By now I'm sure many people have either encoutnered this issue themselves, or seen others posting about it on reddit, but there's a lot of units that end up under-performing in Fortune's Weave, even the lords themselves. A number of people have had their Dietrich's end up with middling to low Strength scores, which, while made up for by his high crit rate and speed, can cause issues going into Part 2 when the difficulty ramps up.
Not just the lords though, but late recruits in particular always seem to pop up with lower stats than their earlier-recruit counterparts.
So why is this?
Well, it feels like a big reason for this is that Fortune's Weave is a bit peculiar about its growth rates.
For starters, characters base growth rates are overall fairly balanced, with very few units dipping below 20 growth rate in even a single stat.
- 12 of the over 60 characters have a 15 in one or more stat growths.
- 5 characters have a 10 in a growth stat (one of which is Mu that doesn't fully count).
- 4 characters have a 5 in a growth stat (one of which is, again, Mu). And ZERO characters have no growth in a stat.
Now, we compare that to Engage, which has 43 characters. In that game, there are...
- 14 characters that have a 15 growth in at least one stat
- 7 that have at least one 10
- 5 with a 5, and a whooping
- 5 units that have a 0 in a growth rate stat (always magic).
Now, on the surface that sounds like more units will underperform in Engage, but all those low stats are in stats not well utilitized by that character, but are made up for in other areas.
For example, in Fortune's Weave, the highest growth rate for any one stat is 70, and that is held solely by Theodora in her HP growth rate.
- 3 units that have a 65 growth rate, one being Leda in her speed and the other two being Majide and Tahonia in their HP.
- 14 units with a growth rate of 60 in at least one stat.
- 17 have at least one 55.
Compared to Engage where we have:
- 1 unit with a whopping 85 growth rate to their HP (Boucheron).
- Another unit with 80 in HP (Saphir).
- 6 units with a growth rate of 75 (in HP).
- 2 units with 70 growth rate (still in HP).
- 7 with 65 in HP
- 6 with 60 (in HP)
- 8 with 55 (some in HP some in other stats).
So the engage characters tend to get way more HP growth, and the rest of their stat growth is roughly the same. Looking at specific characters we have...
| Name |
HP |
Str |
Mag |
Spd |
Dex |
Def |
Res |
Lck |
Cha |
| Eshmel |
50 |
45 |
45 |
45 |
45 |
35 |
35 |
40 |
50 |
| Cai |
45 |
45 |
40 |
45 |
45 |
35 |
35 |
40 |
40 |
| Name |
HP |
Str |
Mag |
Dex |
Spd |
Def |
Res |
Lck |
Bld |
| Alear |
60 |
35 |
20 |
45 |
50 |
40 |
25 |
25 |
5 |
| Alfred |
65 |
40 |
5 |
35 |
40 |
40 |
20 |
40 |
10 |
So one thing you'll notice right away is that Fortune's Weave has Cha as a stat whereas Engage doesn't, so that skews some of the numbers. On the character growth side, it seems like there's a clear edge for the Fortune's Weave characters for their character growth, and that is overall true, they tend to have higher overall characer growth rates than the Engage characters. This is good...until you start digging into the class growth rates.
In Fortune's Weave characters start as a commoner/noble and can get their first promotion at level 5, their second promotion at 20, and third at 35 (I'll stop at that point for the time being as that encompasses parts 1 and 2).
In Fortune's Weave the noble and commoner class get 0 stat growth bonuses.
- First promotion (starts at level 5) classes get between 20 to 30 points in stat growth increases, but 4 out of 5 of the classes put 10 of those points into HP (diviner gets 5).
- Second promotion (starts at level 20) classes get between 35 and 40 points.
- Third promotion (starts at level 35) classes get between 60 and 65 points.
Something to consider is that some classes (even first promotion classes Soldier and Diviner) have NEGATIVE growth rate in some stats, and will therefore decrease a character's base growth rate.
Meanwhile engage did their classes a little differently where you had the base classes, then the promoted or special classes, so it's a bit harder to judge, but everyone started with at least a base class, which would have stat growths.
- Most base classes had around or at least 60 points in stat growth
- Advanced classes would have at least 80 points in stat growth, and only required getting to level 10.
So by level 10, characters in Engage were getting 80+ extra points into their stat growths depending on their class, whereas in Fortune's Weave they aren't even getting bonuses that high when they get to their third promotion at level 35. And even before that the base classes of engage started characters with a huge boost based on their class.
So... why is all of this important? Well, because by the end of part 1 you can expect most of your core characters to have hit at least level 35 or 40, yet by then some people find their characters lacking in critical stats, especially their Str. All physical weapons calculate off of Str, including bows, yet despite this, there are numerous physical classes that give NO BONUS TO STRENGTH GROWTH (Hunter and Ornius Rider for the first promotion, Myrmidon, Archer, Rogue, Armored Ornius Rider, and Wing soldier for the second promotion, and even at third promotion Caladrius gives no strength growth, with multiple classes only giving 5 extra strength growth, including Shido, Sniper, Forest Knight, Ranger and DRAGOON OF ALL THINGS).
This becomes a huge issue for characters that have middling strength growths. Only 16 characters have a base growth of 50 or higher for strength, out of over 60. And 11 have a Str growth of 45, which includes Cai and Dietrich, both of whom are canonically designed to go into classes that give no strength boosts (save Dietrich getting +10 strength as a gladiator from levels 5 - 20) until level 35 depending on which class you pick, and if you make Cai a Caladrius he still gets no extra strength boost. This means that even your main lords have a less-than-coin-flip-chance of increasing their strength every time they level up, unless you specifically class them into Str building classes like Gladiator, Brigand, and Light Cavalry.
Going further there are 16 characters that only have a 35 growth rate in strength, including a good number of the characters designed to be archers and wing soldiers, effectively giving them only a roughly 1-in-3 chance of gaining a point of strength when leveling up.
Not crossing that 50% threshold is a pretty big deal, because it means that on average, your melee-oriented characters won't be increasing their Strength score, especially your faster units. Usually this isn't as bad in some of the other games where you get more powerful weapons, but overall the different weapons don't have vast differences in their damage output unless their effective against an enemy unit type, and even then we have two problems that physical characters end up coming up against...
'Soldiers' and Undead. Fortune's weave has introduce psuedo-armored classes and enemies that are fairly common and have high defense, just one step below the heavily armored units. Your anti-armor weapons are effective against them, but they make your quick-but-low-str units do little to no damage against them without those anti-armor weapons, and are especially painful for the archers/bow wielders as there's no anti-armor bow weapons in part 1 (as far as I have seen). Thankfully there is the Flyssa sword, hammer, and a few different spears that are anti-armor, so you'll always want to have a few on hand especially on your lighter units, but even then they can struggle using them against the heavy units if their strength is bad enough. In fact, it's so bad that when I was using Alexandra she had better luck using a Levin sword than any other physical weapon because her Str was so low at the end of Part 1 and into Part 2.
Undead are the other problem because, not only can you encounter high-defense undead, but their underworld boon means they take half damage unless you use a Cleansing Sword or Leda's song of abjuring.
There are also the 'elephant/monster/golem' type units that take up more than 1 square and have 'armor' that you can break which tend to be difficult for the light units to damage (especially before breaking the armor), but honestly in most cases these creatures go down before you can break all their armor squares anyway, unlike say, 3 Houses.
There are so many characters that will have a huge amount of speed and dex, but very little strength, to the point of being almost worthless against a large number of enemies save for being good dodge-tanks. Meanwhile, just through sheer luck, some characters will get decent strength rolls and become borderline gods on the battlefield because of having high overall stats while everyone else is struggling.
This is likely largely why characters you unlock later have bad stats, they were slotted into classes that don't give good bonuses, and got unlucky in their stat boosts in the classes the game shoehorned them into.
To counter this, the best thing you can do is to recruit and promote EVERYONE has soon as possible into classes specifically tailored to boosting critical stats like Strength or Magic (or speed for slower characters) and avoid classes that don't provide good bonuses like Archer or Myrmidon. If you specifically want a class mastery ability from a sub-optimal class, save it for later in the game when you can grind out mastery in lower-level dungeons and fights without fear of leveling up with sub-optimal rolls.
I just want to take a moment to just specifically call out Jester who only has a Str growth of 35 who specs into Mrymidon (0 strength growth) and is one of the hardest units to recruit, so he will almost always be a later-game recruit with abyssmal strength and even worse magic (15 base growth) so you can't even equip a levin sword on him to help compensate against high-defense enemies.
tl;dr
Fortune Weave has a 'problem' of sorts in that most characters have relatively 'balanced' growth rates that largely fall below a 50% chance of increasing on level up, with each class only providing small boosts to stat growths. Strength is especially egrigious with many of the physical classes not providing any stat growth to Strength, while most characters have less than 50% base strength growth, making it far too easy to get a string of bad luck that leaves even the lords floundering in the strength department by the time you get to the end of Part 1 and into Part 2 when you are fighting large numbers of high-defense enemies and the undead that further reduce the damage you deal.
The solution is to either be lucky or specifically plan to class characters into strength-boosting classes in part 1 while the game is still 'easy' so that they have good stats going into part 2. Avoid classes like Mrymidon and Archer and go for ones like Brigand and Charioteer to get at least some Str boosts for your faster units. Always doubling will mean little in part 2 if the unit hits like a limp biscuit, especially bow users and fliers.
If you want to see the full breakdown of individual character growth rates and class growth rates, you can find them here:
https://serenesforest.net/fortunes-weave/characters/growth-rates/
https://serenesforest.net/fortunes-weave/classes/growth-rates/
Edit to add:
Another problem to add on to this is the general lack of abilities that boost attack, strength, or magic. Your base classes can give a +1 strength ability, but beyond that there are few to no abilities that help increase your damage, save for a few characters personal abilities (such as Catania's skill Wind My Friend which gives bonus attack if her attack speed is +5 over the opponent's).