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.
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Add to Google Preferences →Farm weapon XP with the Clash retreat loop



Add White Magic XP with Recovery Link
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.



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.





