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