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Motives - Version 7 vs Version 8
Sep 7, 2026, 01:29 AM
Corrected Motives from weapon-type-scoped to class-scoped, replaced the speculative rarity paragraph with the attested star tiers, added the stat and resonance schema, the acquisition routes and a table of the Motives named so far
Sep 7, 2026, 02:06 AM
Corrected wikilink existence flags; removed duplicate in-body wikilinks
11Overview2233Motives 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.4455Class Restriction6677A 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.8899The 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.10101111ClassMotive attested in that classSaviourThe Bloodbath MysteryOutlawThe Burning Stone MysteryGuardianThe Richness MysteryHeroThe Coin Mystery1212Character Weapons13131414The 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.15151616Some weapon examples from the beta:17171818The Detective uses a silver sword and sidearm gunAlf uses a lever-action shotgun that converts into a flamethrowerCinderella wields a flame sword and machine gunFirtho fights with a red saw cleaver that is a chainsawArgos uses a cane sword with a hidden blade and cane-gun modeLorin fights with electric boxing gloves19192020Rarity21212222Motives 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.23232424Stats and Resonance25252626The 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.27272828FieldWhat it holdsRarityStar tier, 3-star through 5-starClass restrictionThe single character class the Motive can be equipped toBase HPThe HP the Motive contributes at level 1Base ATKThe attack it contributes at level 1ResonanceFive refinement steps, each raising the value of the passiveAbilityA named passive with its own effect textSourceWhere the Motive comes from, a shop counter or a banner2929One 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.30303131How to Obtain32323333Motives 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.34343535Motives have also arrived outside the banners in both closed betas.36363737RouteWhat it gaveLogin tracksThe 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 fiveCrystal ExchangeThe first test's exchange stocked two Motives alongside a character, redeemed for Reactor CrystalsSterling MarketBasic Motives for each class, listed at 50,000 Ounces with a stock of one in the build documentedArgent DocksSpecific 4-star Motives at 90 Mind Shards each, with a stock of two3838Motives Named So Far39394040MotiveClassWhere it appearedThe Bloodbath MysterySaviourSecond closed beta login track, day fiveThe Burning Stone MysteryOutlawFeatured 5-star on the limited-time Monologue in the second closed betaRiddle of the Other HalfNot statedFirst closed beta sign-in track and character exchangeRiddle of CuriosityNot statedFirst closed beta character exchange4141Passive Effects42424343Each 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.44444545Because 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.