Fire Emblem: Fortune's WeaveAnna's Notebook
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Mars's Blessing

Lv. 1 gives physical Hit +50, Lv. 2 restores HP on kills, and Lv. 3 gives Strength +5. Use Lv. 1 immediately if accuracy is lacking; Lv. 2 adds sustain when several units can finish enemies. Healing amount and resolution order remain unverified.

Draft · Updated 2026-10-19
Get the first two levels for physical teams

Physical teams benefit from reaching level 2 early: level 1 improves Hit, and level 2 heals the unit who gets a kill. Activate it when several allies can finish enemies, covering offense and sustain together.

Mars's three levels and costs

LevelEffect (army-wide, 1 turn)
Lv. 1Physical attack Hit +50
Lv. 2Restores a moderate amount of HP after defeating an enemy
Lv. 3Strength +5

Invest in the first two levels first. Leave level 3’s Strength +5 for later improvements.

Divine Sand budget and service days
20 Divine SandCost per use on Normal
30 Divine SandCost per use on Hard
5 / 3 usesMaximum uses from 100 Divine Sand on Normal / Hard without cost reduction (calculated, excluding other blessings and rewinds)
Tuesday and SundayService days

See Temple service for scheduling.

An audience at Mars's temple; upgrading his blessing requires Divine Service, which audiences cannot replace
An audience at Mars's temple; upgrading his blessing requires Divine Service, which audiences cannot replace

The first two levels cover Hit and healing

Get the first two levels for archers and axe users first. Level 1 improves Hit for reliable key attacks; level 2 heals the unit who gets a kill. You can then develop other deities before returning for level 3.

An offensive upgrade order places Mars after Kalla. Kalla lets the army dodge, move, and double. Mars bundles accuracy, Strength, and healing from kills into one activation, fitting an aggressive push to clear enemies.

High-Avoid terrain can justify invoking him for Lv. 1 alone. Forest encounters substantially raise enemy Avoid. Mars's and Smyrnos's accuracy blessings help prevent repeated misses. Against enemies on terrain such as an Avoid formation, Mars may deserve priority over Aurora because the current problem is failing to kill enemies rather than simply failing to survive.

Mars's activation description lists all three levels together. This Normal-mode screen shows 100 Divine Sand held and a cost of 20
Mars's activation description lists all three levels together. This Normal-mode screen shows 100 Divine Sand held and a cost of 20

You can use the Hit bonus before unlocking level 2 healing. One early-game approach unlocks Mars, Smyrnos, and Kalla first to cover physical Hit, magic Hit, and Avoid respectively. Another goes straight to level 2 for healing on kills as well. If missed physical attacks are blocking progress, use level 1 now instead of gambling on Hit while waiting for healing.

Check your kills before using the physical blessing

Coordinate physical kills
  1. 1
    Check forecasts and identify targets you can finish this turn.
    Level 2 triggers only on defeating an enemy; injuring one gives no healing.
  2. 2
    If you cannot kill anyone this turn, compare blessings again.
    Aurora is safer when facing concentrated attacks; consider Kalla when you need distance. Only one deity’s regular blessing can activate each turn, so you must choose.
  3. 3
    If Hit is poor, activate the blessing before your physical core acts.
    The whole army benefits, making it suitable for several kills in one turn. A mage-heavy team needs Smyrnos.
  4. 4
    Use multi-hit combat arts this turn.
    Mars improves the reliability of low-Hit, multi-hit arts, making it easier to land all four strikes.

Concentrate Tobias’s multi-hit attacks in this turn. On Theodora’s route, combine his three-hit axe art and four-hit bow art with Mars to remove a boss’s health bar. Multi-hit attacks only deal damage if they connect. Check Hit, weapon durability, and the forecast for the entire health bar before activating.

Both high-Strength frontliners and long-range archers may lack accuracy. If equipping a War Bow or using Deadeye leaves forecast Hit at only around half, consider Mars before deciding whether several damage dealers should act together this turn.

Use heavy armor against physical attacks in the trial

SpoilersPart III temple trial and reward

After restoring Mars's temple and completing “Mars's Request,” speak to reception to challenge the trial. There are two consecutive Clashes. Enemies have physical Hit +50 and Strength +5. This is a harder trial; bring armored units that can take physical attacks instead of gambling on misses.

Recommended units are Orchel, Esmeralda, Tobias, and Buccar. Still keep at least one mage to handle enemy armor, but check physical counterattacks before a mage attacks. Do not ask your back line to tank. The clear reward is Mars's Kneepads. Losing the trial does not cause a game over; you can try again.

Dietrich's Chapter 5 unlocks the Divine Gate between Mars's branch and main temples. This makes travel between facilities easier and is separate from blessing level.

Path of the Gods entrance: Cai stands before a blue Warp Circle inside a temple, with divine symbols visible on the door. (Japanese interface)
Path of the Gods entrance: Cai stands before a blue Warp Circle inside a temple, with divine symbols visible on the door. (Japanese interface)

Physical Hit and healing have limits

  • Hit +50 applies to physical attacks. It is not Attack +50 and does not improve magic Hit.
  • Level 2 heals on defeating an enemy. When planning consecutive fights, check current HP and damage in the next combat first.
  • Free-time encounters do not refill Divine Sand after every battle. You can spend some when the next main-story battle is near and reserves are sufficient. Keep enough if you still have consecutive encounters ahead.