Overview
A Mythic Wind halberd that builds a storm from the wielder’s own circling — up to a full Hurricane.
Controls
| Input | Action |
|---|---|
| Left mouse — tap | Gale Sweep: a sweep with an outward gust that deflects projectiles; stronger inside an established vortex |
| Left mouse — hold | Pressure Thrust: a short burst of pressure down a jet corridor |
| Right mouse — hold | Windward: a jet toward your aim that slowly pulls the vortex centre; aimed at a projectile, fragment or light body, it holds it in orbit |
| One full 360° turn | Rotation Burst: a radial burst of pressure around the wielder |
Air Pressure from circulation
Ventus draws Air Pressure only from circulation — the wielder’s own circling movement, never plain walking. Turning the other way subtracts. Interruptions let it dissipate.
The storm
A storm grows through stages — Circulation, Developing, Vortex, Severe and Hurricane. A clean sprinting circle reaches Hurricane in roughly six and a half rotations; walking circles never get there. Each wielder has one storm, with a fixed life: it grows, holds, decays and is gone.
The wind field
The storm has a calm eye, an eyewall and an outer region. Its radius follows the path circled, limited by the space available — a cramped room cannot host a proper vortex. Airflow pushes bodies by their area; standing still braces against it. Shields catch wind by how they face the local flow. There is no flight and no lift. If the wielder dies or drops it, the storm runs uncontrolled and fades.
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