Fire Emblem: Fortune's WeaveAnna's Notebook
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Building bonds for recruitment: whose level counts and how to plan your weekMinor spoilers

Recruitment checks the numeric Bond Level between the target and your current protagonist. Give a first gift, use weekly gifts for lower requirements, and prioritize meals for targets who need level 3. Restarting a chapter after building bonds resets its time and money, so save serious training for afterward.

Draft · Updated 2026-10-17
Recruitment checks bonds with this route's protagonist

The bond required for recruitment is the numeric level between the target and your currently selected protagonist.

Check Renown, bonds, and prerequisites separately

Cai's story checks “Cai–target,” while Leda's checks “Leda–target.” It does not use the target's highest bond with any teammate, or which C, B, or A conversation you have watched. When dining before recruitment, the protagonist must be one of the three guests.

So, give the target a first gift → seat the protagonist and target together → reach this route's required Bond Level → recruit once Renown and paralogue/negotiation requirements are also met. If you lack Renown, continue the story and complete available requests. Schedule relationship activities when bonds are the missing requirement. Meals and chapter restarts cannot bypass Renown, character appearances, prerequisite paralogues, or negotiation materials. Even a level 1 requirement needs a first gift before recruitment becomes available.

The right side of Simon's character information lists bonds, Renown, and negotiation separately. Here he needs bond 3 but has 1, and Renown 7 but has 2; raising bonds alone is not enough to recruit him.
The right side of Simon's character information lists bonds, Renown, and negotiation separately. Here he needs bond 3 but has 1, and Renown 7 but has 2; raising bonds alone is not enough to recruit him.

Bond Levels, conversations, and combat bonuses

Bond points accumulate between two characters and raise their numeric level at set thresholds, up to level 5. Support conversations offer C/B/A ranks depending on the pair; not every pair has all three. C usually requires level 2, B level 3, and A level 4, with possible chapter, event, and viewing-order requirements. Reaching level 3 and watching a B conversation are separate conditions. Do not read “bond 3” in the recruitment table as “watch B first.”

Numeric levelEstablished uses
Level 1A first gift establishes the relationship; some recruits require only this
Level 2Pairs with a corresponding conversation can reach the C threshold; combat support bonuses begin
Level 3Pairs with a corresponding conversation can reach the B threshold; many recruits require this level
Level 4Pairs with a corresponding conversation can reach the A threshold
Level 5Maximum numeric level

Combat stat bonuses begin at level 2, with higher class bonuses at level 5. Additional bonuses for specific pairs are already present at level 2 and do not increase afterward. Combat bonuses and bond points from gifts are separate.

Bond gains and weekly activity limits

Weekly limits reset every Sunday on the in-game calendar, rather than after a real-world day. Facilities do not all share a once-per-week limit. Meals, training, and baths in particular have separate limits for each menu or spring type.

ActivityAvailable before recruitment, and whose bonds improveLimits or requirements
GiftsYes; current protagonist and recipientOnce per character per week; the first gift unlocks the relationship and meals, while later gains depend on preferences
Inn mealsYes; mutual relationships among up to 3 selected characters; include the protagonist for recruitmentOnce per menu per week; increases to 3 dishes at Renown 3; choose guests by food preferences
Watching theaterYes; the 2 selected charactersRenown 7; shares one weekly use with performing; matching impressions grant an extra benefit
Performing in theaterRecruited characters only; 3–5 participantsRenown 8; shares one weekly use with watching; costs Motivation
Arena trainingRecruited characters only; the 2 selected charactersOnce per training menu per week; costs gold and Motivation; menus change weekly
Temple ServiceRecruited characters only; the 2 selected charactersOnce per week across all temples; costs Motivation
BathsRecruited characters only; the 2 selected charactersUnlock at Renown 8; once per spring type per week; 500G per visit
World-map feastsRecruited participants in the partyRequires a feast spot, ingredients, and turns; keeping spell uses below full allows repeated feasts
Fighting while adjacentRecruited characters and some guests; adjacent characters involved in combatCombat must occur; bond gains from standing still and weekly caps are not clearly documented
Healing, buffs, and Dancer assistanceRecruited user and recipientHealing/buffs and Dancer assistance are documented ; no weekly cap has been found
Clash Linked AttacksCharacters taking part in the Linked AttackPerformed in a Clash; no weekly cap has been found
Correct dialogue choicesCharacters involved in the eventSpecific moments in town or battle; no general “once every day” rule has been confirmed
White Crow's Roost conversationsSelected recruited character and EshmelWeekly; choose answers suited to that character

What about requests? Recruitment-specific requests are prerequisites for their characters, while ordinary requests can also raise Renown. Count bond gains only when the event explicitly shows a bond increase; do not rely solely on turning in requests to build everyone's bonds.

The first gift only unlocks the relationship and meals; choose later gifts by preference
The first gift only unlocks the relationship and meals; choose later gifts by preference

Start with a cheap gift, then match preferences

Use something cheap for the first gift, and match preferences afterward. You do not need an expensive favorite to establish a bond. One option is “Saraminian Sweets,” sold without a purchase limit for 100G in the capital, Megaira. Establish several relationships first and save the good gifts for later.

ReactionEstablished difference
Favorite/lovesHighest return from subsequent gifts
LikesMatches their tastes and gives more than an unsuitable gift
NeutralNot an efficient weekly gift, but still works for the first-gift unlock
DislikesAvoid where possible; a character's written profile does not establish their reaction to a specific item

Gifts differ individually. Even if a character likes fishing, check their reaction to each fishing-related gift. Gift preferences, food preferences, and theater impressions are separate lists. A gift table cannot establish bonuses for the other two activities.

Weekly gifts that receive a “really likes” reaction have been observed to raise a bond from level 1 to level 2 in roughly 4–5 weeks.

Choose subsequent weekly gifts to match the character's gift preferences.
Choose subsequent weekly gifts to match the character's gift preferences.

Prioritize meals for targets who need bond 3

Split your targets into two groups before spending money.

Who gets weekly gifts and meals
Targets who need bond 2

Let suitable weekly gifts gradually cover them, and reserve meals for targets who need bond 3.

Targets who need bond 3

Level 3 takes more time and money than level 2, so start before you have enough Renown. You then avoid building the relationship from scratch after reaching the Renown requirement.

If a target's recruitment window is about to close, arrange meals earlier.

Eat at chapter start and restart with bonds intact

Renown usually rises as you progress, but bonds require deliberate planning. Reach the bond threshold early so you can recruit promptly when your Renown catches up. After a half-price Sunday meal, skip ahead at the inn, then retain your bonds by restarting the chapter. This lets you repeatedly spend the limited free-action time on the same relationships. Mikaela and Fianna are examples of having enough Renown but insufficient bonds; a demonstration compares gold and levels after restarting, then reaches the requirement with more meals.

The meal and chapter-restart sequence
  1. 1
    If possible, give every intended recruit one cheap gift in the previous chapter and confirm they can join meals before entering the next chapter. This avoids repeating the first-gift trip on every restart. If you first meet the target in the current chapter, check access again after restarting.
  2. 2
    Choose a chapter with plenty of free-action turns and a short opening scene. At the town inn, select “current protagonist + two targets.” Check reactions to this week's dishes and favor food the targets like. Keep the protagonist in the three-person group.
  3. 3
    Eat through the menus you currently have unlocked. Each meal costs 300G on ordinary days or 150G on Sunday. Only two dishes are available early on; eat the third after its menu unlocks. Meals themselves cost no turns, but moving around town still takes time.
  4. 4
    Use automatic activities at the same inn to skip to Sunday, then eat the next week's menus. Once aligned with Sunday, a full week is 28 turns, with 4 turns per day. Your first Sunday may be fewer than 28 turns away, so do not blindly skip a full week.
  5. 5
    When you lack enough turns to reach the next Sunday, or the current targets meet their requirements, open the system menu before the main battle and select “Restart Chapter.” Bonds remain, while gold, items, experience, and chapter progress return to their starting state. Redo any requests, equipment changes, and exploration from this loop that you want to retain.
  6. 6
    In the run you intend to continue, recruit once Renown, prerequisites, money, and materials are ready. Recruit future mainstays early. Collection-only recruits can be scheduled separately; you do not need to max everyone out in one chapter.

For recruitment bonds, concentrating on meals is simpler. Unrecruited characters can receive gifts, share meals, and watch theater. Bonds from other facilities also carry over, but looping meals alone is usually faster because it saves travel and menu time. Theater and training work well for incidental gains; unrecruited characters cannot train as an alternative to dining.

Exploit or intended design? Both interpretations remain

Build several bonds with world-map feasts after recruitment

Separate pre-recruitment methods from those available afterward. Use first gifts and inn meals for unrecruited characters. For party members, feast spots marked with a pot icon improve bonds among the participants together. First expend at least one spell use in battle, then select one ingredient that does not restore spell uses at a feast spot. If spell uses remain below full afterward, you can feast again. Each feast still costs ingredients and turns, so prepare enough; count ingredients spent and bond increases separately.

This method covers recruited participants; you cannot invite unrecruited characters from town. To improve the protagonist–target relationship needed for recruitment, use the inn loop above. Check ingredient effects in the item table and in-game descriptions, and keep spell-restoring ingredients out of the loop.

Each protagonist has separate bonds after switching routes

Bonds carry over by character pair. Switching routes does not max out everyone's relationship with the new protagonist. For example, if you improve “Cai–Mikaela” in Cai's story, that pair retains its relationship in Leda's story, but “Leda–Mikaela” is separate. To prepare for the next route, seat “next protagonist + target” together during meals in the current story. That pair's value is what recruitment checks next time. You can invite characters you are not currently controlling, so pairs with support conversations can also help you choose dining companions.

Unlocked classes and Boons of Salvation can be shared before clearing Part I. Exploration records, temple contributions, and shared requests have their own carryover conditions. Renown, gold, items, and character levels are separate for each protagonist's story. Reaching Renown 10 once does not unlock recruitment freely across all four routes; a character recruited on one route must meet the recruitment requirements again on another.

Returning to old routes from Part III has additional limits. Some data, including bonds gained in Part III, only carries back when you restart that protagonist's story from Chapter 1. Part III's convergence, character Merge Causality, and bond carryover between Part I routes are separate operations. See New Game+ carryover for details.

If bonds are high enough, check prerequisites

First check whether the character is recruitable on this route, and whether they have merely appeared without meeting the actual prerequisites. Then verify the bond is with your current protagonist and that you have given the first gift. Finally, check Renown, paralogue windows, negotiation materials, and story progress. Fabio in Leda's story and Gaitz in Dietrich's story both appear well before you can recruit them. See the route-by-route requirements.

If a support conversation says “special conditions not met,” check the event restrictions in the support list before choosing your recruitment order.