You know, when I first started playing Avowed, I was immediately drawn to the combat system. The way each weapon type feels distinct in skirmishes is genuinely compelling - you can almost feel the weight difference between a heavy two-handed axe and a nimble dagger. But here's the thing that struck me as odd: despite how much the combat encourages experimentation, the game makes it surprisingly difficult to actually get your hands on different weapons. I remember spending hours exploring, expecting to find cool weapons in chests or as quest rewards, only to come up empty-handed most of the time. This scarcity creates what I like to call the "Noble Jili difference" - that moment when you realize this game approaches weapon progression differently than most RPGs.

When merchants do offer weapons, their prices are so heavily inflated that I found myself sticking with whatever random gear I stumbled upon rather than strategically building my arsenal. This creates this interesting dynamic where you're forced to make do with what the game gives you rather than what you might prefer to use. I personally love this approach because it pushes players out of their comfort zones - I never would have discovered how much I enjoy spear combat if I hadn't been forced to use one when my preferred sword broke during a particularly tough dungeon crawl.

The real challenge comes when you start investing in ability upgrades. Here's where I think the game's design gets really interesting - while you're encouraged to experiment with different weapons naturally through scarcity, the upgrade system pushes you toward specialization. I've found that spreading your limited ability points across multiple weapon types makes you mediocre at everything, whereas focusing on one-handed weapons and buffing their damage and critical chances proves far more effective in the long run. During my last playthrough, I calculated that specializing in swords gave me approximately 40% more damage output compared to when I was splitting points between swords and axes earlier in the game.

What's fascinating is how this creates tension between the game's loot system and its progression mechanics. You're constantly finding these cool weapon combinations that seem fun in theory - like my personal favorite, the sword and pistol combo that lets you deal massive damage but requires constant evasion - but the game's RPG systems don't necessarily support these experimental builds. I've spent probably 15-20 hours trying to make unconventional combinations work, only to find that my character was significantly less effective than when I stuck to traditional builds.

Here's my practical advice based on multiple playthroughs: embrace the scarcity early on. Use whatever weapons you find, but pay close attention to which types feel most natural to you. Around level 10-15, you should start specializing rather than continuing to experiment. The game's economy seems designed to punish players who try to maintain multiple high-quality weapons - I found that maintaining and upgrading just two primary weapons cost me about 60% less gold than trying to keep four different weapon types viable.

The Noble Jili approach really shines through in how it handles this weapon progression paradox. While other games might give you abundant tools to experiment with, Avowed makes you earn your specialization through both scarcity and strategic upgrade choices. I've come to appreciate this design choice, even though it initially frustrated me. There's something satisfying about finally finding that perfect weapon after hours of searching and having your specialization choices pay off dramatically in combat.

What I'd recommend for new players is to treat the early game as an extended trial period. Test every weapon you find, even if it's not your preferred style. Make mental notes about what feels good and what doesn't. Then, when you hit that level 10-15 threshold, commit to your chosen specialization fully. Don't make my mistake of continuing to dabble in multiple weapon types - I wasted about 8 ability points in my first playthrough trying to make a sword-and-magic build work when I should have just focused on one or the other.

The beauty of discovering the Noble Jili difference is recognizing that this isn't your typical RPG where you can easily respec or collect every weapon type. The limitations are intentional, and they create a more meaningful progression system where your choices actually matter. I've found that players who embrace these constraints rather than fighting against them tend to enjoy the game much more. My current playthrough has been my most successful yet - focusing solely on one-handed weapons has made combat much more manageable, and I'm spending less time worrying about gear and more time enjoying the story and world. That, to me, is the real value of understanding Avowed's unique approach to weapon progression.