The equipments slots are: Weapon, Host, Armor, 2 Accessories, Artifact. Currently, weapons do not give stats (I'm using a Stat Allocation system for Leveling up), you use them based on the "Element" of the attack: Slash, Pierce, and Blunt. Different Weapons also apply various affects, swords and sharp edged weapons all have a chance to apply a bleed, blunt weapons have a chance to stun and Pierce has a chance to pierce through armor and cause a defense debuff. Armor increases your HP but not your Defense or any other stat. It's used to counteract the Weapon Elements. For instance, some heavy armor may provide reduced damage from Slash attacks on you. You can have 2 accessories. An accessory can increase your stats by a small amount, but are more important for being able to increase your Elemental Damage and Resistance.
My game is all about ghosts and such, so the Host is a Ghost that "Hosts" you. Through combat you can salvage the Spirit of the Ghost and equip it as a Host, granting 3 skills to cast. Hosts have a fairly unique skill pool, the 3 selected are determined by the Spirit's prefix. A "Vengeful Ghost" will select attack based skills from that pool while a "Gracious Ghost" will select heal or buff type skills from the pool. There will be overlap for the skills that various ghosts are capable of giving off, but the prefix is meant to give you more options for your playstyle. So far I'm thinking of using Vengeful, Gracious and Wise as the prefixes, Wise being for magic attacks. There will be certain Hosts who are especially powerful in one prefix than another, so getting the right one will be beneficial. I'm still thinking about how to make the other prefixes viable, however, I don't really want a go to prefix for every Host because that would be limiting on the player. I think the Host system is the part I'll need the most feedback on. Here when I say "Ghost", I'm using at as a filler word for whatever name the Ghost could have. Vengeful Nekomaru, Gracious Mary, or Wise Mary are examples of what I mean.
The Artifact grants 1 Unique Skill. So, each party member will have at most 4 skills to cast (besides the ones I'll get to later). The Artifact's ability will usually be extremely powerful and cost the most mana or even cost HP. Artifacts are rare, some bosses drop them, others are Hidden in the world or found through side quests. I'm still deciding what constitutes being powerful enough for an Artifact only skill.
Just to clear up some possible confusion, like stated before, I'm using a Stat Allocation system. So when you level up, you can put a point into STR, DEF, INT, RES (magic defense), AGI, and LUK. Your HP can increase through your Armor and by a small amount every level up, but your MP is always 3. Every skill costs 1 MP (besides some Artifact skills). Every party member is given 2 free spells, Transfer and Mend. Mend is a Self Only Heal that costs 2 MP (for now). Transfer allows you to give a point of MP to another party member. Right now, Transfer and Guarding are the only ways to regain MP. I would like to remove Guarding and replace it with you restoring MP whenever you kill an enemy, but I've yet to find a way to do it.