Water slowing enemies or reducing regen doesn’t really make sense. Water is meant to be a versatile magic, if you choose not to make use of its interacting magics you will be inherently limiting yourself from those bonuses. If the magic were to made more viable its base stats should be addressed rather then the soaked status it applies.
Ever been wet? Water is extremely heavy, it would definitely slow you down.
I prefer the self synergy or soaked slow since water can be powerful with other magics synergizing, however I’m just trying to improve the magic alone not benefit every one of its synergies too cause they don’t really need that.
I personally do not like stun synergies or dot and I just want to use double water. With dots they get to benefit from using the same dot due to stacking the same dot and self synergy, but soaked doesn’t do anything without a synergy so it’s just kinda useless for me.
An issue with changing the soaked status to this extent is that it appears not only in combat and getting slowed by its appliance would serve as a very repetitive inconvenience.
Self synergy for the non dot statuses than…dots already have it and light is getting it so it’s not unprecedented. Would make the magics much more versatile in use on stuff that isn’t a seperate magic synergy and would still be lower than a seperate magic synergy since it wouldn’t have a dot or stun.
With the new imbuement status stacking, water and wind are gonna be the only double statuses that don’t become better when they are stacked from an imbue. (Wind should just get bruised like boxing and give dazed a self synergy too).
Self synergy provides a huge amount of potential variety and viability if it increases on a stacked status. Cap the final buff after the synergy is halved from Imbuements, at 10% though
Think of it more as a stop gap until the statuses to allow the builds to be viable, until the statuses are given unique effects.
Sandy and blind would just get the stacking self synergy that blind is getting except it could get to 10% even with halved synergy. Might need a sand dmg nerf if this was the case though. Maybe it could still have the same effect but at 1% per stack instead of 2%
Crystallized would stay the same.
Explosion boxing is technically radius fist
Status Effect Suggestions
Stopgaps to increase viability alone until something different.
| Magic/Fight Style | v1.12 | v1.13 |
|---|---|---|
| Light | - | - |
| Sand | Sandy 1% self synergy per stack (caps at 5%) | - |
| Snow | Snowy 1% self synergy per stack (caps at 5%) | - |
| Wind | Dazed from boxing 1% synergy per stack (caps at 5%) | - |
| Boxing | Dazed 1% synergy per stack (caps at 5%) | - |
| Explosion | Charred 5% self synergy (stopgap) | Coud just become similar to sandy or snowy |
| Ash | Charred 5% self synergy (stopgap) | Ashy status, Ash synergies on other statuses but reversed (Check Below) |
| Ice | Freezing 5% self synergy (stopgap) | Remove 5% self synergy (stopgap), freezing reduce hp regen: “Your body is freezing and struggling to stay warm. Fewer resources will be available to regenerate.” |
| Water | Soaked 5% self synergy per stack (stopgap, only stacks to 2 from a double status imbuement) | Remove 5% self synergy (stopgap), slow movement |
| Shadow | Drained 5% self synergy (stopgap) | Drain/reduce Energy (would be equal to or less than passive regen) |
| Glass | Gouged from Warrior? | Remove 5% self synergy (stopgap), status refreshing added |
| Wood | - | Remove 5% self synergy (stopgap), status refreshing added. splintered? |
| Metal | - | Remove 5% self synergy (stopgap), status refreshing added |
| Plasma | - | Remove 5% self synergy (stopgap), status refreshing added |
| Fire | - | Remove 5% self synergy (stopgap), status refreshing added |
| Acid | - | Remove 5% self synergy (stopgap), status refreshing added |
| Magma | - | Remove 5% self synergy (stopgap), status refreshing added |
| Poison | - | Remove 5% self synergy (stopgap), status refreshing added |
| Lightning | - | Electrified/Charged status, lightning synergies on other statuses but reversed (Check Below) |
| Crystal | - | - |
| Earth | Bruised or Dazed, self synergy =< 5% | Dirty, idk (could become similar to sandy or snowy) |
| Basic Combat | Bruised or Dazed, self synergy =< 5% | Idk |
| Cold Temperatures | - | Separate Hypothermia status instead of using freezing, 10% to cold magics (Water, Ice, Snow, Wind, Boxing, Sailor) and 5% to Metal |
All statuses should stack from double status imbuement for consistency, and leave duration increases to intensity (also no one needs the 20s of soaked if you can’t synergize with it).
Ashy and Electrified/Charged could just be given the stun after X stacks as it would be for charged except for higher stacks required (lightning wouldn’t get a lightning bolt). I don’t know, storm could get something else instead of being paralyzed after stacks.
Has anyone noticed how insane the sand stats are? 15% dmg and size than light with 85% less speed (42.5% from the halved effectiveness). Why is no one using this magic???
fire is great dude
Status Synergies/Conversions Suggestions for v1.13
| Status | Magic | Result |
|---|---|---|
| Soaked | Earth | Muddy, more slow than soaked, combines the positive synergies of soaked and sandy. Creates brown petrified when hit by heat magic. |
| Soaked | Wind | 10% dmg, no clear, Frostbite |
| Snowy | Heat Magic | Soaked |
| Burn, Scorched, Melting | Snow or Ice | Soaked |
| Soaked | Heat Magic | Scald |
| Scald | Snow, Water, Ice, Wind | 10% dmg, no clear |
| Frozen | Water, Snow, Wind | 0% |
why do I feel like I predicted glass becoming dogshit?
Like I always felt like acid was just going to outclass it completely for a while now
hell even magma to an extent does glass’ job better despite being so slow

Nah your looking at the wrong magic as competition, Wood there with the same bleed 7.5% more dmg and 10% more size for 20% (10% halved) less speed
lol
I just love how I can unironically say “wood winning” nowadays
SHUT UP ABOUT WATER
Not until water sailor or sunken is close in viability to magma sailor/sunken (as far as I know its gonna be able to apply scald, petrify, and melting) or ice sailor/sunken.
It will be
how? It’s giving up all the synergies using anything else would. No stun + 10% dmg synergy or dot + 10% dmg synergy. Or if you were using a different magic on sailor, double stack dot with self synergy + synergy with scald or double stack dot with self synergy + synergy + break petrify synergy
As far as I know
flowchart
A[Magma + Sailor] --> B(Petrify applies from system)
B --> C(Scald Applies from Sailor)
C --> D(Melting applies from imbuement +5% self synergy, Petrified cleared +20%, Scald +10%)
Petrify and melting don’t apply
It only scalds on imbuement
Petrify definitely will apply next update. As far as melting goes, I’ve been told by people using heat magics on sailor that it applies scald + their dot (not confirmed).
For conjurers using sunken sword, they can definitely have all three by just having another weapon that has magma imbued (they can get 20% from bleed, 20% from petrify, 10% from scald, and 5% from melting).
nah to both
Nvm, didn’t realize steam counts as an entire different magic instead of just applying scald if its a heat magic imbuement.
That magma conjurer is still gonna be crazy though. Apply the soaked + seared with sunken sword and than petrify with a multihit for a ton of synergy dmg.
Only seared
Also idk why you’re speaking as if sunken is ever landing without you losing all your hp