At Assembly Lv 30, Commission becomes available In Shop. You can now Commission merchants to gain high-quality Mounts and Cloaks.
You have about 20% to meet the next Dealer.
The Dealers above Regular will only disappear upon being commissioned (Upgrading Shop will not create Mid-level Horse Dealer).
Senior Horse Dealer and Superior Horse Dealer will appear following the same pattern (20% chance)
The level of the Shop has nothing to do with the color grade of the acquired equipments. Higher dealers will grant you higher color mounts and claoks.
Each commission increase Cool down by 10 min, up to a max of 2 hours.
Auto commission is available at lv 50, with Aide lv 4.
Armors: Needed to defend against valor attacks.
All heroes need an armor. Put best armors on heroes up front. Armor has most effect on heroes with high valor attribute.
Cloaks: Needed to defend against spirit attacks (Battle Magic: attack done by hero with morale above 100)
You can put cloaks on every hero, enhance them when you need to defend better against BM attacks.
(Cloak is not essential in early game if you can prevent ennemies from getting 100+ morale... depends on your strategy)
Weapons: Increase valor damage
Put your best weapons on these heroes
Mechanical type
Archer,Infantry,Cavalry
Mounts: Increase spirit damage (Mount is only used when hero is above 100 morale)
You can put Mounts on these heroes
Infantry
Calvalry
Archer
Put your best mounts on heroes with Battle Magic that does the most damage: (you decide which one you like better)
All-Out Ounslaught: Attacks all enemy troops. Great offensive attack
Soul-Taking Arrows: One target and huge damage.
All-Around Ambuscade: Can put frontal enemies to chaos/stunned.
Strike in Column: This deals damage in a straight column. Good offensive strategy depending on ennemy formation
The Armory building is unlocked at level 101 Assembly and you can use gems (dropped in campaign battles from Tartarus+) to add additional attributes to red or purple gear. (Required to upgrade Armory to lv 101 to use)
Effect of Armory/Enchanting
Armory give stats (valor/spirit/element) to the hero equipping the enchanted item.
You can only enchant red and purple equipment!
Ex:
Just like you get more stats when you wash your heroes. The hero equipping above item would have 30/40 more spirit.
Ex: (not equipping the above equipments)
You can only enchant at 90% Psyche Gauge or higher, or use 3 Gold per enchant. (Nov 18 update removed enchant with gold)
Enchant cool-down (5min each) is combined with enhance cool-down. Cool down goes red at 20+min.
Success rate is low and does NOT depend on Psyche Gauge.
Here are the attributes you can get from Armory:
New Echantment yields:
Some= -2 to +3
Plenty= -1 to +4
Bountiful= 0 to +5
Cost of Enchant:
Red equipment start at 5,17,30 gems respectively at +0 attribute
Gems cost goes up as the current attribute increases.
Purple Equipment cost twice as much as red equipments.
1. Use the some option. It is believed that there are hidden PG for enchants, thus resulting in successive successes or fails. This should be the best/least expensive way to enchant. Only down side is some people will lose all their stats on an item if extremely unlucky. Usually stop enchanting for the day once u have the first fail.
2. Use the bountiful option. In the version 140 update, fails on bountiful option no longer result in minus stats. Thus given enough gems, u can always max out enchants. the down side is, this cost way way too much. Also given the 140 update, bountiful can no longer give +6,+7 stats, it's range is reduced to [0,+5]. Currently our 130 version should be [-2.+7].