Gameplay basics: The four protagonists’ wishes, Combat Arts, and battle preparationMinor spoilers
Travel five years into the past to change four Warriors’ fates. Strengthen your team through training, class changes, recruitment, and exploration; Combat Arts cost durability, while Blaze Arts cost HP.
Original video: [IGN] Fire Emblem: Fortune’s Weave introduction video; Bilibili creator IGN China
What the four protagonists hope to win
The Demon God Balor has returned, and Dagda faces destruction.
Eshmel can fight the army directly or use the time god’s power to travel five years into the past, change the fate of four Warriors destined to die, and gather companions to fight alongside.
All four enter the same Heroic Games with different wishes.
Cai wants to save his imprisoned father.
Dietrich seeks battles with powerful opponents.
Theodora carries her homeland’s long-held wish.
Leda comes for revenge. Your choice determines whose experiences will frame the tournament.

Combat Art costs and class differences
Combat Arts consume weapon durability. Blaze Arts consume HP. Check both resources when preparing for consecutive battles.
In tactical battles, move and attack with your units each turn; defeating the enemy captain wins. Beyond normal attacks, combat arts add Might or range but spend weapon durability. Blaze Arts burn the soul, spending HP for area attacks, long-range teleportation, and other special effects.
You can also rewind battle time step by step, returning to an earlier position after a mistaken move or attack.
Classes also greatly change how a character fights.
Diviner uses magic,
Wing Soldier flies over obstacles, and
Elephant Rider overwhelms enemies with Strength. Combine different approaches so your team can handle a variety of enemies.
Prepare through training and exploration
During preparation between matches, train, take exams, perform temple service, and recruit in town. The arena trains proficiency once a week, certification exams change classes, and temple service provides blessings. Build relationships for a chance to recruit characters.
At the inn, you can rest, eat, and arrange activities that automatically earn experience and materials. Traveling outside the city costs action turns. Skirmishes provide experience, while labyrinths hold treasure. Plan each outing around the places that provide the resources you need.
Separate progress for all four routes
Each protagonist’s progress is recorded separately, allowing you to advance all four routes at once. You can leave one route at a certain point and switch to another character, piecing together the truth of the world through their different experiences. As you guide their fates, the ultimate question remains how to save a future headed for destruction.