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Terrain/GameCube and Wii games
This sub-page covers the terrain stats for the two Fire Emblem series games which comprise the Tellius duology: Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn.
Fire Emblem: Path of Radiance
Class categories
For the purposes of terrain effect, Path of Radiance divides classes into these categories:
Infantry | Ranger • Myrmidon • Soldier • Fighter • Archer • Lord • Hero • Swordmaster • Halberdier • Warrior • Sniper • Beast tribe (untransformed) • Dragon tribe (untransformed) • Citizen |
---|---|
Armor A | Knight |
Armor B | General |
Cavalry A | Sword Knight • Lance Knight • Axe Knight • Bow Knight |
Cavalry B | Valkyrie • Paladin |
Lightweight | Cleric • Mage • Priest • Thief • Sage • Bishop • Assassin • Red Dragon (transformed) • White Dragon (transformed) |
Brigands | Bandit • Berserker |
Fliers | Pegasus Knight • Wyvern Rider • Princess Crimea • Falcon Knight • Wyvern Lord • King Daein • Bird tribe (untransformed) • Hawk (transformed) • Raven (transformed) • Heron (transformed) |
Beast | Lion • Tiger • Cat (all transformed) |
Terrain stats
Terrain types and effects in Path of Radiance | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Terrain type | Stat boosts | Movement penalties | ||||||||||
Def | Avo | HP rec. | Infantry | Armor A | Armor B | Cavalry A | Cavalry B | Lightweight | Brigands | Fliers | Beasts | |
Plain/Floor | 0 | 0 | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Bush | 1 | 10 | - | 2 | 2 | 2 | 3 | 3 | 2 | 2 | 1 | 1 |
Mountain Path/Shore | 1 | 10 | - | 1 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
Desert | 0 | 0 | - | 2 | 3 | 3 | 3 | 4 | 1 | 1 | 1 | 2 |
Swamp | 0 | 0 | - | 2 | 2 | 3 | 3 | 4 | 2 | 2 | 1 | 2 |
River/Sea/Waterway | 0 | 0 | - | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | 2 | 1 | ✗ |
Healing Bush/Recovery | 1 | 10 | 10HP | 2 | 2 | 2 | 3 | 3 | 2 | 2 | 1 | 1 |
Objectives (Throne, Gate, Fort, arrive/escape/defend point) |
0 | 0 | 10HP | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Hole | 0 | 0 | - | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | 1 | ✗ |
Low obstacle (Roof, Building, Rock) |
0 | 0 | - | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | 1 | ✗ |
High obstacle (Gate, Wall, Fountain) |
0 | 0 | - | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ |
Sections marked with a ✗ mean that units of the class type cannot cross this terrain under any circumstances. Fliers do not receive any stat boosts except HP recovery. Sections listed in green mean that units of the class type can cross the terrain on their way to another tile, but are not allowed to end their turn, perform an action, or otherwise stop moving on it. |
Fire Emblem: Radiant Dawn
Class categories
For the purposes of terrain effect, Radiant Dawn divides classes into these categories:
Terrain stats
Terrain types and effects in Radiant Dawn | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Terrain type | Stat boosts | Movement penalties | |||||||||||||
Def | Res | Avo | HP rec. | Infantry | Armor | Cavalry | Magic | Fliers | Thieves | Beast A | Beast B | Dragon A | Dragon B | Civilian | |
Plain/Floor | 0 | 0 | 0 | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Thicket/Reeds | 1 | 0 | 10 | - | 2 | 3 | 3 | 2 | 1 | 1 | 2 | 1 | 2 | 1 | 2 |
Sand/Desert | 0 | 0 | 0 | - | 3 | 4* | 5 | 1 | 1 | 2 | 2 | 1 | 3 | 3 | 3 |
Coast/Trail/Wasteland | 1 | 0 | 10 | - | 1 | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Shoal/River | 0 | 0 | 0 | - | 3 | 3 | ✗ | 2 | 1 | 2 | 3 | 5 | 3 | 5 | 4 |
Sea/Lake/Channel | 0 | 0 | 0 | - | ✗ | ✗ | ✗ | ✗ | 1 | 2* | ✗ | ✗ | ✗ | ✗ | ✗ |
Bog | 0 | 0 | 0 | - | 3 | 3 | 3 | 2 | 1 | 1 | 2 | 1 | 2 | 1 | 2 |
Swamp | 0 | 0 | 0 | - | 4 | 4 | 5 | 4 | 1 | 3 | 3 | 4 | 3 | 4 | ✗ |
Healhedge | 1 | 0 | 10 | 10% | 2 | 2 | 3 | 2 | 1 | 2 | 1 | 1 | 2 | 2 | 2 |
Healing Jar | 0 | 0 | 0 | 20%* | ✗ | ✗ | ✗ | ✗ | 1 | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ |
Healstone (A) | 0 | 0 | 15![]() |
10% | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Healstone (B) | 20![]() |
0 | 0 | 20% | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Objective | 0 | 0 | 0 | 10% | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Cover (A) | 10![]() |
0 | 0 | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Cover (B) | 15![]() |
0 | 5![]() |
- | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Cover (C) | 10![]() |
0 | 15![]() |
- | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Wardwood (A) | 0 | 10![]() |
0 | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Wardwood (B) | 0 | 15![]() |
5![]() |
- | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Defense | 3![]() |
3![]() |
0 | - | 2 | 3* | 3* | 2 | 1 | 2 | 1 | 1 | 2 | 2 | 2 |
Gap | 0 | 0 | 0 | - | 3 | 4 | ✗ | 3* | 1 | 2 | 2 | 2 | 3 | ✗ | 3 |
Sky | 0 | 0 | 0 | - | ✗ | ✗ | ✗ | ✗ | 1 | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ |
Cloud | 1![]() |
0 | 15![]() |
- | ✗ | ✗ | ✗ | ✗ | 1 | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ |
Cliff/Lava | 0 | 0 | 0 | - | ✗ | ✗ | ✗ | ✗ | 1 | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ |
Castle/Fort/Hall | 0 | 0 | 0 | 10% | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ |
Hole | 0 | 0 | 0 | - | ✗ | ✗ | ✗ | ✗ | 1 | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ |
Low obstacle | 0 | 0 | 0 | - | ✗ | ✗ | ✗ | ✗ | 1 | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ |
High obstacle | 0 | 0 | 0 | - | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ |
Sections marked with a ✗ mean that units of the class type cannot cross this terrain under any circumstances. Sections listed in green mean that units of the class type can cross the terrain on their way to another tile, but are not allowed to end their turn, perform an action, or otherwise stop moving on it. Fliers only receive stat boosts from terrain if they are marked with a ![]() |
Altitude
In addition to the effects and boosts awarded by terrain as listed above, Radiant Dawn uniquely takes a unit's altitude compared to other units into account when calculating battle stats.
Altitude effects in Radiant Dawn | ||
---|---|---|
Elevation | Damage | Hit rate |
Unit is above their target | +2 | +50 |
Unit is on the same plane as their target | 0 | 0 |
Unit is below their target | 0 | -50 |
In maps with multiple levels of altitude, units can climb up to the next level by crossing any gap terrain connecting the two levels. However, gaps have a very high movement cost for infantry units, and cavalry units are not able to climb up gaps at all. Fliers are not slowed down at all by gaps. Units are not allowed to end their move on a gap, but must pass through it to at least the next available tile of normal terrain.
Other terrain stats
In all indoor chapters aside from the Part IV, Endgame, all mounted units (including pegasus and wyvern fliers) will take a -2 penalty to their movement. This penalty remains until the end of the chapter.
References
See also
Fire Emblem: Radiant Dawn | |||||||||||||||||||||||||||||||||||||||||||||
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