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.
- Attack Speed (AS)provisional
The combat speed after equipment Weight has been accounted for. Current player testing uses Spd minus any combined equipment Weight left over after Build cancels as much of it as possible.
My rule:This is the number I compare in the battle forecast when I care about follow-up attacks. Launch-week sources disagree on whether the threshold is +4 or +5, so the forecast wins until the formula is formally settled.
- 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.
- 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.
- 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.
- Boons of Salvation
Global, toggleable progression bonuses purchased with Karma Shards.
My rule:This is one system I intentionally optimize.
- Build (Bld)provisional
A weight-handling stat. Build cancels equipment Weight when the game calculates Attack Speed; Build beyond the carried Weight does not add extra speed.
My rule:Treat Bld as "how much heavy gear I can carry before it slows me down."
- Charm (Cha)provisional
A stat associated with Gambit effectiveness. Its most obvious tactical value is on systems that use Battalions and Gambits.
My rule:On early Cai, do not prioritize Cha over the stats that directly support the unit's actual job.
- 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.
- Class EXP
Progress that develops the character's currently equipped class.
My rule:High-value experimentation accelerator; generally leave the Boon enabled.
- Class Growth Modifier
The way the currently equipped class changes a character's effective stat growth rates. Reclassing can raise some growth percentages and lower others without resetting the character's level.
My rule:Class choice is the confirmed lever I can use to shape future stat gains. When two classes both fit the role, compare their growth changes before deciding where the next several levels should happen.
- 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.
- 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.
- Derived Combat Stat
A combat number calculated from base stats plus equipment, class, skills, terrain, or other modifiers. Attack Speed, Hit, Crit, Avoid, Dodge, Protection, and Resilience are examples.
My rule:Base stats explain why a unit is good at something; derived stats tell me what will happen in the actual exchange.
- Dexterity (Dex)provisional
A base character stat that improves attack accuracy and critical rate and is also used by some percentage-based skill triggers.
My rule:Accuracy first. On a unit whose attacks keep missing, Dex matters before chasing flashy criticals.
- 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.
- 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.
- Growth Rate
The visible percentage chance associated with a character's level-up stats. Higher growth means that stat is more likely to gain a point when the character levels.
My rule:Read growths as long-term tendencies, not promises about the next level. Build around the stats a role actually needs rather than chasing every percentage.
- Insect Pearl
A collectible pearl that also feeds the Fabled Insect Pearl subquest chain.
My rule:Keep them until the whole pearl quest chain is finished.
- 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.
- 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".
- 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.
- Large Insect Pearl
The larger pearl specifically requested by More Fabled Insect Pearls; that step asks for two.
My rule:Do not panic-sell these for cash; reserve the quest copies first.
- Linkprovisional
The chain that lets one character's attack in a Clash trigger a follow-up from another, based on how the party is built.
My rule:A real system, and still not enough to make me play every Clash by hand.
- Luck (Lck)provisional
A broad defensive/consistency stat. Its clearest early effect is reducing the chance of receiving critical hits; player testing also attributes smaller contributions to hit and avoid.
My rule:Nice to have, but I do not build a role around Luck unless a specific skill or mechanic starts scaling from it.
- 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.
- Mentoring
Cai's route-specific training system, where mentors offer focused lessons or requests that can award useful equipment, classes, or other rewards.
My rule:Check newly available mentors each chapter before spending Free Time elsewhere.
- 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.
- Movement (Mov)
The number of map tiles the unit can move in a normal turn.
My rule:One of the most tactically valuable numbers even though it does not deal damage: more Mov means more targets, safer positioning, and easier objective play.
- Normal EXP
Experience that increases the character's numerical level.
My rule:Use it as a grind/difficulty throttle.
- 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.
- 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.
- 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.
- Proficiency EXP
Progress toward weapon, magic, movement, or Authority proficiency.
My rule:Accelerate the proficiencies my actual teams use.
- 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.
- 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.
- 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.
- Spectate
An Arena option available on other teams' match days that lets me watch their battle and study them without playing the match myself.
My rule:Check the calendar when a new Free Time starts so I do not walk past a useful match day.
- Speed (Spd)provisional
A base character stat that feeds Attack Speed and Avoid. Higher effective Attack Speed can produce follow-up attacks and prevents enemies from getting follow-ups against the unit.
My rule:Always check the resulting Attack Speed, not raw Spd alone, because heavy equipment can erase the advantage.
- 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.
- 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.