Overview
Every Mythic acts on the same shared world, so their effects meet and combine.
| Interaction | What happens |
|---|---|
| Water + Lightning | Liquid water makes bodies Wet and a better path for Lightning. Damage is never simply multiplied. Ice is not liquid. |
| Water + Frost | Moving water is harder to freeze; frozen Leviathan branches reroute the flow. Supercooled water crystallises. |
| Water + Fire | Heat evaporates water into steam. Water cools craters and quenches Heartfire. |
| Fire + Frost | Heat consumes cold; cold removes Cinderheart’s Heat first. |
| Fire + Nature | Mature growth makes ground flammable; burning roots lose health and fire can spread along them. |
| Fire + Wind | Wind spreads fire further; meteors drift with the airflow. |
| Terra + Earth magic | Seismic Pulse and Quake damage Earth structures; a shattering one throws debris. |
| Nature + Wind | Strong wind tears immature roots. |
| Nature + Frost | Cold makes the Garden dormant and brittle; Shatter snaps frozen roots. |
| Frost + Wind | Large ice shards become hail. |
| Ventus + shields | Shields catch wind by how they face the local airflow. |
| Dodging + Mythics | Discrete impacts — meteors, arrows, melee — can be dodged. Currents, wind, shear and roots cannot. |
Connections
Referenced by
- Algor Repens Item
- Cinderheart Item
- GALVYR Item
- Leviathan's Wake Item
- Terra Malleus Item
- Thornmother Item
- Ventus Indomitus Item