Terrain (地形) is a staple game mechanic of the Fire Emblem series. Terrain is basically the different types of spaces that a character can have their units stand on.

Different aspects of Terrain have different effects, some give attacking and defending bonuses to the unit standing on the space while others impair unit movement, and some pieces of Terrain are completely impassable.

Most pieces of Terrain occupy a single space on a map, although sometimes a large formation (like a mountain) will cover several spaces, each space being individually classified as a mountain (or in some games 'peak').

Common Terrain Types[edit | edit source]

  • Plain: The most common terrain, included in all games. A Plain provides zero bonuses to both Avoid and Defense and does not affect movement.
  • Forest: A common form of Terrain found in Fire Emblem maps that are outside, the Forest provides a +1 bonus to Defense and +20 to Avoid, allowing the unit under cover to take less damage and also help with the ability to avoid enemy attacks. It is noteworthy that entering or passing through a Forest requires two remaining move tiles, meaning the Terrain also reduces movement.
  • Thicket: An outdoor Terrain version which are very similar to the Forest tile from previous games.
  • Floor: The indoor counterpart of the Plain terrain, but is found indoors instead of outdoors.
  • Pillar: The indoor counterpart of the Forest terrain, the Pillar terrain has the same bonuses and restrictions, but is found indoors instead of outdoors.
  • Mountain: Another outdoor Terrain version, the mountain is restricted only to units that are not mounted (with the exception of pegasi and wyvern riders), but gives a greater bonus than the Forest, providing +2 Defense and +30 to Avoid. In the later 3-D Fire Emblem games, spaces with the Terrain type 'Mountain' were impassible by all except Berserkers (and pegasi/wyvern riders).
  • Peak: Another outdoor Terrain version, the Peak provides a +2 to Defense and +40 to Avoid, its con being its restriction to the Brigand class. It is commonly placed among mountains.
  • Gate/Throne: Terrain that appears in most games, the Gate and Throne provide the same bonuses as the peak, +2 to Defense and +40 to Avoid, but its bonuses are available to all classes except the Pegasus and Wyvern riders, which do not gain the bonuses from Terrain. It also gives you a Health boost like a Fort.
  • Sea: One of the lesser used terrains, it can only be used by Pirates, Berserkers and flying units. It only gives +10 to Avoid.
  • Desert: More of a hindrance than a help, the Desert terrain requires the sacrifice of 2 move tiles to go through one tile of desert terrain (although this doesn't affect magic units or flying units), and for mounted units it lowers their move down to 1 or 2 tiles. It still provides a +5 bonus to Avoid, however.

Terrains Per Game[edit | edit source]

Fire Emblem: Shadow Dragon and the Blade of Light[edit | edit source]

Class categories[edit | edit source]

Every class has its own terrain effect, with the exception of the two flying classes, Pegasus Knight and Dracoknight, which share a set.[1]

Terrain stats[edit | edit source]

Terrain type Stat boosts Movement penalties
Avo HP Rec. Lord Cavalier Paladin Flying Units Mercenary Hero Archer Sniper Hunter Horseman Ballistician Knight General Fighter Pirate Thief Freelancer Manakete Mage Priest Bishop
Floor 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Plains 5 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Forest 15 0 2 3 3 1 2 2 3 2 2 3 3 2 2 2 2 2 2 2 2 2 2
Sand 0 0 2 4 3 1 2 2 3 2 2 5 3 2 3 2 2 2 2 2 1 2 2
Pillar 20 0 3 3 1 2 2 3 2 2 3 3 2 2 2 2 2 2 2 2 2 2 2
Fort 20 5 HP 2 2 2 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
Gate 30 ? 2 2 2 1 2 2 2 2 2 2 2 2 2 3 2 2 2 2 2 2 2
Mountain 25 0 4 N/A 6 1 4 3 N/A 3 3 N/A N/A N/A N/A 3 4 4 3 4 4 N/A 4
Cliff 0 0 4 N/A 6 1 4 3 N/A 3 3 N/A N/A N/A N/A 3 4 4 3 4 4 4 4
River 0 0 5 N/A N/A 1 N/A 5 N/A 4 N/A N/A N/A N/A N/A N/A 2 5 2 N/A N/A N/A N/A
Sea 30 0 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A 2 N/A 2 N/A N/A N/A N/A
Peak 0 0 N/A N/A N/A 1 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
Wall - - N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

Sections marked with a N/A mean that units of the class type cannot cross this terrain under any circumstances. Fliers do not receive any stat boosts except HP recovery.

Fire Emblem Gaiden[edit | edit source]

Class categories[edit | edit source]

For the purposes of terrain effect, Fire Emblem Gaiden's code divides classes into these categories:

Infantry A Mercenary • Priestess (Gaiden) • Princess • Revenant • Entombed
Infantry B Villager • Archer • Sniper • Brigand
Infantry C Soldier • Cleric • Saint • Bonewalker • Lich • Mogall
Myrmidon Myrmidon
Dread Fighter Dread Fighter • Cerberus • Naberius
Bow Knight Bow Knight • Aurum
Knight Knight
Baron Baron • Fiend
Cavalier Cavalier
Paladin Paladin
Gold Knight Gold Knight • Hades
Mages Mage • Sage • Arcanist • Cantor • Witch
Fighter Fighter (Gaiden) • Hero • Fell God
Fliers Pegasus Knight • Falcon KnightGargoyleDeathgoyle • Necrodragon • White Dragon (Gaiden)

Terrain stats[edit | edit source]

Terrain types and effects in Fire Emblem Gaiden
Terrain type Stat boosts Movement penalties
Avo HP Rec. Infantry A Infantry B Infantry C Myrmidon Dread Fighter Bow Knight Knight Baron Cavalier Paladin Gold Knight Mages Fighter Fliers
Floor 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Tile 20 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Supplies 40 5 HP 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Grave 60 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Forest 40 0 2 2 2 1 1 3 2 2 3 3 3 1 2 1
Desert 0 0 3 3 3 3 2 5 3 3 6 5 5 2 2 1
Bulwark 30 0 2 2 2 2 2 N/A 2 2 N/A N/A N/A 2 2 2
Mountain 30 0 4 3 4 4 4 N/A N/A N/A N/A N/A N/A 3 4 1
River 0 0 4 N/A N/A 4 4 N/A N/A N/A N/A N/A 6 N/A 4 1
Swamp 0 -5 HP 2 2 2 2 2 2 3 2 3 3 3 2 2 1
Aerial
(Peak, Rampart, Sea)
0 0 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A 1
Wall - - N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

Sections marked with a N/A mean that units of the class type cannot cross this terrain under any circumstances. Fliers do not receive any stat boosts except HP recovery.

Fire Emblem: Mystery of the Emblem[edit | edit source]

For the purposes of terrain effect, Fire Emblem: Mystery of the Emblem's code divides classes into these categories:

Special Lord • Thief • Dancer
Infantry A Soldier • Mercenary
Infantry B Hero • Berserker
Axes Fighter • Brigand
Mages Mage • Bishop
Armor Knight • General • Emperor
Cavalry Cavalier • Horseman
Fliers Pegasus Knight • Dracoknight
Dragon A Knight • Fire Dragon • Mage Dragon
Dragon B Wyvern • Divine Dragon • Dark Dragon

Terrain stats[edit | edit source]

Terrain types and effects in Mystery of the Emblem
Terrain type Stat boosts Movement cost
Avo HP Rec. Special Freelancer Infantry A Infantry B Axes Pirate Barbarian Mages Cleric Hunter Armor Archer Sniper Cavalry Paladin Fliers Manakete Dragon A Dragon B Ice Dragon Earth Dragon
Plain/Path 5 - 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Forest 15 - 2 2 2 2 2 2 2 2 2 2 2 3 2 3 3 1 2 2 1 3 1
Mountain 25 - 4 3 4 3 3 4 3 4 N/A 2 N/A N/A 3 N/A 6 1 4 4 1 4 4
Peak 5 - N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A 1 N/A N/A 1 N/A N/A
Settlement 0 - 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Rubble
Outside ver.
0 - 2 2 2 2 2 2 2 2 2 2 2 3 2 2 2 1 2 2 1 3 3
Pillar
Outside ver.
0 - 2 2 2 2 2 2 2 2 2 2 2 3 2 2 2 1 2 2 1 3 3
Fort 20 5 HP 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 2 2 1 2 2
Gate 30 10 HP 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 2 2 1 2 2
Cliff/Cave 25 - 4 3 4 3 3 4 3 N/A N/A 2 N/A N/A 3 N/A 6 1 4 4 1 3 4
River 0 - 5 2 N/A 5 N/A 2 N/A N/A N/A N/A N/A N/A 4 N/A N/A 1 4 N/A 1 3 5
Sea 0 - N/A 2 N/A N/A N/A 2 N/A N/A N/A N/A N/A N/A N/A N/A N/A 1 4 N/A 1 N/A N/A
Desert 0 - 2 2 2 2 2 2 1 1 1 2 2 3 2 4 3 1 2 2 1 3 1
Magma 0 - N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A 1 4 N/A 1 N/A N/A
Floor/Chest 0 - 1 1 1 1 1 1 1 1 1 1 1 1 1 N/A N/A N/A 1 1 1 1 1
Rubble
Inside ver.
0 - 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 2 2 1 2 2
Pillar
Inside ver.
20 - 2 2 2 2 2 2 2 2 2 2 2 3 2 N/A N/A N/A 2 2 1 3 3
Throne 30 10 HP 2 2 2 2 2 2 2 2 2 2 2 2 2 N/A N/A N/A 2 2 1 2 2
Stream 0 - 5 2 N/A 2 N/A 2 N/A N/A N/A N/A N/A N/A 2 N/A N/A N/A 4 N/A 1 3 5
Blocked/Altar - - N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

Sections marked with an N/A mean that units of the class type cannot cross this terrain under any circumstances. Fliers do not receive any stat boosts except HP recovery.

Fire Emblem: Genealogy of the Holy War[edit | edit source]

Class Categories[edit | edit source]

The following are notes for each type listed in the table:

Cavalry A Cavalier • Free Knight • Lance Knight • Axe Knight • Arch Knight • Troubadour
Cavalry B Knight Lord • Paladin • Ranger • Duke Knight • Great Knight • Bow Knight • Mage Knight • Master Knight
Fliers Pegasus Knight • Falcon Knight • Wyvern Rider • Wyvern Lord • Dragon Rider
Infantry Junior Lord • Prince • Princess • Myrmidon • Swordmaster • Hero • Thief • Thief FighterDancer • Brigand • Bow Fighter • Sniper • Fire Mage • Thunder Mage • Wind Mage • Mage Fighter • Mage • Bard • Shaman • Sage • Priest • High Priest • Bishop • Queen • Dark Mage • Dark Bishop • Dark Prince • Civilian
Armor Sword Armor • Knight • Axe Armor • Bow Armor • General • Baron • Emperor
Fighter Fighter • Warrior
Bandits Barbarian • Hunter
Pirates Pirate

Terrain Stats[edit | edit source]

Terrain types and effects in Fire Emblem: Genealogy of the Holy War
Terrain type Stat boosts Movement cost
Avo HP Rec. Cavalry A Cavalry B Fliers Infantry Armor Fighter Bandits Pirates
Road/Bridge -10 - 0.7 0.7 1 0.7 0.7 0.7 0.7 0.7
Plain/Sand/Ruins 0 - 1 1 1 1 1 1 1 1
Forest 20 - 3 3 1 2 2 2 2 2
Thicket 40 - N/A N/A 1 N/A N/A N/A 5 N/A
Mountain 30 - N/A 3 1 2 N/A 2 2 2
Peak/Cliff - - N/A N/A 1 N/A N/A N/A N/A N/A
Sea/River -30 - N/A N/A 1 N/A N/A N/A N/A 5
Desert -10 - 4 4 1 2 3 3 2 2
Village 20 - 1 1 1 1 1 1 1 1
Church 0 All HP 1 1 1 1 1 1 1 1
Bragi Tower 0 - N/A N/A 1 N/A N/A N/A N/A N/A
Castle Defense 30 (20% HP) - 1 N/A N/A N/A N/A N/A N/A N/A N/A
Castle Wall - - N/A N/A N/A N/A N/A N/A N/A N/A
Sections marked with an N/A mean that units of the class type cannot cross this terrain under any circumstances. Fliers do not receive any stat boosts except HP recovery. Any decimals are rounded down.

Fire Emblem: Thracia 776[edit | edit source]

Class categories[edit | edit source]

For the purpose of terrain effect, Thracia 776 divides classes into these categories:

Cavalry A Cavalier • Free Knight • Lance Knight • Axe Knight • Arch KnightTroubadour
Cavalry B Paladin • Ranger • Duke Knight • Great Knight • Bow Knight • Mage Knight
Fliers Pegasus Rider • Pegasus Knight • Dragon Rider • Wyvern Rider
Infantry Lord • Prince • Myrmidon • Swordmaster • Thief • Thief FighterDancerSoldierFighterMercenaryBrigandWarriorBow FighterSniperArcherMageBardClericSagePriestHigh PriestBishopLoptyrian MageDark MageDark BishopCivilian
Armor Sword ArmorKnight • Axe Armor • Bow Armor • General • Baron
Bandits Hunter • Berserker
Pirates Pirate

Terrain stats[edit | edit source]

Terrain types and effects in Fire Emblem: Thracia 776
Terrain type Stat boosts Movement cost
Def. Avo Effect Cavalry A Cavalry B Fliers Infantry Armor Bandits Pirates
Plain 0 0 - 1 1 1 1 1 1 1
Forest 2 20 - 3 3 1 2 2 2 2
Thicket 5 30 - N/A N/A 1 N/A N/A 5 N/A
Mountain 5 30 - N/A 3 1 2 N/A 5 N/A
Peak 5 40 - N/A N/A 1 N/A N/A N/A N/A
Cliff/Drawbridge 0 0 - N/A N/A 1 N/A N/A N/A N/A
Sea/Lake/River 0 20 - N/A N/A 1 N/A N/A N/A 4
Sand 0 0 - 4 4 1 2 3 3 2
Wasteland 0 5 - 2 1 1 1 1 1 1
Village/Shop 1 10 - 1 1 1 1 1 1 1
Church 1 20 Heal 1 1 1 1 1 1 1
Fort 10 20 Heal 1 1 1 1 1 1 1
Gate 10 30 Heal N/A 1 1 1 1 1 1
Wall/Fence 5 20 - N/A N/A 1 N/A N/A N/A N/A
High Wall/Building 5 20 - N/A N/A 1 N/A N/A N/A N/A
Floor 0 0 - N/A N/A N/A 1 1 1 1
Floor
(Magic Ver.)
0 0 Magic +10 N/A N/A N/A 1 1 1 1
Pillar 2 20 - N/A N/A N/A 2 2 2 2
Magic Circle 0 20 Magic +10 N/A N/A N/A 1 1 1 1
Throne 10 30 Heal N/A N/A N/A 1 1 1 1

Sections marked with a N/A mean that units of the class type cannot cross this terrain under any circumstances. Fliers do not receive any stat boosts except HP recovery.

TearRing Saga: Utna Heroes Saga[edit | edit source]

Terrain Data...
Plain
Woods
Frontier
Road
River
Coast
Cave
Shoal
Sand
Floor
Mountain
Swamp
Tower
Cliff
Wall

Fire Emblem: The Binding Blade[edit | edit source]

The following are notes for each type listed in the table:

  • Foot: Lord, Master Lord, Swordmaster, Hero, Sniper, Thief
  • Armors: Knight, General, King
  • Knights A: Cavalier, Troubadour
  • Knights B: Paladin, Valkyria
  • Fighters: Fighter, Warrior
  • Bandits: Brigand, Berserker
  • Pirates: Pirate, Berserker
  • Mages: Mage, Sage, Shaman, Druid, Priest, Bishop
  • Fliers: Pegasus Knight, Falcon Knight, Wyvern Rider, Wyvern Lord
  • Manaketes: Manaketes, Demon Dragon
Terrain Def Avoid Heal Move Cost Other Data
---- (Building Space) 0 0 0 - Cannot cross.
---- (Village) 0 0 0 - Cannot cross.
Arena 0 10 0 1 -
Armory 0 10 0 1 -
Ballista 0 5 0 2 Move cost is 2 for flying units.
Bridge 0 0 0 1 -
Chest 0 0 0 - -
Cliff 0 0 0 - Only flying units can cross this terrain.
Deep Forest 0 0 0 - Only flying units can cross this terrain.
Desert 0 5 0 2 Move cost is 1 for Mages. Move cost is 3 for Armors, Fighters, Nomads, and Nomad Troopers. Move cost is 4 for Knights.
Door 0 0 0 - Cannot cross. Can be opened to form a Floor.
Fence 1 20 0 - Only flying units and Manaketes can cross this terrain.
Floor 0 0 0 1 -
Floor (Magic) 0 0 0 1 Restores conditions. Resistance +10.
Forest 1 20 0 2 Move cost is 3 for Knights.
Fort 2 20 20% 2 -
Gate 3 20 10% 1 -
Glacier 0 0 0 1 -
House 0 10 0 1 -
Killer Ballista 0 5 0 2 Move cost is 2 for flying units.
Lake 0 10 0 3 Only flying units and Pirates can cross this terrain.
Long Ballista 0 5 0 2 Move cost is 2 for flying units.
Mountain 1 30 0 4 Knights A, Nomads, and Armors cannot cross. Move cost is 3 for Fighters, Bandits, and Pirates. Move cost is 5 for Nomad Troopers. Move cost is 6 for Knights B.
Peak 2 40 0 4 Only flying units and Bandits can cross this terrain.
Pillar 1 20 0 2 Move cost is 2 for flying units. Move cost is 3 for Knights, Nomads, and Nomad Troopers.
Plain 0 0 0 1 -
River 0 0 0 5 Only Foots, Bandits, Nomad Troopers, and flying units can cross this terrain. Move cost is 2 for Pirates.
Road 0 0 0 1 -
Ruins (Village) 0 0 0 2 Move cost is 1 for Manaketes.
Sand 0 5 0 1 -
Sea 0 10 0 2 Only flying units and Pirates can cross this terrain.
Stairs 0 0 0 1 -
Throne 3 30 10% 2 Restores conditions. Resistance +5.
Valley 1 20 0 1 Only flying units and Manaketes can cross this terrain.
Vendor 0 10 0 1 -
Village 0 10 0 1 -
Village (Closed) 0 0 0 - Cannot cross.
Wall 0 0 0 - Cannot cross.
Wall (Weak) 0 0 0 - Cannot cross. Can be attacked to form a Floor.
Wasteland 0 0 0 1 -

Fire Emblem: The Blazing Blade[edit | edit source]

The following are notes for each type listed in the table:

  • Foot: Lord, Blade Lord, Swordmaster, Hero, Sniper, Thief, Assassin
  • Armors: Great Lord, Knight, General
  • Knights A: Cavalier, Troubadour
  • Knights B: Knight Lord, Paladin, Valkyrie
  • Fighters: Fighter, Warrior
  • Bandits: Brigand, Berserker
  • Pirates: Pirate, Corsair, Berserker
  • Mages: Mage, Sage, Archsage, Shaman, Druid, Dark Druid, Cleric, Monk, Bishop, Magic Seal
  • Fliers: Pegasus Knight, Falcon Knight, Wyvern Rider, Wyvern Lord
Terrain Def Avoid Heal Move Cost Other Data
---- 0 0 0 0 Cannot cross.
Arena 0 10 0 1 -
Bridge 0 0 0 1 -
Cliff 0 0 0 - Only flying units can cross this terrain.
Deck 0 0 0 1 -
Desert 0 5 0 2 Move cost is 1 for Mages. Move cost is 3 for Armors, Fighters, Nomads, and Nomad Troopers. Move cost is 4 for Knights.
Door 0 0 0 - Cannot cross. Can be opened to form a floor.
Fence 0 0 0 - Only flying units can cross this terrain.
Floor 0 0 0 1 -
Forest 1 20 0 2 Move cost is 3 for Knights.
Fort 2 20 20% 2 -
Gate 2 20 10% 1 -
House 0 10 0 1 -
Lake 0 10 0 3 Only flying units and Pirates can cross this terrain.
Mountain 1 30 0 4 Knights A, Nomads, and Armors cannot cross. Move cost is 3 for Fighters, Bandits, and Pirates. Move cost is 5 for Nomad Troopers. Move cost is 6 for Knights B.
Peak 2 40 0 4 Only flying units and Bandits can cross this terrain.
Pillar 1 20 0 2 Move cost is 3 for Knights, Nomads, and Nomad Troopers.
Plain 0 0 0 1 -
River 0 0 0 5 Only flying units, Foots, Bandits, and Nomad Troopers can cross this terrain. Move cost is 2 for Pirates.
Road 0 0 0 1 -
Ruins 0 10 0 1 -
Ruins (Village) 0 0 0 2 -
Sand 0 5 0 1 -
Sea 0 10 0 2 Only flying units and Pirates can cross this terrain.
Shop 0 10 0 1 -
Snag 0 0 0 - Only flying units can cross this terrain. Can be attacked to form a Bridge.
Stairs 0 0 0 1 -
Throne 2 20 10% 1 Restores conditions. Resistance +5.
Village 0 10 0 1 -
Wall 0 0 0 - Cannot cross.
Wall (Weak) 0 0 0 - Cannot cross. Can attack to form a Floor.

Fire Emblem: The Sacred Stones[edit | edit source]

The following are notes on the different types mentioned in the following table:

  • Foot: Lord, Hero, Swordmaster, Sniper, Thief, Assassin, Rogue
  • Armors: Knight, General
  • Knights A: Cavalier, Troubadour
  • Knights B: Great Lord, Paladin, Mage Knight, Great Knight, Valkyrie
  • Horses A: Mauthedoog, Tarvos
  • Horses B: Ranger, Gwyllgi, Maelduin
  • Bandits: Brigand, Berserker, Bael, Elder Bael
  • Pirates: Pirate, Corsair, Berserker, Fleet
  • Fighters: Journeyman, Fighter, Warrior, Cyclops
  • Mages: Pupil, Mage, Sage, Shaman, Druid, Summoner, Cleric, Priest, Monk, Bishop, Necromancer, Gorgon
  • Fliers: Pegasus Knight, Falcon Knight, Wyvern Rider, Wyvern Lord, Wyvern Knight, Phantom, Mogall, Arch Mogall, Gargoyle, Deathgoyle, Manakete, Dracozombie
Terrain Def Avoid Heal Move Cost Other Data
---- 0 0 0 - Cannot cross.
Bridge 0 0 0 1 -
Cliff 0 0 0 - Only flying units can cross this terrain.
Desert 0 5 0 2 Move cost is 1 for Mages. Move cost is 3 for Armors, Fighters, and Horses. 4 for Knights.
Door 0 0 0 - Cannot cross. Can be opened to form a Floor.
Fence 0 0 0 - Only flying units can cross this terrain.
Floor 0 0 0 1 -
Forest 1 20 0 2 Move cost is 3 for Knights.
Fort 2 20 20% 2 -
Gate 3 30 10% 1 -
Gate (Castle) 3 20 10% 1 Restores conditions.
House 0 10 0 1 -
Lake 0 10 0 3 Only flying units and Pirates can cross this terrain.
Mountain 1 30 0 4 Armors, Knights A, and Horses A cannot cross this terrain. Move cost is 3 for Fighters, Bandits, and Pirates. Move cost is 5 for Horses B. Move cost is 6 for Knights B.
Peak 2 40 0 4 Only flying units and Bandits can cross this terrain.
Pillar 1 20 0 2 Move cost is 3 for Knights and Horses.
Plain 0 0 0 1 -
River 0 0 0 5 Only Foot, Bandits, and Horses B can cross this terrain. Move cost is 2 for Pirates.
Ruins 0 0 0 2 -
Sand 0 5 0 1 -
Sea 0 10 0 2 Only flying units and Pirates can cross this terrain.
Snag 0 0 0 - Cannot cross. Can be attacked to form a Bridge.
Stairs 0 0 0 1 -
Throne 3 30 10% 1 Restores conditions. Resistance +5
Wall 0 0 0 - Cannot cross.
Wall (weak) 0 0 0 - Cannot cross. Can be attacked to form a Floor.
Village 0 10 0 1 -

Fire Emblem: Path of Radiance[edit | edit source]

Terrain Def Avoid Heal Move Cost Other Data

Fire Emblem: Radiant Dawn[edit | edit source]

Flying units do not receive any terrain benefits other than HP recovery, unless otherwise stated.

The following are notes for each type listed in Other Data:

  • Foot: Hero, Vanguard, Myrmidon, Swordmaster, Trueblade, Soldier, Halberdier, Sentinel, Fighter, Warrior, Reaver, Archer, Sniper, Marskman
  • Armor: Armor Sword (etc.), Sword General (etc.), Marshall, Black Knight
  • Mage: Mage, Sage, Archsage, Empress, Priest, Bishop, Saint, Cleric, Light Priestess, Empress, Chancellor, Druid, Summoner, Rafiel
  • Knight: Valkyrie, Sword Knight (etc.), Sword Paladin (etc.), Gold Knight, Silver Knight, Horse
  • Flying: Pegasus Knight, Falcon Knight, Seraph Knight, Queen, Dracoknight, Dragonmaster, Dragonlord, Bird tribe (excludes Rafiel), Transformed Black Dragons, Spirits, Order Incarnate (Aura), Order Incarnate
  • Thief: Thief, Rogue, Whisper, Assassin, Bandit
  • Beast 1: Humanoid Beast tribe
  • Beast 2: Transformed Beast tribe
  • Dragon 1: Humanoid Dragon tribe, Pilgrim
  • Dragon 2: Transformed Dragon tribe (excludes Black Dragons)
  • Civilian: Vendor, Old Man, Citizen
Terrain Def Res Avoid Heal Move Cost Other Data
Bog 0 0 0 0 - 1 Move cost for Thieves. 2 Move cost for Tome/Staff users, Civilians, and untransformed Beast and Dragon Laguz. 3 Move cost for all Foot, Armor, and Knight-types.
Castle, Fort, Hall 0 0 0 10% - -
Cliff, Lava 0 0 0 0 - -
Coast, Trail, Wasteland 10 1 0 0 1 Move cost is 2 for Armor and Knight types.
Cover (1) 0 10 0 0 1 Bonuses given only to flying units.
Cover (2) 5 15 0 0 1 Bonuses given only to flying units.
Cover (3) 15 10 0 0 1 Bonuses given only to flying units.
Cloud 15 1 0 0 2 Bonuses given only to flying units.
Defense 0 3 3 0 1 Move cost is 2 for Foot, Mages, Thieves, Dragon Laguz, and Civilians. Move cost is 3 for Armors, and Knights. Tier 1 Armors and Knights cannot pass.
Gap 0 0 0 0 2 Move cost is 3 for Foot, Mages, untransformed Dragon Laguz, and Civilians. Move cost is 4 for Armors. Transformed Rafiel, Knights, and transformed Dragon Laguz cannot pass.
Healhedge, Heal 10 1 0 10% 2 1 Move cost for Beast Laguz. 3 Move cost for Mages.
Healing Jar 0 0 0 20% - -
Healstone (1) 15 0 0 10% 1 Only flying units can cross this terrain.
Healstone (2) 0 20 0 20% 1 Only flying units can cross this terrain.
High Obstacles 0 0 0 0 - Cannot cross.
Low Obstacles 0 0 0 0 - Only flying units can cross this terrain.
Objective, Target, etc. 0 0 0 10% 1 -
Plain, Floor, etc. 0 0 0 0 1 -
Sand, Desert Sand 0 0 0 0 3 Move cost is 1 for Mages and transformed Beast Laguz. Move cost is 3 for Black Knight. Move cost is 4 for Armors. Move cost is 5 for Knights.
Sea, Lake, Channel 0 0 0 0 2 Only flying units (1 Move cost) and Bandits can cross this terrain.
Shoal, River 0 0 0 0 3 Move cost is 2 for Mages. Move cost is 4 for Civilians. Move cost is 5 for transformed Beast and Dragon Laguz.
Sky 0 0 0 0 1 Only flying units can cross this terrain.
Swamp 0 0 0 0 4 Move cost is 3 for Thieves and untransformed Beast and Dragon Laguz. Move cost is 5 for Knights.
Thicket, Reeds 10 1 0 0 2 Move cost is 1 for Thieves and transformed Beast and Dragon Laguz. Move cost is 3 for Armors and Knights.
Wardwood (1) 0 0 10 0 1 Only flying units can cross this terrain.
Wardwood (2) 5 0 15 0 1 Only flying units can cross this terrain.

Fire Emblem: Shadow Dragon[edit | edit source]

Terrain Def Avoid Heal Move Cost Other Data
---- 0 0 0 0 Cannot cross
Arena 0 5 0 1 -
Armory 0 5 0 1 -
Bridge 0 0 0 1 -
Bridge (closed) 0 0 0 0 Only flying units can cross this terrain. Can be opened to form a Bridge.
Castle 0 0 0 0 Only flying units can cross this terrain.
Chest 0 0 0 1 -
Desert 0 0 0 2 Move cost is 1 for Tome and Staff users, 3 cost for Paladins, Generals, Archers, and Ballisticians, 4 cost for Cavaliers, and 5 cost for Horsemen.
Door 0 0 0 - Cannot cross. Can be opened to form a Floor.
Fence 0 5 0 - Only flying units can cross this terrain.
Floor 0 0 0 1 -
Forest 0 10 0 2 Move cost is 3 for Cavaliers, Paladin, Horsemen, and Ballisticians.
Fort 1 15 20% 2 -
Gate 2 20 20% 2 -
House 0 5 0 1 -
Lava 0 0 0 - Only flying units can cross this terrain.
Ledge 0 0 0 4 Cavaliers, Knights, Generals, Archers, Ballisticians, Soldiers, and Earth Dragons cannot cross this terrain. Move cost is 3 for Heroes, Swordmasters, Fighters, Warriors, Snipers, Hunters, and Chameleons, and 6 cost for Paladins and Horsemen.
Mountain 1 20 0 4 Cavaliers, Knights, Generals, Archers, Ballisticians, Soldiers, and Earth Dragons cannot cross this terrain. Move cost is 3 for Heroes, Swordmasters, Fighters, Warriors, Snipers, Hunters, and Chameleons, and 6 cost for Paladins
Peak 0 0 0 - Only flying units can cross this terrain.
Pillar 0 10 0 2 Move cost is 3 for Paladins, Cavaliers, Archers, Horsemen, and Ballisticians.
Plain 0 0 0 1 -
River 0 0 0 - Move cost is 2 for Pirates, Berserkers, and Chameleons, 4 for Snipers, and 5 for Lords, Heroes, Swordmasters, and Thieves.
Ruins 0 0 0 1 -
Sea 0 20 0 - Move cost is 2 for Pirates, Berserkers, and Chameleons.
Stairs 0 0 0 1 -
Throne 2 20 20% 2 -
Vendor 0 5 0 1 -
Village 0 5 0 1 -
Wall 0 0 0 - Cannot cross.

Fire Emblem: New Mystery of the Emblem[edit | edit source]

Terrain Def Avoid Heal Move Cost Other Data
Altar 2 20 0 - Cannot cross.
Arena 0 5 0 1 -
Armory 0 5 0 1 -
Bone 0 0 0 1 -
Bridge 0 0 0 1 -
Castle 0 0 0 - Only flying units can cross this terrain.
Cave 1 20 0 1 -
Chest 0 0 0 1 -
Closed Village 0 5 0 1 -
Desert 0 0 0 2 Move cost is 1 for Tome and Staff users, 3 cost for Generals, Paladins, Ballisticians, and Ice Dragons, 4 cost for Cavaliers, and 5 cost for Horsemen.
Drawbridge 0 0 0 - Move cost is 2 for Pirates, Berserkers, and Chameleons, 4 cost for Snipers, and 5 cost for Lords, Dancers, Heroes, Swordmasters, and Thieves. Can be opened to form a Bridge.
Door 0 0 0 - Cannot cross. Can be opened to form a Floor.
Fence 0 5 0 - Only flying units can cross this terrain.
Floor 0 0 0 1 -
Forest 0 10 0 2 Move cost is 3 for Cavaliers, Paladins, Horsemen, and Ballisticians.
Fort 1 15 20% 2 -
Gate 2 20 20% 2 2
House 0 5 0 1 -
Lava 0 0 0 - Only flying units can cross this terrain.
Ledge 0 0 0 4 Knights, Generals, Cavaliers, Archers, Soldiers, Emperors, and Ballisticians cannot cross. Move cost is 3 for Heroes, Swordmasters, Fighters, Barbarians, Warriors, Snipers, Hunters, and Chameleons, and 6 cost for Paladins and Horsemen.
Mountain 1 20 0 4 Knights, Generals, Cavaliers, Archers, Soldiers, Emperors, and Ballisticians cannot cross. Move cost is 3 for Heroes, Swordmasters, Fighters, Barbarians, Warriors, Snipers, Hunters, and Chameleons, and 6 cost for Paladins and Horsemen.
Peak 0 0 0 - Only flying units can cross this terrain.
Pillar 0 10 0 2 Move cost is 3 for Cavaliers, Paladins, Horsemen, and Ballisticians.
Plain 0 0 0 1 -
River 0 0 0 - Move cost is 2 for Pirates, Berserkers, Chameleons, and Ice Dragons, 4 cost for Snipers, and 5 costs for Lords, Dancers, Heroes, Swordmasters, and Thieves.
Ruined Village 0 0 0 1 -
Sea 0 20 0 - Move cost is 2 for Pirates, Berserkers, and Chameleons.
Stairs 0 0 0 1 -
Throne 2 20 20% 1 -
Vendor 0 5 0 1 -
Village 0 5 0 1 Move cost is 2 for Thieves.
Wall 0 0 0 - Cannot cross.

Fire Emblem Awakening[edit | edit source]

Terrain Def Avoid Heal Move Cost Other Data
Bridge - - - 1 -
Cliff - - - 1 Only flying units can cross this terrain.
Desert - - - 2 Move cost is 1 for flying units and magical foot units, 3 for Cavaliers.
Forest 1 10 - 2 Move cost is 1 for flying units, 3 for Cavaliers.
Fort 2 20 20% 1 -
Gate/Throne 3 20 20% 1 Move cost is 2 for Cavaliers.
High Ground - - - 1 Only flying units can cross this terrain.
Lava - - - - Only flying units can cross this terrain, but they cannot stop over it.
Mountain 2 20 - 4 Only flying units, Mercenaries, Hunters, Clerics, Dark Mages can cross this terrain. Move cost is 1 for flying units, 3 for Hunters.
Peak 3 30 - 1 Only flying units can cross this terrain.
Pillar 1 10 - 1 -
River - - - 5 Only flying units, Lords and Thieves can cross this terrain. Move cost is 1 for flying units.
Sea - - - 1 Only flying units can cross this terrain.
Stairway - 10 - 1 -
Ire 3 20 - - Grima does not move from this tile in Endgame: Grima.
Sigil 1 10 - - Enemy spawning point only; no unit can cross or stop on this tile.

Fire Emblem: Three Houses[edit | edit source]

Terrain Def Avo Heal Damage Move Cost Notes
Plain, Floor - - - - 1 -
Deck - - - - 1 Found only on the boats during Sword and Shield of Seiros.
Wasteland, Stairs - - - - 1 Movement cost is 3 for cavalry units.
Forest - +15 - - 2 -
Thicket - Varies - - 2 Different tile types labeled "Thicket" can be found on different maps. For example, Kingdom Territory has Thickets that provide +15 Avo, while those in the Sealed Forest provide +30 Avo.
Door - - - - 1 Completely impassible until opened with a Door Key.
Chest - - - - - Impassible. If opened with a Chest Key, provides an item.
Sea, Lava, Cliff, Edifice, Ship - - - - 1 Can only be entered by flying units.
Fiery Floor - - - -15% 2 -
Crater - - - -20% 2 -
Wall, Altar, Bow, Holy Tomb, Throne - - - - - -
Viskam - - - - - Attacks one player-controlled unit within 9 tiles per turn with a bolt of lightning.
Onager, Ballista, Fire Orb - - - - 1 Friendly units standing on these can make projectile attacks within a long range. They have different restrictions: Onagers cannot be operated by mounted or magic units, Ballistae must be operated by a unit with Bow D or higher, and Fire Orbs must be operated by a magic unit.
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