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').
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.