Terrain: Difference between revisions
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* Swamp is [[native terrain]] for [[Fortress]]. | * Swamp is [[native terrain]] for [[Fortress]]. | ||
* Movement cost: 175% (Compared to grass.) | * Movement cost: 175% (Compared to grass.) | ||
== Magical terrains == | |||
=== Clover Field === | |||
=== Cursed Ground === | |||
=== Evil Fog === | |||
=== Favorable Winds === | |||
=== Fiery Fields === | |||
=== Holy Ground === | |||
=== Lucid Pools === | |||
=== Magic Clouds === | |||
=== Magic Plains === | |||
=== Rockland=== | |||
==Related Articles== | ==Related Articles== |
Revision as of 10:19, 22 July 2016
Terrain typically refers to one of the eight basic land types, which are grass, dirt, lava, subterranean, rough, sand, snow and swamp. Water can also be considered as one of the basic terrains as well as rock, which is impassable (even with flying). Additionally, there are several types of magical terrains, that affect combat or spellcasting, with the exception of favorable winds, which increases movement over water.
Basic terrains
Grass
- Grass is native terrain for Castle, Rampart and Conflux.
- Movement cost: 100% (Other terrains movement costs are compared to grass.)
Dirt
- Dirt is native terrain for Necropolis and Neutral alignment troops.
- Movement cost: 100% (Compared to grass.)
Lava
- Lava is native terrain for Inferno.
- Movement cost: 100% (Compared to grass.)
Subterranean
- Subterranean is native terrain for Dungeon. It is usually found on the underground layer.
- Movement cost: 100% (Compared to grass.)
Rough
- Rough is native terrain for Stronghold.
- Movement cost: 125% (Compared to grass.)
Sand
- Sand is not a native terrain for any faction, armies including nomads do not receive a terrain penalty.
- Movement cost: 150% (Compared to grass.)
Snow
- Snow is native terrain for Tower.
- Movement cost: 150% (Compared to grass.)
Swamp
- Swamp is native terrain for Fortress.
- Movement cost: 175% (Compared to grass.)