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.
| Attribute | What it does |
| Vitality | Raises the health pool. Nothing else |
| Might | Attack power — increases all damage dealt, not just melee |
| Agility | Speed: how often the character acts in a battle |
| Defence | Reduces incoming damage |
| Luck | Critical rate — the chance of landing a critical hit |
What a level gives you, and how far it goes
| Per level | Amount |
| Attribute points | 3 |
| Skill points | 1 |
| Lumina Points | Your 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.