Don't tease Foster because he's carrying around a stuffed animal.
The Status page was somewhat of a direct opposition to Seltaire's thoughts of a rather minimalistic Status screen, containing a combination of stats, weapon mastery, and skills. (Art: finbeard with edits by bchantech)
Stats: Contains an overview of your various core stats, which each should be self-explanatory.
- STR acts as a multiplier on a melee weapon's Base DMG.
- DEF determines how much damage is resisted. It has diminishing returns, so you can never get to 100% damage resist.
- ACC determines the chance to hit and crit, and critical damage for ranged weapons. It plays more of a factor for ranged weapons, where they rely on strong critical hits to deal most of the damage.
- EVA determines chance to evade an attack. Less effective against ranged attacks.
The Long Goodbye had no less than 11 stats on the status page, in which four seemed important for battle purposes, and the rest I had to consult a GameFAQs guide about what they do, only to find out that no guides were published on the game.
So as a Dragoon - which is better on the field, Agility, Dexterity, or Mettle? Or just go for a STR build?
Weapon Lv: The bonuses varied throughout development.
The first draft was that higher levels reduced the cooldown (time to act again) by 1% per level, up to mastery 15. But KY wanted to give incentives for characters to use a variety of weapons as well as having each weapon being distinct in some way, so their mastery bonuses for each weapon were changed accordingly, and a core stat is increased for every weapon level. Weapons still have a flat damage increase or a crit rate + dmg increase per level. Since it takes a long time to level up at higher masteries, I wanted it to make sure that doing so was worth it instead of mastering another weapon and taking a stat increase instead, so the damage bonus now scales up relative to Weapon XP.
There's now a mastery labeled Endurance, increased by eating food items. I decided to have this bonus simply because there needed to be some way to raise HP, and I didn't want armor to be the only way, other than character-dependent skills. It also makes eating (more costly) food a viable option than simply buying cheap potions to heal.
Weapon XP is independent for each weapon and gained from successful hits and damage done instead of winning battles, although there may be other ways to gain mastery levels instead of fighting.
Other Tabs: Two other tabs not in this image are skills, which tell you what skills were learned (maybe assign an SP cost later to prevent characters from spamming overpowered abilities), and Misc stats.
Gear Names: My rule with creating mockups: When it comes to items, never use them as placeholders. If there's an item showcased in a screenshot, it must appear in the game somewhere. There's like a hundred or so different shops in the game and anything is possible, so there's plenty of room to be creative (and possibly make references at the same time).
A good example above is Jelly Amigurumi, a unique item which is bought at Green Tea Grass for 2500 SH (which is a reference to the Etsy store of the same name). It's supposed to be a decorative item for Foster's house, but you get a minor boost in stats just by holding it.