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Terrain: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
1,073 bytes added ,  30 November 2023
 
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*'''Floor''': Tiles that serve a similar purpose to plain tiles, mostly appearing in indoor maps. In {{title|Mystery of the Emblem}} and {{title|Thracia 776}}, mounted units cannot move when on floor tiles and must [[dismount]].
*'''Floor''': Tiles that serve a similar purpose to plain tiles, mostly appearing in indoor maps. In {{title|Mystery of the Emblem}} and {{title|Thracia 776}}, mounted units cannot move when on floor tiles and must [[dismount]].
* '''Forest''' or '''Woods''': A forest-covered tile which hinders movement through it, but in exchange the trees grant a unit defensive cover. In indoor maps, '''Pillar''' tiles perform a similar role.
* '''Forest''' or '''Woods''': A forest-covered tile which hinders movement through it, but in exchange the trees grant a unit defensive cover. In indoor maps, '''Pillar''' tiles perform a similar role.
* '''Mountain''': Hilly terrain which can be crossed by infantry units, but hinder movement even more than forests; they also give defensive cover. [[Horse]]-mounted units cannot cross mountains at all until [[class change|promotion]].
* '''Mountain''': Hilly terrain which can be crossed by infantry units, but hinder movement even more than forests; they also give defensive cover. [[Horse]]-mounted units cannot cross mountains at all until [[class change|promotion]], while armored units such as [[Knight]]s and [[General]]s are entirely unable to cross them in most titles.
* '''Peak''': Large, towering mountains which cannot be crossed by the majority of units who fight on the ground. Only flying units and [[Brigand]]s can cross peaks.
* '''Peak''': Large, towering mountains which cannot be crossed by the majority of units who fight on the ground. Only flying units, [[Brigand]]s, and [[Berserker]]s can cross peaks.
* '''Sea''': Bodies of water can only be crossed by a handful of infantry classes, although very slowly and often only one tile per turn. [[Pirate]]s have a much easier time crossing water, and flying units are again able to cross. Select maps label these tiles as '''Lake''' or '''Water'''.
* '''Sea''': Bodies of water can only be crossed by a handful of infantry classes, although very slowly and often only one tile per turn. [[Pirate]]s and [[Berserker]]s have a much easier time crossing water, and flying units are again able to cross. Select maps label these tiles as '''Lake''' or '''Water'''.
* '''Desert''': Sandy terrain that is difficult for most units to cross. Magic-using infantry, such as [[Mage]]s and [[Cleric]]s, and flying units generally suffer no movement penalty, while other infantry move with more difficulty, while armored or horse-mounted units such as [[Knight]]s or [[Cavalier]]s can barely move at all. Most games feature one or two chapters with this type of terrain.
* '''Fort''': These small defensive fortresses can protect a single unit, boosting their defenses and healing them slightly at the start of every turn.
* '''Fort''': These small defensive fortresses can protect a single unit, boosting their defenses and healing them slightly at the start of every turn.
* '''Wall''': Solid stone walls which cannot be crossed at all, except by flying units (and even then, most of the time they are disallowed). Usually they can only be crossed by unlocking doors or breaking cracked sections to clear a path. In outdoor maps, '''Thicket''' tiles—particularly thick forest tiles—perform a similar role and also cannot be crossed.
* '''Wall''': Solid stone walls which cannot be crossed at all, except by flying units (and even then, most of the time they are disallowed). Usually they can only be crossed by unlocking doors or breaking cracked sections to clear a path. In outdoor maps, '''Thicket''' tiles—particularly thick forest tiles—perform a similar role and also cannot be crossed.
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===Movement cost===
===Movement cost===
The primary effect terrain holds on gameplay is the concept of '''movement cost''' or '''terrain penalty''', the effect it holds over a unit's [[movement]] range. The movement cost value, associated directly with the terrain type, determines how many movement points held by a unit are consumed when attempting to cross a tile. The standard cost for basic plains terrain is 1 movement point per tile, and thus has no tangible penalty. Other terrain types such as forests have a higher movement cost, typically requiring 2 movement per forest tile crossed, and thus limit the unit's movement distance should they be moved in that direction.
The primary effect terrain holds on gameplay is the concept of '''movement cost''' or '''terrain penalty''', the effect it holds over a unit's [[movement]] range. The movement cost value, associated directly with the terrain type, determines how many movement points held by a unit are consumed when attempting to cross a tile. The standard cost for basic plains terrain is 1 movement point per tile, and thus has no tangible penalty. Other terrain types such as forests have a higher movement cost, typically requiring 2 movement per forest tile crossed, and thus limit the unit's movement distance should they be moved in that direction.


:''For example (pictured):'' [[Lewyn]] possesses 6 movement. On normal plains terrain, this allows him to move a maximum of six tiles away from his starting point, at a cost of one movement per plains tile (pictured: his movement range to his left). However, were he to cross through two forest tiles, he would only be able to move a maximum of four tiles as each forest tile has a cost of two movement per tile (pictured: his downward movement range).
:''For example (pictured):'' [[Lewyn]] possesses 6 movement. On normal plains terrain, this allows him to move a maximum of six tiles away from his starting point, at a cost of one movement per plains tile (pictured: his movement range to his left). However, were he to cross through two forest tiles, he would only be able to move a maximum of four tiles as each forest tile has a cost of two movement per tile (pictured: his downward movement range).


Different classes typically have different movement costs depending on the terrain. Typically, horse-mounted units like [[Cavalier]]s and [[Troubadour]]s are penalized more for crossing forests and are incapable of crossing mountains at all, flying units like [[Pegasus Knight]]s and [[Wyvern Rider]]s are not hindered at all by terrain penalties, and non-mounted magic units are significantly less affected by the severe movement cost of desert terrain.
Different classes typically have different movement costs depending on the terrain. Typically, armored units like [[Knight]]s and horse-mounted units like [[Cavalier]]s and [[Troubadour]]s are penalized more for crossing forests and are incapable of crossing mountains at all, flying units like [[Pegasus Knight]]s and [[Wyvern Rider]]s are not hindered at all by terrain penalties, and non-mounted magic units are significantly less affected by the severe movement cost of desert terrain.


Unique to {{title|Genealogy of the Holy War}} is the road terrain, the only terrain which gives an inverted movement "cost": for all non-flying units, the terrain cost for roads is 0.7 movement per tile, boosting their movement by a factor of less than 1.5 while traversing roads. With the assistance of an unbroken stretch of road terrain, a unit's movement can be boosted by between 2 or 3 tiles.
Unique to {{title|Genealogy of the Holy War}} is the road terrain, the only terrain which has a movement cost less than 1: for all non-flying units, the terrain cost for roads is 0.7 movement per tile, boosting their movement by a factor of nearly 1.43 while traversing roads in comparison to typical terrain. With the assistance of an unbroken stretch of road terrain, a unit's movement can be boosted by 2 or 3 tiles.


===Stat boosts and reductions===
===Stat boosts and reductions===
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Acting as compensation for the movement impairment, various terrain types offer temporary, minor bonuses to a unit while they stand on the terrain. These typically come in the form of stat increases to [[avoid]] and [[defense]], and less frequently, [[resistance]]; this encourages players to have their units end their turns under the cover of defense-boosting terrain, and is a valuable asset to units with inherently low defenses. The most common forms of defense-aiding terrain are forests, mountains and forts.
Acting as compensation for the movement impairment, various terrain types offer temporary, minor bonuses to a unit while they stand on the terrain. These typically come in the form of stat increases to [[avoid]] and [[defense]], and less frequently, [[resistance]]; this encourages players to have their units end their turns under the cover of defense-boosting terrain, and is a valuable asset to units with inherently low defenses. The most common forms of defense-aiding terrain are forests, mountains and forts.


Less commonly, certain terrain types will heal a small amount of [[HP]] to units who stand on them at the beginning of their [[turn]], often in addition to defensive boosts. The most frequent form of terrain to do this is forts, with most chapter maps having several forts scattered across them. Gates and thrones, the goals of [[Objectives|seize-objective]] chapters, also restore HP to their occupier, adding to the challenge of defeating the [[boss]]es situated on top of them. Some other games have their own unique HP-restoring terrain, such as the healhedges of the [[Tellius]] duology and the castles of {{title|Genealogy of the Holy War}}.
Less commonly, certain terrain types will heal a small amount of [[HP]] to units who stand on them at the beginning of their [[turn]], often in addition to defensive boosts. The most frequent form of terrain to do this is forts, with most chapter maps having several forts scattered across them. Gates and thrones, the typical goals of [[seize]]-objective chapters, also restore HP to their occupier, adding to the challenge of defeating the [[boss]]es situated on top of them. Some other games have their own unique HP-restoring terrain, such as the healhedges of the [[Tellius]] duology and the castles of {{title|Genealogy of the Holy War}}.
 
Some terrain may damage units that start their turns atop it. Swamps in {{title|Gaiden}}, for example, deal 5 damage to units at the start of their turn, while lava in {{title|Fates}} reduces a unit's HP by 10%. Damaging terrain rarely has any direct benefits, as it is typically also more costly to move through and imposes penalties to defense and avoid. Like other penalties, flying units generally do not suffer damage from terrain. Damage from terrain cannot reduce a unit's HP to 0.


===Altitude===
===Altitude===
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==Terrain stats by game==
==Terrain stats by game==
{{main|Terrain/Nintendo Entertainment System games}}
{{div col}}
{{main|Terrain/Super Nintendo Entertainment System games}}
*[[/Family Computer games/]]
{{main|Terrain/Game Boy Advance games}}
*[[/Super Famicom games/]]
{{main|Terrain/GameCube and Wii games}}
*[[/Game Boy Advance games/]]
{{main|Terrain/Nintendo DS games}}
*[[/GameCube and Wii games/]]
{{main|Terrain/Nintendo 3DS games}}
*[[/Nintendo DS games/]]
{{main|Terrain/Nintendo Switch games}}
*[[/Nintendo 3DS games/]]
*[[/Nintendo Switch games/]]
{{div col end}}


==Etymology and other languages==
==Etymology and other languages==
{{Names
{{Names
|eng-name=Terrain
|eng-name=Terrain
|jap-name={{hover|地形効果|Chikei kōka}}
|jpn-name={{hover|地形効果|Chikei kōka}}
|jap-mean=Terrain effect
|jpn-mean=Terrain effect
|fren-name=Terrain
|fren-name=Terrain
|fren-mean=As above.
|fren-mean=As above.
|ger-name=
|ger-name=Gelände
|ger-mean=
|ger-mean=Terrain
|span-name=
|span-name=
|span-mean=
|span-mean=
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<gallery>
<gallery>
Ti fe01 forest.png|Icon for forest terrain from {{title|Shadow Dragon & the Blade of Light}}.
Ti fe01 forest.png|Icon for forest terrain from {{title|Shadow Dragon & the Blade of Light}}.
Ti fe01 plain.png|Icon for plain terrain from {{title|Shadow Dragon & the Blade of Light}}.
Ti fe01 grassland.png|Icon for grassland terrain from ''Shadow Dragon & the Blade of Light''.
Ti fe01 sea.png|Icon for sea terrain from {{title|Shadow Dragon & the Blade of Light}}.
Ti fe01 sea.png|Icon for sea terrain from ''Shadow Dragon & the Blade of Light''.
Ti fe01 sky.png|Icon for sky terrain from {{title|Shadow Dragon & the Blade of Light}}.
Ti fe01 sky.png|Icon for sky terrain from ''Shadow Dragon & the Blade of Light''.
Ti fe01 road.png|Icon for village terrain from {{title|Shadow Dragon & the Blade of Light}}.
Ti fe01 village.png|Icon for village terrain from ''Shadow Dragon & the Blade of Light''.
Ti fe01 arena.png|Icon for arena terrain from {{title|Shadow Dragon & the Blade of Light}}.
Ti fe01 arena.png|Icon for arena terrain from ''Shadow Dragon & the Blade of Light''.
Ti fe01 castle.png|Icon for castle terrain from {{title|Shadow Dragon & the Blade of Light}}.
Ti fe01 castle.png|Icon for castle terrain from ''Shadow Dragon & the Blade of Light''.
Ti fe01 floor.png|Icon for floor terrain from {{title|Shadow Dragon & the Blade of Light}}.
Ti fe01 floor.png|Icon for floor terrain from ''Shadow Dragon & the Blade of Light''.
Ti fe01 fort.png|Icon for fort terrain from {{title|Shadow Dragon & the Blade of Light}}.
Ti fe01 fort.png|Icon for fort terrain from ''Shadow Dragon & the Blade of Light''.
Ti fe01 mountain.png|Icon for mountain terrain from {{title|Shadow Dragon & the Blade of Light}}.
Ti fe01 mountain.png|Icon for mountain terrain from ''Shadow Dragon & the Blade of Light''.
Ti fe01 river.png|Icon for river terrain from {{title|Shadow Dragon & the Blade of Light}}.
Ti fe01 river.png|Icon for river terrain from ''Shadow Dragon & the Blade of Light''.
Ti fe01 stairs.png|Icon for stairs terrain from {{title|Shadow Dragon & the Blade of Light}}.
Ti fe01 stairs.png|Icon for stairs terrain from ''Shadow Dragon & the Blade of Light''.
Ti fe01 pillar.png|Icon for pillar terrain from ''Shadow Dragon & the Blade of Light''.
</gallery>
</gallery>