What this means

Two components working in one loadout does not establish a special bonus between them. A synergy needs an explicit rule or a repeatable interaction beyond ordinary compatibility.

Confirmed context

Officially confirmed

The developer describes switching combat classes and inheriting active and passive skills from learned classes.

Source: Emberville on Steam ↗

What would settle this question

  • Equipment rule
  • interaction trigger
  • comparison evidence
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KEEP YOUR OWN NOTES

Build Planner

Plan a class, weapon, armor and inherited skills separately. Save and compare personal loadouts without invented stats or a claimed meta.

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