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Items and Equipment
September 23, 2026 at 07:20 AM
Added Silver Shield and Shield of Zephyrus, Iron Shield and Pure Water locations, what Licenses and Dew of Peace are for, and a table of other items with sources and effects; dated open gaps
Alongside the weapons a unit fights with, Fire Emblem: Fortune's Weave carries a second inventory layer: consumables that heal or clear a status, and equipment worn for a passive effect. The notable addition here is the shield, which is a new equipment category for the series rather than a returning one. Weapon stat lines, including the Uses column that Combat Arts draw down, live on the Weapons page.
Shields are documented as equipment items rather than weapons, which means a unit carries one in addition to whatever it swings. They have two published properties: a flat Defense bonus while equipped, and a Weight value of their own, the same stat that governs weapons on the main table. Five are named on this wiki as of September 2026, though only two of them carry figures.

Shield | Effect | Weight | Worth |
|---|---|---|---|
Wooden Shield | Grants Def +1 | 2 | 300 |
Bronze Shield | Grants Def +2 | 3 | 500 |
Iron Shield | Not published | Not published | Not published |
Silver Shield | Not recorded | Not recorded | Not recorded |
Shield of Zephyrus | Described as neutralising effectiveness against flying units | Not recorded | Not recorded |
The naming and pricing follow the same wooden-then-bronze ladder the weapon list uses at its lowest ranks, which suggests more tiers exist further up. An Iron Shield is the next rung. In the released game one sits in a chest on Hannibal's Trial, a Chapter 4 battle on Dietrich's path, though this wiki has no effect, weight or price for it. A Silver Shield is the reward for the paralogue Diversionary Tactics and also sits in Part III chests at Niraga Mine and Iapetus Cavern, and the Shield of Zephyrus is a reward from Jurah's trial in Part III.
Three consumables carry complete data for this game. All three are healing or status items used from the unit's own inventory during a battle.
Item | Effect | Uses | Worth |
|---|---|---|---|
Vulnerary | Restores 20 HP to its user | 3 | 300 |
Concoction | Restores 40 HP to its user | 2 | Not published |
Antitoxin | Cures poison and prevents the user from being poisoned for 3 turns | 3 | 400 |
Antitoxin's published text is also the clearest confirmation that a poison status effect exists in this game, since it both clears poison and blocks it for a three-turn window. As of September 2026, this wiki has not documented what inflicts it.
Two consumables are singled out by writers playing the finished game as stock to keep rather than options to consider: Antitoxin, whose data is in the table above, and Pure Water. This wiki has no effect, use count or price for Pure Water, but the released game shows where it comes from and one thing it is for: it sits in Part I chests at Cave Behind the Falls and Nowah's Cave, and it is the item Kiroc asks for before he will join.
Storage is a shared holding area every unit in the party can draw from, and it is unlocked by a character rather than by progression. Ursula, the manager of the merchant guild Vandahl Trading, brings the command with her: her business acumen is what allows all units to use it.
It also reaches into battle. Her personal skill, Merchants' Manager, lets her and nearby allies pull items out of Storage mid-fight, so a loadout is not locked in at the preparation screen. As of September 2026, this wiki has not documented how many retrievals are allowed or how far "nearby" reaches.
Three more items were listed by name alone before release. As of September 2026, this wiki has no effect, use count, weight or price for any of them, but the released game shows how they are used or earned, set out below the table.
Item | Category | What Is Known |
|---|---|---|
Dew of Peace | Temporary stat booster | Filed as a temporary booster rather than a permanent one, which puts it in a category no other item in this game currently occupies. |
Beginner License | Class change item | Grouped with class change items, alongside the certification route covered on Certification Exams. |
Advanced License | Class change item | Grouped the same way, and named to match the Advanced tier of the class ladder on Classes. |
The Licenses are the items a class upgrade spends, one per tier, with a Specialty License between the two in this table. They are sold in towns, turn up as quest rewards and in dungeon chests, and are topped up to five per tier at the start of each War Arc chapter; Certification Exams sets out where each comes from. Dew of Peace is part of the reward for the paralogue Queen of the Erased, given only if every villager on that map is saved.
The shopping arcade in Dagsion is where you buy weapons and tools, and it is also where you enhance weapons using materials you have collected. That makes material gathering a real part of the loop between matches rather than a side activity.
Materials come from several places. Dungeons hold materials for strengthening weapons along with other treasure. Staying at an inn during Between-Match Preparation lets time pass so that experience and materials accumulate on their own. Theodora has her own route into it: she can send the Battalions she has recruited out to gather materials, or deploy them in battle instead.
Only one forged item has been shown with numbers attached. An Iron Bow forged to +1 reads Might 11, and at +2 it reads Might 13, with both levels holding Range 2 and 20 Uses and keeping the base weapon's bonus damage against flying units. That is a single published example from a pre-launch build, so treat the exact figures as provisional.
Walkthroughs of the released game name a wider set of items than the pre-release listings did. The table records the ones with a known source or effect.
Item | What It Does or Where It Comes From |
|---|---|
Elixir | Found in dungeon chests, including a Part I chest at Giant's-Print Fort |
Tactics Manual | Raises the Authority skill. Earned through Transfer Battalions on Theodora's path and found in dungeon chests such as Nowah's Cave |
Black-Magic Manual and White-Magic Manual | Proficiency manuals for the two magic schools, found in Part I chests at Shadowy Cave |
Dew of Protection | Found in Heretics' Cave on Dietrich's path |
Warrior's Soulstone | Every dungeon is a source of them in Part III |
Key of the Diadem | Five sit in Part III dungeon chests; they open the way to the Divine Classes |
Magic Echo Stone | Drops from the skirmishes Dietrich's Answerer's Cry calls up; spent to upgrade Combat Arts |
Cloth of Aurora | Resistance +5, and Resistance +3 to adjacent allies. A reward for Aurora's trial in Part III |
Jurah's Ice Mirror | Halves damage taken from critical hits. A reward for Jurah's trial in Part III |
Mars's Kneepads | Attack +3 and Critical +10 on Combat Arts. A reward for Mars's trial in Part III |
Kalla's Needle | An accessory giving Attack +5 on follow-up attacks. A reward for Kalla's trial in Part III |
Consumables carry a Uses count of their own; for the same column on the armaments and for what draws it down, see Weapons and Combat Arts. Materials for forging come out of the runs covered on Dungeons and Clashes.