Here are all tile combination lists for Loop Hero game. if you have any problems. please let me know.
Loop Hero: Old Tile Combination
Tile | Source Card | Name | Placement | Acquired? | Description | Note |
Wasteland | Road | No. | 5% Chance to Create a Slime | Not affected by Chrono Crystals Slimes can stack Dark Slimes are not created by this process but by using Oblivion on a tile which just created a monster on its way to another tile |
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Rock and Mountains | Nether | Tutorial. | Boost Maximum HP Maximum HP indirectly contribute to HP regen through reaching your Camp and using Potions |
Combine 9 in a 3X3 square to create a peak | ||
Meadow | Nether | Tutorial. | Restore 2 HP on every new day Restore 3 HP on every new day if placed next to at least one non-meadow tile |
If possible place close to Chrono Crystals to double their effect | ||
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Spider cocoon | Sides | Tutorial. | Spawn Spiders everyday Spiders are weak, low HP monsters |
Ideal to farm cards | |
Cemetery | Road | Tutorial. | Spawn Skeletons every 3 days | Skeletons are resistant to Damage All Drop good quality loot |
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Grove | Road | Tutorial. | Spawn Ratwolves every 2 days Ratwolves are medium strength creatures sometime dropping loot over your current level |
Some ratwolves wander off into other squares Allow the placement of Blood Groves in nearby Sides |
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Blood grove | Sides | Lvl 1 Field Kitchen | Carnivorous roots Aura kill monsters under 15% of health (except Flesh Golems) Spawn Flesh Golems (AKA Loot Pinatas) from killing enemies nearby Entangle the player under 15% of health Need 7(?) kills of creatures with a soul(?) to spawn a Golem |
Carnivorous roots Aura Prevent Ghosts from appearing in its AoE | ||
Hungry grove | Sides | No. | Carnivorous roots Aura kill off monsters under 20% of health (including Flesh Golems) Spawn Flesh Golems from killing enemies nearby Entangle the player under 20% of health, Attack the player for ~5+3XLoop damage in battle Need 7 kills of creatures with a soul(?) to spawn a Golem |
Created by using an Oblivion on all nearby Forest near a Blood Grove A Blood Grove can placed next to another Blood Grove in some situations 20% Carnivorous roots Aura has Priority over the 15% Carnivorous roots Aura Prevent ghosts from appearing in its AoE |
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Swamp | Road | Lvl 1 Herbalist’s Hut | Slow Movement Spawn Mosquitoes every 3 days Mosquitoes are monsters with a 50% evade rate |
Nullify Regeneration and Vampirism for all Place next to Goblin Camp to turn it into a Swampy Camp |
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Chrono crystals | Sides | Beating the Lich(?) | Halves delay until monster spawns Example:1 day tiles like spiders and goblins spawn 2 monsters Example 2: 3 days spawn like cemeteries spawn a monster in 2 days |
Double Meadows healing | ||
Battlefield | Sides | Tutorial. | Spawn Treasures every loop once reaching your camp | Battlefield Aura: 20% Chance of enemies with a Soul to be reborn as a ghost Combine with other Battlefield to create Blood Road in interlocking Roads Ghost Aura is overridden by Carnivorous Aura |
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Blood Road | Road | No. | Spawn Blood Clots every 4 days | Good amount of loot for a reasonable challenge | ||
Road lantern | Sides | Tutorial. | Lower maximum monsters in nearby squares by 1 (down to a minimum of 0) | |||
Village | Road | Lvl 1 Gymnasium | Restore HP (15+5*loop) Provide a Quest Monster to kill (giving them +200% HP) Returning to the Village after killing the Quest Monster award 1 item equivalent to a monster with -2 level loot and up to tier 4 |
A Quest Monster will on average deal ~3 times its damage to you over its lifetime If Targeted First this mean a battle might cause over 10-15 times as much damage to you Beware strong monsters designated as Quest Monsters! |
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Wheat fields | Road | Farm | Add some restored HP (5*loop) to a nearby Village or Count’s Land Spawn Scarecrows every 4 days |
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Overgrown fields | Road | No. | Spawn Scarecrows Spawn Field of blades which are weak to Damage All |
Created by using Oblivion on its nearby Village(s) and Count’s Land(s) Road Lanterns cannot reduce the number of Field of blades which can be good or bad |
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Vampire mansion | Sides | Tutorial. | Add a Vampire to fights in its range Add a 10% Vampirism aura to fights in its range (enemy only) |
The Vampire occupies an extra monster slot and has priority spawning over Watchers Vampires are average monsters with strong Vampirism and good rarity loot |
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Count’s Land | Road | No. | Restore more HP than a Village Provide a Quest Monster to kill (+200% HP) Returning to the Village after killing the Quest Monster award 1 item equivalent to a monster with -2 level loot and up to tier 4 |
A Quest Monster will on average deal ~3 times its damage to you over its lifetime If Targeted First this mean a battle might cause over 10-15 times as much damage to you Beware Flesh Golems and any hard Quest Monsters! |
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Ransacked Village | Road | No. | Spawn 4 Ghouls on every loop After 3 loop transform into a Count’s Land |
Created by placing a Village and Vampire mansion next to each other Removing the Vampire Mansion prevent the Vampire from spawning in the fights + will still turn into a Count’s Land |
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Peak | Nether | No. |
Provide Same HP as 9 Mountains and about 33% higher HP than 9 Rocks Spawn harpies which flies to a random non-Village Road |
Formed by placing a mix of rocks and/or mountains in a 3 X 3 grid 1 peak maximum If destroyed with Oblivion 8 new random tiles of rocks and mountains are created in its place |
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Goblin Camp | Sides | No. | Created on a random Sides for every 10 rocks/mountain Spawn Goblin Leader and Goblins every day |
The Goblins are annoying fast hitting monsters dealing high DPS for little loot Sometime best destroyed with Oblivions or blocked with Villages Villages created based on highest mountain count Deleting and recreating a rocks/mountain will not creating a new camp |
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Goblin Lookout | Sides | No. | Created by placing a swamp next to a Goblin Camp Add a Goblin Archer to fights in a cardinal direction tile (+) |
Archer Goblins fire at you but can’t be attacked or killed There doesn’t seem to be an upside to creating this tile ¯\_(ツ)_/¯ |
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Oblivion | Any | Tutorial. | Erase a tile | Has a few special interactions with some tiles and has the ability to create extra resources | ||
Beacon | Outside | Tutorial. | +40% Movement Rate to the Hero +20% Attack Speed to Everyone |
Does not give a bonus to the Lich | ||
Temporal beacon | Nether | Complete Loop 15(?) | Speed up the passing of time by 50% for the player in its range Add a Watcher to fights in its range unless also in range of Vampire Mansion Watchers are monsters casting a shield on other monsters who run away when no target for his shield remain |
The Watcher occupies an extra monster slot but does not spawn if a Vampire has priority |
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Treasury | Nether | Tutorial. | Give a random scrap of resource when another tile is placed next to it | Can’t be placed near anything Best placed in the 4 corner of a 3 X 3 grid to minimize the number of cards to surround them |
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Empty Treasury | Nether | No. |
Reward two cards and two items of Loot Level -1 and up to Tier 3 (small chance of tier 4) Spawn Gargoyles on a random non-Village tile |
Created by surrounding a Treasure tile with other tiles | ||
Suburbs | Nether | Lvl 2 Gymnasium | +1 XP per monster kills | Combine 5 Suburbs in a + shape and the center becomes a town Once the first suburb has been placed all future suburbs must be placed next to it |
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Town | Nether | No. | +2 XP per monster kills | Combine 5 Suburbs in a + shape and the center becomes a Town | ||
Forge | Sides | Lvl 2 Smithy | Take 2 items from your inventory and give you a 20% defense bonus for 20 enemy hits (max 30 hits) After 6 items have been absorbed by the forge it will spawn a Living Armor |
Living Armor absorb a ton of hits so its best to place the forge away from any other spawns Alternatively place the forge on a corner to double the speed of the Living Armor to spawn |
Source from: https://docs.google.com/spreadsheets/d/1kb3OgPCbUZthzjO3GkZ7O4YHL-UyQ9mtuBL22nv-0fg/edit#gid=1922490772
New Combinations:
Bookery = when empty, spawns tomes in adjacent areas.
Empty Bookery adjacent to Vampire Mansion = spawns Vampire mages
Rivers next to Battlefields – Shipwreck, It spawns a Siren and a Chest (guaranteed not a mimic) once per loop while retaining the battlefield’s ability to create ghosts.
River next to desert/dune – -0.5% hero atk speed, -1% monster atk speed
Storm Temple lined up with forests – 0.5 magic damage
Forest/Thicket – Spawns a ‘village’ after 10 placed, just like mountains and goblin camps.
Villages – placing 2 spawns a bandit camp, bandits suck and can break your items (even equipped)
desert/dune tiles have an interaction with mosquitos from swamps.
Meadow next to any ‘building’ gives flowered meadow (+3 HP).
Fill 8 tiles around Treasure Trove for bonus mats and change to empty trove that spawns Gargoyles. (I’ve only used meadow, don’t know if other tiles work.)
3×3 of any stone makes a mountain, big hp boost + spawn harpies.
Overlapping Battlefields change default wilderness tiles to become ‘bloody paths’ which spawn blood mobs.
Vampire Mansion over Village causes mob spawn for 3 loops before becoming strong village.
Credit to Scalemail
Related Posts:
- Loop Hero: Warrior Guide for Infinite Loops
- Loop Hero: Tips & Tricks (Basic Bestiary)
- Loop Hero: Card Combos and Resource Guide
- Loop Hero: How Many Classes & Cards Does This Game Have?
- Loop Hero: How to Beat Omega as Rogue with Hardly Any Camp Items