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Hazards: Difference between revisions

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[[File:Ss fe06 ch16x heavenly arrow.png|thumb|right|Heavenly Arrows are a hazard present in [[The Glorious Ascension|Chapter 16x]] of {{title|The Binding Blade}}.]]
[[File:Ss fe06 ch16x heavenly arrow.png|thumb|right|Heavenly Arrows are a hazard present in [[The Glorious Ascension|Chapter 16x]] of {{FE6}}.]]
{{Quote|'''Roy:''' There always seem to be traps where legendary weapons lie.<br>'''Elffin:''' ...Perhaps they are meant to keep the unworthy from wielding them.<br>'''Roy:''' Maybe so... But the traps are so intricate. I feel there must be something more to them than that.|[[Roy]] and [[Elffin]]}}


{{Quote|'''Roy:''' There always seem to be traps where legendary weapons lie.<br>'''Elphin:''' ...Perhaps they are meant to keep the unworthy from wielding them.<br>'''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 effects]].


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 condition|status conditions]].
Unlike damaging terrain, hazards that inflict [[damage]] can reduce foes to 0&nbsp;[[HP]].


==Examples of hazards==
==Examples of hazards==
===Warp traps===
===Warp traps===
These were introduced in {{FE5}} and appear only in it and {{title|Fates}}. Warp traps look like completely ordinary ground tiles at first, but if a unit ends their turn on one of these tiles, they will be involuntarily [[Warp (skill)|warp]]ed to a certain point on the map. In ''Thracia 776'' they remain invisible no matter how many times they are triggered, but in ''Fates'' they instead become visible when triggered once, making them somewhat less frustrating than their ''Thracia 776'' incarnation.
These were introduced in {{FE5}} and appear only in it and {{title|Fates}}. Warp traps look like ordinary ground tiles, but if a unit ends their turn on one of these tiles, they will be [[Warp (skill)|warp]]ed to a certain point on the map. In ''Thracia 776'' they remain invisible no matter how many times they are triggered, but in ''Fates'' they instead become visible once they are first triggered.


The following maps features warp traps:
The following maps features warp traps:
* {{FE5}}: [[The Dark Forest|Chapter 16B]], [[The Lopt Altar|Chapter 24x]]
* {{FE5}}: [[Dark Forest|Chapter&nbsp;16B]], [[The Loptrian Altar|Chapter&nbsp;24x]]
* {{FE14}}: [[Unspeakable World|''Revelation'' Chapter 7]]
* {{FE14}}: [[Unspeakable World|''Revelation'' Chapter&nbsp;7]]


===Lava geysers===
===Lava geysers===
[[File:Ss fe10 p3ch8 lava geyser.png|thumb|right|240px|A lava geyser explodes on an enemy [[Lance General]] in [[Incandescent Glow|Part 3 Chapter 8]] of {{title|Radiant Dawn}}.]]
[[File:Ss fe10 p3ch8 lava geyser.png|thumb|right|240px|A lava geyser explodes on an enemy [[Lance General]] in [[Incandescent Glow|Part&nbsp;III, Chapter&nbsp;8]] of {{title|Radiant Dawn}}.]]
These are a hazard present in volcanic locations, and were introduced in {{FE6}}. 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.
These are a hazard present in volcanic locations, and were introduced in {{FE6}}. 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 turn, geysers will erupt and inflict 10&nbsp;damage to units standing on them; in most games, any geyser that is stood on will erupt, while in ''The Binding Blade'', which geysers erupt is random.


The following maps feature lava geysers:
The following maps feature lava geysers:
* {{FE6}}: [[The Blazing Blade (chapter)|Chapter 8x]]
* {{FE6}}: [[The Blazing Blade (chapter)|Chapter&nbsp;8x]]
* {{FE7}}: [[Valorous Roland|Chapter 28E]]
* {{FE7}}: [[Valorous Roland|Chapter&nbsp;28E]]
* {{FE8}}: [[Two Faces of Evil|Chapter 18]], subsequent [[skirmish]]es at Neleras Peak, [[Lagdou Ruins]] level 9
* {{FE8}}: [[Two Faces of Evil|Chapter&nbsp;18]], subsequent [[skirmish]]es at Neleras Peak, [[Lagdou Ruins&nbsp;9]]
* {{FE10}}: [[Incandescent Glow|Part 3 Chapter 8]]
* {{FE10}}: [[Incandescent Glow|Part&nbsp;III, Chapter&nbsp;8]]
* {{FE13}}: [[Sibling Blades|Chapter 18]] has a variation on this hazard, where portions of the map will collapse and start to sink into the lava every few turns, transforming them into lava geyser-like terrain which inflicts 10 damage on any unit standing on them at the start of player phase.
* {{FE13}}: [[Sibling Blades|Chapter&nbsp;18]] has a variation on this hazard, where portions of the map will collapse and start to sink into the lava every few turns, transforming them into lava geyser-like terrain which inflicts 10 damage on any unit standing on them at the start of player phase.
{{clear}}
{{clear}}
===Poison jets===
===Poison jets===
[[File:Ss fe07 ch30h poison jet.png|thumb|right|A poison jet blasts an enemy [[Thief]] in [[The Berserker|Chapter 30H]] of {{FE7}}.]]
[[File:Ss fe07 ch30h poison jet.png|thumb|right|A poison jet blasts an enemy [[Thief]] in [[The Berserker|Chapter&nbsp;30H]] of {{title|The Blazing Blade}}.]]
Poison jets were introduced in {{FE6}} 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 [[Status conditions#Poison|poison status]].
Poison jets were introduced in {{FE6}} and are a feature of maps set in dank caverns. These protrude from the walls of these caverns, and at the end of each turn, jets will blast poisonous gas in a straight line of three tiles; in ''The Binding Blade'', two random jets go off each turn—in other games, all jets that would hit a unit go off. Any units who are hit with a jet suffer 3&nbsp;[[damage]]{{Clarify|In ''Engage'' too?}} and are afflicted with the [[Poison (condition)|poison status]].


The following maps feature poison jets:
The following maps feature poison jets:


* {{FE6}}: [[The Thunder Axe|Chapter 12x]]
* {{FE6}}: [[The Thunder Axe|Chapter&nbsp;12x]]
* {{FE7}}: [[The Berserker|Chapter 30H]]
* {{FE7}}: [[The Berserker|Chapter&nbsp;30H]]
* {{FE8}}: [[Lagdou Ruins]] level 5
* {{FE8}}: [[Lagdou Ruins&nbsp;5]]
* {{FE17}}: [[The Brash General]] (DLC)


===Heavenly Arrows===
===Heavenly Arrows===
The Heavenly Arrows were introduced in {{FE6}} 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 Heavenly Arrows were introduced in {{FE6}} as a minor element in the [[Aureola]] side quest. At the end of each turn, a Heavenly Arrow will rain down the length of the map in a straight, one-tile-wide vertical line, inflicting 10&nbsp;damage on every unit in its path. Each turn will have its Heavenly Arrow descend from a different point across the map.


The following maps feature Heavenly Arrows:
The following maps feature Heavenly Arrows:
 
* {{FE6}}: [[The Glorious Ascension|Chapter&nbsp;16x]]
* {{FE6}}: [[The Glorious Ascension|Chapter 14x]]
* {{FE8}}: [[Tower of Valni&nbsp;8]]
* {{FE8}}: [[Tower of Valni]] level 8


===Mine traps===
===Mine traps===
These simple traps in {{FE6}} are single-use hazards which are invisible and indistinguishable from ordinary terrain. When a mine trap is passed through, it will explode, cause 10 damage to the unit who treads on it and. However, [[Thief|Thieves]] will automatically disarm the trap before it explodes if they are the ones to step on it. If a non-Thief infantry or cavalry unit crosses a mine trap while attempting to reach some other tile, it will trigger and halt their movement, but flying units will only trigger mines if they specifically wait on the trapped tile.  While pre-set mine traps do not return in subsequent games, the [[Mine]] item behaves identically when set in the latter two [[Game Boy Advance]] games.<ref name="feuniverse">{{Cite web|author=ghast ''et al.''| published=2016-04-05| retrieved =2016-04-07| url= http://feuniverse.us/t/do-hallway-traps-exist-in-fe7/1554/15| title=Do hallway traps exist in FE7?| site=Fire Emblem Universe}}</ref>
These simple traps in {{FE6}} are invisible and indistinguishable from ordinary terrain. When a mine trap is waited on by a player unit, it will explode, dealing 10&nbsp;damage to the unit who treads on it. However, [[Thief|Thieves]] will automatically disarm the trap before it explodes if they are the ones to step on it. While pre-set mine traps do not return in subsequent games, the [[Mine]] item behaves nearly identically when set in the latter two [[Game Boy Advance]] games.<ref name="feuniverse">{{Cite web|author=ghast ''et al.''| published=April 5, 2016| retrieved=April 7, 2016| url= http://feuniverse.us/t/do-hallway-traps-exist-in-fe7/1554/15| title=Do hallway traps exist in FE7?| site=Fire Emblem Universe}}</ref>


The following map features mine traps:
The following map features mine traps:
 
* {{FE6}}: [[The Elder Revelation|Chapter&nbsp;21x]]
* {{FE6}}: [[The Elder Revelation|Chapter 21x]]


===Spike traps===
===Spike traps===
[[File:Ss fe06 ch21x spike trap.png|thumb|right|[[Perceval]] gets caught in a spike trap in [[The Elder Revelation|Chapter 21x]] of {{title|The Binding Blade}}.]]
[[File:Ss fe06 ch21x spike trap.png|thumb|right|[[Perceval]] gets caught in a spike trap in [[The Elder Revelation|Chapter&nbsp;21x]] of {{title|The Binding Blade}}.]]
These traps in {{FE6}} are built into the walls of narrow corridors. If a unit waits next to a trapped wall, a spear will shoot out of the wall and injure them, inflicting a base 10 physical damage; unlike other traps, the trap's damage can be protected against by the victim's [[defense]] stat, and can even be completely nullified if the victim has 10 or higher defense.<ref name="feuniverse" /> Unlike mine traps, spike traps will only be triggered if a unit specifically waits in the trap's range, and not if they pass through it.  [[Thief|Thieves]] will automatically disarm the trap before it activates if they are the ones to step into it.
These traps in {{FE6}} are built into the walls of narrow corridors. If a unit waits next to a trapped wall, a spear will shoot out of the wall and injure them, attacking with 10&nbsp;physical [[attack (stat)|attack]]; unlike other traps, the trap's damage can be protected against by the victim's [[defense]] stat, and can even be completely nullified if the victim has at least 10&nbsp;defense.<ref name="feuniverse" /> [[Thief|Thieves]] will automatically disarm the trap before it activates if they are the ones to step into it.


The following map features spike traps:
The following map features spike traps:
* {{FE6}}: [[The Elder Revelation|Chapter&nbsp;21x]]
{{clear}}


* {{FE6}}: [[The Elder Revelation|Chapter 21x]]
{{clear}}
===Pitfalls===
===Pitfalls===
[[File:Ss fe09 ch23 pitfall.png|thumb|right|240px|[[Makalov]] falls into a pitfall in [[The Great Bridge|Chapter 23]] of {{title|Path of Radiance}}.]]
[[File:Ss fe09 ch23 pitfall.png|thumb|right|240px|[[Makalov]] falls into a pitfall in [[The Great Bridge|Chapter&nbsp;23]] of {{title|Path of Radiance}}.]]
Pitfalls were introduced in {{FE9}} and appear it in at ''Radiant Dawn''. In both appearances, they are only used at the same location: Oribes Bridge, in [[Daein]]. Pitfall tiles 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 effects#Stun|stun status]] for a single turn. Triggering a pitfall turns that tile into uncrossable [[Terrain/GameCube and Wii games|hole terrain]], and while the unit who triggered the trap is able to move out of the hole after the stun wears off, nobody can stand on it afterward; non-flying units cannot pass the hole at all, and flying units are not allowed to stand on it.


Pitfalls were introduced in {{FE9}} and in both appearances are used only on the same location: Oribes Bridge, in [[Daein]]. Pitfall tiles 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. Triggering a pitfall turns that tile into uncrossable [[Terrain/GameCube and Wii games|hole terrain]], and while the unit who triggered the trap is able to move out of the hole after the stun wears off, nobody can stand on it afterward; non-flying units cannot pass the hole at all, and flying units are not allowed to stand on it.
Untriggered pitfalls can be avoided entirely if a flying unit is stationed on top of the trap's location. Flying units will not trigger pitfalls, and non-flying units passing through a flying ally's space will not trigger a pitfall either.
 
Untriggered pitfalls can be avoided entirely if a flying unit is stationed on top of the trap's location. Flying units will never trigger pitfalls, so if they wait on top of a pitfall, non-flying units will be able to harmlessly cross the terrain without triggering the trap.


In ''Radiant Dawn'', holes act like a lower plane 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.
In ''Radiant Dawn'', holes act like a lower plane 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:
* {{FE9}}: [[The Great Bridge|Chapter 23]]
* {{FE9}}: [[The Great Bridge|Chapter&nbsp;23]]
* {{FE10}}: [[Just Cause|Part 4 Chapter 10]]
* {{FE10}}: [[Just Cause|Part&nbsp;III, Chapter&nbsp;10]]
{{clear}}
{{clear}}
===Spiked floor===
===Spiked floor===
[[File:Ss fe13 death's embrace explosion.png|thumb|right|240px|The spiked floor activating in ''[[Death's Embrace]]''.]]
[[File:Ss fe13 death's embrace explosion.png|thumb|right|240px|The spiked floor activating in [[Death's Embrace]].]]
This hazard appears only in a single [[DLC]] episode in {{FE13}}, 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.
This hazard appears only in a single [[DLC]] episode in {{FE13}}, 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:
The following map features spiked floors:
 
* {{FE13}}: [[Death's Embrace]] (DLC)
* {{FE13}}: ''[[Death's Embrace]]''
{{clear}}
{{clear}}
<!--
==Trivia==
==Trivia==
-->
==Gallery==
==Gallery==
<gallery>
<gallery>
File:Ss fe06 ch16x heavenly arrow.png|A Heavenly Arrow in [[The Glorious Ascension|Chapter 16x]] of {{title|The Binding Blade}}.
Ss fe06 ch16x heavenly arrow.png|A Heavenly Arrow in [[The Glorious Ascension|Chapter&nbsp;16x]] of {{title|The Binding Blade}}.
File:Ss fe06 ch21x spike trap.png|A spike trap in [[The Elder Revelation|Chapter 21x]] of {{title|The Binding Blade}}.
Ss fe06 ch21x spike trap.png|A spike trap in [[The Elder Revelation|Chapter&nbsp;21x]] of {{title|The Binding Blade}}.
Ss fe07 ch30h poison jet.png|A poison jet in [[The Berserker|Chapter 30H]] of {{FE7}}.
Ss fe07 ch30h poison jet.png|A poison jet in [[The Berserker|Chapter&nbsp;30H]] of {{title|The Blazing Blade}}.
File:Ss fe09 ch23 pitfall.png|A pitfall in [[The Great Bridge|Chapter 23]] of {{title|Path of Radiance}}.
Ss fe09 ch23 pitfall.png|A pitfall in [[The Great Bridge|Chapter&nbsp;23]] of {{title|Path of Radiance}}.
File:Ss fe10 p3ch8 lava geyser.png|A lava geyser in [[Incandescent Glow|Part 3 Chapter 8]] of {{title|Radiant Dawn}}.
Ss fe10 p3ch8 lava geyser.png|A lava geyser in [[Incandescent Glow|Part&nbsp;III, Chapter&nbsp;8]] of {{title|Radiant Dawn}}.
File:Ss fe13 death's embrace explosion.png|A spike explosion in [[Death's Embrace]] in {{title|Awakening}}.
Ss fe13 death's embrace explosion.png|A spike explosion in [[Death's Embrace]] in {{title|Awakening}}.
</gallery>
</gallery>
{{refbar}}
{{refbar}}
==See also==
==See also==
* [[Magic Seal]]
* [[Magic Seal]]
* [[Mine]]
* [[Mine]]
* [[Terrain]]


{{NavMech}}
{{NavMech}}

Latest revision as of 11:55, 9 February 2024

Heavenly Arrows are a hazard present in Chapter 16x of The Binding Blade.
Roy: There always seem to be traps where legendary weapons lie.
Elffin: ...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 Elffin

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 effects.

Unlike damaging terrain, hazards that inflict damage can reduce foes to 0 HP.

Examples of hazards

Warp traps

These were introduced in Fire Emblem: Thracia 776 and appear only in it and Fates. Warp traps look like ordinary ground tiles, but if a unit ends their turn on one of these tiles, they will be warped to a certain point on the map. In Thracia 776 they remain invisible no matter how many times they are triggered, but in Fates they instead become visible once they are first triggered.

The following maps features warp traps:

Lava geysers

A lava geyser explodes on an enemy Lance General in Part III, Chapter 8 of Radiant Dawn.

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 turn, geysers will erupt and inflict 10 damage to units standing on them; in most games, any geyser that is stood on will erupt, while in The Binding Blade, which geysers erupt is random.

The following maps feature lava geysers:

Poison jets

A poison jet blasts an enemy Thief in Chapter 30H of 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 each turn, jets will blast poisonous gas in a straight line of three tiles; in The Binding Blade, two random jets go off each turn—in other games, all jets that would hit a unit go off. Any units who are hit with a jet suffer 3 damage[In Engage too?] and are afflicted with the poison status.

The following maps feature poison jets:

Heavenly Arrows

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

The following maps feature Heavenly Arrows:

Mine traps

These simple traps in Fire Emblem: The Binding Blade are invisible and indistinguishable from ordinary terrain. When a mine trap is waited on by a player unit, it will explode, dealing 10 damage to the unit who treads on it. However, Thieves will automatically disarm the trap before it explodes if they are the ones to step on it. While pre-set mine traps do not return in subsequent games, the Mine item behaves nearly identically when set in the latter two Game Boy Advance games.[1]

The following map features mine traps:

Spike traps

Perceval gets caught in a spike trap in Chapter 21x of The Binding Blade.

These traps in Fire Emblem: The Binding Blade are built into the walls of narrow corridors. If a unit waits next to a trapped wall, a spear will shoot out of the wall and injure them, attacking with 10 physical attack; unlike other traps, the trap's damage can be protected against by the victim's defense stat, and can even be completely nullified if the victim has at least 10 defense.[1] Thieves will automatically disarm the trap before it activates if they are the ones to step into it.

The following map features spike traps:

Pitfalls

Makalov falls into a pitfall in Chapter 23 of Path of Radiance.

Pitfalls were introduced in Fire Emblem: Path of Radiance and appear it in at Radiant Dawn. In both appearances, they are only used at the same location: Oribes Bridge, in Daein. Pitfall tiles 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. Triggering a pitfall turns that tile into uncrossable hole terrain, and while the unit who triggered the trap is able to move out of the hole after the stun wears off, nobody can stand on it afterward; non-flying units cannot pass the hole at all, and flying units are not allowed to stand on it.

Untriggered pitfalls can be avoided entirely if a flying unit is stationed on top of the trap's location. Flying units will not trigger pitfalls, and non-flying units passing through a flying ally's space will not trigger a pitfall either.

In Radiant Dawn, holes act like a lower plane 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:

Gallery

References

  1. 1.0 1.1 ghast et al., Do hallway traps exist in FE7?, Fire Emblem Universe, Published: April 5, 2016, Retrieved: April 7, 2016

See also

Game mechanics
Out-of-battle management Base (BarracksBase CampBase conversationEveryone's ConditionsExpeditionGarreg Mach Monastery (Abyss) • My CastleSomniel) • Bonus experienceDungeonsGameplay modes (DifficultyCreature CampaignNew Game +) • GoldLessonsMila ShrinesPeddlerPreparationsRenownShopping (ArmoryBargainsForgeItem shopMerchantOnline shopSecret shop) • Supply convoyWorld map
Battles and chapters ArenaBattle saveBossCastleChapter (Alternate routeParalogueSide quest) • ChestCombat forecastEvent tilesHidden treasureObjectivesReinforcementSkirmishTerrain (Hazards) • Turn (Turn rewind) • Weather (Fog of war) • Village
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Calculations AttackAttack speedAvoidBonus damageCritical hit (Combination bonusDodgeTriangle Attack) • Hit rate (True hit) • Random number generatorWeapon triangle (Trinity of magic)
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Other BarrierBirthdayClass rollGlitchesMultiple endingsRankingsSound RoomTactician bonus