Fire Emblem: Fortune's WeaveAnna's Notebook
English

Equipment slots

Six carried-item slots and five equipped-skill slots. Personal, class, and mount skills are separate. Ordinary combat arts use three base slots plus the current class’s extra slots.

Draft · Updated 2026-10-19
Count inventory, abilities, and combat arts separately

The bag holds six items, and you can equip five abilities. Combat arts start at three slots, with additions from the current class; weapon-specific arts are separate.

Slot typeCapacityWhat does not countHow to obtain it
Inventory6 slots, including the equipped weaponLearned abilities, combat arts, and spells are not physical items.Give the unit weapons, equipment, and consumables.
Current weapon1 weapon, still occupying an inventory slotBackup weapons are carried, not simultaneously current.Switch within the inventory.
Shields, accessories, physical stavesEquip items individually from inventory.They do not occupy the five ability slots.Check the item's equipped indicator.
Personal ability1, fixedDoes not occupy the five ability slots.Comes with the character.
Class abilitiesVary by class; Swordmaster has 2.None occupy the five ability slots.Granted by the current class.
Equipped abilities5 slotsPersonal, class, and mount abilities are separate.Learn through levels, proficiency, and class mastery, then equip.
Regular learned combat arts3 slots plus the current class's additions; full class table belowWeapon-specific arts are separate.Learn through proficiency, class mastery, and secret instruction.
Weapon-specific combat artsListed separately with the relevant weaponDo not occupy regular learned combat-art slots.Prepare the required usable weapon.
Blaze ArtsCharacter-specific list, separate menuSeparate from ordinary arts' durability list.Determined by character, story, and art unlock conditions.
MagicCheck personal spell list, class access, and remaining uses per spell.Learning items and spell uses are separate.Black/White Magic proficiency and spell-learning books.
Battalion1Does not occupy inventory, ability, or combat-art slots.Assign to an infantry unit with sufficient Authority.
Mount/mount ability1 animal/1 abilityDoes not occupy the five ability slots.Assign a compatible animal; unlock at Bond Level 3 and strengthen at 5.
Combat BoonsPreselect 3; activate 1 per turn.Fortuna's rewind is separate; these are not personal passive slots.Select before the team deploys.

Distinguish carried, currently equipped, and already learned. The six-slot bag can hold spare weapons; the five ability slots should hold effects you will actually use this battle. Personal and class abilities activate automatically and do not replace any of those five slots. Check preparations after learning an ability or combat art, especially to remove weapon-proficiency abilities for weapons you no longer use.

Reading Leda’s status-screen loadout

Theodora's status page shows inventory, proficiency ranks, and personal, class, equipped, and mount abilities in separate sections.
Theodora's status page shows inventory, proficiency ranks, and personal, class, equipped, and mount abilities in separate sections.

Read Leda’s screen from the center toward the right:

Area in the imageHow to read it
EquipmentThe current weapon is Cleansing Blade +3.
InventoryCleansing Blade +3 still appears among the six inventory rows. The Equipment section above does not grant an extra bag slot.
Personal abilityA separate fixed effect.
Class abilitiesThis image lists three, supplied by the current class.
Equipped abilitiesAll five slots are filled; the personal and class abilities above do not occupy them.
Mount abilityA separate section, empty in this image. Use the actual current mount ability.

More than five abilities on the right does not break the five-equipped-skill limit. Count only the five under Equipped Skills and read other headings separately. To reproduce a build, record its character, class, and mount conditions too.

The current weapon is part of the six carried items

Each character carries six physical items, including the current weapon. Plan weapons, consumables, shields, accessories, and staves together. Healing magic and a physical healing staff are different things despite similar names, and do not share one item-use system. The Wooden Axe appears under both Equipment and Carried Items in the image, but uses only one item slot.

Carried Items has two columns of three rows. The current Wooden Axe is still among them
Carried Items has two columns of three rows. The current Wooden Axe is still among them

Backup weapons cover range, effectiveness, and combat-art durability. Unequipped backup weapons do not add to total weight. Before an allied unit finishes its action, you can change weapons or accessories and continue moving or attacking. Changing equipment alone does not consume the attack. Before leaving someone on the front line to counter, check their current weapon. Do not leave them with close-range-only gear when they need to answer ranged attacks.

Check equipment activation before weight

Shields, rings, and staves must be equipped to work. Select one current weapon, and check whether shields, rings, and staves are equipped. A shield can work alongside a weapon; a Magic Staff can also be paired with an Accuracy Ring. The cost is combined equipped weight reducing Attack Speed. For units that depend on Speed, compare combat forecasts before and after changing equipment, then decide whether to keep it equipped.

Do not activate everything simply to fill slots. If added defense or Hit is unnecessary but costs a follow-up, unequip it and inspect the forecast. Backup items can stay in the pack. See stats explained for more on weight and Attack Speed.

Five equipped skills are separate from fixed skills

Personal, class, and mount skills do not use the five equipped-skill slots. Personal skills are fixed; class skills follow the current class. Swordmaster, for example, automatically provides both Combat Arts +3 and Sword Crit +7, without requiring room in the five slots. Guardian provides Combat Arts +2 and Magic Heal +10. Recalculate when changing class.

Learned abilityWhere it goesEasily missed detail
Level-learned abilityFive equipped-ability slotsCharacter-exclusive level abilities also need equipping.
Proficiency abilityFive equipped-ability slotsWeapon-specific bonuses may become useless after changing weapon or class.
Mastery abilityFive equipped-ability slotsA learned ability that transfers to other classes, not the original class's entire ability set.
Mastery combat artRegular combat-art slotsBoth may be called mastery rewards, but combat arts and abilities equip in different places.

When all five slots are full, compare effects and replace an existing choice. A character-exclusive level ability and a general proficiency ability both occupy these slots if listed under Equipped Abilities. Exclusive abilities do not get a sixth slot.

Three base combat-art slots plus current class additions

Regular learned combat-art capacity = 3 + the current class's Combat Arts + value. Myrmidon has 3 + 1 = 4 slots, Guardian has 3 + 2 = 5, and Swordmaster has 3 + 3 = 6. Druid has no extra slots and stays at 3. Capacity depends on the specific class; classes in the same tier or family can differ.

Arts come from four sources: weapon proficiency, class mastery, Secret Teachings, and the weapon itself. Equip learned arts from the first three sources; weapon-exclusive arts are listed separately and do not use ordinary slots. A Myrmidon’s menu can display four learned arts plus two weapon-exclusive ones, so total battle-menu rows do not equal learned-art capacity. Still check the weapon, range, and durability when using them.

The Myrmidon menu lists weapon-exclusive arts in addition to four learned-art slots. Durability costs appear on the right
The Myrmidon menu lists weapon-exclusive arts in addition to four learned-art slots. Durability costs appear on the right
Ordinary combat-art slots for every class

Blaze Arts have a separate menu and cost HP

Blaze Arts have a separate menu and character-specific move lists displaying HP cost. The regular combat-art menu shows durability cost. Moves and unlock requirements depend on character and story; the four rows below belong only to this character. See Blaze Arts and the Blaze Gauge for requirements and gauge management.

The heading is Blaze Arts and the right column is HP cost. This character’s four entries do not establish four fixed slots for everyone
The heading is Blaze Arts and the right column is HP cost. This character’s four entries do not establish four fixed slots for everyone

Magic depends on personal learning and class access

Prepare magic using the character's own spell list. Spells learned through Black and White Magic proficiency vary by unit, and some can also be learned from items. Even after learning a spell, the current class must permit the corresponding magic type; recheck when changing classes. Spell uses cannot be replaced by five ability slots or three combat-art slots.

Each spell has its own remaining uses. During consecutive encounters and dungeon battles in free time, do not expect every battle to refill them. Stay at an inn or use ingredients and rest locations that restore magic uses, then check the menu again. Class abilities that increase Black/White Magic uses add casts; available spell types still follow the character's learned list.

One battalion per unit, limited by class and Authority

Eligible infantry can each equip one battalion at a time, with enough Authority for its requirement. This is not exclusive to Theodora: eligible companions can use them too. Horse riders, Ornius riders, and flying units cannot also equip battalions. Choose the class-appropriate mount or battalion setup before calculating its stats.

The current battalion determines the gambit. Check uses individually; one battalion’s limit is not universal, and gambits are not unlimited every turn. The Simplified Chinese image shows this Novice Hunters battalion’s Disrupting Shot at 1/1. Recheck your gambit and remaining uses with a different battalion. See battalion mechanics for assignment and gambit formations and control for tactics.

This battalion’s Disrupting Shot has 1/1 uses. It is not a universal cap for all gambits
This battalion’s Disrupting Shot has 1/1 uses. It is not a universal cap for all gambits

One mount per rider, with a separate mount skill

One assigned mount provides one individual mount skill. It unlocks at bond 3 and improves at 5. Multiple skills listed for an animal species are possible rolls on different individuals, not abilities you can all put on one animal. Record the specific animal, skill, and bond with this rider. A species name alone is insufficient.

Build bonds separately for each rider and individual animal. Switching riders does not carry over maximum bond, and class restrictions limit compatible species. Even if an animal's stats fit, check whether its individual skill is useful. See mount mechanics for capture and feeding.

Preselect three Blessings and invoke one per turn

Preselect three battle Blessings besides Fortuna’s rewind. Including rewind, the list shows four entries. You can invoke only one battle Blessing per turn; Fortuna is counted separately. This is team-wide pre-battle preparation, not three extra permanent skills for every character. In a build, specify which Blessing a turn relies on and how much Divine Sand it costs.

Plans combining damage, accuracy, or protection from different Boons need separate turns. Count only activated effects when calculating the current turn's benefits. See using Boons for level effects and activation.

Count slots and activation conditions separately

Check activation requirements after preparations0/7