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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

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 bonus 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: These appear only in Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn, they 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 Defence and +30 to Avoid. In the later 3-D Fire Emblem games, spaces with the Terrain type 'Mountain' were impassible by all except Bersekers (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, the same as the Peak, 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

Fire Emblem: Ankoku Ryū to Hikari no Tsurugi

Terrain Def Avoid Heal Move Cost Other Data

Fire Emblem: Gaiden

Terrain Def Avoid Heal Move Cost Other Data

Fire Emblem: Mystery of the Emblem

Terrain Def Avoid Heal Move Cost Other Data

Fire Emblem: Genealogy of the Holy War

Terrain Def Avoid Heal Move Cost Other Data

Fire Emblem: Thracia 776

Terrain Def Avoid Heal Move Cost Other Data

Fire Emblem: Binding Blade

Terrain Def Avoid Heal Move Cost Other Data

Fire Emblem: Rekka no Ken

Terrain Def Avoid Heal Move Cost Other Data

Fire Emblem: The Sacred Stones

Terrain Def Avoid Heal Move Cost Other Data

Fire Emblem: Path of Radiance

Terrain Def Avoid Heal Move Cost Other Data

Fire Emblem: Radiant Dawn

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
  • Armour: Armour 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
Healing Jar
Healstone (1)
Healstone (2)
High Obstacles
Low Obstacles
Objective, Target, etc.
Plain, Floor, etc.
Sand, Desert Sand
Sea, Lake, Channel
Shoal, River
Sky
Swamp
Thicket, Reeds
Wardwood (1)
Wardwood (2)

Fire Emblem: Shadow Dragon

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: Shin Monshō no Nazo ~Hikari to Kage no Eiyū~

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

Terrain Def Avoid Heal Move Cost Other Data
Bridge - - - 1 -
Cliff - - - 1 Only flying units can cross this terrain.
Desert - - - ? -
Forest 1 10 - ? -
Fort 2 20 20% 1 -
Gate 3 20 20% ? -
High Ground - - - 1 Only flying units can cross this terrain.
Lava - - - ? ?
Mountain 2 20 - ? ?
Peak 3 30 - ? ?
Pillar 1 10 - 1 -
River - - - ? -
Ruins - - - ? -
Stairway - 10 - 1 -
Throne ? ? ? ? -
Village 5 - - ? -

See Also

  • See the Movement page for details on terrain cost for movement on certain units.
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