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GUIDE

Attributes & Level-Up

Levelling up grants attribute points to spend on each character's stats, and weapons scale off specific attributes. Pointing your levels at the stats your weapon and role actually use is a quiet but major power multiplier.

The core stats

❤️ Vitality
Raises max HP — survivability for characters that take risks or lack sustain.
💪 Might
Boosts physical power; the go-to for melee and weapon-scaling damage dealers.
🏃 Agility
Improves speed and turn order so your key characters act sooner.
🍀 Luck & Defence
Luck feeds crits and effects; Defence cuts incoming damage for your front-liners.

Allocating points

  • Check what your equipped weapon scales with, then pump that attribute.
  • Don't spread points thin — a focused stat line beats a jack-of-all-trades every time.
  • Give risky burst characters some Vitality so a mistimed parry isn't fatal.
  • Re-plan allocation if you switch a character to a weapon that scales differently.

Stat priorities by role

  • Melee damage (Gustave, Maelle): Might first, then Agility to act sooner.
  • Casters and status (Lune, Sciel): the stat their weapon scales with, plus Luck for crits.
  • Front-liners: Vitality and Defence to survive taking the hits.
  • Everyone: enough Vitality that one mistimed parry isn't an instant death.

The five attributes, and what each one actually does

The descriptions in-game are short enough to be misread. Agility in particular is not «damage with fast weapons» — it is turn frequency, which is a different thing to build for.
AttributeWhat it does
VitalityRaises the health pool. Nothing else
MightAttack power — increases all damage dealt, not just melee
AgilitySpeed: how often the character acts in a battle
DefenceReduces incoming damage
LuckCritical rate — the chance of landing a critical hit

What a level gives you, and how far it goes

Per levelAmount
Attribute points3
Skill points1
Lumina PointsYour total equals your level — see Pictos & Luminas
Every attribute hard-caps at 99, and each has a softcap before that where the returns flatten. Scaling is the same for every character, so there is no hidden per-character bonus to hunt for — the difference between two characters is their weapon and their mechanic, not their stat growth.
You can undo this. A Recoat refunds every spent attribute point, through the upgrade menu at an Expedition Flag. So a wrong allocation is a consumable item, not a ruined character — which is worth knowing before you spend an hour reading about breakpoints. Spend to your weapon’s letter grades first: see how scaling works.

Still to verify

The five definitions, the 3 + 1 points per level, the cap at 99 and the Recoat respec. The exact softcap values per attribute are not given here because sources disagree on them. Written from public sources, not from a playthrough.
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