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Orbments

Coverage

What the party can do between them, and what it is protected against.

100% is immunity. Anything less is a chance to resist.

Reference

Look-up tables, read from the game’s own data.

Quartz on this page
QuartzElemental valueEffectWhere it is
Accessories you have or need
AccessoryStatsResistsWhere it is
Weapons, armour and footwear you have or need
GearKindStatsWhere it is
How gear is picked
  • Three lines per chapter. Shops sell one weapon per character, one armour and one footwear. Chests hold a second line: armour and footwear with STR or with ATS on top, and for some characters a stronger weapon. There is one of each.
  • Upgrades. An orbal factory turns a piece into its + version for U-Material and monster parts. A chest piece is a little behind the upgraded shop piece until it is upgraded too, and ahead of it afterwards.
  • Ranking. Each piece is scored for the character: their attack stat (STR or ATS) and both defences count in full, the other attack stat a fifth, a point of SPD as eight. The best piece they can have right now is the one shown.
  • Men's and women's cuts. Chest armour and footwear can only be worn by men or only by women. Shop gear and weapons have no such limit. A piece is never suggested for someone who cannot wear it.
  • One copy. A chest piece goes to whoever gets the most out of it. On a tie the chapter's priority order decides.
  • Materials. Upgrades are paid for from your bag in order of gain per U-Material. What you cannot afford yet is listed as waiting, not as a step.
  • Reserve. Characters on the bench only get what is spare. Nothing is bought or upgraded for them.
How orbments work
  • Lines. Every slot sits on a line that starts at the center. The center slot counts for every line.
  • Elemental values. Each quartz adds points to one or more of the seven elements. The game adds them up per line; that is the Value box in the orbment menu.
  • Arts. An Art unlocks when a single line reaches its requirement. Points on different lines do not combine, which is why a character with one long line casts far more than one with four short lines.
  • Locked slots. A slot with a coloured arc above it only takes quartz of that element. White slots take anything.
  • One of a kind. Two quartz of the same family, such as Action 3 and Action 4, cannot sit on one orbment.
  • Ranks. A higher rank of a quartz usually adds one elemental point and a little more of its effect. The extra point is often what unlocks the next Art.
  • Resistances. 100% is immunity. Lower numbers are a chance, and the best single source counts on this page.

It shows one chapter at a time. Notes for later chapters are already written, but they stay sealed until your save reaches that chapter.

What is verified, and how
ClaimChecked against
Chapter, party, what you own and have slottedRead directly from the save file
Line paths and slot locksThe game's own orbment table, generated per character. The four in-game screenshots match it.
Quartz colours and elemental valuesThe game's own quartz table
Which Arts a layout givesComputed from the game's own Arts table
Art EP costs and descriptionsThe game's own skill table
Accessory stats and resistancesThe game's own item table
Weapon, armour and footwear stats, and who can use a weaponThe game's own item table. Silver Intention's gear lists agree, apart from one typing slip on their side.
What shops sell and when, and upgrade recipesThe game's own shop table, with the story flags in your save. Kamigame's armour list gives the same recipes.
Which chest holds which piece of gearThe game's own chest and place tables. Silver Intention lists the same places.
Which armour and footwear are for men or for women onlyThe flags in the game's own item table (16 pieces of each kind per cut). Which character is which is read off the model file numbering, which fits all eight characters checked; a piece worn in your save that contradicts it switches the rule off for that character.
That upgrades are done at an orbal factoryInferred from the shop table (only factories carry the upgrade list). Not checked in game.
Which piece is best for a characterA score, not a game fact: see “How gear is picked”. The damage formula is not known, so close calls are judgement.
Quartz effectsThe game's own item table, worded with the game's help text. Effects whose numbers could not be checked against in-game text are left out.
HP, EP, CP, gear and bagRead directly from the save file, as of the last save
Portraits, icons and menu artThe game's own textures, extracted from your install. Gear icons are the ones the item table names. All quartz use the plain orb of their element; the game's sparkle variants are not used because the table does not say which quartz get them. Status icons are matched to their names with the Combat Notebook screenshot on the official 1st Chapter site.
The look of this pageModelled on the game's camp, orbment and Bracer Notebook screens, from its own textures and the official 1st Chapter screenshots
English namesThe game's own English tables
Quartz locationsKago chest lists and Kamigame's quartz list agree
Party rules and boss mechanicsKamigame and Silver Intention walkthroughs

Known source errors, so they are not reintroduced:

  • Silver Intention's Arts table lists Time for the Tear line. The game uses Mirage.
  • Kago lists Jade Guard as Wind 2 and Topaz Guard as Earth 2. The game has Wind 3 and Earth 3.
  • Earlier versions listed “Divine Cross” and “Black Bangle X”. The English names are Divine Cloth and Black Bangle+.
  • Earlier versions said “Elize Turnpike”. The game calls it Elize Highway.
  • Earlier versions gave Breeze an item range of +30m. The game's table has +10m.
  • The guide's accessory list leaves out SPD +5 on Force Seal+ and Victory Headband. The game's table has it.

Not verified: whether specific bosses resist specific debuffs, and what “All status ailments” covers exactly.

Sources these sites spoil later chapters

Japanese guide sites. Their menus, sidebars and full lists cover the whole game, so opening them risks spoilers.

  • Kamigame — walkthroughs, quartz and accessory lists
  • Kago — chest lists, quartz and Arts tables
  • Silver Intention — walkthroughs and per-chapter builds
Change log

v31 — 2026-10-11

  • A quartz you hold that outranks what a build asks for is now slotted instead of left in the bag: a Gem takes the place of the rank 4 quartz of its kind. The notes only ask for a Gem once the story sells it, so Gems picked up earlier were never used. The step to raise the slot to level 3 comes with it. A one-off goes to whoever the notes build for what it gives: the party’s wall for HP and the defences, a damage dealer for attack.
  • In the chapter where Arts only work with a certain accessory on, the page now puts one on whoever is built to cast before weighing anything else, and offers a spare one to the others under “Optional”: without it they lose Overdrive, with it an accessory slot. The save reader stopped one item short of it and of one other accessory, so the page never saw them in your bag.

v30 — 2026-10-07

  • The game writes its chapter-clear save at the very end of a chapter and does not save again until you are inside the next one, which can open by asking you to pick a party. The page follows the save, so it was still on the old chapter at that prompt. It now says so at the top of Next Steps, and a button there shows the next chapter’s opening pick: who is fixed, who to take and why. Nothing else of the next chapter is shown until the game saves in it.
  • The overlay says the same in one line.
  • An accessory made from other accessories now counts the ones in your bag towards it, and a step’s gain line mentions CP effects.

v29 — 2026-10-06

  • Accessories are now planned the way weapons and armour are. The page used to show one fixed pair per character, written back in Chapter 4, so nothing you picked up since was weighed. It now ranks every accessory you own for each of the four you field, gives a one-off to whoever gets the most out of it, and turns the result into steps: wear the spare in your bag, take one from the bench, or upgrade one you hold at an orbal factory with materials you have.
  • An accessory that would have to be bought is offered under “Optional”, with the price, and never made a step: the page does not read your mira. One you are short of materials for is listed under “When you have the materials”.
  • Each build leans one way: the party’s wall values DEF, ADF and HP, a damage dealer values its attack stat, everyone else is in between. What someone already wears counts for a little more, so nothing is swapped for a gain too small to feel.
  • A few pieces of gear are made from something a shop has stocked since it opened, paid for in accessories instead of U-Material. The page now knows these, counts the spare accessories as their materials, and offers them as optional with the shop’s name: the game’s tables do not say whether you can reach that shop right now.
  • The help window of an accessory says what an orbal factory makes of it at this point of the story. Effects that were missing from the help text are worded (the Proxy Puppets, two others).
  • Checked again for every chapter to the end with a test save at every objective: no accessory is planned twice, nothing is taken from someone who is away, materials are never overspent, and the advice settles once followed.

v28 — 2026-10-06

  • Who is locked into the party, and who is away, is now read straight from your save: it keeps a flag for every member, the same ones the party menu’s padlocks show. Nothing is inferred any more.
  • Every chapter to the end of the game was run through the save reader, the planner, the page and the overlay with a test save for each objective and each party change. What that turned up is fixed: members who join later were outside the part of the save the reader looked at; some shops synthesize quartz of their own, and sell gear of their own, that the planner did not know about.
  • Everyone you can field has a build in every chapter they are with you. In this chapter that adds Olivier.
  • When fewer than four are fielded, the lineup block says who would come next if the party menu lets you add more, and does not ask for swaps it cannot know are possible.
  • Quartz and gear on someone who is away for now are no longer counted as within reach. A step that would otherwise synthesize a second copy says who holds the first.
  • One notice, instead of several, when the live server window is older than the page.

v27 — 2026-10-06

  • Who is locked into the party, and who is away, now comes from the game’s own event scripts and not from guides. The build replays every party change the scripts make, and the page shows the one that holds for the events your save has passed.
  • This corrects Chapter 5 in Rolent, where Scherazard is locked in and the page used to suggest swapping her out.

v26 — 2026-10-06

  • New: the page reads your sepith and every slot’s level. When a quartz on the upgrade list can be synthesized with what you have, that is now a step, with the cost, and the upgrade list marks it “you can make it now”.
  • New: when a slot is too low a level for the quartz the build puts there, raising it at a workshop is a step too, with its cost.
  • The to-do list and the overlay open with one “workshop” line listing everything to synthesize and every slot to raise in a single visit.
  • When the notes say a nearby chest holds a quartz and you own none yet, one slot waits for the chest instead of spending sepith on it.
  • Chapter 5: Agate is fixed for the three hunts around Bose, as the game’s party menu shows. The notes had him as a pick.

v25 — 2026-10-06

  • New: a suggested lineup for where your save is. The members the game requires come first, then the best of the others who are with you, each with the reason. When your four differ, the chapter notes, the to-do list and the overlay say who to bring in for whom.
  • Chapter 5 is now split into its five stretches, each with its own lineup and notes, including the three hunts around Bose.
  • Fixed: someone already wearing a weapon could be told to buy a second copy of it, when its upgrade was judged not worth the materials.

v24 — 2026-10-06

  • New: the page knows where in the chapter you are. It reads the current objective from the save’s story flags, and when the story sets the lineup for a stretch it says so under “Right now”, on the to-do list and in the overlay, at that point and not before.
  • Chapter 4: the stretch where the game sets the lineup itself is now covered. The notes used to say the same four played the whole chapter, which was wrong.
  • Tita’s chapter 4 entry now reads as a build she can be played with, not as a bench note.

v23 — 2026-10-05

  • New: an in-game overlay. With live mode running, start-overlay.cmd draws the next steps in a corner of the game. It is a separate click-through window, shows only while the game is in front, and Ctrl+Alt+O switches list, badge and off.
  • The plan is now worked out by one shared file, so the page and the overlay cannot disagree.

v22 — 2026-10-05

  • The build now covers everything you equip. Each character has an Equipment list under the orbment: weapon, armour, footwear and both accessories, with what to wear, how to get it and what it adds.
  • Gear advice is worked out from the game's own tables: what shops sell at this point of the story, what each chest holds, and what an upgrade costs. Live mode checks it against the gear and materials in your bag.
  • Upgrades you cannot pay for yet, and ones that add little for the U-Material, are listed apart from the steps to do now.
  • The bag shows spare gear and upgrade materials. The reference has a gear table and a note on how gear is picked.
  • Fixed: the portrait on each character banner was stretched into an oval.
  • Fixed the same day: chest armour and footwear are for men or for women only, and the first version ignored that (it sent Edel Girders+ to Kloe).

v21 — 2026-10-05

  • New look, modelled on the game's own menus: parchment and gears, title banners, cream list windows, navy status cards, and Bracer Notebook pages for the notes.
  • Hover, focus or tap a quartz, accessory, Art or item and a help window says what it is, what it does and where yours are.
  • Live mode uses more of the game's art: menu furniture, the Bracer emblem, standing art in the party status, cut-ins on the character banners and status icons.

v20 — 2026-10-05

  • Live mode now uses the game's own art, read from your install: character portraits, quartz and item icons, element icons and the orbment face. It stays on this PC; the published copy keeps the drawn look.

v19 — 2026-10-05

  • The orbment is a round dial again, with the slots on a regular hexagon as in game.
  • New: party status (HP, EP, CP and gear as of the last save), party Arts, status protection, healing items in the bag, and look-up tables for quartz and accessories.
  • Accessory stats, quartz effects and Art costs now come from the game's own tables instead of guides.
  • Spacing and navigation tidied; the nav marks the section you are reading.

v18 — 2026-10-05

  • Chapters. Notes for every remaining chapter are written and sealed; the live page opens each one when your save reaches it, and the published page asks before opening the next.
  • The party is read from the save. Cards follow who is actually in your party, with reserve builds kept below.
  • Orbment lines now follow the real path from the center outwards, taken from the game's own table.
  • Arts for each layout are computed from the game's Arts table.
  • The upgrade list counts copies, so it works once rank 4 quartz can be synthesized.
  • New design.

v17 — 2026-10-05

  • Live mode: run the local server and the page follows your save by itself.

v16 — 2026-10-05

  • Synced to the actual save file. Slot locks and quartz values checked against the game's own data.
  • Accessories corrected to what you own. Boss prep uses accessories already in your bag.

v15 and earlier

  • Moved from a Markdown file to this page; slot locks read from screenshots; Bastion moved from Kloe to Zin; Action 4 moved from Estelle to Schera.