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.
- 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.
- 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 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.