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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.
Walkability, flight, projectile, and speed rules for every terrain type
TerrainHeroGround monstersFlyersProjectilesSpeedDescription
Map EdgeNoNoYesYesThe star-flecked void beyond the finite world. It blocks the hero and ground monsters, while flyers and projectiles can cross it.
GrassYesYesYesYesOpen green ground with normal movement speed.
FlowersYesYesYesYesFlowering meadow terrain with normal movement speed.
Tilled FieldYesYesYesYesCultivated Mosswild soil with normal movement speed.
BogYesYesYesYes0.88×Waterlogged mire ground that reduces movement speed to 0.88×.
MudYesYesYesYes0.7×Deep mud that reduces movement speed to 0.7×.
RuinsYesYesYesYes0.95×Broken flagstone ground that reduces movement speed to 0.95×.
Ruin MosaicYesYesYesYes1.05×Rare ceremonial stonework that increases movement speed to 1.05×.
Landing SiteYesNoYesYes1.2×Protected arrival ground: the hero moves at 1.2× speed, recovers safely, and monsters cannot enter.
PathYesYesYesYes1.2×A fast road that increases movement speed to 1.2×.
BridgeYesYesYesYes1.2×A walkable crossing over water with the same 1.2× speed as a path.
StoneYesYesYesYes0.9×Rough stone ground that reduces movement speed to 0.9×.
WaterNoNoYesYesDeep water blocks the hero and ground monsters; bridges provide crossings, while flyers and projectiles pass over it.
ForestYesYesYesYes0.78×Dense woodland that is walkable but reduces movement speed to 0.78×.
CliffNoNoYesYesA steep ledge or wall formation that blocks the hero and ground monsters; marked crossings remain open, while flyers and projectiles pass over it.
HoleNoNoYesYesA deep, vine-fringed forest hollow that blocks the hero and ground monsters but not flyers or projectiles.
MountainNoNoYesYesSteep mountain terrain blocks the hero and ground monsters but not flyers or projectiles.
SandYesYesYesYesOpen 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.
Current public Dimension Shard biomes
BiomeExploration rule
Mosswild ForestGenerated from the shard seed; explored and seen tiles are recorded for the current expedition map.
Saffron WastesGenerated 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.