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Dungeons are optional locations found out on the world map of Fire Emblem: Fortune's Weave. They hold materials for strengthening weapons along with other treasures, and encountering an enemy roaming inside one begins a Clash. Nintendo describes it as a turn-based clash that differs from normal battles, and one in which you can perform attack combos with your allies.
Exploring a Dungeon
Hands-on accounts from before launch describe dungeon interiors as free 3D spaces rather than grids. A button swings the lead character's weapon, the equipped weapon shows on the model, and the attack motion changes with it. Landing a hit on an enemy before it reaches you opens the following Clash with a pre-emptive attack, and particularly weak enemies are defeated outright without any Clash starting at all. Health and magic charges drain across a dungeon run and are restored at rest points inside.
The same accounts report that during arena and dungeon exploration the character you control is one of the four Heroes rather than Eshmel, whose presence in the past is otherwise the white bird.
Clashes
A Clash is the encounter type dungeons use in place of a tactical battle. Nintendo confirmed three things about it: it is turn-based, it differs from a normal battle, and allies can chain attack combos in it. Everything past that comes from pre-launch hands-on coverage and is not confirmed.
Element | What Is Described | Confirmed by Nintendo |
|---|---|---|
Trigger | Running into an enemy roaming a dungeon | Yes |
Format | Turn-based, and different from a normal battle | Yes |
Combos | Attack combos performed together with allies | Yes |
Battlefield | No movement grid. Units and attacks are picked from a command menu | No, from previews |
Party size | Up to five units deploy into a dungeon | No, from previews |
Health | All participants drawing on a single shared pool of hit points | No, one account only |
Combo cost | A finite pool of Link Points that has to last a whole dungeon | No, from previews |
Length | Rarely more than about a minute per fight | No, from previews |
Shortcuts | Auto-battle, fast-forward, and a skip straight to the results screen | No, from previews |
The shared health claim deserves a flag of its own. A single preview window describes every participant in a Clash drawing on the same pool of hit points, which would be an unusual arrangement, and nothing else in the material published so far corroborates it. Treat it as unconfirmed until the game ships.
Link Points are the named resource behind combos. Spending them freely clears early encounters quickly and leaves you short for the harder fights deeper in, so the pool is meant to be managed across a whole dungeon rather than per fight. Coordinating a link with a party member is also reported to raise the support level between the two.
What Dungeons Are For
Materials pulled out of dungeons feed weapon enhancement back at the shopping arcade in Dagsion, and the fights themselves are a way to raise units without spending a match on it. Because Clashes are short and can be skipped, a dungeon run costs comparatively little of the time available for between-match preparation.