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Fortune's Weave

Growth Rates, Level-Ups & How Classes Shape My Stats

Fortune's Weave shows growth rates directly. This is how personal growths, class modifiers, random level-ups and derived combat stats fit together, and what I can actually control.

7 min readSpoilers: mechanics

My short answer

A growth rate is the chance that a base stat gains a point on level-up. Characters have personal growth tendencies, and the currently equipped class changes those growth rates. Class choice is therefore the main confirmed way to shape future stat gains; derived stats such as Attack Speed and Hit are calculated afterward from the resulting base stats plus equipment and other modifiers.

Where I am
Free Time 2 before the 3/7 Gaia Brigade qualifier. I found the missing granddaughter and have completed every Kindness Quest and Subquest currently available to me. My Renown level is 3.
Next
Before advancing into the 3/7 qualifier, complete Castor's Terrain Tips mentorship if it is still open, check whether I have already seen the optional Bertrand jail scene, then use any remaining turns intentionally.

This is the piece that made the whole stat system click for me.

The numbers on a character screen are not all the same kind of number.

There are really three layers:

  1. Base stats — the character's current HP, Strength, Magic, Dexterity, Speed, Luck, Defense, Resistance, Charm, Build, and Movement.
  2. Growth rates — percentages that influence which base stats rise when the character gains a level.
  3. Derived combat stats — Attack Speed, Hit, Crit, Avoid, Dodge, Protection, Resilience and the other numbers calculated from the base stats plus the class, equipment, skills, terrain and temporary effects.

Understanding which layer I am looking at keeps me from asking the wrong question.

If Attack Speed is bad, I should not automatically ask "how do I increase the AS stat?" AS is an output. The real problem might be Speed, Build, or equipment Weight.

If Cai's Strength is lower than I want over the long term, that is where growth rates and class choice become relevant.

What a growth rate means

Nintendo specifically calls out Fortune's Weave as the first Fire Emblem to make each character's growth rates visible.

A growth rate is a percentage describing how likely a basic stat is to increase when that character levels up.

So a 45% Strength growth does not mean "gain 0.45 Strength every level." It means each level has a growth check for Strength, and over many levels a higher percentage should produce more Strength gains than a lower percentage.

That distinction matters because individual levels can still be weird.

A unit with a high Speed growth can have a level where Speed does not rise. A unit with mediocre Resistance growth can occasionally gain Resistance anyway.

The percentage describes the long-term tendency, not a promise about the next level.

Which stats have visible growth rates?

The released-game growth screen is currently documented with these nine categories:

Growth statWhat a successful level-up adds
HP+1 max HP
Str+1 Strength
Mag+1 Magic
Dex / Technique+1 Dexterity
Spd+1 Speed
Lck+1 Luck
Def+1 Defense
Res+1 Resistance
Cha+1 Charm

Build and Movement are not in that normal nine-stat growth list.

That is useful. I do not need to stare at Bld or Mov waiting for an ordinary level-up to solve them the same way Strength or Speed grows. Their values are more tied to class/equipment/system effects.

The part I can control: my class changes the growths

This is much more important than I first realized.

Every character brings their own personal growth tendencies, but the class they are currently using modifies those growth rates.

The class-change screen shows those changes.

That means class choice has two completely separate jobs:

  • it decides what the unit can do right now — weapons, movement type, class abilities and proficiency gains;
  • it also nudges what the unit is statistically likely to become later.

For example, a class can improve a character's Magic growth while reducing emphasis somewhere else. Jeuxvideo's released-game guide uses Peter as an example: his naturally useful Dexterity/Speed direction suits an archer role, while moving him into a magic-oriented class changes his future growth profile toward Magic.

So the basic model is:

personal growth tendency + current class's growth changes = the growth profile used while I level in that class.

I am deliberately not writing a universal additive/multiplicative formula here until the launch-week documentation settles it. I do not need that formula to make the useful decision because the game itself shows the resulting growth changes when I inspect a class.

So can I increase a specific growth rate?

Yes: put the character in a class that improves that stat's growth.

If I want more long-term Strength, I compare classes that fit the unit's job and favor Strength.

If I want a fast unit to stay fast, I avoid spending a large number of levels in a class whose growth profile trades Speed away for something I do not need.

If a mage needs more magical durability, a class that develops Resistance may be worth considering even if another class has a flashier mastery skill.

There is an important qualifier:

I should not wreck a character's actual role just to chase one percentage.

A class with beautiful Defense growth is not automatically useful for Peter if it makes him stop being the ranged unit I need.

The class must make sense first. Growth optimization happens between classes that already support the job.

The hidden timing effect: which class am I in when I gain levels?

Because the class changes growth rates, the levels gained while that class is equipped are the levels affected by that growth profile.

This gives class timing real consequences.

If I spend ten levels in a Strength-heavy class and then reclass to a Speed-heavy class, the second class cannot retroactively change the outcomes of those first ten levels.

It only shapes the levels that happen from then on.

That means promoting or reclassing is not just about acquiring a new skill. When I know which class I actually want a character growing in, there is value in getting them into it rather than sitting indefinitely in an old class for no reason.

I still may intentionally finish a class for a mastery skill. That becomes a trade:

mastery reward now vs. better growth profile on the next levels.

That is a real build decision rather than a checklist.

Can I reroll a bad level-up?

Current community testing says probably not in the normal save/reload sense.

Players are reporting that the level-up random checks are pre-seeded for the save. Reloading and making the same character hit the same level again produces the same stat rolls.

The interesting wrinkle is that changing the character's growth rate can change whether that stored roll passes the check.

A simplified example:

  • the save has a hidden Speed roll of 42 for this level;
  • at 40% Speed growth, the character misses the Speed increase;
  • in a class that raises the effective Speed growth above 42%, that same hidden roll can now become a Speed gain.

That exact implementation is still community-tested rather than officially documented, so I am keeping it provisional.

The practical rule is solid either way:

Growth rate vs. current stat vs. calculated stat

These are three different questions:

What I am looking atExampleWhat changes it
Current base statCai has 12 StrLevel-up gains, permanent/temporary bonuses, class/equipment effects
Growth rateCai has a displayed % chance for Str to rise on a levelCharacter's personal growth profile + current class
Derived statCai has 10 AS or a displayed Hit valueCurrent base stats + weapon/accessory Weight and stats + class + skills + terrain/effects

So if I equip a ring that gives +2 Strength, that can make the current Strength number and physical damage better right now without changing the percentage chance that Strength grows next level.

Likewise, a class can increase future Strength growth even if it does not give an immediate +Strength bonus today.

Those are different levers.

I have not found reliable evidence of an ordinary consumable whose purpose is to permanently increase a character's growth percentage itself. The confirmed, visible lever for growth rates is class choice. Flat stat boosters, equipment and temporary effects should be treated as changes to the stat, not assumed to be changes to its growth percentage unless the game explicitly says so.

What this means for my current Cai route

This actually makes the class recommendations I already wrote down more important.

Cai

I am already building him toward Spear + Rider.

Now the reason is not merely "mounted spear looks like his intended role."

When I unlock class choices in that lane, I also compare their displayed growth changes and ask whether they reinforce the version of Cai I want: physical damage, enough Speed/Attack Speed to avoid getting doubled, useful bulk, and mobility.

Peter

Peter is my dedicated ranged physical unit.

Dexterity and Speed are naturally valuable to that job, so an archer-oriented class that reinforces those growths makes sense. Turning him into a class that pumps Magic merely because it technically exists would mean spending level-ups developing a stat his assigned job barely uses.

Tialla

Tialla's job is magic and support.

For her, Magic growth is valuable, while Resistance and enough Speed to avoid dangerous follow-ups matter defensively. Strength growth is not something I need to "fix" simply because it is lower.

That is the important shift:

A low growth rate is not automatically a weakness that needs correction. It may be the game telling me what the character is not for.

How much should I optimize this on my first run?

Enough to avoid obvious contradictions. Not enough to turn every level into a spreadsheet.

My first-run rule is:

role → class → growth check.

  1. Decide the character's job.
  2. Choose a class that supports that job.
  3. Between sensible classes, prefer growths that reinforce the stats the job actually uses.

I do not need to engineer every percentage.

That preserves the tactical experimentation I actually like while avoiding the kind of mistake where I spend twenty levels training a physical archer in a magic-growth class and only understand the consequence afterward.

Sources and last verified

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  • CommunityUnverifiedSerenes Forest — Fortune's Weave resource hub

    Current launch-week reference hub. Serenes explicitly notes that Switch 2 games cannot currently be data-mined, so detailed formulas and growth data are still being assembled from play rather than extracted from the game.

  • Nintendo explicitly says Fortune's Weave makes each character's growth rates visible for the first time in the series so players can see which basic stats, such as Strength or Speed, are more likely to rise and can use that information when deciding how to develop a character.

  • Documents the nine visible level-up growth categories and explains that class choice changes a character's stat growth rates. It also notes that class choice changes proficiency EXP gains and other class properties.

  • Community testing reports that level-up rolls are pre-seeded for the save, so reloading does not reroll the same level. Changing class can still change the result by changing the growth-rate threshold checked against that stored roll. Treat this as provisional until stronger documentation exists.