Defeating enemies earns Weapon EXP for the active type and unlocks additional Sword Skills. You can equip up to three at once, so the goal is a complete toolkit—not three versions of the same attack.
Weapon level and Weapon EXP are different
Weapon EXP represents experience with a weapon family and opens its techniques. Smithy enhancement improves an individual weapon's parameters. Replacing a sword does not erase the value of your sword-family proficiency, while upgrading one sword does not develop your dagger skills.
Build a three-skill loadout
| Slot | Purpose | What to look for |
|---|---|---|
| Opener | Start pressure or close distance | Fast start-up, reach, manageable SP cost |
| Control | Stagger, knock down, hit a group, or create space | Utility that solves your weapon's weakness |
| Punish | Convert a parry, break, or boss recovery into damage | High output you can finish safely |
If a weapon already closes distance well with normal attacks, it may not need a second gap closer. If it struggles against groups, an area skill can be more valuable than a slightly stronger single-target move.
SP is the limit on your burst
Sword Skills consume SP quickly. Emptying the entire bar on the first enemy leaves no answer for the next threat. Use normal attacks and partner pressure to create a window, spend one appropriate skill, then let SP recover while you reposition.
When to train another weapon
Stay focused until your main weapon has a comfortable three-skill kit. Branch out when a different family solves a recurring problem—such as shield access, crowd coverage, ranged pressure, or stagger—not merely because a new drop has a higher number.