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Fortune's Weave

Glossary

A term lands here as soon as I have had to look it up twice. Anything marked provisional is recorded but not yet confirmed in play.

Auto Battle

Hands a Clash to the AI and plays it out at a chosen speed.

My rule:My default for routine encounters, and for an Event Clash I want to watch without executing.

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Battalionsprovisional

Units commanded through the Authority proficiency, introduced on Theodora's route, with Gambit actions of their own.

My rule:A reason to put Theodora's route fourth rather than first.

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Blessingsprovisional

God-associated benefits with their own Karma discounts in the Boon list.

My rule:Deliberately not pre-optimized. I want to find out which ones I actually use before making them cheaper.

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Boons of Salvation

Global, toggleable progression bonuses purchased with Karma Shards.

My rule:This is one system I intentionally optimize.

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Clash

The game's other combat system: a smaller party-versus-party turn-based fight, used heavily inside dungeons and in some scripted and side-quest encounters. Attacks chain through Links, and party LP is the resource.

My rule:Automate it unless the fight gives me a reason not to.

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Class EXP

Progress that develops the character's currently equipped class.

My rule:High-value experimentation accelerator; generally leave the Boon enabled.

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Class path

The chain of classes a character can move through, each gated by proficiency requirements.

My rule:Pick one safe lane for the first run and let the interesting branch be a decision I make later, with information.

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Combat Artsprovisional

Weapon-specific special attacks that develop as part of a character's combat growth.

My rule:A system I expect to care about on Dietrich's route, where the game should start asking more of me tactically.

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Dungeon

An explorable location entered from the world map, holding chests, breakable objects, materials and Clash encounters. Enemy groups reset each chapter; chests are fixed and breakables are semi-random.

My rule:Clear it once, thoroughly, when it matters. Return only for a real farming reason.

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Free Time

The stretch between story beats where the city, its people and the optional activities are open.

My rule:Use it deliberately. It is not a checklist that has to be emptied.

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Karma Shards

Global progression currency spent on Boons of Salvation.

My rule:Spend aggressively on progression; do not hoard out of fear of a permanent mistake.

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Keys of the Diademprovisional

Late-game items held in five specific dungeons, used to open the Diadem Temple and the ultimate Divine Classes.

My rule:The reason "I automate Clashes" must never become "I ignore dungeons".

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Kindness Quest

A side request from a resident, usually paying Renown and a small reward.

My rule:Worth taking — the Renown is the currency recruitment actually runs on.

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Match

A full tactical battle on a grid map — unit placement, movement ranges, terrain, objectives, Combat Arts and Blaze Arts. The campaign's main battles are these.

My rule:This is the combat I play by hand, and the reason I am here.

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Merge Causalityprovisional

The system that brings the separate protagonists' histories together later in the game.

My rule:Noted, not planned. I do not have enough experience with it to have an opinion worth recording.

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Normal EXP

Experience that increases the character's numerical level.

My rule:Use it as a grind/difficulty throttle.

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Part I

The first act of the game, played separately for each of the four protagonists, with its own story and army each time.

My rule:Finish one protagonist's Part I before starting the next.

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Pickup orbsprovisional

The yellow and gold glints scattered around the city, holding semi-random food, smithing materials and gifts. They refresh at the start of a chapter.

My rule:Collect on a chapter change. Do not patrol for them.

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Proficiency

A character's developed rank in a weapon, magic, movement or command category — Spear, Bow, White Magic, Rider, Heavy, Flier, Authority and so on. Class requirements are written in these ranks.

My rule:Train the proficiencies that support the job I gave the character.

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Proficiency EXP

Progress toward weapon, magic, movement, or Authority proficiency.

My rule:Accelerate the proficiencies my actual teams use.

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Renownprovisional

A reputation measure that several recruits check before they will join.

My rule:Something to notice rather than grind: if a recruit I want needs more, I go and earn it on purpose instead of accumulating it by accident.

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Skip to Conclusion

Resolves a Clash immediately and reports the result, without playing the turns.

My rule:First choice for ordinary dungeon groups at or below my level. If it fails, that is the signal to take the fight manually.

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Skirmish

An optional battle that appears on the world map between destinations.

My rule:Take it if it is on the way; it is EXP I did not have to go looking for.

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Support

The relationship rank between two characters, raised by fighting together and by spending time together through meals and gifts.

My rule:A tool for targeted recruitment, not a farming project. Cheaper meals and gifts are what make it affordable to pursue one recruit I actually want.

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Unchartedprovisional

The marker shown on a dungeon that has a second entrance — the rear exit you can reach by clearing it end to end.

My rule:When I see it, I do not turn around and walk back out the front.

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