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Terrain Bonuses
Topic Started: Jun 4 2009, 11:27 PM (121 Views)
Sentenal
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When you can't make them see the light, make them feel the heat.
FEFF Emperor
Terrain and movement work pretty much like they do in the game, but heres the information for if you are unfamiliar with the system. Every type of terrain has its own defense, avoid and movement cost. Here what they mean:

Name: Name of the terrain type.
Defense: Raises the defense of the unit on the terrain, making them more resilient to physical attacks.
Avoid: Raises the avoid of the unit on the terrain, making them harder to hit.
Movement Cost: Determines how much of a units move is used up when a unit moves into a tile of that terrain.

For example, a mercenary (mov: 6) moving through a plains tile (movement cost 1), a mountain tile (movement cost 3) and finally another plains tile (movement cost 1) would have 1 movement point left, so he could move into any adjacent square with a movement cost of 1. If a unit does not have enough movement points to move into a square, they cannot do it. For instance, the above mercenary couldn't walk through another forest (movement cost 2).

Any terrain types not listed either have the same stats as "Plains" or are impassible - you can't move into them.

Quote:
 
Flying units (Wyverns and Pegasi) ignore terrain bonuses. For them, every tile has the following stats:

Defense: 0
Avoid: 0
Movement Cost: 1

NOTE (updated!): Castles (except for their gates), Walls, and Houses (the large multi-tile types in city, not villages and small houses) are impassible even to flyers.


Quote:
 
Church
Defense: 0
Avoid: 0
Movement Cost: 1
Effect: Regain all HP at beginning of turn.

Desert
Defense: 0
Avoid: 5
Movement Cost: 3 for foot units, 4 for mounted units.

Forest
Defense: 1
Resistance: 1
Avoid: 20
Movement Cost: 2 for foot units, 3 for mounted units. No penalty with Forester skill.

Gate
Defense: 3
Resistance: 3
Avoid: 30
Movement Cost: 1
Regen: +3 HP each turn

House
Defense: 0
Avoid: 20
Movement Cost: 1

Lake/Sea
Defense: 0
Avoid: -10
Movement Cost: 3
Notes: Only traversable with Seawalk skill.

Mountain
Defense: 1
Avoid: 30
Movement cost: 3
Notes: Only traversable by foot units.

Peak
Defense: 2
Avoid: 40
Movement Cost: 4
Notes: Only traversable with Seawalk skill.

Plain
Defense: 0
Avoid: 0
Movement Cost: 1

Road
Defense: 0
Avoid: -10
Movement Cost: 1

Ruins
Defense: 0
Avoid: 0
Movement Cost: 1

Sand
Defense: 0
Avoid: 5
Movement Cost: 1

Village
Defense: 0
Avoid: 10
Movement Cost: 1
Edited by Crysta, Aug 9 2009, 11:39 PM.
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