Overview
A Mythic Fire greatsword that builds Heat in its wielder — power that climbs toward a dangerous, self-consuming Heartfire.
Controls
| Input | Action |
|---|---|
| Left mouse — tap | Flaming physical strike that builds Heat on the target and ignites flammable ground |
| Left mouse — hold | Stoke: a charged heavy strike that spends Heat; on a heavily heated burning target it causes a Flashover |
| Right mouse — tap | Draw: a short window that pulls real flame inward — from burning ground, craters and burning bodies — into a reservoir |
| Left mouse during Draw | Backdraft: a directional blast scaled by the drawn heat |
| Right mouse — hold | Meteor Storm: a storm of meteors (needs enough Heat) |
| Both buttons at full Heat | Heartfire — the same gesture again cancels it |
Heat
Cinderheart’s Heat lives in the wielder’s body and survives weapon swaps.
- It is gained only from legitimate hostile hits — not from training dummies or allies.
- It does not cool during combat; out of combat it fades fully.
- At full Heat, after a short grace, it starts to burn the wielder.
- Heat gives the wielder some fire resistance — never immunity.
- While Cinderheart is equipped the wielder cannot be made Wet: Water cools Heat instead.
Heartfire
Heartfire is a deliberate, dangerous state: an escalating health drain with no floor, strikes that ignite their whole arc, and an aura that sets flammable ground alight. Draw and Backdraft are unavailable; Stoke is free. Deep Water extinguishes it — steam, a stagger and Burnout. Dying in Heartfire causes a huge explosion. The weapon cannot be unequipped while it burns.
Burnout
After Heartfire ends, a period of Burnout follows: no Heat gain, slower stamina recovery and no Meteor Storm. Water cools it faster.
Meteors
Meteors are physical, telegraphed and dodgeable. Strong airflow pushes them. A Cinderheart strike timed just before a meteor lands can bat it onward. Meteors that land in deep water mostly become steam; one that hits a structure becomes embedded rock cover. Craters are Heat sources, cooled by Water. In Heartfire, a Meteor Storm becomes a longer, stronger and indiscriminate Hellstorm.
Ownership
Mythics are unique item instances. More than one copy can exist; they are not soulbound and can be traded.
Connections
See also
- Mythics Game system
- Mythic interactions Game system