Every class explained: Where growth goes and what mounts add matter more than totalsMajor spoilers
Physical units need Strength, Speed, and Hit; mounted paths also include mount growth. Before promoting mages, check which spells they lose and whether their uses will last through long maps.
Original video: Every Fortune’s Weave class explained | English-language gaming channel Jay Dunna
Growth priorities in Beginner and Specialty classes
Choose a class by the role you currently lack, then compare growth, mastery, and usable weapons. Check spell permissions especially carefully when promoting mages: a higher class can remove existing healing or offense.
Gladiator favors HP and Strength,
Hunter Speed and Dexterity,
Soldier Defense, and
Diviner spells. Among Beginner classes, I especially like
Ornius Rider, which stacks mount growth on top of the class. Most mastery rewards are small +1 stat boosts, so do not build an entire development plan around this tier.
Useful mastery becomes more important at Specialty tier.
Myrmidon adds Speed and Dexterity, with
DexRavaging Arts adding 6 critical damage for frequent critical hitters such as
Dietrich and
Sirocco.
Brigand adds HP and Strength and combat Avoid after a miss.
Pugilist balances HP, Strength, Speed, and Defense, adding Avoid through Combat Arts. Both its growth and mastery deserve consideration.
Archer’s main attraction is
Crescendo: +3 Hit per kill, up to 30 on the map. Give it to the queen with her modest Dexterity, and her stones land more easily.
Rogue adds swords, Locktouch, and exploration, with kill-based Avoid mastery suited to continuous finishing blows.
What armor, cavalry, and chariots add
Armored Knight’s largest growth benefit is Defense, at the cost of Speed and Resistance. Someone with armored movement such as
Buccar has less trouble traveling. Later armored-mounted classes can add mount Movement benefits too.
Light Cavalry’s HP mastery is unremarkable. Look at the horse instead: find Defense growth if you lack Defense, or another mount for Resistance. A class table is not the whole mounted path. What the mount adds changes the final result.
Charioteer works differently. Available at level 20, it gains better growth at 35 and again at 45, and doubles mount growth. It serves both as an area charge option and long-term training class.
Cai’s stables make the system easier to use.
Obstacles, flight, and black and white magic
Armored Ornius Rider crosses some obstacles comfortably. Its mastery adds 20 Avoid against effective attacks and transfers to other classes, helping reduce the bow threat to fliers.
Wing Soldier gains Resistance and handles mages conveniently, but poor positioning still gets it killed quickly. If an archer can kill you in one hit, consider dismounting to remove the flying weakness before receiving attacks.
Shaman trades low Defense for black magic uses and Magic.
Priest favors healing, Resistance, and Luck. Similar total growth does not mean the same role. Do not judge strength by the sum alone.
Refresh actions and physical-class tradeoffs
Shido heals on critical kills, fitting high-Critical units, and its mastery can carry over.
Dancer is more direct: refresh whoever the current turn needs most. Against many armored enemies, your only mage effectively attacks twice; when everyone is hurt, your best healer heals again. Speed growth is high too, but qualification requires Dancer’s Necklace, with only one Dancer assignable in the same run.
Warrior concentrates growth in HP and Strength, with Combat Art Hit helping axes.
Blacksmith splits growth between Strength and Magic, making it harder to specialize. Once materials are plentiful late, occasional durability savings also fail to attract me.
Different jobs for three bow classes
For poor Hit, train
Archer mastery first, then consider
Sniper.
Sniper has high bow Hit for reliable distant shots.
Forest Knight offers Movement and horse growth to reach needed positions faster.
Ranger combines Speed, Dexterity, exploration, and a chance to counter nearby enemies with bows.
I prefer
Forest Knight’s mobility, but when attacks miss,
Sniper solves the immediate problem. Ask what your archer currently struggles to do, then choose the class.
Guardian casting versus heavy cavalry tanking
Guardian uses spears and white magic for both combat and healing. A character already knowing strong spells such as
Physic or
Seraphim can put them to work, while Defense and Resistance growth help fragile healers survive.
Dreadnought focuses on Defense, with large HP, Strength, and Defense growth but losses to Speed and Resistance.
Bardinger spreads growth widely. Aegis is useful, but the class lacks specialization.
Cataphract has low total growth on paper, yet counts as both armored and mounted, combining armored movement and mount growth for characters with the right abilities.
Elephant Rider improves growth with level and charges through multiple targets. It cannot dodge but reduces incoming damage. Training with it is interesting, but I prefer at most one in actual battles: each occupies four tiles, and several block one another.
Flying mobility and access to both spell schools
Caladrius rides while casting black magic, with mastery adding Movement after kills.
Dragoon benefits from flying and wyvern growth, plus mastery giving 20 Hit against enemies on favorable terrain. Include the specific mount when choosing either mounted or flying paths.
Ovate favors black magic damage and
Bishop healing, while both retain black and white spells.
Bishop’s Barrier adds Resistance to nearby allies, and its healing bonus stacks with personal healing abilities.
Troubadour gains mounted mobility to keep casting and supporting near the front.
Master-tier mastery benefits
Swordmaster’s multihit
Astra suits high-Critical swordsmen.
High Savant combines swords and Black Magic, requiring a clear purpose for each.
Battlemaster does not have the highest total growth, but concentrates HP and Strength where physical frontliners need them. Its mastery War Master’s Strike also multiplies damage dealt by 1.5.
War Monk doubles white magic uses, adds Avoid with gauntlets, and allows support magic after combat once mastered. Users of
Physic especially enjoy attacking and then sending healing elsewhere.
Bow Adept improves anti-air Hit,
Bow Knight uses mounted mobility and bow Combat Arts, and
Shadow Seeker offers high Dexterity, strong exploration, and ways to ignore favorable enemy terrain.
Sentinel expands
Guardian’s strengths, doubling white magic uses for more
Physic. Many late enemies are undead armor. A character with
Seraphim can both heal and handle them directly.
Endgame mobility and spell permissions
Castle Knight mastery reduces damage taken when attacked by 5, but the class remains slow and vulnerable to spells.
Orichaldia mastery Fierce Spear prevents enemy follow-ups in that combat. Both it and
Great Knight need mount and armor skills chosen together rather than judging the class table alone.
Celestial Trooper mastery moves the follow-up before the counter when initiating with at least 10 more Attack Speed. Carrying it elsewhere can also change a fast unit’s kill sequence.
Bau Lord uses difficult terrain and dragon skills for offensive benefits.
Check losses before promoting mages.
Druid has higher Magic growth but loses white magic.
Wiseman focuses on white magic and loses black magic. Master-tier
Valkyrium preserves both alongside mounted mobility, but lacks doubled uses. It works well on short maps and may exhaust spells on long ones.
Divine classes’ endgame roles
The Blade wants sword criticals and Speed, with another 10 Speed from mastery.
The Apsara serves as a second
Dancer, adding another refresh option.
The Eternal has lower total growth but concentrates HP and Strength, with +10 Strength mastery for physical damage. Growth percentage points and direct mastery stat bonuses are different things.
The Godhand combines gauntlets, triple white magic uses, and Avoid.
The Calamity uses swords and bows with improved exploration.
The Trident combines spears, Defense, Resistance, and triple white magic uses, extending the roles of
Guardian and
Sentinel.
The Cavalier travels with extremely high Movement and removes mounted effectiveness.
Cai’s personal Movement stacks with his mount for especially useful endgame travel.
The Avatar uses both black and white magic with triple uses for each, strong healing, and high magical Hit. It adds 30 Magic growth and another 10 Magic from mastery, covering damage and healing. That makes it one of my favorite late-game classes.