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AP & Gradient economy

Two currencies run combat: AP (per character, the skill fuel) and the Gradient gauge (party-wide, the ultimate fuel). Both are earned by playing well on defense as much as offense, which is what welds the reactive layer to the strategic layer.

AP: earned by hand

AP is displayed as pips under each character portrait. The flows:

SourceAP
Base Attack+1
Each successful Parry+1 per parried hit
Perfect Dodge with the Dodger Picto (and similar Luminas)+1, once per turn
Small/regular Energy Tint (item)+3 or more to one ally
Skills−3 to −7 typical
Aim shots−1 each

Attack tutorial: "Try attacking to gain 1 AP"The tutorial duel drills the base loop: attack to bank AP, spend it on skills. The right panel already advertises the other half: Gustave's arm charges "by dealing damage, dodging & parrying." Source: Game UI Database.

The consequence: your defensive performance funds your offense. A player who parries a four-hit string comes out of the enemy turn richer than they entered it; a player who face-tanks pays twice, in health and in tempo. This is the sharpest economic statement in the design, and also the root of its most-criticized dynamic (parry strictly dominates dodge for anyone who can execute it; see design tensions).

Skill tooltips in combat showing AP costsSkill select mid-fight: Lumière Assault (3 AP, crits generate an extra Charge) vs Overcharge (4 AP, spends all Charges). Costs sit right on the buttons. Source: Game UI Database.

The Gradient gauge

Below the party frames sits a shared segmented bar that fills as the fight goes on: dealing damage, taking turns, defending well. It pays for two things:

  • Gradient Attacks: per-character cinematic ultimates unlocked through the story, costing one or more full segments.
  • Gradient Counters: the only answer to attacks flagged with the special indicator, which can't be parried.

Because the gauge is party-wide, spending it is a group decision: a Gradient Counter spent to survive is an ultimate you can't cash later. One pool, two uses, offense vs insurance: shared-party-gauge logic applied at the per-fight timescale, a close cousin of the fixed budgets in loadout-as-budget.

Items: tints

Combat item menu with three tint typesTints: Healing (30% HP), Energy (+3 AP), Revive (30% HP ally revive). Stock is small and refills at every expedition flag, Estus-style, so hoarding is pointless and using them is never a long-term loss. Source: Game UI Database.

The refill-at-flag design (see world & camp) keeps the item economy per-attempt instead of per-playthrough: a deliberate anti-hoarding stance borrowed from Souls bonfires rather than from JRPG shopping.

Patterns this exemplifies

  • shared-party-gauge: one party-wide resource with competing offensive and defensive uses.
  • reactive-turn-based: the AP flows are what make the real-time layer strategically legible rather than cosmetic.

Released under the MIT License.