Overview
Motives are the equippable items that sit alongside a character's own weapon in Silver Palace. Each one carries a rarity, a restriction to a single character class, base HP and ATK values, a named passive ability, and a ladder of resonance steps that scale that passive. Motives are pulled from their own banner family rather than out of the character pool, which makes them the equipment layer the game has shown most of.
Class Restriction
A Motive is labelled by the character class it applies to, not by a weapon type. Official listings name them in exactly that form: a 5-star Motive, Saviour, and a 5-star Motive, Outlaw, were both given out during the second closed beta, and every Motive panel in that build reads as applying to characters of one named class. Saviour, Outlaw, Hero and Guardian Motives are all attested by name, and Witness appears as a Motive class label as well. Victim, the sixth class, has no Motive attached to it and no playable character either.
The practical consequence is that a Motive does not decide what weapon a character swings. The weapon belongs to the character and does not change with equipment; the Motive slot decides which stat and passive package that character runs, and it can only hold a Motive built for that character's class.
Class | Motive attested in that class |
|---|---|
Saviour | The Bloodbath Mystery |
Outlaw | The Burning Stone Mystery |
Guardian | The Richness Mystery |
Hero | The Coin Mystery |
Character Weapons
The weapons themselves are fixed to the characters who carry them. Characters playable in the Monotype Beta used revolvers, shotguns, machine guns, flamethrowers, swords, cane swords, cleavers and gauntlets, and no equipment choice moves a character off the weapon they were designed around.
Some weapon examples from the beta:
The Detective uses a silver sword and sidearm gun
Alf uses a lever-action shotgun that converts into a flamethrower
Cinderella wields a flame sword and machine gun
Firtho fights with a red saw cleaver that is a chainsaw
Argos uses a cane sword with a hidden blade and cane-gun mode
Lorin fights with electric boxing gloves
Rarity
Motives use the same star tiers as characters. 5-star Motives are attested by name in official reward announcements, and the second closed beta's own probability disclosure lists 5-star, 4-star and 3-star Motives in every Motive pool, with 3-star results making up the large majority of them. Basic 3-star Motives for each class were also sold outright in the Sterling Market across the beta builds, which puts a floor under the tier: a player who never pulled a Motive still had one for each class they fielded.
Stats and Resonance
The Motive panel in the second closed beta build carried a consistent set of fields, and that is the clearest view of the item schema the game has shown.
Field | What it holds |
|---|---|
Rarity | Star tier, 3-star through 5-star |
Class restriction | The single character class the Motive can be equipped to |
Base HP | The HP the Motive contributes at level 1 |
Base ATK | The attack it contributes at level 1 |
Resonance | Five refinement steps, each raising the value of the passive |
Ability | A named passive with its own effect text |
Source | Where the Motive comes from, a shop counter or a banner |
One 3-star entry from that build fills the shape in: a Hero-class Motive listed 144 HP and 14 ATK at level 1, a passive named Downpour Chase, and five resonance steps scaling 15, 18.75, 22.5, 26.25 and 30 percent. The spacing is even, so each refinement adds the same 3.75 points rather than back-loading the gain into the last step. These are figures from a test build and a test economy, not launch values.
How to Obtain
Motives have a banner family of their own. Revelations, the recruitment system, splits into Repertoires that feature characters and Monologues that feature Motives, so a Motive pull is targeted separately from a character pull and spends its own currency: Deduction Shots on the limited-time Monologue, Insight Shots on the standard one. The rates and guarantees for both are set out on Gacha System.
Motives have also arrived outside the banners in both closed betas.
Route | What it gave |
|---|---|
Login tracks | The first test's five-day sign-in paid a Motive on day four, and the second test's fourteen-day track paid a 5-star Saviour Motive on day five |
The first test's exchange stocked two Motives alongside a character, redeemed for Reactor Crystals | |
Sterling Market | Basic Motives for each class, listed at 50,000 Ounces with a stock of one in the build documented |
Specific 4-star Motives at 90 Mind Shards each, with a stock of two |
Motives Named So Far
Motive | Class | Where it appeared |
|---|---|---|
The Bloodbath Mystery | Saviour | Second closed beta login track, day five |
The Burning Stone Mystery | Outlaw | Featured 5-star on the limited-time Monologue in the second closed beta |
Riddle of the Other Half | Not stated | First closed beta sign-in track and character exchange |
Riddle of Curiosity | Not stated | First closed beta character exchange |
Passive Effects
Each Motive has a unique passive ability that affects combat performance. These passives interact with the Silverdrip System and Catalyst mechanics, meaning the right Motive choice can amplify specific build strategies. For example, a Motive with a passive that boosts damage during character swaps synergizes with aggressive Silverdrip spending.
Because the passive is tied to a class rather than to a weapon, a Motive built for one class is dead weight on any other, and the five resonance steps are where a Motive gets stronger rather than the base stats. Related pages: Dichotomy Beta and Combat System.