Gaming Guide

Fire Emblem: Fortune’s Weave: How to Farm Weapon and Magic XP

Loop dungeon Clashes and Answerer's Cry skirmishes to raise weapon and magic proficiency early in Part 1.

Loop dungeon Clashes and Answerer’s Cry skirmishes to raise weapon and magic proficiency early in Part 1.

Weapon and magic proficiency in Fire Emblem: Fortune’s Weave climbs through combat, and Part 1 already gives you a way to raise it on repeat without risking your units. The trick relies on the Retreat command inside a dungeon Clash, which keeps the proficiency you earned during a round while sending your party straight back to the encounter to do it again.

Quick answer: Enter a dungeon Clash, hit an enemy pack without killing anything, then choose Retreat and confirm Yes. Your weapon and magic XP stays, you respawn next to the encounter, and you re-engage to repeat.


What you need before you start

The loop works from Part 1 onward at any dungeon encounter you can trigger in Clash mode. The demonstration takes place around Megain’s Beacon near Dagson, but any monster pack on a dungeon floor behaves the same way.

  • A dungeon with an active enemy encounter ring you can walk into.
  • A weak weapon such as a wooden spear if your units are high level, so you do not one-shot the target.
  • A healer like Sofia or Bonaventure with Seraphim equipped if you also want White Magic XP.
  • Turn off any tendency to strike enemies on the field first if you have Strike to Skip active.

If Strike to Skip is active and you hit the pack before combat starts, the encounter can clear instantly instead of opening a real battle. Walk into the ring to begin a proper Clash so you actually get a round of attacks.


Farm weapon XP with the Clash retreat loop

Walk your party into a monster encounter ring inside a dungeon to start a Clash. The pack shown is an Animal Pack made up of Striped Wolves, but any group works.
Open the Attack menu and equip the weakest weapon on the unit that needs proficiency. A wooden or low-Might spear keeps damage non-lethal so the enemy survives your hit and the loop stays repeatable.
Initiating Battle & Equipping Weak Weapons00:18Initiating Battle & Equipping Weak Weapons
The Attack menu open during an Animal Pack Clash, where you pick a weak spear so the enemy is not killed in one hit. Shown at 00:18 in Jay Dunna’s video. Image: Nintendo
Confirm the attack. Your unit strikes the enemy for non-lethal damage and gains weapon proficiency, even while taking a counter. Do not defeat the pack.
Executing Attack00:27Executing Attack
Landing a non-lethal hit on a Striped Wolf earns weapon XP without ending the encounter. Shown at 00:27 in Jay Dunna’s video. Image: Nintendo
When the command options return for the following round, move down to Retreat and select it. Then choose Yes on the confirmation asking whether to withdraw and go back to the dungeon’s starting location.
Your party respawns right outside the same encounter ring with the XP you just earned intact. Walk back into the pack and repeat from Step 3 as many times as you like.
Returning and Re-engaging Encounter00:47Returning and Re-engaging Encounter
After retreating, you land beside the same pack and can re-engage immediately to loop the farm. Shown at 00:47 in Jay Dunna’s video. Image: Nintendo

The same loop raises magic proficiency if you fold a healer into the attack. During a round, open the Link command and choose Recovery Link, then pick a supporting healer such as Bonaventure or Sofia casting Seraphim. The heal fires alongside your attack, so the attacking unit gains weapon XP, the healer gains White Magic XP, and Support rises at the same time.

Raising these ranks early pays off fast. Higher proficiency lets units wield stronger weapons, unlocks new combat arts, and opens spells like Physic sooner than a normal playthrough would allow.


Farm skirmish XP with Answerer’s Cry on Dietrich’s route

If you are playing Dietrich’s path, Answerer’s Cry spawns extra skirmish battles on demand across the world map, which is a strong way to level underleveled recruits and gather materials. This method feeds character and skill XP through full fights rather than the retreat loop.

While exploring the world map with Dietrich, open the command menu and select Answerer’s Cry. Its description reads “Reveals foes lurking within range.”
Menu selection for Answerer's Cry00:28Menu selection for Answerer's Cry
Answerer's Cry selected in the command menu, the Dietrich-only ability that reveals hidden foes to fight. Shown at 00:28 in The Game Looters Plays’s video. Image: Nintendo
Choose Yes on the “Sound your blade?” prompt. New enemy skirmish markers appear along nearby routes, such as a Skellion Horde or other packs on the paths around Dagson.
Sounding the blade for extra fights01:14Sounding the blade for extra fights
Confirming Yes on "Sound your blade?" spawns fresh skirmishes you can enter for XP. Shown at 01:14 in The Game Looters Plays’s video. Image: Nintendo
Move to a spawned battle node and start the fight. Bring the units that need levels so your weaker recruits catch up before the next main quest.
Leveling up underleveled recruits01:07Leveling up underleveled recruits
Selecting a spawned skirmish node brings up the BATTLE prompt used to level underleveled recruits. Shown at 01:07 in The Game Looters Plays’s video. Image: Nintendo

Enemies summoned through these skirmishes drop Magic Echo Stones, which you can spend at Smyrna’s Temple to upgrade combat arts such as Grounder+, Crosswise Cut, and Tempest Spear.


How to confirm the XP stuck

You know the retreat loop worked when the retreat prompt sends your party back to the encounter ring and the weapon or magic bar you built during the round has not reset. If a proficiency ranks up, the game shows the skill-up during battle, and Support rises when you use Recovery Link. For Answerer’s Cry, success is simply the new skirmish markers appearing on the map after you confirm the prompt, each one a full battle you can clear for character and skill XP.

Between runs, keep an eye on your resources. HP and magic uses do not restore after each Clash, so top up at the green Rest Spots inside dungeons before your units run dry, and remember that clearing a dungeon outright locks its enemies until the chapter ends. The retreat loop sidesteps that limit, which is exactly why it keeps producing proficiency for as long as you want to grind.