Native terrain

From Heroes of Might and Magic III
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Native terrain is a creature's "home" terrain type. It gives creatures fighting in their native terrain +1 attack, +1 defense and +1 speed. 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. Nomad's sandwalking is the special ability with its own mechanics, not the regular native terrain feature. Creatures on native terrain are able to detect Quicksand and Land Mines. Neutral creatures do not have a native terrain.

Town Native Terrains
Town portrait Castle small.png Castle Grass Grass
Town portrait Rampart small.png Rampart Grass Grass
Town portrait Tower small.png Tower Snow Snow
Town portrait Inferno small.png Inferno Lava Lava
Town portrait Necropolis small.png Necropolis Dirt Dirt
Town portrait Dungeon small.png Dungeon Subterranean Subterranean
Town portrait Stronghold small.png Stronghold Rough Rough
Town portrait Fortress small.png Fortress Swamp Swamp
Town portrait Conflux small.png Conflux Armageddon's Blade Grass GrassArmageddon's Blade Highlands Highlands Horn of the Abyss
Town portrait Cove small.png Cove Horn of the Abyss Swamp Swamp
Town portrait Factory small.png Factory Horn of the Abyss Wasteland Wasteland

Sieges are always fought on town's native terrain (e.g. Inferno town sieges are fought on lava).

Horn of the Abyss Cove's Grail building Lodestar makes every terrain native to Cove creatures, permanently granting them native terrain benefits.