Each character has a class or job that not only defines their skills and combat style, but it is an important and defining part of the character behind. For example, Araken is a monster hunter. This means that he has a set of skills to reflect that: quick strikes, counter attacks, crossbow bolts with different effects, etc. However, being a monster hunter is part of who he is, it shaped his personality, has given him an objective, something to do and to accomplish in life.
Classes are not just "I am a warrior because it says so in the menu." Classes are jobs, in the literal meaning of the word, not just the gaming term. Asher is a thief because he was raised and trained to be one. Sherr is a Druid because he was choosen to be one, something he accepted and welcomed with a smile in his face and hope in his heart. Karsten is a Judge-Knight because of family tradition and because he has a strong sense of what is right and what is wrong. In general, classes equal to a job, an occupation the character has and likes. The character has devoted their life to that class/job, training hard to be better at what they do.
Each character has a "class headquarters", where they can improve their weapons and armors, buy class-related items and accesories and complete quests and minor tasks. Of course, there will be a lot of NPCs to talk to and ways to learn more about the world and the lore. These "class headquarters" leads to the next element analysed in this section: job quests.
Job Quests: New skills and weapons
Each character belong to a class and has a corresponding "class headquarters" where you can freely travel. There is a set of skills for each character that are only unlockable through "job quests", a series of plot-related, lore heavy and character developing quests that have an increasing difficulty and offer great rewards in the form of the aforementioned skills and also new weapons.
Completing a job quest grants a new skill related that expands the role of the character in battle:
-As a Priestess of Light, Narissa will learn "Prayers", a type of buffing skills which are very useful in battle. Complete all quests to get a powerful and permanent passive skill.
-As an Expert Thief/Thief, Asher/Sherr will learn "Bombs", a type of throwing skills with different and explosive effects. Complete all quests to get "fragmentation" versions of the bombs hat target all foes.
-As a Mage, Rashana will learn "Erudition", a type of soul based magic that consumes HP and PM in exchange of dealing a lot of damage. Complete all quests to get a useful permanent passive skill.
-As a Judge-Knight, Karsten will learn "Shouts", a type of buffing skills that have an positive and negative effect on the character (e.g. raise max HP for 4 turns but lose 15% HP when it ends). Complete all skills to get a unique accesory.
-As an Engineer, Laani will learn "Gunslinger", that grants bullets with different effects. Complete all quests to gain a new weapon.
-As a Monster Hunter, Araken will learn "Elemental Bolts", which is self-explanatory. Complete each quest to receive new crossbows and all quests to receive his final crossbow.
-As a Druid, Sherr will learn "Alchemy", a skill used to brew potions. Completing each quest unlocks new recipes and completing all will grant a recipe for permanent stat bonus potions.
-As a Velaker (Scythe wealding blade dancer), Xander will learn "Shadow Magic", a dangerous but powerful magic. Complete all to receive his final scythe.
-As a Paladin, Heidek will learn "Divine Protection", a new set of protective skills that affect the allies but not the user. Complete all quests to receive his final shield.
In "Crystal Crown" you can't buy weapons nor will you find weapons normally in dungeons or dropped by monsters. The only way to get a new weapon is to complete tasks and quests for your "job headquarters". Each character has 5 weapons: first one is considered "regular", second is "normal", third is "average", fourth is "rare" and the last is "legendary". For example:
Araken uses swords. Regular, usual, longswords. Nothing too impressive, but he is comfortable using them. Now, say that you want a new weapon for him. Just go to the Order of Monster Hunters Headquarters and complete "Hunting Missions" to achieve "Hunter points". When you ahve enough, you can claim a new weapon.
However, this is not always the case: some characters will be asked to complete a series of quests either with the rest of the group participating or by themselves. Thieves will be asked to steal valueable relics from nobles and merchants. The Paladin will be tasked with heathen-dealing missions (in which you decide what to do, follow orders or not), etc. Sometimes you are asked to recover an ancient artifact as part of a "Job Quest", which will grant you a new weapon/armor/accesory.
The important thing here is that the player will need to advance each character in their classes/jobs to get them new weapons.
*Exception: Laani, the engineer, crafts her own weapons, but only after finding certain tools or after improving a weapon she alrwady own sufficiently. She will determine what she needs in order to craft a new weapon and then you will have to search for the materials and tools.
WEAPONS AND ARMOR
"Ok", you say, "I have a new weapon but is not that powerful. How am I going to defeat monsters with only five weapons?"
The answer is: by improving them. Weapons can be improved at blacksmiths and artificers (also called "crystalsmiths") up to +10 or up to +5, depending on the weapon. There are many forging materials to do so and they can be collected from mines, caves, dungeons and finally monsters, which will drop parts of them (horns, hide, etc) that can be later brought to a city to be processed into forging materials. Some weapons have a heavy lore background, explained during the quest involved in its recovery or after being rewarded with it. Other weapons are related to the background and story of a character.
Armors can also be improved, by the way. Some classes can wear various types of armor, but some others can only wear one type. There is head, shield, body, gloves and leg armor, in addition to necklace, ring, bracelet and earring slots. Accessories offer the usual elemental and state resistances, stat improvement, etc. I am working on a "full set bonus" for certain accesories and/or armors in the form of a passive buff or something like that.
There are several scattered across the world: in some towns, in each major city and in each "job headquarters". There are tiers for them, with the most basic ones being "Apprentice blacksmiths", who will only improve the first weapons of each characters. On the other side of the spectrum, "Master blacksmiths" can improve any weapon, except the final weapon of each character, which can only be improved by the blacksmith of the "job headquarters".
There is an exception: Laani, the engineer, her weapons (and only them) can only be improved by herself, providing that she has adequate tools and forging materials. Additionaly, some engineer equipment can only be improved by other engineers.
Crystalsmiths or artificers
There a few, settled in some of the major cities and key locations. As with blacksmiths, there are tiers, with only the crystalsmiths from the Garkon Tower Education and Research Facilities being able to improve legendary equipment.
I used customised Yanfly's "Item Synthesis" to create the menus for alchemy, as well as weapon and armor improving. With the recipe system the plugin offers I created several crafting menus for armor/weapon improvement, potion brewing, item creation, etc. The fact that you can open up the synthesis menu for just one recipe is also very helpful and honestly, it has been a life saver for an otherwise complicated but rewarding system I have set up.
I also use Yanfly's "Item Core" to add lore snippets on the info windows on the weapon/armor/item menus, sort of like Dark Souls do. I think it gives more meaning and life to the world, lore and item.