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This table lists the different types of terrain available. Note that some terrain tiles will be completely impassable, or have special circumstances, and will be marked as such.

Terrain tiles can have many different types of special effects.

Defense Bonus and Avoid Bonus is a flat bonus to the relevant stat. A defense bonus of 1 will give +1 defense while on that tile.

Healing is either a percentage or a flat amount. If it's a percentage, that is the percent of your MAXIMUM health that you will heal at the beginning of every turn on that space, up to your maximum health. If it is a flat amount, the same applies, except instead of a percentage, it is the value listed. If this value is negative, you take that much damage at the beginning of every turn.

Movement Cost is the amount of tiles this space counts as, for purposes of movement. You need to have remaining movement points equal to or greater than a tile's movement cost to enter it, and if you do, the tile's movement cost is subtracted from your remaining movement points. For example, if you have 6 Movement, you could move two tiles of a movement value of 1, and one tile of movement value 4. Alternatively, you could move two tiles of a movement value of 1, one tile of movement value 3, and another tile of movement value 1. However, after moving two tiles of movement value 1, you would be unable to enter a tile of movement value 5.

Terrain Defense Bonus Avoid Bonus Healing Movement Cost Effect
Plains - - - 1 -
Road - - - 1 -
Bridge - - - 1 -
Cliff - - - 1 Only flying units can cross this terrain.
Desert - - - 1/2/4 Mages, flying units, and thieves have a movement cost of 1, armored and mounted units have a movement cost of 4, all other units have a movement cost of 2.
Forest 1 10 - 1/2/3 Flying units have a movement cost of 1, mounted units have a movement cost of 3, all other units have a movement cost of 2.
Fort 2 20 20% 1 Heals units by 20% of their maximum HP at the beginning of their turn.
Gate 3 20 20% 1 Heals units by 20% of their maximum HP at the beginning of their turn.
High Ground - - - 1 Only flying units can cross this terrain.
Lava - - -10 1 Deals 10 damage to units at the beginning of their turn.
Mountain 2 20 - 1 Only flying units, Brigands, and Berserkers can cross this terrain.
Peak 3 30 - 1 Only flying units, Brigands, and Berserkers can cross this terrain.
Pillar 1 10 - 1 -
River - - - 1/5 Flying units have a movement cost of 1, all other units have a movement cost of 5.
Ruins - - - 1 -
Stairway - 10 - 1 -
Throne 1 10 20% 1 Heals units by 20% of their maximum HP at the beginning of their turn.
Village 5 - - 1 -

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