
The Idea
Fate Woven gives you spells. You earn XP from fights, and each level offers three cards to pick from. Abilities go on your bar. Runes are socketed into abilities to change them. You can swap both any time you are out of combat.
Levels And Drafts
Levels 1 to 3 offer abilities only. After that, even levels offer runes and odd levels offer abilities. Utility abilities start at level 11. The top level is 60. Every boss you beat gives a reroll token and a draft of strong runes. You can own the same ability twice, each with its own runes.
Keys
K: open the Runes panel.
Z: cast the readied ability.
B (hold): the ability wheel. Or use [ and ] to step through the bar.
H: pet mode. J: pet order.
Escape or jump: cancel a channel.
All keys can be changed in the config.
The Bar
You start with three combat slots and gain one more at levels 10, 25 and 40. You also have two utility slots. Utility abilities fit only in the utility slots. Abilities cost eitr or stamina and have a cooldown. Eitr is the pink bar and its numbers show on it; every tooltip says what the ability costs and what you have. A red ability icon means you cannot pay its cost right now; the icon shows how much it needs. A cast that finds nothing to hit costs nothing. Some are channels: you stand still while they run, but you can still turn and aim.
Eitr And Mastery
Eitr comes back faster out of combat. Each ability gains mastery as you use it and gets stronger up to a limit. Costs never go up as you grow.
Signatures
The first time you beat a boss, you choose its signature ability or its trophy rune; the other is lost for that character. Signatures are your strongest abilities, take no runes and show in gold.
Damage
Every number you deal splits by element, each in its own colour. A dimmed number was resisted and a bold one hit a weakness. Two settings under Visuals change this for you only: Split damage numbers (one number per element, or one total) and Damage numbers (off hides them all). Your ability damage also breaks things a weapon would break, such as beehives and pots, but not buildings, rock, ore or trees.
Runes
Each ability has an element slot, a few normal slots, an Epic slot and a Legendary slot. Runes of the same element stack: about +20% in a normal slot, +25% in the Epic slot, +30% in the Legendary slot. Epic and Legendary runes also change how an ability plays and break an enemy’s resistance to their element for a few seconds.
Sets And Special Runes
Rune sets give bonuses when you carry several pieces. Sworn runes tie an element to a god. Meta runes change how other runes work.
When cards open up
Cards open by character level, not by boss kills, so a player who levels fast still sees everything. Abilities, runes and blessings open in tiers:
| Biome tier | Opens at level |
|---|---|
| Meadows | 1 |
| Black Forest | 5 |
| Swamp | 12 |
| Mountains | 20 |
| Plains | 28 |
| Mistlands | 36 |
| Ashlands | 45 |
| Deep North | 53 |
A few abilities are held back until a higher level on top of that (Summon Mount opens at level 30).
A draft: three cards, pick one.
Your ability bar.
Only one of a kind
- Unique abilities: Summon can be in only one bar slot at a time. You can own several Summons with different runes and swap which one is slotted.
- One-per-group runes: some runes belong to a group, and you can have only one from each group. Shape: Cone, Nova, Beam and Downpour, one per ability. Path: Drifting, Zigzag and Wild Path, one per ability. Cost change: Kindred Blood and Duelist’s Focus, one per ability. Trigger: one Trigger rune on your whole bar. A second one will not socket, and the socket tells you why.
Fate Woven is designed by a human, who decides what it does and how it plays. The code is written by Claude, an AI model made by Anthropic, working from that design. The documentation is written by Claude too, and the icons are AI-generated.