Luminary Proficiency System
Grow sword, bow, and magic glove skill by fighting—not menus—with shared progression across solo and co-op.
Proficiency in Luminary measures how adept your character becomes with each weapon through repeated use in combat. Refractive Entertainment pairs this use-based growth with real-time weapon swapping among sword and shield, bow, and magic glove at Early Access launch August 11, 2026. Unlike static class levels alone, proficiency rewards the weapons you actually bring to camps, tower assaults, and world elites—while shared progression ensures co-op friends keep account-wide advancement aligned. This guide explains how proficiency accrues, how it interacts with gear and town upgrades, and how to plan specialization without trapping your party.
Proficiency is not a replacement for player skill: dodging, blocking, and swap timing still matter at max proficiency. It modulates damage consistency, stamina efficiency, or unlock tiers depending on Early Access tuning—verify patch notes when numbers shift. Think of proficiency as long-term muscle for each weapon line parallel to your mechanical mastery from controls hub bindings.
How proficiency increases
You gain proficiency by using a weapon in live combat contexts: landing melee combos, successful blocks, charged bow shots, magic glove bursts, and sustained encounters against camp groups. Idle standing, town crafting menus, and traversal without combat do not substitute real practice. Demo sessions already reward repeated bow and shield strafing—carry that habit into Early Access farming routes.
Each weapon tracks separately. Neglecting magic glove proficiency while maxing bow leaves swap chains weak when camps cluster adds at melee range. Rotating weapons during intentional practice sessions beats accidental imbalance when drop-in friends carry fights.
Proficiency vs gear and town progression
Loot from camps and tower rewards modifies stat lines—attack, defense, light damage—while proficiency reflects skill with weapon movesets. Town upgrades described in pre-release materials further amplify account progression and persist across solo, co-op, and planned New Game Plus. Proficiency and town tiers together define power; neither alone completes a melee build or ranged build.
Shared progression means proficiency earned solo carries when joining three-player online sessions documented in shared progression. Conversely, co-op carry runs still increase your proficiency only when you personally use a weapon—sitting idle avoids growth.
Specialization vs swap generalist
Three paths dominate Early Access planning:
Dual-main proficiency — Focus two weapons (melee plus bow is common) with glove as tertiary swap.
Single-main mastery — Push one weapon for tower DPS checks; party covers gaps via roles and party tips.
Balanced tri-weapon — Keep proficiency within one camp tier of each other for swap-heavy play in weapons overview.
Compare relative payoff using weapon tier list snapshots after major patches.
Co-op etiquette and proficiency
Friends with higher melee proficiency should tank camp openings; lower proficiency players practice bow on add waves without pulling boss aggro early. Communicate swap windows so glove bursts land during stagger—not during friendly melee combos.
Drop-in players may join with skewed proficiency; adapt routes rather than forcing respecs if systems allow respec at all in Early Access—confirm in-game when launching. How co-op works covers session rules independent of proficiency math.
Farming routes without burnout
Rotate camps with mixed enemy types so all three weapons gain ground. Towers provide burst proficiency when mechanics repeat—learn patterns from locomotion controls approaches to minimize downtime between pulls.
Avoid menu grinding exploits; Refractive targets skill-based ARPG identity. If an exploit appears, expect hotfixes—legitimate use in varied encounters future-proofs accounts.
Early Access and 1.0 outlook
Proficiency formulas may rebalance when new weapons or skills arrive during the roughly one-year Early Access toward 1.0. Investment still represents time spent, not lost purchases. Track developer blog and Steam community announcements alongside builds hub updates.
Pair proficiency planning with platform comfort: Steam Deck controls players may prefer bow proficiency if melee frame timing strains on handheld—proficiency follows device choice only through what you successfully execute in combat.
Frequently Asked Questions
Quick answers to the most common Luminary questions.
Does proficiency grow only by dealing damage?
Combat use drives growth—hits, blocks, shots, and spell actions in live fights. See [weapons overview](/builds/weapons-overview/) for per-weapon roles.
Is proficiency shared between co-op players?
Each character has personal weapon proficiency. Account progression and town upgrades share via [shared progression](/coop/shared-progression/).
Can I respec proficiency in Early Access?
Respec rules depend on launch build—check in-game menus at Early Access start. Plan paths using [melee build](/builds/melee-build/), [ranged build](/builds/ranged-build/), and [magic build](/builds/magic-build/) before hard committing.
Which weapon proficiency should I level first?
Melee stabilizes early camps; bow helps towers. Compare [weapon tier list](/builds/weapon-tier-list/) and your party role in [roles and party tips](/coop/roles-party-tips/).
Does proficiency reset on New Game Plus?
Pre-release interviews mention progression carrying across playthroughs—confirm exact rules at 1.0. Until then, treat proficiency as permanent time investment.