Learn how different terrains in Captain Blood affect unit movement, defense, and even cause damage. Master the battlefield by understanding Brambles, Chasms, Flame Spouts, and more!
Hey there! So, you're diving into Blood & Magic and wondering about all those different ground types you're stomping around on? Don't sweat it, it's pretty straightforward once you know what to look for. Basically, every single square on the map is one of these terrain types, and they all do something a little different to your units. Most of the time, it's just about slowing you down or giving a small defensive boost, but watch out – some can actually hurt your guys, and a few have special tricks up their sleeves depending on the campaign.
You can always check what kind of terrain you're looking at by just clicking on a square. The info pops up in the bottom-left corner, so you'll never be totally in the dark.
Here's the lowdown on what each terrain does:
| Terrain Type | Modifiers | Notes |
| Brambles | -1 defense -2 movement | Non-flying creatures that don't have free movement in brambles lose 2 hit points when entering them. |
| Broken Land | +2 defense -2 movement | No special traits. |
| Chasm | -6 movement | No special traits. |
| Flame Spout | -1 movement | Periodically discharges a ball of flame that damages units atop the flame spout. |
| Foliage | +1 defense -1 movement | Destroyed by "Flame" and "Archflame" spells. |
| High Foliage | -6 movement | Destroyed by "Flame" and "Archflame" spells. |
| Hotbed | No modifiers | Units walking on hotbed terrain continually lose hit points. |
| Marsh | -1 defense -1 movement | The "Flame" and "Archflame" spells are unable to leave burning ground on marsh terrain. |
| Obstruction | -6 movement | No special traits. |
| Open Land | No modifiers | No special traits. |
| Platform | No modifiers | Platforms appear in the final level of the random campaign mode, and are what is left behind when a portal is shut down. They are also found underneath the units sitting on the wind wall structure. They serve no other purpose and are otherwise unremarkable. |
| Prisoner Pit | -6 movement | Only featured on a single level, prisoner pits are revealed whenever a banishing stone structure is destroyed. Once revealed, prisoner pits will continually release captive Peasants for a time, which will typically engage units of the faction that owns the banishing stones in combat. |
| Road | No modifiers | No special traits. |
| Rough Land | +1 defense -1 movement | No special traits. |
| Ruins | +1 defense -1 movement | Created when structures (not mystical sites) are destroyed. |
| Swamp | -2 defense -2 movement | The "Flame" and "Archflame" spells are unable to leave burning ground on swamp terrain. |
| Trip Switch | No modifiers | A non-flying unit that passes over a trip switch will toggle the mechanism it is tied to - which is typically used to switch a tile between acting as a bridge or a chasm, or to toggle a flame spout on and off. This can be used as a trap - triggering a switch tied to a bridge to "open" it into a chasm just as a unit passes over it will plunge that unit to an instant death. |
| Undersea Tomb | No modifiers | An unremarkable terrain type that only appears on a single map. It is merely the decorative land that surrounds a prisoner pit / banishing stone. |
| Water | -2 defense -6 movement | The "Flame" and "Archflame" spells are unable to leave burning ground on water terrain. |
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