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Weapons, attributes & skills

The conventional RPG substrate under the flashy systems. It's worth documenting because almost every choice here is tuned for respec-friendliness and legibility rather than novelty: the progression layer stays out of the way of the combat and build layers.

Weapons: scaling letters, one element, milestone passives

Each character has their own weapon roster. A weapon card shows Power, an inherent element (Physical, Fire, Ice, Lightning, Earth, Light, Dark, Void), and attribute scaling letters (S/A/B/C/D), Souls-style: the weapon's damage grows with specific attributes, so weapon choice and attribute spending are one decision.

New Weapon pickup card showing scaling lettersA pickup card states the whole contract up front: Power 52, physical, scales C with Vitality, D with Agility. Source: Game UI Database.

Weapon comparison in the equip menuComparing Lanceram and Noahram: same UI grammar as the pickup card. No affix soup; two weapons differ by number, element, and scaling pair. Source: Game UI Database.

Weapons level from 1 to 33 (a number the fiction owns). Levels are gated by ascending Chroma Catalyst tiers (base → Polished → Resplendent → Grandiose → Perfect for the final level), which are availability-gated by story progress and endgame dungeons. Weapons unlock unique passives at levels 4, 10, and 20, so upgrading is a build decision, not just a bigger number. Duplicates of an owned weapon auto-level your copy.

Weapons tab of the inventoryThe full roster is small and readable; every weapon stays viable in principle because upgrade materials, not drop RNG, set its level. Source: Game UI Database.

Attributes: five dials, cheap resets

Leveling grants 3 attribute points (and 1 skill point). Five attributes each feed two derived stats: Vitality (health), Might (attack power), Agility (speed, i.e. turn frequency), Defense (damage reduction, crit), Luck (speed, crit). Crits deal +50%.

Attributes screen with derived-stat breakdownThe screen shows its math: Attack Power 49 = 17 base + 32 weapon; Speed 212 = 200 + 12 from a Picto. Transparent arithmetic is rare in JRPGs and makes theorycrafting a menu activity instead of a wiki activity. Source: Game UI Database.

Respec is a consumable, Recoat, spent at any expedition flag to reset one character's attributes or skill tree. Recoats are common enough (enemy drops, merchants) that mid-game reinvention is a real option; combined with catalyst-driven weapon levels this makes the whole progression layer soft-committed.

Skill trees: unlock many, equip six

Each character has a lattice-shaped tree of active skills with per-node point costs. The constraint that matters is downstream: only 6 skills are equipped at a time, swappable freely outside combat. The tree is a catalog; the loadout is the decision, opportunity-cost-loadout applied to actives. Monoco is the deliberate exception: no skill points, his tree fills by hunting Nevron types (see character kits).

Gustave's skill treeDiamond lattice, locked nodes, costs of 1 to 10 points, and the Recoat counter in the corner: the reset is advertised inside the spend screen. Source: Game UI Database.

Cosmetics stay cosmetic

Wardrobe screenOutfits and haircuts carry zero stats. In a game this build-dense, keeping one whole menu consequence-free is itself a design choice. Source: Game UI Database.

Patterns this exemplifies

  • opportunity-cost-loadout: six equipped skills from a big tree; scaling letters welding weapon choice to attribute allocation.

Released under the MIT License.