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Outside the walls of Dagsion, Fire Emblem: Fortune's Weave opens onto a world map covering areas across the continent of Dagda. Time passes every time you move, so expeditions have to be planned rather than wandered into. Towns sell local wares and hold information worth gathering, allies who travel with you get better at fighting, and enemies turn up on the map at random.
Movement and Its Cost
Every move spends time, which is what turns the map into a planning problem instead of free roaming. Nintendo's own instruction is to plan your expeditions carefully.
Hands-on accounts from before launch fill in numbers that Nintendo has not published. A turn is described as six in-game hours, with a party covering at most three tiles per turn. Roads open progressively, so early trips creep outward a tile at a time before the network widens sharply. Some checkpoints refuse passage while your Renown level is too low. Carriage stops, once reached, let you cross known ground in fewer turns. One account framed a whole free period as roughly seventy in-game days, which is the scale the movement cost has to be weighed against.
Previews also describe the map surface itself carrying information: icons flagging gathering points for things like vegetables and fish, red markers where you cannot pass, and border crossings that can trigger a check by guards.
Towns
Visiting a town lets you purchase local wares or gather information that could prove useful on the road. Shops outside the capital carry their own stock, and previews describe towns as a source of rumors pointing toward quests and places worth the detour.
Travelling With Allies
Taking allies along improves everyone's abilities in battle, so a march across the map doubles as training for the units that come with you.
Skirmishes
Enemies appear on the world map at random. Touching one starts a Skirmish, which plays out with the tactical rules of an ordinary battle, and felling your foes earns experience points. Previews describe Skirmishes as marked by red enemy icons and as simpler affairs than assigned battles or main story fights, which makes them a convenient way to bring newer units up to level.
Hero Commands
Each of the four Heroes can use abilities on the map that are unique to them. Nintendo detailed two of the four in its presentation; the other two are described in coverage published ahead of launch rather than shown on camera.
Hero | Overworld Command |
|---|---|
Flushes out enemies hiding on the map. Reported as a command named Answerer's Cry, after the sword Answerer he carries. | |
Recruits soldiers in towns to form Battalions, then sends the assembled troops out to gather materials or deploys them in battle. | |
Captures animals that eligible characters can ride, and picks up mounted abilities. Reported rather than shown. | |
Stages performances in towns that pay out gold and items and build a repertoire of dances used to buff allies. Reported rather than shown. |
Which route you are on also changes what the map offers. Previews describe per-Hero quirks that open or close activities, and report Dietrich receiving challenge letters from named strong warriors, with a win teaching a special combat art he can then pass on to others.
Dungeons
Dungeons sit out on the map alongside towns and gathering points. They hold materials for strengthening weapons along with other treasures, and the fights inside them run on a different system from the tactical battles fought above ground. Dungeons and Clashes covers what happens once you step inside.