Overview
A Mythic Earth maul that builds a network of Fault Points. The fifth one triggers a Quake.
Controls
| Input | Action |
|---|---|
| Left mouse — tap | Wallop: a heavy strike with mild knockback |
| Left mouse — hold, release | Ground Smash: a devastating impact that places the next Fault Point where the hammer lands |
| Right mouse | Seismic Pulse: every active Fault Point pulses (or the wielder, if there are none); overlapping pulses hit harder |
Fault Points
Each wielder builds their own network of Fault Points with Ground Smash. Points must be spaced apart and connect within a limited distance; the network lasts a while and is refreshed by each new point.
The Quake
Exactly the fifth valid Fault Point starts a short, visible warning in the world — then the rupture. In the open, it travels along the fault lines; in an enclosed space, the enclosed ground is struck. Anything caught is hurt and thrown — light bodies far, heavy ones barely, but weight is never immunity. The wielder is unharmed; allies are untouched. Earth structures take structural damage, and a shattering one throws debris. The Quake consumes the five points.
Grounded
The wielder resists displacement while moving, and becomes immovable by ordinary knockback after standing still briefly. Attacking, aiming and turning keep it. It resists only displacement — damage, Chill, Slip, Wet, staggers and other statuses still apply.
Feel
Seismic events shake the camera (adjustable in the settings), and are always shown by visual effects and the combat log too.
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