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| Wasteland | Road | 5% chance of 1 slime/day | - |
| Cemetery | Road | 1 skeleton/3 days | - |
| Grove | Road | 1 ratwolf/2 days | - |
| Blood path | Road | 1 blood clot/4 days | Wasteland where two battle fields overlap |
| Village | Road | Heals 15+5*loop | Gynasium camp building |
| Ransacked village | Road | 1-4 ghouls/loop | Village touching a vampire mansion |
| Count's lands | Road | Heals 15+5*loop | - | A ransacked village becomes count's lands after 3 loops |
| Wheat fields | Road | 1 scarecrow/4 days | Farm camp building | Must be placed touching a village, +5*loop healing village's effect |
| Overgrown field | Road | 1 scarecrow/4 days | Remove the attached village from a wheat field | Creates field of blades during combat |
| Ruins | Road | 1 scorch worm/2 days | Supply depot camp building | Grants random resource shard |
| Swamp | Road | 1 mosquito/3 days, | Herbalist's hut camp building | Healing deals damage |
| A Village? | Road | 1 wooden warrior/2 days | One appears per 10 forest/thicket tiles placed |
| Bridge | Road | - | Bridge camp building | Allows rivers to touch the road and pass under |
| Spider cocoon | Roadside | 1 spider/day on an adjacent tiles | - |
| Vampire mansion | Roadside | Adds vampires to combat on adjacent tiles | - |
| Battle field | Roadside | 1 chest or mimic/loop | - | Defeated enemies on adjacent tiles might become ghosts |
| Shipwreck | Roadside | 1 siren/loop, 1 chest/loop | Battle field placed next to a river tile | Defeated enemies on adjacent tiles might become ghosts |
| Road lantern | Roadside | Decreases the maximum number of enemies on adjacent tiles | - |
| Goblin camp | Roadside | 1 goblin/day on an adjacent tiles | One appears per 10 mountain/rock tiles placed |
| Goblin lookout | Roadside | Adds goblin archer to adjacent tiles | A goblin camp touching a swamp |
| Bookery | Roadside | Replaces your cards when you pass | Library camp building |
| Abandoned bookery | Roadside | Adds tomes to combat on adjacent tiles | - | Bookery becomes an abandoned bookery after 20 exchanges |
| Blood grove | Roadside | Devours enemies with less than 15% health | Field kitchen camp building | Must be placed touching a grove, thicket or forest |
| Hungry grove | Roadside | Devours enemies with less than 20% health | Remove the grove, forest, or thicket from a blood grove | Occasionally attacks hero |
| Bandit camp | Roadside | 1 bandit/2 days on an adjacent tile | One appears per 2 villages |
| Reed | Roadside | 1 fishman/3 days | Bridge camp building | A river tile becomes a reed when it touches the road |
| Outpost | Roadside | Spawns an assistant on touching tiles | War camp camp building |
| Smith's forge | Roadside | 1 living armor/6 exchanges | Upgrade smithy camp building | Removes 2 unequipped items in exchange for a 20% damage reduction buff for 10 hits |
| Chrono crystals | Roadside | Doubles the effect of a day on adjacent tiles | First lich battle |
| Rock | Landscape | +1% base HP | - | +1% base HP for each adjacent rock or mountain |
| Mountain | Landscape | +2% base HP for each adjacent rock or mountain | - |
| Mountain peak | Landscape | +48% base HP, spawns 1 harpy/2 days | A 3-by-3 square of rock/mountain | +2% base HP for each adjacent rock or mountain |
| Meadow | Landscape | Heals 2 HP at the start of each day | - |
| Blooming meadow | Landscape | Heals 3 HP at the start of each day | Meadow touching a different tile |
| Desert | Landscape | Lowers every creature's HP by 0.5% | Intel center camp building |
| Sand dunes | Landscape | Lowers all creature's HP by 1% | Intel center camp building |
| River | Landscape | Doubles effects of adjacent landscape tiles | River camp building | First river tile can only be placed on perimeter, subsequent rivers must build on the first |
| Oasis | Landscape | -0.5% to hero's attack speed, -1% attack speed to all other creatures | - | Created when a river touches a desert/sand dunes tile |
| Forest | Landscape | +1% hero attack speed | Forest camp building |
| Thicket | Landscape | +2% hero attack speed | Forest camp building |
| Burned forest | Landscape | +0.5 magic damage | A forest/thicket tile in line with a storm temple |
| Suburbs | Landscape | +1 XP per enemy killed | Upgrade the gymnasium camp building | After the first, must be placed touching another suburb |
| Town | Landscape | +2 XP per enemy killed | - | Placing 5 suburbs in a + shape will create a town in the center |
| Treasury | Special | Random resource for placing anything adjacent | - | Gives lots of resources if you fill all 8 adjacent tiles |
| Empty treasury | Special | 1 gargoyle/3 days | - | A treasury becomes empty after placing 8 tiles adjacent to it |
| Storm temple | Special | Strikes 2 targets in range/5 seconds | Smelter camp building |
| Beacon | Special | +40% movement, +20% attack speed | - |
| Temporal beacon | Special | Chance to spawn watcher | Complete 12 loops | Speeds time by 50% |
| Lich's palace | Special | +5% to lich's HP and damage | - | Created when the chapter 1 boss spawns |
| Arsenal | Golden | Creates additional item slot | Smelter camp building | Decreases item level by 15% |
| Ancestral crypt | Golden | +3 HP for every soul killed, +1 resurrection | Crypt camp building | Removes HP bonus from armor |
| Maze of memories | Golden | Takes up a lot of space | Library camp building | Fills any contiguous empty tiles with maze of memory tiles and rapidly increases the boss spawn meter |
| Zero milestone | Golden | Evenly changes monster's strength depending on distance from zero milestone | Alchemist's tent camp building | Doesn't affect bosses |