The different map tiles in FE7.
There are lots of different tilesets for different settings and biomes in FE7. Half of the tiles have no impact on gameplay whatsoever, but some will provide defensive bonuses and/or obstruct movement. Generally, how much a given tile will obstruct movement depends on the class of the unit trying to walk past it. Fliers will have no problem crossing any terrain, but will not receive any defensive bonuses (except for healing).
Terrain that give the unit standing on them some kind of defensive boost.
The following table lists all terrain that provide some kind of defensive bonus. All units standing on the following tiles will receive their respective bonuses, except that fliers will only receive the effect of Forts/Gates/Thrones and none of the listed Avo/Def boosts.
|House, Armory, Vendor, Village, Ruins, Arena, Sea, Lake||10||0||—|
|Fort||20||2||Heals 20% max HP at the start of every turn.|
|Gate||20||3||Heals 10% max HP at the start of every turn.|
|Throne||20||3||Heals 10% max HP at the start of every turn and restores all status. Grants Res +5.|
Terrain Movement Cost
The cost of traversing different terrain.
All tiles have a cost to traverse for different classes. The most common cost is 1, this is the value for tiles like Plain, Road, Floor, etc. Every time a unit moves and traverses a tile, the movement cost is subtracted from their movement stat. A unit can only move to a certain tile if their remaining movement stat is greater than or equal to the movement cost. For example, Forest tiles have a movement cost of 3 for Cavaliers. Assuming a Cavalier has 7 movement, they will be able to cross 2 Forest tiles (-6 total movement cost), and then any tile with 1 movement cost such as a Plain. They would not be able to cross 3 Forest tiles.
The following table lists the terrain costs for all classes and all terrain. Movement costs are grouped by class similarity, which are shown in the table headings.
|Terrain||Cost Per Class|