Fortune’s Weave
Key art (landscape)

Wiki

The wiki holds the reference side of the guide: lore entries, factions, systems such as supports, shops, mounts and crests, and the full lists behind the planning pages. Entries are grouped by type below. Every record names its sources, and anything a source does not confirm is marked rather than filled in. Advice that comes from the author’s own play appears under a separate marker so it is never mistaken for a sourced fact. For factions side by side, see the factions overview. Longer written explanations are collected under all guides.

Characters

Full roster

Systems

AbilitiesCrests

Crests, Diadems and underworld powers

GiftsMealsSpells and combat artsBoons of SalvationAnimal MountsGambits and BattalionsNotable DeedsPale Raven Bird TimeGod TrialsDLC and Expansion PassLeaks and DataminesEndingsMaps of DagdaCursed ObjectsChoices and answersShopsMentorsUnfinished story threadsCalendarSupport matrixThermae BathsHidden events and conversationsTheatreCombat rulesLord talentsReplay and New Game+Luring and capturing mountsGrowth checkerQuestions and answersRoute comparison

Factions

  • Arago's Elite Squad

    The elite squad of the Kingdom of Arago, known as the 'Twin Jewels of Arago'. Notable members include the generals Nathan and Creek.

  • Bandits

    Named on 1 character; not yet written up.

  • Bridal Party of the Pale Raven / Brides of the White Raven

    Anatolia's clan. Notable members include the holy-magic/firearm user Sha Lan, the swordsman Nezha, the archer Halvin, and the commoner Dadao.

  • Brigid Army

    A faction from Brigid. Its only known notable member is Peppe, a hunter who was rescued by the priestess Ultand.

  • Comrades of Braganca

    A faction led by the bow specialist Inyoni. Inyoni rapidly gained fame for feats that made her 'look like a completely different person'.

  • Dagdan Temples

    A faction encompassing the temples of Dagda. Notable members include the priestess Sofia of Solel Temple and the knight Centurio of Aurora Temple.

  • Gaia Brigade

    An 'extremely heinous' bandit group led by Zarcone. Zarcone travels to Dagsion after hearing rumours of the Heroic Games.

  • Hal Hali Tribe

    A tribe led by Nuzzuo as a substitute following the chieftain's disappearance. The tribe specially worships the underworld king Balor.

  • House Lamine

    Dietrich's clan and the native faction of the Lion route. It is a foreign house from Fódlan. Notable members include the dark-mage Fabio, the lance-wielding Esmeralda, and the mercenary Mikaela.

  • Knights of the Thundercloud

    A mercenary group led by the one-eyed old knight Benditz. Benditz once led a hundred-strong temple unit before a scandal cost him his post.

  • Linaria Dewdrops / Linarian Morning Dew

    Orchel's clan, affiliated with Clere Temple. Notable members include the sword/bow hybrid Diego, the sword user Loretta, the returning Three Houses character Seteth, and the priestess Ninae.

  • Mane of Flames / Fiery Mane

    Bertrand's clan, a group of gladiators at the Dagsion Coliseum. Notable members include the martial artist Gaitz, the heavy fighter Goliath, the speed-based Jester, and the playwright Dante.

  • Megaira's Beacon / Kingdom of Saramis

    Theodora's clan and the native faction of the Wolf route. It is a vassal state of the Dagdan Empire. Notable members include the elder statesman Bonaventure, the melee fighter Tobias, the cavalier Lysander, and the archer Lilian.

  • Mosa Army

    Named on 1 character; not yet written up.

  • Order of Mithras

    An antagonist organisation led by Raksha, who hides her true face behind an eerie mask. Other notable members include Iliana, the guardian of Bertrand, and agents Baozi, Shenlo, and Yanjin.

  • Palman Rain

    A mercenary group led by Jasmine. Jasmine took over leadership after her clan, which formerly served a noble house in Arago, collapsed a few years prior.

  • Ribeira Winds

    Cai's clan and the native faction of the Fox route. It is based in the peaceful farming village of Ribeira. Notable members include Cai's childhood friends Tialla and Peter, and his father Castor, a former temple knight.

  • Rose Tempest

    Leda's clan and the native faction of the Eagle route. It is a travelling troupe/company. Notable members include the axe-wielding Buccar, the troubadour Sirocco, the young Mu, and the priestess Olympia.

  • Silver Knights of Therus

    A faction serving Jura Temple, led by the pegasus knight Alexandra. Alexandra is known as 'the Silver Maiden' at the port.

  • The Moon's Lie / Tale of the Moon

    Talimun's clan, the Vandar Company. Notable members include the second-in-command Ursula, the mercenary Simon, the swordswoman Ludia, and the support-magic user Fianna.

  • The Savior's Army

    Named on 3 characters; not yet written up.

Deities

  • Deities of Dagda

    The pantheon of Dagda includes Sothis the Progenitor, Fortuna the Goddess of Fate, Aurora the daughter of Solel and Yu Phas, Mars the God of military prowess, Kalla the Goddess of hunting and the arts, and Balor the God of the Underworld, the central antagonist. Other deities include Smyrnos, Jurah, Credna, Yu Phas, Solel, and Dagda himself.

Places

  • Obelisk Chamber

    The Obelisk Chamber (also called Pale Raven's Perch) is a hub location in Dagsion where the player can pause a Part 1 route and switch to another lord's path, with progress preserved. It functions as the central hub for route switching.

Systems & mechanics

  • Animal Mounts

    Cai-exclusive World Map mechanic, available once his Part I route reaches Chapter 5. Standing on a World Map tile marked with an animal icon and selecting Lure lets the player leave one food item there (each animal type prefers a different food: Ornius/Meganius: Fish; Horse/Pegasus: Vegetable; Bau: Meat; the Elephant's preference is not documented), then passing several turns fills a capture gauge; returning once it is full and selecting Capture attempts the capture, sending a success to Dagsion's Stable (in Lowtown) or, on failure, yielding the animal's manure instead (usable as crop fertiliser). At the Stable, feeding a captured animal a food item it likes raises a chosen unit's Bond Level with it; a high enough Bond Level unlocks abilities usable once the animal is assigned to a unit of the matching mounted class (an Ornius only pairs with an Ornius Rider, for example). Animals can be given custom names, and the Stable holds at most 200 at once, with a Release option for excess captures.

  • Blaze Arts

    Blaze Arts are powerful 'super move' actions that cost HP to use. Using them fills a gauge, and once that gauge is full it reduces the unit's max HP, making them a limited, high-risk resource rather than a spammable option.

  • Boons of Salvation

    Boons of Salvation are purchased with Karma Shards, which are earned by completing Notable Deeds. Unlike most route-specific progress, Boons apply across all four Part 1 paths, making them a persistent, account-wide investment. They are bought at the Shrine of Causality.

  • Combat Arts

    Combat Arts are special attacks that cost weapon durability to use. They can be inherited through the Merge Causality system when merging Part 1 versions of a character into a Part 3 unit.

  • Crop farming

    Cai-exclusive World Map mechanic, unlocked by progressing his Part I route to Chapter 6. An empty, unmarked pentagon-shaped World Map tile can be planted with any crop already held in the player's inventory via the Farm option; applying Fertiliser (obtained at the Stable, or from a failed animal capture) afterwards raises the odds of harvesting a rarer crop. Passing turns fills a growth gauge, and returning once it is full harvests the plot (which then keeps regrowing for a few more harvests before emptying); selecting New Farm instead of waiting out the current crop lets a different crop be planted sooner, at the cost of the first crop's full yield. The number of plots that can be farmed at once is gated by Renown level: 1 plot at Renown level 6 or below, 2 plots from level 7, 3 plots from level 9. Crops are used to fulfil quest item requests, to trade with Vandahl Trading Co. merchants (found on the World Map and, later, in Dagsion's port district) for weapons and accessories, to restore HP and spell uses at a dungeon Rest Spot, and as weekly food for the Pale Raven to enter Bird Time. No season or numeric yield figures are given by the source.

  • Gambits and Battalions

    Theodora-exclusive system. Battalions are recruited from settlement nodes on the World Map with her Recruit Soldiers action; from Renown level 5 a Rousing Speech can be given afterwards to bias the settlement's remaining recruitment pool toward higher-level Battalions (a Recruiting Drive, when offered, combines both actions in one). A Battalion must be assigned to a unit through the inventory menu before its Gambit command appears in battle, only an infantry unit (never a mounted one) can hold one, and a unit can only equip a Battalion at or below their own Authority skill level; each Battalion's Gambit has its own fixed positioning requirement relative to the target. Battalions can also be deployed to World Map or dungeon Search nodes to gather materials while unattended (priest/clergy battalions favour resource nodes, mage battalions favour ore). Renown level unlocks battalion perks in stages: level 5 adds the world-map Rousing Speech option and the first quality/deployment-count increases; levels 7 and 9 each raise battalion quality and deployment count again. Excess Battalions can be handed to the Transport Chief (unlocked Part I Chapter 7 of Theodora's route) for troop points, redeemable for a Tactics Manual once 100 are banked.

  • Gate of the Gods

    A fast-travel link between a route's branch temple in Dagsion and that god's main temple on the world map, unlocked by story progress on each Flame Lord's own path: Cai unlocks Aurora's gate at Chapter 6, Dietrich unlocks Mars's gate at Chapter 5, Leda unlocks Kalla's gate at Chapter 4, and Theodora unlocks Yu Phas's gate only at the very end of her Part I path, too late to make use of it herself. Once unlocked, it can be used during Free Time from inside the temple (an interactable glowing device) or from the World Map while standing on the Dagsion or main-temple tile, and travelling this way costs one Free Time turn (Game8), which is still far fewer than walking there.

  • Hero talents

    Each of the four Flame Lords has their own exclusive world-map talent, available only on that character's own route. Dietrich's is Answerer's Cry: a world-map command (from Part I Chapter 4 onward) that reveals random hidden enemies within a circular range for two turns; defeating them in a Skirmish grants Magic Echo Shards (used to enhance Combat Arts at the Smyrnos Temple) and Renown, though the range shrinks with repeated use and only recovers over time or on entering/exiting a base or dungeon. Theodora's is Gambits and Battalions: she alone can recruit Battalions from settlements (Recruit Soldiers, with an optional Rousing Speech from Renown level 5 onward to bias for higher-level results) and assign one to any infantry (never mounted) unit, unlocking a Gambit combat command whose effect depends on the equipped Battalion; battalion quality and deployment limits improve further at Renown levels 5, 7 and 9, and excess Battalions can be transported away by the Transport Chief (from Chapter 7) for troop points redeemable for a Tactics Manual. Cai's route talent is split across two separate mechanics, both introduced by Chapter 5-6 quests: capturing Animal Mounts and farming Crops on the World Map (see their own entries). Leda's route talent is performing at taverns for renown, gold and Spellsong upgrades, covered by this guide's existing Perform quests (see Sidequests). Dietrich also gains occasional duel-bounty requests to fight formidable foes found while exploring; winning one grants a further Renown boost and can teach him new Combat Arts, on top of the Skirmish rewards from Answerer's Cry itself.

  • Merge Causality

    Merge Causality is a system at the Shrine of Causality that allows the player to combine multiple Part 1 versions of the same recruited unit (trained on different lords' routes) into one flexible Part 3 unit. Abilities and Combat Arts carry over from all merged versions, and higher stats take precedence over lower ones. Training the same character differently on different routes gives the merged Part 3 unit access to a wider range of classes, abilities, and Combat Arts.

  • Part I/II/III Structure

    The game is divided into three major parts: Part I consists of four divergent lord routes (Cai, Dietrich, Theodora, Leda), each with 12 chapters. Part II ('War') introduces guest units and route-specific recruitment conditions, feeding the four stories into a shared continuation. Part III ('Salvation') is split into multiple sections where characters join automatically.

  • Post-game content

    Fortune's Weave has no content exclusive to a post-game state and no traditional New Game+: finishing the story returns the player to the point just before the final battle, free to play or replay any part of the game from there (see Replay and New Game+ on this guide's Getting Started page for how that carry-over works in more mechanical detail). Game8's own post-game checklist: play any Part I or Part II route left unfinished (map exploration, unlocked classes, Boons of Salvation and subquest progress carry over once at least one Part I route is completed); recruit any characters missed the first time; unlock every Divine class in Part III by finding each dungeon's Key of the Diadem and using it to open the Temple of the Diadem's licence chamber in Part III Section 4; spend any remaining Karma Shards on the Boons of Salvation not yet bought; and use Descend Again from the title screen to replay on a higher Difficulty (this replays the Prologue).

  • Renown

    Renown is a global progression stat raised by completing quests, Adventure Guide goals, subquests, paralogues, and audiences with gods. Higher Renown improves Training Grounds gains and Meal effects, and gates class tiers: Specialty classes require Renown level 4, Advanced classes require Renown level 8. Renown thresholds for recruiting characters can differ by route.

  • Support

    Support level between a recruitable character and the chosen Lord is tracked as 1S/2S/3S across the whole save file and never decreases. It is raised via gifts, inviting characters to meals, Stage Shows/theatre invitations, arena training, and battle participation. Support is used mainly to unlock recruitment and support conversations.

Last updated . Written and checked by the guide author; every record names its sources. See how this guide is sourced and what changed.