Ground Movement is the most restrictive of the three modes by which units move in combat.
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Ground Movement
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Water Movement
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Air Movement
Ground Movement takes effect during battles on land.
Most of the game's units march, ride, or hover at ground level, and are subject to Ground Movement rules by default. They have to overcome less-than-ideal conditions on the world's surface to fulfill their orders. They face correspondingly higher point-costs when entering certain tiles on the battlefield. The other baseline rules are:
- Units with Water Movement have to adopt Ground Movement whenever they enter battle on land.
- Units with Air Movement get to retain it no matter where they fight.
The term "ground movement" applies to land-bound units traveling overland in a general sense. The Boot graphic is useful for displaying these units' base Movement Allowance. It does not, however, call attention to specific Movement Types that might be active on the unit or stack (Mountaineer, Planar Travel, Path Finding, etc.) in their overland journeys.
Combat Terrain
Edit
The table below shows the combat terrain gradients that units face under the Ground Movement rules.
Sailing Units Note: : While
Flying and
Swimming units may default to Ground Movement, these units cannot. In rare circumstances sailing units may be attacked on land. In the even rarer circumstances that they actually appear in the battle, they cannot cross these tiles, rendering them effectively immobile in land combat. They can still hurl their
Rocks and attack adjacent foes. They mobilize if they obtain the ability to
Fly.
Effects Overview
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Unit Abilities and spells concerned with overland travel don't necessarily affect Ground Movement. Raising maneuverability (and snaring enemies) in battle constitutes a somewhat different line of spell research and troop selection. The table in this section lists abilities and spells that act discriminately in some way with Ground Movement.
Unit Abilities | ||
Icon | Ability | Combat Effects |
---|---|---|
![]() | Forester | None No combat terrain discounts. |
![]() | Mountaineer | |
![]() | Pathfinding | |
![]() | Fire Breath | Permits a ![]() ![]() |
![]() | Lightning Breath | |
![]() | Thrown | |
![]() | Death Gaze | |
![]() | Doom Gaze | |
![]() | Stoning Gaze | |
![]() | Merging | Unit may teleport to almost any tile at a cost of ![]() |
![]() | Teleporting | |
![]() | Non-Corporeal | Unit gains immunity to snares and may pass through City Walls. No combat terrain discounts. |
![]() | Plane Shift | None — Sorry, you cannot wink in and out of combat. |
![]() | Web Spell | Traps a target, forces a ![]() ![]() |
![]() | Wind Walking | None — Note: Does not grant ![]() |
Spells | ||
Realm | Spell | Combat Effects |
![]() | Dispel Magic | May remove relevant movement buffs imparted by spells, but not innate abilities or Item Powers. |
![]() | Disenchant Area | |
![]() | Dispel Magic True | |
![]() | Disenchant True | |
![]() | Call Chaos | Potentially grants ![]() |
![]() | Chaos Channels | Potentially grants ![]() |
![]() | Cracks Call | Requires corporeal target in ![]() |
![]() | Earth to Mud | Corporeal units (friend or foe) must be in ![]() |
![]() | Endurance | ![]() |
![]() | Entangle | ![]() ![]() |
![]() | Flight | Grants ![]() |
![]() | Flying Fortress | ![]() |
![]() | Haste | ![]() |
![]() | Wall of Fire | Units (friend or foe) must be in ![]() |
![]() | Water Walking | None - grants ![]() ![]() |
![]() | Web | Traps a target, forces a ![]() ![]() |
![]() | Wind Walking | None — Note: Does not grant ![]() |
![]() | Wraith Form | Unit gains immunity to snares and may pass through City Walls. No combat terrain discounts. |