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The guide › Combining

Combining

Take what you know and make something new. Put a sword and a school of fire together and you hold a blade that burns. Put frost, fire and lightning together and you hold a storm that leaps from foe to foe. Every combination is read from what went in, so the skill you make is yours: shaped by the way you play, named for what it does, and grown by using it.

Swordfighting 40+Ice Magic 40
“This will be a weapon strike that slows.”
Unstable: 0%Ritual 3 s · Simple

What combining is

Every skill, spell and ability you have can go into a combination. Put in two to 5 of them, each at level 5 or more, and the game reads them: what family each belongs to (a weapon, a school of harm, healing, a guard, shaping, a craft), which elements they carry, and how much power they bring. From that it builds a new skill with an ability of its own. It goes into your spellbook (P) and onto your bar, and it levels and evolves like any other skill.

What you give

The skills you put in become the new one: they are used up. Spells and abilities are kept, but their rank goes back to Novice.

What you get

A new skill that does what its inputs say: a sword with ice in it slows, lightning with stone stuns, water with life heals. If the window promises it, it does it.

Who decides

Nobody rolls your result. The same inputs at the same levels always make the same skill, and the window tells you what it will be before you commit.

How to combine

  1. Open the combine window with J (Esc → Keys & presets shows yours). It lists your skills, then your spells and abilities.
  2. Pick two to 5. Each must be level 5 or more (for a spell or ability, its skill's level). A spell cannot go in with its own school, and nothing can be picked twice.
  3. Read the promise. Under your picks the window says what you will make (“This will be an arc that stuns.”), the tier, how long the ritual takes, and how unstable the attempt is.
  4. Press Combine and hold still. The ritual takes 3 to 6 seconds and costs 10% of your maximum mana. You cannot start one in a fight.
  5. Use it. “You have created …!” Your new skill starts at half the average level of what went in (two level-40 skills give a level-20 skill; never above 50), so it is useful from the first cast.

What decides the result

First the game picks the result's shape: what kind of thing it is. Then it fits the effects to that shape. There are nine:

Weapon strike

A swing of the weapon you hold, with its reach and its damage roll, carrying the element you mixed in. Paid with stamina.

Weapon shot

A shot from your bow, crossbow or thrown weapon, out to 25 m. Stamina and one arrow, bolt or throw.

Spell

A cast to 20 m, for mana, in one of four forms: a bolt at one foe, a burst that catches those near it, an arc that jumps foe to foe (70% each jump), or a fan of bolts.

Mend

A heal. On you at Simple; from Compound on you and every ally round you.

Ward

A protection on you for some seconds: less damage, a barrier that soaks blows, resistance, faster mana and stamina. From Prestige it covers allies near you.

Zone

A patch of ground that burns, slows, roots or heals everything in it, every second, for 6 to 12 seconds.

Wall or pillar

Stone Shaping's stone, raised in front of you, with something extra built in.

Veil

You fade. Creatures hunting you lose you, and for a few seconds they notice you only up close. Attacking ends it.

Knack

Half an hour of more yield and faster work at the crafts and gathering that went in. No cost; an hour to come back.

How the shape is chosen

Each input belongs to a family, and each family brings a share of the combination's power. The first rule that fits wins:

  1. A named recipe matched: its own shape (see below).
  2. Weapon skills bring 40% or more of the power: a weapon strike (a shot if the bow, crossbow or thrown weapon weighs more). Any magic in it rides on the blow, so it hits as fire, ice or lightning.
  3. Stone Shaping brings a third or more: a zone if an element went in with it (burning ground, mud, frost), otherwise a wall or pillar.
  4. Guards (Defense, Block, the hardenings and resistances, Meditation) bring half or more: a ward.
  5. Gathering and crafting bring half or more, and no harmful magic went in: a knack.
  6. More healing than harm went in: a mend. On an exact tie the reaction decides: a healing reaction (Sacred Spring, Galvanic Bloom, Living Stone…) makes a mend, any other a spell.
  7. Shadow and stone met (Shadowstone), or only stealth holds the set together: a veil.
  8. Anything else is a spell: an arc if lightning leads or the reaction chains, a fan if a fan spell went in or air leads something wide, a burst if the reaction or an input spreads, otherwise a bolt.

A spell or ability counts as what it does, not only its school: Tide Mend is a healing input although Water Magic is a school of harm. A combined skill put back in counts as its own shape.

What each element and weapon adds

Whatever leads the result gives it its damage type and, if no reaction took the place, a twist of its own:

ElementAdds
FireA burn for 6 s
IceA slow
LightningThe arc: it jumps to more foes
WaterA lighter slow
AirA knockdown
StoneA stun
ShadowA drain: you heal part of the damage
LifeHealing (it leans the result toward a mend)
WeaponAdds
Sword, ThrownA bleed
Axe, ArcheryA slow
Staff, CrossbowA knockdown
Mace (Bludgeoning)A stun
DaggerA short stun
SpearA root
UnarmedA daze (no abilities for a moment)

In a ward each guard brings its own part: Defense cuts the damage you take (15 to 30% by tier), Block adds a barrier that soaks 5 to 16% of your health, Meditation brings your mana and stamina back 30 to 60% faster, a hardening or resistance cuts that one kind of damage by 20 to 50%, and Stun Resistance makes stuns and knockdowns 30 to 60% shorter.

With weapons and no element, the leading weapon names the blow (a Slash, a Cleave, a Thrust…) and the next one gives the twist. All of one element (three fire spells, say) makes a pure result: no reaction, but 15% more power and a name of its own. More elements than a result has room for are not wasted: each adds 5% power.

Elements and reactions

When two elements meet they react, and the reaction names the result and adds a twist of its own. At Simple the twist takes the second place; from Compound it comes on top of everything else, and from Prestige at full strength. clash marks elements at odds with each other: they still react, but the attempt is 10% more unstable for each such pair.

ElementsReactionWhat it adds
Fire + Waterclash Steam Disorients the foe: 40% of its blows miss and its steps wander
Fire + Iceclash Steam Disorients the foe: 40% of its blows miss and its steps wander
Fire + Air Wildfire The burn spreads to every foe it hits
Fire + Lightning Plasma 25% more damage, and it bursts 2 m round the target
Fire + Stone Lava Leaves burning ground under the target
Fire + Shadow Darkfire 20% more damage
Fire + Life Ash Silences: the foe cannot cast for a moment
Ice + Water Slush Slows the foe
Ice + Air Blizzard Slows every foe it hits
Ice + Lightning Hailstorm Turns it into a burst that catches the foes near the target
Ice + Stone Permafrost Roots the foe where it stands
Ice + Shadow Void Cold Silences: the foe cannot cast for a moment
Ice + Life Frosted Growth Heals you over time
Lightning + Waterclash Stormtide Jumps to one more foe
Lightning + Air Thunderstorm Turns it into a burst that catches the foes near the target
Lightning + Stone Lodestone Pulse Stuns
Lightning + Shadow Darkstorm Drains: you heal part of the damage dealt
Lightning + Life Galvanic Bloom Heals you as it hits
Water + Air Tempest Knocks the foe down
Water + Stone Mud Leaves slowing mud on the ground
Water + Shadow Dark Water Disorients the foe: 40% of its blows miss and its steps wander
Water + Life Sacred Spring Heals you and every ally round you
Air + Stoneclash Dust Storm Disorients the foe: 40% of its blows miss and its steps wander
Air + Shadow Voidgale Silences: the foe cannot cast for a moment
Air + Life Pollen Storm Makes you faster on your feet
Stone + Shadow Shadowstone Hides you from creatures (a veil)
Stone + Life Living Stone Heals you over time
Shadow + Lifebreaks None These two tear each other apart. See the break.

Blood and Soul magic are not in the world yet; their reactions are waiting for them.

Power and tiers

Every input adds to the combination's power: a skill below level 50 adds its level, from 50 it adds 1.2 times its level, and from 80 one and a half times. A spell or ability weighs as its skill does, and 10% more for each rank it has reached. A Transcended skill weighs three times the top level. If one input outweighs another more than three times over, the two are mismatched and the total is cut by 15%. Below a power of 30 the combination fizzles. Above it, the power sets the tier:

Simple
Power 30 to 119

Two inputs, one clean effect and a rider. Two skills at about level 15 get here.

  • 2 effects
  • Bursts 2.5 m · arcs jump 1 · fans of 3
  • Mends reach you; wards cover you
  • 10 mana or 8 stamina · cooldown 6 s (wards and zones 30 s)
  • Ritual 3 s · steady from the start
Compound
Power 120 to 199

A third effect, and a reaction's twist on top instead of in place of one. Two level-50 skills, or three at 40.

  • 3 effects
  • Bursts 3.5 m · arcs jump 2 · fans of 3
  • Mends reach you and allies within 4 m; wards cover you
  • 18 mana or 10 stamina · cooldown 8 s (35 s)
  • Ritual 4 s · steady from Synthesis 25
Prestige
Power 200 to 449, three or more inputs

Control lands on everyone hit, not only the target. Three skills at about 56, four at 50 or five at 40.

  • 4 effects
  • Bursts 5 m · arcs jump 3 · fans of 5
  • Mends reach you and allies within 6 m; wards cover you and allies within 6 m
  • 28 mana or 12 stamina · cooldown 10 s (40 s)
  • Ritual 5 s · steady from Synthesis 50
  • Named “Grand …”
Apex
Power 450 and up, with a Transcended skill

The top: a Transcended skill and two strong companions. You will know when it happens.

  • 5 effects
  • Bursts 7 m · arcs jump 4 · fans of 5
  • Mends reach you and allies within 8 m; wards cover you and allies within 8 m
  • 40 mana or 14 stamina · cooldown 12 s (45 s)
  • Ritual 6 s · steady from Synthesis 75
  • Named “Mythic …”

Every result is held to the same worth for its tier, whatever its shape, so no shape is the “right answer”: a ward is as good a choice as a fireball. A combined skill is built to be better than the abilities it came from, so giving two skills up is worth it, and it gets no pass on the rules for control: at most one hard control (stun, root or knockdown) each, elites take half, bosses shrug it off.

The window's promise, and how unstable it is

Before you press anything, the window tells you the truth. The promise line says what you will make, in plain words: “This will be a weapon shot that silences.” “This will be a mend round you that heals over time.” “This will be binding ground that roots.” Beside it is the instability: the chance that a successful combination lashes back. It is the very number the server rolls against, never more.

Unstable: 4% under 10%: green, steady.
Unstable: 18% 10 to 24%: amber, a risk.
Unstable: 44% 25% and up: red, think twice.
BREAKS opposed magic: it will break.

What makes it unstable

  • Reaching too high: +15% for each tier above what your Synthesis supports (Compound is steady from Synthesis 25, Prestige from 50, Apex from 75).
  • Mismatched inputs: +8%.
  • More inputs: +4% for each past two.
  • Clashing elements: +10% for each pair (Fire and Ice, Fire and Water, Air and Stone, Lightning and Water).

What steadies it

  • Synthesis: every level takes 0.2% off. You learn it the first time you try a combination, and every attempt that is made (a success or a backlash) trains it.
  • Synthesis evolutions: 3% off for each step you have taken on its paths.
  • Instability never goes above 60%.

The ritual

Combining is not a click, it is a ritual. When you press Combine, the mana is spent and your character draws the power in, hands gathered, on the cast bar: 3 seconds for Simple, 4 for Compound, 5 for Prestige and 6 for Apex. A blow, a step away or a stun breaks it. So find a quiet place: you cannot begin in a fight, and a wolf at your back will cost you the mana.

When it goes wrong

Combining can fail, and it is meant to feel fair: every risk is shown before you commit, Synthesis makes you better at it, and losing your skills only ever happens when you have said yes three times.

OutcomeWhenWhat you lose
Refused A rule is not met: an input below level 5, a spell with its own school, the same pick twice, in a fight, too little mana, or still fatigued. Nothing. The window says why.
Fizzle The power is under 30: your skills are not strong enough together yet. The ritual's mana (10% of your maximum). Nothing else.
Interrupted A blow, a step away or a stun broke the ritual. The ritual's mana. Nothing else.
Backlash The combination worked, but rolled under its instability. You take 10% of your health. Every input is kept, but each skill loses its progress toward its next level and each spell its rank, and Synthesis needs 60 seconds to settle before the next try.
Break Only truly opposed magic: Shadow with Life. The window shows BREAKS in red and asks three times: Combine, Confirm, then “Break them”. The inputs are destroyed and you are hurt. (A Transcended skill comes back at a quarter of its level.)

Forbidden things

A break is not always only a loss. Some of what is torn apart does not simply vanish: the right opposed pair, at the right levels, broken on purpose, can leave behind something forbidden that no window will ever promise you. What, and from what, is for the brave to find out.

Named recipes

A few pairs of skills (not spells) make something the world already has a name for: a recipe, with a shape and an ability of its own. Put in exactly the two skills and nothing else, and the window names it (“a known combination”). Here is what each one does, and a hint at what goes in; the finding is yours.

Flameblade

Weapon strike

“The oldest recipe there is: steel, and the heart of the forge.”

A swing of your weapon that hits as fire, and the wound burns for 6 s.

Infernal Cleave · two skills, each at level 5 or more

Vitality Chef

Mend

“Every healer knows the way to the heart is through the kitchen.”

Heals you and every ally within 4 m over 10 s.

Restorative Feast · two skills, each at level 5 or more

Runic Forging

Ward

“Teach the anvil a word of stone.”

20% less damage for 10 s, and a half-hour knack for the anvil.

Runeward · two skills, each at level 5 or more

Lodestone

Spell (arc)

“Ore from deep below, and the sky's own spark.”

Lightning that jumps to two more foes and stuns the first for 1 s.

Lodestone Pull · two skills, each at level 5 or more

Treewarden

Zone

“The woodcutter asks the earth to hold what runs.”

A patch of binding ground for 8 s: foes who stand in it are rooted.

Bramble Ground · two skills, each at level 5 or more

Thunder Pillar

Shape (pillar)

“Raise the stone, then teach it to crackle.”

Raises a pillar that shocks every foe within 3 m, each second for 8 s.

two skills, each at level 15 or more

Nightshot

Weapon shot

“A bowstring drawn where no light falls.”

An arrow that hits as shadow and silences for 2 s.

Night Arrow · two skills, each at level 15 or more

Gale Lance

Weapon strike

“A long point, and the wind behind it.”

A thrust a metre longer than your weapon, hitting as air and knocking the foe down for 1 s.

Gale Thrust · two skills, each at level 15 or more

Shieldwall

Ward

“Two ways of standing your ground, made one.”

25% less damage and a barrier of 8% of your health, for 10 s.

two skills, each at level 15 or more

Veil Step

Veil

“A short blade, and a shadow to keep it in.”

You fade from sight for 6 s, and your first blow out of the veil deals 50% more.

two skills, each at level 15 or more

Wildcraft

Knack

“Everything the wild gives, taken twice as well.”

Half an hour of 25% more from the plants you pick and the bodies you skin.

two skills, each at level 15 or more

Still Waters

Mend

“A quiet mind, and water that does not move.”

Heals you and every ally within 6 m over 8 s, and their mana and stamina come back faster.

two skills, each at level 15 or more

Counterstroke

Weapon strike

“Turn the blow aside, then answer it.”

A swing of your weapon, and 20% less damage taken for 3 s after it.

two skills, each at level 15 or more

Gale Step

Ward

“Light feet, and the wind under them.”

25% quicker on your feet and 10% less damage for 12 s, on you or a friend you target.

two skills, each at level 15 or more

A recipe answers only to its own two skills. Add a third, or a spell, and the game makes something new from what you gave it instead.

What you can make: examples

Real results from the game's own engine, with the numbers at the made skill's level 20 (damage and healing grow with the skill's level; times and percentages stay). The instability is shown at Synthesis 0, 25 and 50.

Flameblade

Weapon strike Simplerecipe
Swordfighting 40Fire Magic 40

“This will be a weapon strike that hits as fire.”

Costs
8 stamina
Cooldown
6 s
Reach
A foe in your weapon's reach
EffectAt level 20ForOn
Fire damage28 + your weapon's roll–the target
Burn5 a second6 sthe target
Unstable at Synthesis 0 / 25 / 50: 0% 0% 0%

Storm Slash

Weapon strike Compound
Swordfighting 80Lightning Magic 80

“This will be a weapon strike that stuns.”

Costs
10 stamina
Cooldown
8 s
Reach
A foe in your weapon's reach
EffectAt level 20ForOn
Lightning damage33 + your weapon's roll–the target
Stun–1 sthe target
Bleed5.2 a second4 sthe target
Unstable at Synthesis 0 / 25 / 50: 15% 0% 0%

Gale Arrow

Weapon shot Simple
Air Magic 40Archery 40

“This will be a weapon shot that knocks down.”

Costs
8 stamina and an arrow
Cooldown
6 s
Reach
A foe within 25 m
EffectAt level 20ForOn
Air damage23 + your bow's roll–the target
Knockdown–0.8 sthe target
Unstable at Synthesis 0 / 25 / 50: 0% 0% 0%

Steam Bolt

Spell (bolt) Compound
Fire Magic 80Ice Magic 80

“This will be a bolt that disorients.”

Costs
18 mana
Cooldown
8 s
Reach
A foe within 20 m
EffectAt level 20ForOn
Fire damage48–the target
Disorient–2 sthe target
Burn3.5 a second6 sthe target
Unstable at Synthesis 0 / 25 / 50: 25% 5% 0%

Grand Steam Arc

Spell (arc) Prestige
Fire Magic 80Ice Magic 80Lightning Magic 80

“This will be an arc that disorients.”

Costs
28 mana
Cooldown
10 s
Reach
A foe within 20 m, then 3 more at 70% each
EffectAt level 20ForOn
Fire damage60–the target
Disorient–2.5 sthe target
Burn5.8 a second6 sthe target
Slow45%3 sthe target
Unstable at Synthesis 0 / 25 / 50: 44% 24% 4%

Grand Wildfire Burst

Spell (burst) Prestige
Stone Shaping 80Fire Magic 80Water Magic 80Air Magic 80

“This will be a burst that knocks down.”

Costs
28 mana
Cooldown
10 s
Reach
A foe within 20 m, and everyone within 5 m of it
EffectAt level 20ForOn
Air damage45–the target (60% round it)
Burn3.9 a second6 sall hit
Knockdown–1.3 sall hit
Slow45%3 sall hit
Unstable at Synthesis 0 / 25 / 50: 58% 38% 18%

Frosted Growth Mend

Mend Simple
Ice Magic 40Life Magic 40

“This will be a mend that heals.”

Costs
10 mana
Cooldown
6 s
Reach
You
EffectAt level 20ForOn
Heal30–you
Heal over time1.9 a second6 syou
Unstable at Synthesis 0 / 25 / 50: 0% 0% 0%

Grand Steadfast Ward

Ward Prestige
Defense 80Meditation 80Block 80

“This will be a ward round you that cuts the damage you take.”

Costs
12 stamina
Cooldown
40 s
Reach
You and allies within 6 m
EffectAt level 20ForOn
Ward: less damage taken25%9 syou and allies near
Focus: mana and stamina back faster50%9 syou and allies near
Barrier: soaks damage12% of max health9 syou and allies near
Unstable at Synthesis 0 / 25 / 50: 34% 14% 0%

Dust Storm Field

Zone Simple
Air Magic 40Stone Shaping 40

“This will be air ground that slows.”

Costs
10 mana
Cooldown
30 s
Reach
The ground within 20 m: 3 m across, for 6 s
EffectAt level 20ForOn
Air damage over time4.5 a second6 sall in the zone
Slow25%3 sall in the zone
Unstable at Synthesis 0 / 25 / 50: 10% 5% 0%

Stone Wall

Shape (wall) Simple
Defense 40Stone Shaping 40

“This will be a raised wall that cuts the damage you take.”

Costs
10 mana
Cooldown
30 s
Reach
The ground 2.5 m ahead
EffectAt level 20ForOn
A stone wall rises––the ground
Ward: less damage taken15%8 syou
Unstable at Synthesis 0 / 25 / 50: 0% 0% 0%

Shadowstone Veil

Veil Simple
Mining 40Shadow Magic 40

“This will be a veil that hides you.”

Costs
8 stamina
Cooldown
30 s
Reach
You
EffectAt level 20ForOn
Veil: creatures lose sight of you–4 syou
Unstable at Synthesis 0 / 25 / 50: 0% 0% 0%

Tanner Knack

Knack Simple
Leatherworking 40Skinning 40

“This will be a knack for leatherworking and skinning.”

Costs
Nothing
Cooldown
1 hour
Reach
You
EffectAt level 20ForOn
Knack: more yield, faster work15%30 minyou
Unstable at Synthesis 0 / 25 / 50: 0% 0% 0%

Your combined skill grows

A made skill is a skill like any other. It levels as you use its ability, and its damage and healing grow with it. It carries the level bonuses of the skills it came from at 60% of their pace (sword damage and stamina from Swordfighting, cheaper spells from a school). It can be combined again. And it has an evolution path of its own, Fusion, counted in uses of its ability; each step also waits for the skill's level. What a step gives depends on what the skill is:

StepUsesSkill levelA blow or a spellA mendA ward, knack or veilA zone or a wall
Quickened12515 15% shorter cooldown15% shorter cooldown15% shorter cooldown (a buff is still up at most half the time, so one that already lasts half its cooldown, like a knack, is not cast sooner)15% shorter cooldown
Harmonized50030 15% more damage15% more healingIts buffs last 22.5% longerIts ground and stone last 22.5% longer
Perfected1,50050 22.5% more damage again22.5% more healing againIts buffs are 30% stronger (each still within its cap; a veil is noticed even closer)Its ground is 1 m wider across

Perfected also gives the Fusion tag, for the combinations still to come.

It also keeps the first evolution path of each of its first two parents, so a fusion of sword and fire still grows with sword kills and fire casts. Open them all with V.

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