Arm Thyself
Weapons and armour are key to survive any battle. Beyond adding protection and increasing parameters, many pieces of equipment come with important benefits you should keep track of.
Finding equipment or purchasing it lets you unlock new classes. Actively searching for new types of weapons and armour will greatly improve the versatility of your Mercenaries.
Armour
Armour comes in two categories, Light Armour and Heavy Armour. Classes using Heavy Armour generally focus on more survivability, while those donning Light Armour are often faster and can move across the battlefield with greater ease.
Some pieces of armour have unique passive effects. Make sure to find the best synergy between a class and the armour they wear.
Weapons
Weapons improve offensive capabilities and teach new techniques. Abilities become available by equipping the weapon that teaches it. Once used enough in battle, the ability is learned permanently and the Mercenary can learn the next.
Passive abilities are a bit different. Performing any action in combat while having the weapon equipped that teaches a passive ability will contribute to learning it permanently.
Cross Class
Once an active ability is learned, it can be “Cross Classed”. Each unit can use up to 3 abilities they’ve learned from any other class on top of the ones they have as their current class. Either augment the strengths of your current class with abilities from others, or cover weaknesses. Passive abilities cannot be cross classed, and are only available when the unit is the associated class.
Stay versatile, with a well equipped party and your victory over foes is almost always certain.
Humorism
The old techniques of manipulating the alchemy in the human body have been a staple of combat ever since their discovery. It is vital to master these concepts, for your enemies have already done so as well…
The 4 Humors
The body contains 4 different humors, each a distinct colour:
- Nigredo, the black humor
- Rubedo, the red humor
- Albedo, the white humor
- Citrinitas, the yellow humor
Many abilities, aside from their usual effects, often apply “stacks” of imbalance of these humors, indicated by the coloured markers above the ability icon. Each unit can have a maximum of 3 stacks of each colour on them.
The 4 Catalysts
Usually these stacks do very little on their own, but they can be “Catalyzed” into catalysts, using a “Catalyzing Ability”. Almost all units have an ability like this, based on the type of weapon they have equipped. Striking a target with this ability will combine the valid combinations of Humors into Catalysts. Like the Humors, there are 4 different catalysts:
- Crimson Catalyst, combined Rubedo and Nigredo
- Bronze Catalyst, combined Rubedo and Citrinitas
- Silver Catalyst, combined Albedo and Nigredo
- Gold Catalyst, combined Albedo and Citrinitas
To help visualize the relation between humors, you can use the “Alchemy Wheel” in combat to see if the humors are adjacent and form a combination.
Creating a Catalyst will consume the valid stacks, and deal significantly increased damage to the target. Combined with Trinkets, each of which having a unique effect when utilizing Humorism, will cause devastating effects on the targets.