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Terrain

Terrain refers to the landscape of any given area in The Wilds. Each hex on the World Map is composed of a single Terrain type, which determines what Monsters and Resources a Party is likely to encounter there while Adventuring. Terrain also affects how much In-Game Time it takes to Travel across a hex and what difficulties a Party might encounter while doing so.

By default, it takes one day to traverse a hex if the Party is Traveling by foot, wagon, or ship, or half a day if they are using horses or other fast mounts. Certain Terrain types, however, can double or even triple the default Travel Time. See the Travel Time Modifiers table for a brief summary of Terrain effects, or refer to the detailed descriptions below:

List of Terrain Types
  • Arctic - Frozen tundra or land covered by thick snow or ice. Travel Times are doubled in this Terrain unless every Party member has snowshoes, arctic mounts, or similar equipment. Additionally, each character suffers one level of Exhaustion for every 24 hours they remain in Arctic Terrain unless they are equipped with cold-resistant clothing. This Exhaustion cannot be removed until the character in question has spent at least 24 hours in non-Arctic Terrain.
  • Coast/Sea - Areas that are entirely or predominantly made up of water. This Terrain does not affect the default Travel Time, though the Party can only traverse large bodies of water by using a ship or aquatic mounts.
  • Desert - Rocky or sandy areas with an extremely arid climate. Travel Times are doubled in this Terrain unless every Party member has desert mounts. Additionally, each character suffers one level of Exhaustion for every 24 hours they remain in Desert Terrain unless they are equipped with heat-resistant clothing. This Exhaustion cannot be removed until the character in question has spent at least 24 hours in non-Desert Terrain.
  • Forest - Land which is covered with trees or other thick greenery. It always takes at least one day for the Party to traverse a Forest hex, regardless of whether they are using fast mounts.
  • Jungle/Swamp - Areas with an extremely moist climate which are covered in dense plant life, mud, or shallow water. Travel Times are doubled in this Terrain. Additionally, it always takes at least two days for the Party to traverse a Jungle or Swamp hex, regardless of whether they are using fast mounts.
  • Plains - Flat grasslands or gently rolling hills. This Terrain does not affect the default Travel Time.
  • Mountain - Steep rocky land which rises high above the surrounding areas. Travel Times are tripled in this Terrain. Additionally, it always takes at least three days for the Party to traverse a Mountain hex, regardless of whether they are using fast mounts.

Travel Time Modifiers

Terrain Type Modifier
Arctic Double1,2
Coast/Sea Default3
Desert Double2,4
Forest Default5
Jungle Double5
Plains Default
Mountain Triple5
Swamp Double5
1) Travel Time is not doubled if every Party member possesses snow shoes or Arctic mounts.
2) Each Party member suffers one level of Exhaustion every 24 hours unless wearing appropriate clothing.
3) Travel across Sea terrain is only possible via ship or aquatic mounts.
4) Travel Time is not doubled if every Party member possesses Desert mounts.
5) Fast mounts do not affect Travel Time.

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