Terrain is what your hero walks across in the Heroes of Might and Magic games, and determines what type of towns you may find.
- Dirt is usually brown, and is fairly generic, usually housing Necromancers.
- Sand is a yellow-brown and is neutral, found only around water and does not house a faction.
- Grass is universal and is a vibrant green, found almost anywhere and houses a large variety of factions.
- Snow lands, also referred to as the Taiga, is a gentle white, housing Wizards (except in Heroes V and II)
- Swamps are blue and green in appearance and house Lizard-type creatures (Except in Heroes V)
- Rough land is a medium brown and has lots of cracks, giving the appearance of desert, housing Strongholds.
- Subterranean is usually dirt-colored, similarly to sand, and houses the Dungeon.
- Black and red terrain is hardened volcanic rock, and houses Infernos.
- Water is a neutral terrain and can be found anywhere. It's a dark blue.
- Black signals where there is no land, usually used with the Subterranean to give the feel of caverns.
Gameplay concepts |
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Might and Magic game concepts |
Character classes · Experience · Item lists · Monster lists · Party · Potion brewing · Trading triangle · Quests |
Heroes of Might and Magic game concepts |
Adventure map · Artifacts · Campaign · Combat phase · Creatures (I · II · III · IV · V · VI · VII) · Creature attributes · Damage · Dwelling · Experience · Grail/Tear of Asha · Growth · Hero classes (Advanced classes) · Heroes · List of adventure map structures (I · II · III · IV · V · VI · VII) · Line of sight · Luck · Morale · Primary skill · Puzzle map · Resource · Scenario · Secondary skills · Specialty · Spells · Subterranean level · Terrain type · Time system · Towns (I · II · III · IV · V · VI · VII) · War machines |
King's Bounty game concepts |
Boss · Heroes · Marriage · Spirits of Rage · Villains |
Ardon series game concepts |
Experience · Shifter forms |