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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 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, 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: Shadow Dragon and the Blade of Light

Terrain Def Avoid Heal Move Cost Other Data
Castle
Cliff
Default
Forest
Fort
Mountain
Peak
Pillar
Plains
River
Sand
Sea
Wall

Fire Emblem Gaiden

Terrain Def Avoid Heal Move Cost Other Data
Castle Wall
Default
Forest
Horse Stop
Mountain
Peak
River
Sea
Swamp
Wall

Fire Emblem: Mystery of the Emblem

Terrain Def Avoid Heal Move Cost Other Data
Bridge
Chest
Cliff
Desert
Exterior Pillar
Floor
Forest
Fort
Gate
House
Magma
Mountain
Opened Chest
Path
Peak
Pillar
Plains
River
Rubble
Sea
Stream
Throne
Tunnel

Fire Emblem: Genealogy of the Holy War

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

  • Knight 1: Social Knight, Free Knight, Lance Knight, Axe Knight, Arch Knight, Troubadour
  • Knight 2: Lord Knight, Paladin, Forrest Knight, Duke Knight, Great Knight, Bow Knight, Mage Knight, Master Knight
  • Flier: Pegasus Knight, Falcon Knight Dragon Rider, Dragon Knight, Dragon Master
  • Foot: Everything else (minus Ballistae, who can't move at all)
  • Armor: Sword Armor, Lance Armor, Axe Armor, Bow Armor, General, Baron, Emperor
  • Fighter: Axe Fighter, Warrior
  • Brigand: Barbarian, Hunter
  • Pirate: Pirate
Terrain Avoid Heal Move Cost Other Data
Blaggi Tower 0 0 - Only flying units can cross this terrain.
Bridge -10 0 1 -
Castle Defence 30 (20% HP)-1 - -
Castle Wall 0 0 - Cannot cross.
Church 0 All HP 1 Cost is 5 Gold for 1 HP restored.
Cliff 0 0 - Only flying units can cross this terrain.
Deep Forest 40 0 5 Only flying units and Brigands can cross this terrain.
Desert -10 0 2 Move cost is 3 for Armors and Fighters. Move cost is 4 for Knights.
Forest 20 0 2 Move cost is 3 for Knights.
Mountain 30 0 2 Knight 1 and Armors cannot cross this terrain. Move cost is 3 for Knight 2.
Peak 0 0 - Only flying units can cross this terrain.
Plain 0 0 1 -
River -30 0 5 Only flying units and Pirates can cross this terrain.
Road -10 0 1 -
Ruins 0 0 1 -
Sand 0 0 1 -
Sea -30 0 5 Only flying units and Pirates can cross this terrain.
Village 20 0 1 -

Fire Emblem: Thracia 776

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

  • Knight 1: Social Knight, Free Knight, Lance Knight, Axe Knight, Arch Knight, Troubadour
  • Knight 2: Paladin, Forrest Knight, Duke Knight, Great Knight, Bow Knight, Mage Knight
  • Flier: Pegasus Rider, Pegasus Knight, Dragon Rider, Dragon Knight
  • Armor: Sword Armor, Lance Armor, Axe Armor, Bow Armor, General, Baron
  • Pirate: Pirate
  • Brigand: Hunter, Berserker
Terrain Def Avoid Heal Move Cost Other Data
Building 5 20 0 - Cannot cross.
Church 1 20 ? 1 -
Cliff 0 0 0 - Only flying units can cross this terrain.
Deep Forest 5 30 0 5 Only flying units and Brigands can cross this terrain.
Drawbridge 0 0 0 - Only flying units can cross this terrain.
Exterior (such as Plains) 0 0 0 1 -
Fence 5 20 0 - Only flying units can cross this terrain.
Floor (Magic) 0 0 0 1 Only Armors, Pirates, Brigands, and Other units can cross this terrain. Magic +10.
Forest 2 20 0 2 Move cost is 3 for Knights.
Fort 10 20 ? 1
Gate 10 30 ? 1 Knight 1 cannot cross this terrain.
High Wall 5 20 0 - Only flying units can cross this terrain.
Interior (such as Floors) 0 0 0 1 Knights and flying units must be dismounted in order to cross this terrain.
Lake 0 20 0 4 Only flying units and Pirates can cross this terrain.
Magic Circle 0 20 0 1 Knights and flying units cannot cross this terrain. Magic +10.
Mountain 5 30 0 2 Knight 1 and Armors cannot cross this terrain. Move cost is 3 for Knight 2.
Peak 5 40 0 - Only flying units can cross this terrain.
Pillar 2 20 0 2 Knights and flying units cannot cross this terrain.
River 0 20 0 4 Only flying units and Pirates can cross this terrain.
Sand 0 0 0 2 Move cost is 3 for Armors and Brigands. Move cost is 4 for Knights.
Sea 0 20 0 4 Only flying units and Pirates can cross this terrain.
Shop 1 10 0 1 -
Throne 10 30 ? 1 Knights and flying units cannot cross this terrain.
Village 1 10 0 1 -
Wall 5 20 0 - Only flying units can cross this terrain.
Wasteland 0 5 0 1 Move cost is 2 for Knight 1.

TearRing Saga: Utna Heroes Saga

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

Fire Emblem: The Binding Blade

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

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

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

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
  • 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

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

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 - 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.
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