Fire Emblem: Fortune's WeaveAnna's Notebook
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Before the war campaign: distribute weapons and equipment among your unitsMinor spoilers

Convoy items are not immediately available as before. Distribute carried equipment first, then check proficiency and the new phase’s supply rules.

Draft · Updated 2026-10-17

Original video: [Stream replay] Is the kid heading to war? Playing Fire Emblem: Fortune's Weave over the holiday, September 27, 2026, 20:00 session; Bilibili creator Zhugusheng Official. Watch the original

Put war campaign equipment on your units first

After finishing Cai’s Part 1, return to the obelisk to continue into the war campaign. Talk to your allies, then read the transition prompt:

Convoy items and carried items differ

The weapons and equipment carried into Part 2 are those held by individual units. Put whatever you need on someone first.

All remaining weapons, equipment, items, and materials from Part 1 carry over after clearing Part 2. The immediate concern is getting through this war campaign, so do not leave your core team’s essential gear in the convoy.

Check proficiency for specialized weapons

Give weapons with specific uses, such as Cleansing Blade and Hammer, to units who can deploy. Equip your main team’s weapons, shields, and accessories first, then use other units’ inventory slots for spare equipment. With so many new team members, organizing everything takes some work.

Only after distributing a high-tier weapon did I discover that it required A rank and could not yet be used. I had to leave it for later. Carrying an item and being able to equip it are different things. Check proficiency as well as bringing it along.

Each chapter’s base supplies and durability repairs

In this phase, most activity takes place at the base. You cannot freely browse shops as before. Chapters provide items and repair weapons, shifting preparation from everyday town activities to consecutive battles.

Knowing durability will be repaired before the next battle lets you use key weapons and combat arts more actively. Do not keep saving your best tools forever. Still check the available gear and units before leaving: the supply system has changed.

Check Range and safe positions on larger battlefields

Once battle begins, I still regret gambling on Hit and forget that Archer cannot attack point-blank. If a flying unit advances too far, I also need to consider who can reach them next turn.

The battlefield is bigger and more units participate, but the concrete questions remain: will this attack reliably hit, can I attack from this distance, and can the unit safely stay after moving there?

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