Credna's Blessing
Get Lv. 1's vision +5 before fog maps. Lv. 2 saves weapon durability; Lv. 3 lets you strike first on enemy phase.

Obtain level 1 before the first fog battle on your first route.
For fog, get army-wide vision +5 first. If surviving contact is the greater concern, prioritize Avoid or damage reduction instead.
Level 2 prevents weapon durability loss that turn, ideal for concentrating costly Combat Arts. Level 3 makes the entire army attack first in enemy-phase combat.
Credna's three levels and costs
| Level | Effect (army-wide, 1 turn) |
|---|---|
| Lv. 1 | Vision +5 |
| Lv. 2 | Weapons lose no durability |
| Lv. 3 | Your units strike first in enemy-phase combat |

Get Lv. 1 vision before fog battles
Prepare for the main-story battle fought entirely in fog. Part I has a main battle where fog lasts throughout. Unlock Lv. 1 through weekly Divine Service before that chapter's deadline so you can address the inability to see enemies.
Five more tiles of vision reduce slow advances in the dark. Fog is severe, torch items do not exist, and Torch magic is extremely rare. Get at least level 1 first.
Durability savings and initiative serve different roles
Level 2: Concentrate high-cost Combat Arts in one turn. Heavy options consuming around 10 durability suit a no-durability-loss turn. Level 2 saves weapon durability; Blaze Art HP, magic uses, and damage are separate.

Lv. 3: your units attack first when enemies engage. This is army-wide Vantage. You will not need fog vision, durability savings, and enemy-phase support in every battle. Choose Credna when the relevant situation arises.
Practical setup:
- 1Activate on player phase.Choose the turn before enemies reach the front line.
- 2Check frontline damage again.Confirm enough damage. Attacking first can still leave you taking damage; if you cannot kill first, check the rest of the forecast.
Keep checking ranges and remaining actions when planning initiative.
Check enemy initiative before the trial
SpoilersCredna's trial and reward
Opens after you restore the temple and complete “Credna's Request.” Trial enemies have Vantage. Check counterattacks and incoming damage before initiating combat.
Bring your trained main units. High Avoid or Defense is more dependable, and keep at least one mage for armor. Check the forecast before initiating because the blessed enemies attack first here. Win two consecutive Clashes for the Hammer of Credna; retry after defeat.
Plan service and inheritance separately
- Continue service normally in Part 1. Credna does not attend audiences in Part 1, but service and Blessing levels remain available. See Divine service for the full schedule.
- Choose only one normal Blessing per turn; Kalla cannot also activate that turn.
- Blessing inheritance requires clearing Part 1 and starting a route from Chapter 1. See New-game inheritance.