Dimensions
Terrain types
Generated dimensions mix open ground, fast routes, slow terrain, hard barriers, and protected landing sites. Terrain blocks the hero and ground monsters, while flyers and projectiles pass over every tile type.
18 tile types1.2× road speed
Terrain types18
Fast tiles4
Hero barriers5
Fastest speed1.2×
Terrain summary
Speed multipliers apply to hero movement. A value of 1× is normal ground speed.
| Terrain | Hero | Ground monsters | Flyers | Projectiles | Speed | Description |
|---|---|---|---|---|---|---|
| Map Edge | No | No | Yes | Yes | 1× | The star-flecked void beyond the finite world. It blocks the hero and ground monsters, while flyers and projectiles can cross it. |
| Grass | Yes | Yes | Yes | Yes | 1× | Open green ground with normal movement speed. |
| Flowers | Yes | Yes | Yes | Yes | 1× | Flowering meadow terrain with normal movement speed. |
| Tilled Field | Yes | Yes | Yes | Yes | 1× | Cultivated Mosswild soil with normal movement speed. |
| Bog | Yes | Yes | Yes | Yes | 0.88× | Waterlogged mire ground that reduces movement speed to 0.88×. |
| Mud | Yes | Yes | Yes | Yes | 0.7× | Deep mud that reduces movement speed to 0.7×. |
| Ruins | Yes | Yes | Yes | Yes | 0.95× | Broken flagstone ground that reduces movement speed to 0.95×. |
| Ruin Mosaic | Yes | Yes | Yes | Yes | 1.05× | Rare ceremonial stonework that increases movement speed to 1.05×. |
| Landing Site | Yes | No | Yes | Yes | 1.2× | Protected arrival ground: the hero moves at 1.2× speed, recovers safely, and monsters cannot enter. |
| Path | Yes | Yes | Yes | Yes | 1.2× | A fast road that increases movement speed to 1.2×. |
| Bridge | Yes | Yes | Yes | Yes | 1.2× | A walkable crossing over water with the same 1.2× speed as a path. |
| Stone | Yes | Yes | Yes | Yes | 0.9× | Rough stone ground that reduces movement speed to 0.9×. |
| Water | No | No | Yes | Yes | 1× | Deep water blocks the hero and ground monsters; bridges provide crossings, while flyers and projectiles pass over it. |
| Forest | Yes | Yes | Yes | Yes | 0.78× | Dense woodland that is walkable but reduces movement speed to 0.78×. |
| Cliff | No | No | Yes | Yes | 1× | A steep ledge or wall formation that blocks the hero and ground monsters; marked crossings remain open, while flyers and projectiles pass over it. |
| Hole | No | No | Yes | Yes | 1× | A deep, vine-fringed forest hollow that blocks the hero and ground monsters but not flyers or projectiles. |
| Mountain | No | No | Yes | Yes | 1× | Steep mountain terrain blocks the hero and ground monsters but not flyers or projectiles. |
| Sand | Yes | Yes | Yes | Yes | 1× | Open sandy ground with normal movement speed. |
Values are read from the same gameplay catalogs used by Worlds Worth Looting.
Field notes
Use these rules when deciding whether to escape, engage, or take a faster route.
- Map Edge
- The star-flecked void beyond the finite world. It blocks the hero and ground monsters, while flyers and projectiles can cross it.
- Grass
- Open green ground with normal movement speed.
- Flowers
- Flowering meadow terrain with normal movement speed.
- Tilled Field
- Cultivated Mosswild soil with normal movement speed.
- Bog
- Waterlogged mire ground that reduces movement speed to 0.88×.
- Mud
- Deep mud that reduces movement speed to 0.7×.
- Ruins
- Broken flagstone ground that reduces movement speed to 0.95×.
- Ruin Mosaic
- Rare ceremonial stonework that increases movement speed to 1.05×.
- Landing Site
- Protected arrival ground: the hero moves at 1.2× speed, recovers safely, and monsters cannot enter.
- Path
- A fast road that increases movement speed to 1.2×.
- Bridge
- A walkable crossing over water with the same 1.2× speed as a path.
- Stone
- Rough stone ground that reduces movement speed to 0.9×.
- Water
- Deep water blocks the hero and ground monsters; bridges provide crossings, while flyers and projectiles pass over it.
- Forest
- Dense woodland that is walkable but reduces movement speed to 0.78×.
- Cliff
- A steep ledge or wall formation that blocks the hero and ground monsters; marked crossings remain open, while flyers and projectiles pass over it.
- Hole
- A deep, vine-fringed forest hollow that blocks the hero and ground monsters but not flyers or projectiles.
- Mountain
- Steep mountain terrain blocks the hero and ground monsters but not flyers or projectiles.
- Sand
- Open sandy ground with normal movement speed.
Route planning
Safe and fast
Paths and bridges are the fastest travel lanes. Landing sites block ground-monster entry. Water, cliffs, holes, mountains, and map edges stop the hero and ground monsters, while flyers and projectiles pass over them; forests and stone slow ground pursuit without stopping it.
Terrain, biomes, and exploration
A biome chooses a generator and terrain palette; the individual tiles still use the walkability and speed rules above.
| Biome | Exploration rule |
|---|---|
| Mosswild Forest | Generated from the shard seed; explored and seen tiles are recorded for the current expedition map. |
| Saffron Wastes | Generated from the shard seed; explored and seen tiles are recorded for the current expedition map. |
Exploration tracks both tiles the hero has visited and tiles revealed inside the viewport. Starting a different generated map creates a fresh exploration record for that map.
Values are read from the same gameplay catalogs used by Worlds Worth Looting.