Dimensions
Terrain types
Generated dimensions mix open ground, fast routes, slow terrain, hard barriers, and protected landing sites. Terrain changes movement and which creatures can pass.
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 walkable | Monster walkable | Speed | Description |
|---|---|---|---|---|
| Map Edge | No | No | 1× | The star-flecked void beyond the finite world. Nothing can cross it. |
| Grass | Yes | Yes | 1× | Open green ground with normal movement speed. |
| Flowers | Yes | Yes | 1× | Flowering meadow terrain with normal movement speed. |
| Tilled Field | Yes | Yes | 1× | Cultivated Mosswild soil with normal movement speed. |
| Bog | Yes | Yes | 0.88× | Waterlogged mire ground that reduces movement speed to 0.88×. |
| Mud | Yes | Yes | 0.7× | Deep mud that reduces movement speed to 0.7×. |
| Ruins | Yes | Yes | 0.95× | Broken flagstone ground that reduces movement speed to 0.95×. |
| Ruin Mosaic | Yes | Yes | 1.05× | Rare ceremonial stonework that increases movement speed to 1.05×. |
| Landing Site | Yes | No | 1.2× | Protected arrival ground: the hero moves at 1.2× speed, recovers safely, and monsters cannot enter. |
| Path | Yes | Yes | 1.2× | A fast road that increases movement speed to 1.2×. |
| Bridge | Yes | Yes | 1.2× | A walkable crossing over water with the same 1.2× speed as a path. |
| Stone | Yes | Yes | 0.9× | Rough stone ground that reduces movement speed to 0.9×. |
| Water | No | No | 1× | Deep water blocks both the hero and monsters; bridges provide crossings. |
| Forest | Yes | Yes | 0.78× | Dense woodland that is walkable but reduces movement speed to 0.78×. |
| Cliff | No | No | 1× | A steep ledge or wall formation that blocks both the hero and monsters; marked crossings remain open. |
| Hole | No | No | 1× | A deep, vine-fringed forest hollow that blocks both the hero and monsters. |
| Mountain | No | No | 1× | Steep mountain terrain blocks both the hero and monsters. |
| Sand | 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. Nothing 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 both the hero and monsters; bridges provide crossings.
- Forest
- Dense woodland that is walkable but reduces movement speed to 0.78×.
- Cliff
- A steep ledge or wall formation that blocks both the hero and monsters; marked crossings remain open.
- Hole
- A deep, vine-fringed forest hollow that blocks both the hero and monsters.
- Mountain
- Steep mountain terrain blocks both the hero and monsters.
- Sand
- Open sandy ground with normal movement speed.
Route planning
Safe and fast
Paths and bridges are the fastest travel lanes. City tiles are equally fast and block monster entry; water and mountains block both sides, while forests and stone slow 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. |
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.