Practical tips from the start: support farming, certification stat floors, and travel savings
Leave spell uses below full to repeat feasts, use certification to improve weak stats, and save time with everyday shortcuts.
Original video: “Fortune’s Weave: 22 practical tips I wish I knew from the start”; Japanese gaming channel Wight’s Game Guides. Watch the original
For recruited allies’ Bond, repeat meals with ingredients that do not restore spell uses. For White Magic training, keep dungeon enemies alive, cast, then retreat. The two loops have different prerequisites, so prepare spells and supplies first.
Repeated outdoor meals raise the whole team’s Bond
Fight any encounter or dungeon battle and use at least one spell; you can retreat afterward. On a feast tile, choose an ingredient that does not restore spell uses. Every feast raises support among all allies. Since magic remains below full, you can keep eating. Restart the chapter when ingredients or turns run short: support remains. This suits recruited allies, especially a large party after the routes converge, when you want more support conversations.
Cast white magic and retreat to train proficiency
Learn at least one healing spell from a manual or arena training. In a dungeon Clash, leave a slightly stronger enemy alive to deal damage, then repeatedly use
Heal. Do not rush to kill it. Retreat when spells run out or the enemy is nearly defeated. Skill EXP remains and enemy HP resets, letting you refill magic and repeat.
Check facility status and use shortcuts
If you forget whether you trained, visited the theater, or worshipped this week, open the map’s Facilities tab. Unavailable activities are grayed out, saving a visit. Hold Y to move the world-map cursor faster. During deployment, press ZR for list view, then L and R to compare statuses, skills, and stats more easily.
Adjacent support and terrain positioning
Standing beside a close ally changes the combat forecast. Adjust positions and compare before attacking. Tile effects from nearby skills appear above terrain effects; press minus for details. For bonuses such as increased Attack for adjacent allies, enter the relevant tile to benefit.
Forests and thickets add Avoid but also increase movement costs, especially for cavalry. Fliers cross them, and
Rogue also moves more freely through forests and thickets. When checking movement ranges, consider whether enemies can reach you too.
Mounted units can move before dismounting to attack, or dismount before moving. Dismounting near archers avoids flying effectiveness, while cavalry sometimes travels farther through forests on foot. But mounted stat modifiers disappear too. Consider more than just removing an effectiveness weakness.
Earn EXP with support magic on spare turns
Support magic grants fixed EXP based on the spell, regardless of HP restored or either character’s level. If you routinely end battles with uses left, spend them on spare turns. Main-story clears restore uses, but keep enough healing for anyone who still needs rescuing now.
Equip for waiting and use the item bag
You can change equipment outside the attack command. If an enemy will attack at range, equip
Levin Sword or a thrown weapon before waiting so you can counter. Equip or remove accessories as needed too.
Eshmel and
Ursula can access the item bag in battle. Allies adjacent to the former and within two tiles of the latter can store and retrieve items too, especially useful when
Vulnerary runs out.
To view a character up close, place the cursor over them and hold the right stick forward for 3D view. Press A to select them, then plus to walk nearby. Movement has boundaries, and you can inspect other allies this way too.
Train strong skills and adjust growth through exams
A glowing gold skill-icon background indicates a strength; purple indicates a weakness.
Tialla, for example, is strong in white magic and weak in swords. Training toward strengths makes proficiency development easier.
Simply reloading and leveling again does not reroll results. Instead, have the trainee take a Certification Exam before leveling.
Noctula’s original level-nineteen gains move to the new level eighteen, and her original level-twenty gains move to nineteen. Passing and failing both advance the sequence; two exams shift it forward another level. For a poor result that raises only Luck and Charm, return to before leveling and take an exam to skip it. This is labor-intensive.
Class base stat floors
Class stat modifiers differ from base stat floors. Modifiers change when you switch classes. Floors raise low base stats to a minimum and remain after passing the exam and changing back.
Goliath demonstrates this:
| State | Magic |
|---|---|
| Before the exam | 2 |
After passing a magic-class exam and returning to Armored Knight | 8 |
For very low Speed, find a class with a higher floor too. Passing certification applies the increase; you need not stay in that class. Use this to patch weaknesses when you have spare exam resources and a high pass chance.
Growth classes and recruitment timing
Charioteer and
Elephant Rider have class skills that improve growth rates as level rises, becoming more noticeable at higher levels. Mounts on
Cai’s route can raise growth further, so keep feeding and caring for them to build friendship. Charioteer’s costs are using only bows and being unable to evade in combat. Switch into it when focusing on stats rather than challenging powerful enemies.
Recruit long-term members early and train them yourself. At the same level twenty-nine, a character recruited in the teens and trained there has better stats than one left outside to level automatically. If you only want equipment, recruit later: some characters carrying
Killing Edge switch to
Levin Sword around Chapter 10.
Accessories must justify their weight
Shields suit slow frontliners already taking frequent follow-ups, trading weight for durability. Dedicated healers can carry
Healing Staff for ten extra healing and remove it when attacking. For Hit and Avoid charms, check whether weight changes follow-ups. If a fast unit still doubles and reaches one hundred percent accuracy, the charm has value.
An orb that heals after kills suits frontliners who keep securing kills.
Giant's Ring weighs zero and adds four Build at the cost of twenty Avoid, fitting units planning to take hits who need Attack Speed. Do not leave every accessory equipped permanently; switch as needed. To keep the initial outfit, press plus on the class-change screen.
Save before buying crates for Giants’ Meat
Recruiting
Goliath requires three
Giants' Meat. Ordinary
Meat Crate can contain it, and
Luxury Meat Crate has better odds. When a traveling merchant sells
Luxury Meat Crate, save, buy, then open it. Reload the prepurchase save if needed. Contents are fixed when obtained; reopening the same crate does nothing.
For exploration, test which remaining-turn count produces
Giants' Meat, note it, then reload. For example, exploring at ninety-six turns remaining may finish at ninety-five and yield
Giants' Meat. Reload, do other activities, and return to explore at ninety-six turns to avoid spending several trial turns. The trading company also offers an exchange requiring
Torment Grass. Once
Cai obtains one plant, he can cultivate more. If you can reach the western route, giant-inhabited dungeons also provide
Giants' Meat.
Sewer leveling and temple teleportation
The sewers on
Cai’s route cost no world-map turns and offer materials, ore, levels, and proficiency. Their enemies strengthen with story progress and grant more EXP. For skills, avoid instant kills and use joint attacks and healing magic for extra EXP instead.
To use the divine pathway gate, travel directly from the temple entrance inside Dagsion. Leaving for the world map and walking to the gate costs an extra turn. You can also select the divine pathway gate through Facilities in fast travel, placing you beside the travel point and saving a walk.
Armored Knight