of Might and Magic IV continues the concept of rare terrains that have special effects, however these are created the same way as regular terrain instead of being overlays and have their own movement penalties.
Terrain types[]
| Name | Image | Description |
|---|---|---|
| Magic Plains |
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Causes all spells to be cast at expert level, regardless of the heroes' skills. This include adventure spells and spells cast by creatures. The only exception is the dragon fly's dispel. |
| Cursed Grounds |
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Prevents the casting of spells above Level 1. This include adventure spells and all spells cast by creatures. Furthermore, morale and luck effects are nullified, as well as the bonuses provided for fighting on native terrain. |
| Clover Field |
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Increases the luck of all neutral-aligned creatures by +2. |
| Evil Fog |
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Grants a +1 morale bonus to all the evil-aligned creatures and reduces the morale of good-aligned creatures by -1. |
| Holy Ground |
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Grants a +1 morale bonus to all the good-aligned creatures and reduces the morale of evil-aligned creatures by -1. |
| Fiery Fields |
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All fire magic spells are cast at expert level. This includes both adventure and combat spells. |
| Lucid Pools |
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All water magic spells are cast at expert level. This includes both adventure and combat spells. |
| Rocklands |
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All earth magic spells are cast at expert level. This includes both adventure and combat spells. |
| Magic Clouds |
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All air magic spells are cast at expert level. This includes both adventure and combat spells. |
| Favorable Winds |
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Increases the effect of the Navigation skill. Favorable Winds does not affect the movement of heroes without the navigation skill, and has no effect when placed on land.
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