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Fortune's Weave

Karma & Boons

What I am spending Karma Shards on, in order, and what each purchase is actually for.

Normal Exp

A grind/difficulty throttle. Turn it up when normal play is not keeping the army near the intended level; turn it down if raw levels are erasing the tactical game.

Class Exp

An experimentation accelerator. High priority because it lets me explore classes faster without simply inflating raw character level.

Proficiency Exp

An experimentation accelerator for weapons, magic, movement, and Authority. Buy the categories my actual teams use instead of every category at once.

Early Cai Part I

Buy the things that immediately support the party I am actually using.

  1. Increase EXP +10%

    Next boonNormal exp · On unless overleveled
    What it does
    Increases ordinary character EXP earned in battle.
    Why I want it
    It trims pointless early grinding without turning the first route into an overleveled steamroll. If that starts happening, I can toggle it off.
  2. Spear EXP +1

    Proficiency · On
    What it does
    Spear proficiency develops faster.
    Why I want it
    Cai's safe first build is Spear + Rider, so this accelerates a lane I have already chosen instead of spending Karma on hypothetical options.
  3. Rider EXP +1

    Proficiency · On
    What it does
    Rider proficiency develops faster.
    Why I want it
    This supports the mounted half of Cai's natural early development and remains useful for later cavalry characters.
  4. Bow EXP +1

    Proficiency · On
    What it does
    Bow proficiency develops faster.
    Why I want it
    Peter gives Cai's team a clear ranged physical role, so Bow has an immediate purpose instead of being a speculative purchase.
  5. White Magic EXP +1

    Proficiency · On
    What it does
    White Magic proficiency develops faster.
    Why I want it
    Healing and support magic remain valuable across multiple routes.
  6. Black Magic EXP +1

    Proficiency · On
    What it does
    Black Magic proficiency develops faster.
    Why I want it
    Offensive magic gives the team a different answer than simply adding more physical damage.

After finishing Cai Part I

This is the first major global-progression shopping window.

  1. Class EXP +1

    Class exp · On
    What it does
    Current classes develop faster.
    Why I want it
    This is one of the best fits for how I want to play: more class experimentation, less repetitive mastery grinding.
  2. Blacksmith Discount 10%

    Economy · Always beneficial
    What it does
    Reduces blacksmith spending.
    Why I want it
    I want freedom to repair/refine weapons I actually use without being afraid that experimenting will waste too much money.
  3. Meals Discount 20%

    Recruitment
    What it does
    Reduces meal cost.
    Why I want it
    Supports are useful for targeted recruitment. This makes pursuing one useful recruit cheaper without encouraging me to collect everybody.
  4. Gifts Discount 10%

    Recruitment
    What it does
    Reduces gift cost.
    Why I want it
    Supports targeted recruiting and relationship-building.
  5. Carriage Discount 20%

    Quality of life
    What it does
    Reduces fast-travel cost.
    Why I want it
    Pure anti-busywork. It makes moving around the world less expensive without making tactical battles easier.
  6. Weapons Discount 10%

    Economy
    What it does
    Reduces weapon purchase cost.
    Why I want it
    Makes equipment experimentation less punishing.
  7. Rich Deposits +10%

    Materials
    What it does
    Improves material yields from dungeon breakables.
    Why I want it
    More materials from normal exploration means less deliberate farming.

After finishing Leda Part I

Two completed Part I routes make broader specialization worth accelerating.

  1. Increase EXP 30%

    Normal exp
    What it does
    Substantially increases normal EXP gain.
    Why I want it
    This lets Dietrich's more combat-heavy route keep moving without forcing catch-up grinding. Still a toggle, not a permanent mandate.
  2. Raise active proficiencies toward the higher tiers

    Proficiency
    What it does
    Accelerates the weapon/magic/movement categories my real teams use.
    Why I want it
    By now I actually know which systems I care about, so this is the right moment to widen into Sword, Axe, Brawling, Heavy, and later Flier/Authority.
  3. Blacksmith Discount toward 30%

    Economy
    What it does
    Makes weapon maintenance/refinement substantially cheaper.
    Why I want it
    Weapon experimentation is now a mature part of the game.
  4. Meals/Gifts toward their higher discounts

    Recruitment
    What it does
    Makes intentional recruitment/support work much cheaper.
    Why I want it
    I can now assemble the later-game roster deliberately without using repetitive support exploits just to save money.
  5. Carriage Discount 40%

    Quality of life
    What it does
    Further reduces travel friction.
    Why I want it
    Anti-busywork remains worth optimizing aggressively.

After finishing Dietrich Part I

The fourth Part I route should feel fast and flexible, not like starting from zero.

  1. Increase EXP 50%

    Normal exp
    What it does
    Maximum documented normal EXP boost.
    Why I want it
    Treat this as an anti-grind switch for catch-up and replay. Turn it down whenever the army is winning because of raw level rather than good play.
  2. Class EXP +2

    Class exp
    What it does
    Maximum documented class-development acceleration.
    Why I want it
    Leave this on. It gives me more room to test advanced class ideas without turning every experiment into a separate grind project.
  3. Authority / Flier as needed

    Proficiency
    What it does
    Speeds Battalion-related and flying-class development.
    Why I want it
    Authority becomes especially relevant on Theodora's route, while Flier matters if I am using Alexandra or another flying build.