Fortune's Weave
Why I Auto Battle Clashes—Except When Training Skills
Fortune's Weave runs two completely different fights, and I have stopped pretending I like both of them equally. Here is the rule I am using so the smaller one does not quietly turn the game into homework.
8 min readSpoilers: mechanics
My short answer
Play the tactical grid Matches by hand. In an easy dungeon, automate ordinary Clashes, but when training for a certification, enter manually, land a matching weapon/magic hit and Retreat with enemies still alive. Finish Clashes for character EXP. Dungeon Attack Links are explicit actions costing LP; the party shares HP, not LP.
- Where I am
- After the Lechner escape encounter I reached my first approximately 120-turn free-time window, and arena training has now unlocked. My Leda team is already roughly level 9-14, with Leda about 14 and Mu about 10-11 (all approximate). Leda already has Bow C or better, Mini Bow, Longbow and Chosen Sword. Mu earned Gauntlets C and Swords D in the Lechner battle before the arena was even available; she has Qiankun Circles obtained via Cai's carriage shortcut. Buccar has Da Mina Axe. The blacksmith is not unlocked yet, so weapon maintenance is my near-term concern. Guzran retained Pale Raven Support level 3 across the Cai and Leda stories.
- Next
- Use the current free-time window for intentional weapon/class development, weekly activities, Support and repair planning rather than unnecessary inn auto-leveling. Preserve valuable Combat Art durability until the blacksmith opens. Check the exact chapter/deadline and roster before assigning turns.
On this page
I went into Niraga Mine for a hair clip and came out with a playstyle.
The mine is a small thing — a girl in Dagsion lost something, I took the job for the Renown, and the mine is where it ended up. What I actually did in there was spend a long time opening chests, smashing every crate the game would let me smash, following side passages that obviously led nowhere, and eventually walking out of a back door I would never have found if I had just grabbed the clip and turned around.
I enjoyed every minute of that.
I enjoyed almost none of the fighting in between.
That gap had been bothering me for about three days, and the mine is where it finally resolved into something I could write down.
The game is running two different fights
This is the bit that took me longer to notice than it should have, because both of them are just called "combat" in my head.
Those are not two flavours of the same thing. They ask for completely different attention. A Match is a puzzle I am solving with people. A Clash is a rotation I am executing.
And I have executed this rotation before.
Important Chapter 8 correction: automatic Clashes vs deliberate training
When I wrote this page I was trying to get through routine fights quickly, and Skip to Conclusion still makes sense for that. Chapter 8 showed me why the rule needs an exception.
I should not Skip a Clash when I want a repeatable weapon/class skill practice encounter. A fully cleared monster pack may stay gone until the next chapter. Instead:
- Walk into an uncleared dungeon enemy's encounter ring without triggering Strike to Skip.
- Manually attack with a weak weapon for the skill I need; a landed hit should improve that weapon proficiency.
- Optionally use Link → Recovery Link for White Magic/support training when I have enough LP.
- Retreat before the final enemy dies, then verify that the proficiency bar moved and that the encounter is available again.
- Repeat until the exam's actual required skill rank is reached.
If I need CHARACTER levels rather than weapon/class experience, I should finish the fight and earn the result EXP. This is the distinction that led me to restart my first Chapter 8 fort expedition.
How Link attacks actually work
- On a grid Match, standing next to a high-Support ally grants stat bonuses; it does not make them automatically join an attack.
- In a dungeon Clash, choose the Link command, then Attack Link with an eligible partner. That combined action spends LP, not shared party HP.
- LP is per dungeon visit. It refills when entering a new dungeon exploration. The green Rest Spot restores HP and Magic, but not LP.
- Higher Support may reduce a Link's LP cost. Use ordinary attacks on easy packs to reserve LP for dangerous fights.
- If the Link option is unavailable, check the current combat mode, LP amount, compatible partner, and command selected.
The full step-by-step run, with my current 125–130-turn checkpoint, Renown 8/Jasmine, example training battles, class licenses and final loadouts is in Cai Chapter 8: Complete Tournament Preparation Walkthrough.
I already played this game on a phone
I put a genuinely embarrassing number of hours into Star Trek: Legends, and before that into one of the Star Wars character-collection games. I liked them. I liked unlocking someone new and working out what their whole kit did and which three people they wanted standing next to them.
Then, in both, the same thing happened. I understood it. The teams stopped being a question. And I turned on auto, set the speed as high as it would go, and stopped watching.
I want to be careful about what that does and does not mean. It is not a complaint about the game. It is a fact about me, and about the four hundred hours I spent somewhere else before I got here.
It is not just me
I went looking for this specifically, because "I am bored" and "this is repetitive" are very different claims and only one of them is worth recording.
Reviewers who finished the whole game got to the same button. Nintendo Life describes auto-battling most of them once they become frequent. Game Informer mentions the same fatigue. Pocket Tactics is the blunt one: the dungeon fights do not get more interesting later.
That last one matters more than the other two, because it kills the plan I would otherwise have defaulted to — play them properly for now, it probably opens up. There is no evidence for that, and quite a lot against it.
The failed skip is the part I like most about this rule. I do not have to predict which fights are dangerous. The game tells me, for free, and it costs me one button press to find out.
No, I am not skipping the Fire Emblem
The fear underneath all of this was that automating Clashes was a polite way of saying I had stopped playing the game.
It is not, and the reason is structural: the Clash is not the campaign. The grid maps are. They are where the story battles happen, where the army I have been building actually gets used, and where Part II and Part III go when the scale opens up. Automating the dungeon skirmishes does not remove a single Match from my save.
I will also say the quiet part: the walkthroughs recommend skipping routine dungeon encounters on Standard. When the people writing the guides say the fight is not the content, I can stop feeling clever about agreeing with them.
Story is the one thing I checked twice. For an ordinary group of dungeon enemies, the plot is not inside the fight — it is in the scene before, the scene after, and the thing you walked in there to find. Event Clashes are closer to the story, so I watch my way in and out of those, and if one looks unusual I use Auto Battle at speed rather than skipping it outright. I have not found anything promising that a skip preserves every last piece of battle chatter, so I am not going to claim it does.
The exploring is a completely separate opinion
Here is where I want to be emphatic, because "I automate the fights" reads like "I rush the dungeons" and it is nearly the opposite.
When I go into a dungeon, I clear it. Every path, every breakable, every chest against the counter, the materials, and the back exit when the Uncharted marker says there is one to find. That is not diligence and it is not optimization. It is just the part I like. The fights are the toll I pay to keep looking in rooms.
There is a practical argument too, and it is worth knowing before the habit gets talked out of you: the dungeons keep paying. Materials now, Warrior's Soulstones later, and five specific ones eventually hold the Keys of the Diadem. "I automate Clashes" must never quietly become "I ignore dungeons", because those are the same places.
The city rule, which is the same rule in a different coat
Dagsion had been doing something similar to me on a smaller scale.
Every time the story moved, I would walk the entire city and talk to everybody, because something might have changed. Sometimes something had. Usually a man told me about his cart for the fourth time.
That one is worth more to me than it looks. It converts an open-ended "did I miss something" into a five-minute lap with an end.
What I actually decided
The version of this game I want to play is not a compromise and it is not a shortcut. It is three sentences:
Explore everything. Automate the routine Clashes. Save the real attention for the maps.
I like Fortune's Weave. I like the tactical battles a great deal, and I like walking around inside its places nearly as much. What I do not like is executing the same four-turn rotation in a corridor for the ninth time this evening — and I have finally stopped treating that as a character flaw I need to play through.
This is how I get to the end of an enormous game instead of stalling out in chapter nine.
Sources and last verified
.
- In-gameMy own Fortune's Weave save (Cai, Part I)
Oct 30 new firsthand update: reached Cai Part I Chapter 12 Just One Wish, turn 1. No new character levels, equipment changes or Chapter 11 event outcomes supplied; the October 29 roster is last directly measured. Historical: Oct 29 Switch screenshots prove all eight exact levels, classes, HP, combat stats, current equipped gear and character abilities: Cai41 Alexandra36 Tialla36 Peter32 Guzran32 Noctula31 Sofia31 Jasmine30. Also the personal background screens for all eight. Fewer than about 20 turns left in Cai Part I Chapter 10, with Giant's-Print Fort and Bertrand/Talimun complete. The Oct 26 observations and older level-28 Jasmine screenshot remain historical; do not infer unreported level-up rolls, completed Anna quest or a chapter replay.
The publisher's own description of the two combat formats and of Links. Official on what the systems are; silent on how much of the game each one occupies, which is the part I had to work out by playing.
- CommunityRPG Site — Cai's Part I walkthrough
Chapter structure and quest routing for the route I am on. I read it behind where I have played, never ahead.
The dungeon count, the chest and breakable behaviour, the Uncharted marker, and the Skip to Conclusion recommendation for Standard. I have confirmed the parts covering Niraga Mine; everything about Part III is recorded, not verified.
A reviewer who finished the game describing the same Clash fatigue and the same fix. Evidence about the shape of the whole game, not a fact about my save.
Says the Clashes get frequent enough later that the reviewer auto-battled most of them. This is why I am not waiting for them to improve.
The third opinion, and the one that says plainly that the dungeon fights do not get more interesting with time.
Published September 28. Describes walking into a dungeon encounter without preemptive auto-clear, landing normal hits, preserving the final enemy, then using Retreat to keep Weapon/Black Magic/White Magic/Class progress. Recovery Links also train White Magic and Supports. It does not establish that retreat infinitely awards normal character levels.
Explains Match vs Clash, explicit Link command and paid combined actions; dungeon LP refreshes at a fresh dungeon exploration but not at Rest Spots. The guide avoids asserting a guaranteed Link in every partner combination or any unverified LP-max farming tactic.
Reports shared dungeon HP pool, LP per-trip refill, Rest Spots restoring HP and Magic only, and improved LP economy at higher Support ranks. Cleared dungeon encounters reportedly respawn at chapter reset but not ordinary re-entry.
Related guides
How I'm Playing Fortune's Weave Without Optimizing the Fun Out of It
Understand every system; deliberately optimize only the ones that make the game less repetitive. Finish the game before trying to perfect it, and treat replay as permission to experiment rather than a punishment for missing something.
Mechanics
My Fortune's Weave Route Plan: Four Part I Paths, Then Back to Cai
Cai Part I → Leda Part I → Dietrich Part I → Theodora Part I → return to Cai for his War Arc. After Cai's War, skip the other War paths by default unless I specifically want to play one; then continue into the shared Salvation endgame.
Structure only
Cai Chapter 8: Complete Tournament Preparation Walkthrough
CURRENT RESULT: Cai won the tactical first main tournament Match against Leda and the demonic beast Event Clash after it. I loved the encounter. I now have 32 Turns to the next main quest. My winning pre-match roster was Cai about level 35, Jasmine about 27, Alexandra/Tialla/Yang Jie/Peter about 25 and Guzran 24. Peter's Tempest Bow was restored or replaced, Alexandra had Da Mina Spear, and Guzran Flyssa. This page remains the detailed record of my Chapter 8 preparation and combat reasoning; the focused cai-leda-first-tournament-event-clash guide is the current boss reference. The exact winning action sequence and next quest's name were not recorded.
Mechanics