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Hazards: Difference between revisions

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===Pitfalls===
===Pitfalls===
Pitfalls were introduced in {{FE9}} and in both appearances are used only on the same location: Oribes Bridge, in [[Daein]]. Pitfall tils are scattered across the respective maps, completely unmarked, and when a unit of either affiliation steps on one they will fall into it and sustain [[Status conditions#Stun|stun status]] for a single turn. After the stun wears off, the units are able to move out of the pit, but the pit becomes uncrossable terrain and cannot be stood upon even by flying classes.
Pitfalls were introduced in {{FE9}} and in both appearances are used only on the same location: Oribes Bridge, in [[Daein]]. Pitfall tils are scattered across the respective maps, completely unmarked, and when a unit of either affiliation steps on one they will fall into it and sustain [[Status conditions#Stun|stun status]] for a single turn. After the stun wears off, the units are able to move out of the pit, but the pit becomes uncrossable terrain and cannot be stood upon even by flying classes. Pits act like a lower level of [[Terrain/GameCube and Wii games#Altitude|altitude]] while a unit is still in them, so anybody attacking a unit trapped in a pitfall gains the standard height-advantage bonuses on top of the pitfall victim's inability to retaliate.


The following maps feature pitfalls:
The following maps feature pitfalls:

Revision as of 09:15, 29 August 2015


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Heavenly Arrows are a hazard present in Chapter 16x of Fire Emblem: The Binding Blade.
Roy: There always seem to be traps where legendary weapons lie.
Elphin: ...Perhaps they are meant to keep the unworthy from wielding them.
Roy: Maybe so... But the traps are so intricate. I feel there must be something more to them than that.

— Roy and Elphin

Occasionally, a map will include a hazard where the terrain or architecture of a map itself can cause harm to the units participating in a battle. Hazards effectively trigger themselves independent of what either participating army wants, often at random or in a pattern, and have a variety of effects which range from simple damage to inflicting status conditions.

Examples of hazards

Warp traps

These first appear in Fire Emblem: Thracia 776 then after a long absence, return in Fire Emblem Fates. In Thracia 776 Warp traps look like completely ordinary ground tiles, but if a unit ends their turn on one of these tiles, they will be involuntarily warped to a certain point on the map.

In Fates, warp traps function similarly, however, they instead become visible when triggered once, making them somewhat less frustrating than their Thracia 776 incarnation.

The following maps features warp traps:

Lava geysers

These are a hazard present in volcanic locations, and were introduced in Fire Emblem: The Binding Blade. Geysers are normal ground terrain tiles which can be crossed as usual by any unit, but are distinguished with a red pattern. At the end of each enemy phase, any geysers which are currently being stood upon by a unit of any affiliation will erupt and inflict 10 damage.

The following maps feature lava geysers:

Poison jets

A poison jet blasts an enemy Thief in Chapter 30H of Fire Emblem: The Blazing Blade.

Poison jets were introduced in Fire Emblem: The Binding Blade and are a feature of maps set in dank caverns. These protrude from the walls of these caverns, and at the end of the enemy phase, one random poison jet will go off and blast poisonous gas in a straight line of three tiles. Any units who are hit with a jet will sustain poison status.

The following maps feature poison jets:

Heavenly Arrows

The Heavenly Arrows were introduced in Fire Emblem: The Binding Blade as a minor plot element in the Aureola sidequest. At the end of each turn, a Heavenly Arrow will rain down the length of the map in a straight line one tile wide, inflicting 10 damage on every unit in its path. Each turn will have its Heavenly Arrow descend from a different point across the top of the map.

The following maps feature Heavenly Arrows:

Traps

These simple traps in Fire Emblem: The Binding Blade are similar to Mines which have been previously laid on the map, and like Mines are indistinguishable from ordinary terrain. Each trap is a single-use hazard that will explode and cause 10 damage to a unit who treads on it. However, Thieves will automatically disarm the trap before it explodes if they are the ones to step on it.

The following map features traps:

Pitfalls

Pitfalls were introduced in Fire Emblem: Path of Radiance and in both appearances are used only on the same location: Oribes Bridge, in Daein. Pitfall tils are scattered across the respective maps, completely unmarked, and when a unit of either affiliation steps on one they will fall into it and sustain stun status for a single turn. After the stun wears off, the units are able to move out of the pit, but the pit becomes uncrossable terrain and cannot be stood upon even by flying classes. Pits act like a lower level of altitude while a unit is still in them, so anybody attacking a unit trapped in a pitfall gains the standard height-advantage bonuses on top of the pitfall victim's inability to retaliate.

The following maps feature pitfalls:

Spiked floor

The spiked floor activating in Death's Embrace.

This hazard appears only in a single DLC episode in Fire Emblem Awakening, where most of the map's terrain is lined with distinct spiked tiles. At the end of each enemy phase, a dark explosion occurs that instantly reduces the HP of all units standing on the spiked floor to 1, regardless of affiliation; units who stand on the proper ground surrounding the spikes are unharmed.

The following map features spiked floors:

Trivia

Gallery

References

See also

Game mechanics
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