Flameblade
“This will be a weapon strike that hits as fire.”
- Costs
- 8 stamina
- Cooldown
- 6 s
- Reach
- A foe in your weapon's reach
| Effect | At level 20 | For | On |
|---|---|---|---|
| Fire damage | 28 + your weapon's roll | – | the target |
| Burn | 5 a second | 6 s | the target |
The guide › 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.
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.
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.
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.
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.
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:
A swing of the weapon you hold, with its reach and its damage roll, carrying the element you mixed in. Paid with stamina.
A shot from your bow, crossbow or thrown weapon, out to 25 m. Stamina and one arrow, bolt or throw.
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.
A heal. On you at Simple; from Compound on you and every ally round you.
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.
A patch of ground that burns, slows, roots or heals everything in it, every second, for 6 to 12 seconds.
Stone Shaping's stone, raised in front of you, with something extra built in.
You fade. Creatures hunting you lose you, and for a few seconds they notice you only up close. Attacking ends it.
Half an hour of more yield and faster work at the crafts and gathering that went in. No cost; an hour to come back.
Each input belongs to a family, and each family brings a share of the combination's power. The first rule that fits wins:
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.
Whatever leads the result gives it its damage type and, if no reaction took the place, a twist of its own:
| Element | Adds |
|---|---|
| Fire | A burn for 6 s |
| Ice | A slow |
| Lightning | The arc: it jumps to more foes |
| Water | A lighter slow |
| Air | A knockdown |
| Stone | A stun |
| Shadow | A drain: you heal part of the damage |
| Life | Healing (it leans the result toward a mend) |
| Weapon | Adds |
|---|---|
| Sword, Thrown | A bleed |
| Axe, Archery | A slow |
| Staff, Crossbow | A knockdown |
| Mace (Bludgeoning) | A stun |
| Dagger | A short stun |
| Spear | A root |
| Unarmed | A 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.
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.
No reaction matches that.
| Elements | Reaction | What 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.
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:
Two inputs, one clean effect and a rider. Two skills at about level 15 get here.
A third effect, and a reaction's twist on top instead of in place of one. Two level-50 skills, or three at 40.
Control lands on everyone hit, not only the target. Three skills at about 56, four at 50 or five at 40.
The top: a Transcended skill and two strong companions. You will know when it happens.
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.
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.
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.
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.
| Outcome | When | What 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.) |
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.
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.
“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.
“Every healer knows the way to the heart is through the kitchen.”
Heals you and every ally within 4 m over 10 s.
“Teach the anvil a word of stone.”
20% less damage for 10 s, and a half-hour knack for the anvil.
“Ore from deep below, and the sky's own spark.”
Lightning that jumps to two more foes and stuns the first for 1 s.
“The woodcutter asks the earth to hold what runs.”
A patch of binding ground for 8 s: foes who stand in it are rooted.
“Raise the stone, then teach it to crackle.”
Raises a pillar that shocks every foe within 3 m, each second for 8 s.
“A bowstring drawn where no light falls.”
An arrow that hits as shadow and silences for 2 s.
“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.
“Two ways of standing your ground, made one.”
25% less damage and a barrier of 8% of your health, for 10 s.
“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.
“Everything the wild gives, taken twice as well.”
Half an hour of 25% more from the plants you pick and the bodies you skin.
“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.
“Turn the blow aside, then answer it.”
A swing of your weapon, and 20% less damage taken for 3 s after it.
“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.
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.
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.
“This will be a weapon strike that hits as fire.”
| Effect | At level 20 | For | On |
|---|---|---|---|
| Fire damage | 28 + your weapon's roll | – | the target |
| Burn | 5 a second | 6 s | the target |
“This will be a weapon strike that stuns.”
| Effect | At level 20 | For | On |
|---|---|---|---|
| Lightning damage | 33 + your weapon's roll | – | the target |
| Stun | – | 1 s | the target |
| Bleed | 5.2 a second | 4 s | the target |
“This will be a weapon shot that knocks down.”
| Effect | At level 20 | For | On |
|---|---|---|---|
| Air damage | 23 + your bow's roll | – | the target |
| Knockdown | – | 0.8 s | the target |
“This will be a bolt that disorients.”
| Effect | At level 20 | For | On |
|---|---|---|---|
| Fire damage | 48 | – | the target |
| Disorient | – | 2 s | the target |
| Burn | 3.5 a second | 6 s | the target |
“This will be an arc that disorients.”
| Effect | At level 20 | For | On |
|---|---|---|---|
| Fire damage | 60 | – | the target |
| Disorient | – | 2.5 s | the target |
| Burn | 5.8 a second | 6 s | the target |
| Slow | 45% | 3 s | the target |
“This will be a burst that knocks down.”
| Effect | At level 20 | For | On |
|---|---|---|---|
| Air damage | 45 | – | the target (60% round it) |
| Burn | 3.9 a second | 6 s | all hit |
| Knockdown | – | 1.3 s | all hit |
| Slow | 45% | 3 s | all hit |
“This will be a mend that heals.”
| Effect | At level 20 | For | On |
|---|---|---|---|
| Heal | 30 | – | you |
| Heal over time | 1.9 a second | 6 s | you |
“This will be a ward round you that cuts the damage you take.”
| Effect | At level 20 | For | On |
|---|---|---|---|
| Ward: less damage taken | 25% | 9 s | you and allies near |
| Focus: mana and stamina back faster | 50% | 9 s | you and allies near |
| Barrier: soaks damage | 12% of max health | 9 s | you and allies near |
“This will be air ground that slows.”
| Effect | At level 20 | For | On |
|---|---|---|---|
| Air damage over time | 4.5 a second | 6 s | all in the zone |
| Slow | 25% | 3 s | all in the zone |
“This will be a raised wall that cuts the damage you take.”
| Effect | At level 20 | For | On |
|---|---|---|---|
| A stone wall rises | – | – | the ground |
| Ward: less damage taken | 15% | 8 s | you |
“This will be a veil that hides you.”
| Effect | At level 20 | For | On |
|---|---|---|---|
| Veil: creatures lose sight of you | – | 4 s | you |
“This will be a knack for leatherworking and skinning.”
| Effect | At level 20 | For | On |
|---|---|---|---|
| Knack: more yield, faster work | 15% | 30 min | you |
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:
| Step | Uses | Skill level | A blow or a spell | A mend | A ward, knack or veil | A zone or a wall |
|---|---|---|---|---|---|---|
| Quickened | 125 | 15 | 15% shorter cooldown | 15% shorter cooldown | 15% 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 |
| Harmonized | 500 | 30 | 15% more damage | 15% more healing | Its buffs last 22.5% longer | Its ground and stone last 22.5% longer |
| Perfected | 1,500 | 50 | 22.5% more damage again | 22.5% more healing again | Its 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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