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Dungeons and Clashes - Version 1 vs Version 2
Aug 20, 2026, 03:17 AM
Created page covering dungeon exploration, Clash encounters and the preview-sourced details around them
Aug 20, 2026, 03:32 AM
Copy edit and accuracy pass (2026-08-19)
1-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, which Nintendo describes as a turn-based clash that differs from normal battles and in which you can perform attack combos with your allies.1+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.2233Exploring a Dungeon4455Hands-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.6677The 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.8899Clashes10101111A 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.12121313ElementWhat Is DescribedConfirmed by NintendoTriggerRunning into an enemy roaming a dungeonYesFormatTurn-based, and different from a normal battleYesCombosAttack combos performed together with alliesYesBattlefieldNo movement grid. Units and attacks are picked from a command menuNo, from previewsParty sizeUp to five units deploy into a dungeonNo, from previewsHealthAll participants drawing on a single shared pool of hit pointsNo, one account onlyCombo costA finite pool of Link Points that has to last a whole dungeonNo, from previewsLengthRarely more than about a minute per fightNo, from previewsShortcutsAuto-battle, fast-forward, and a skip straight to the results screenNo, from previews1414The 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.15151616Link 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.17171818What Dungeons Are For19192020Materials 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.