Zephyr, Leanne and Vashyron builds
Vashyron carries the most HP and weight, Zephyr is close behind, Leanne is lightest. Weight limits jump between level 41 and 70, which is when dual wielding works.
There are three playable characters and no class system: Zephyr, Leanne and Vashyron all use the same weapons and the same parts. What separates them is durability, carrying capacity and the skill table each one unlocks every four levels.

The three of them
| Character | What they are | Practical role |
|---|---|---|
| Vashyron | The veteran, 26, leader of the trio | Highest HP and highest weight limit, so he carries the heavy gun |
| Zephyr | 17, raised in the seminary, the experiment's only success | Slightly lower HP and weight than Vashyron, still a frontline carrier |
| Leanne | 21, the trio's third member, subject 20 of the same experiment | Lowest HP and lowest weight limit, so she is the lightest build |
That ordering is not flavour text. HP and weight limit both rise with character level, and the same level-up gives Vashyron more of both than Leanne. Building Leanne like a second Vashyron is the most common way to end up with a character who cannot equip what you bought.
Levels and what they actually give
- HP and weight limit rise every level. Nothing else scales automatically.
- HP gains stay steady until about level 195, then roughly halve.
- Weight limit gains jump by about half again between level 41 and 70, then flatten.
- Weapon skills unlock every four levels, in three tracks: handgun, machine gun and thrown weapons.
The weight window matters most. Between roughly level 35 and 70 the party stops being weight-starved, which is when dual-wielding two guns stops being a per-character exception and becomes the default.
The skill tracks
Each character unlocks a skill every four levels in each of the three weapon tracks. The tracks are identical in structure and different in order: one character's handgun track opens with a damage multiplier, another's opens with a knockdown bonus. Both are useful; they point at different habits.
The practical read is that you do not choose a build by picking skills, because you get all three tracks anyway. You choose a build by deciding which weapon each character fires most, then making sure the weight budget supports it.
Three loadouts that work
Vashyron: heavy handgun plus machine gun. He can carry the weight, so he gets the parts that make conversion hit hardest. Put the expensive barrel here.
Zephyr: machine gun primary, handgun secondary. His job is building scratch quickly while staying mobile; the handgun is the finisher when the meter is full.
Leanne: light handgun plus support equipment. Give her the Magazine Case, the First Aid Kit and the lightest gun that still converts. She is the character most likely to be over the weight limit, so parts that trade weight for charge speed are bad buys on her.
Equipment slots are part of the build
The First Aid Kit, Grenade Box and Magazine Case are not inventory items you use from a menu; they are equipped, and each costs a slot. A character with no Magazine Case cannot fire elemental rounds. A character with no First Aid Kit cannot heal in battle.
That means every build is really three decisions: which guns, which parts, which support items. Deciding all three at the same time is what keeps a character under the weight limit.
Where the numbers come from
The relative HP and weight ordering is documented in the game's level tables, and the weight-limit thresholds are the same source. Skill unlock levels follow the four-level pattern in the per-character skill tables. This page does not quote damage formulas, because the game does not publish them and community figures vary by build — see gun customization for the stats that are measurable.
Sources: character level and skill tables as documented on the Resonance of Fate wiki, official character pages on the tri-Ace site, checked 2026-10-31.