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synergy

Same text as in-game help synergy.

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synergy -- fuse two Disciplines into one combo strike (alias: weave)

If you have trained TWO compatible Disciplines, you can fuse them on a single swing into a technique neither does alone -- a telekinetic hold plus a fire blast becomes an inescapable firestorm around a pinned foe; blood magic plus fists become a draining assault.

How you play
  1. weave -- list the fusions your Disciplines allow right now weave <discA> <discB> -- queue that fusion for your next swing

You do NOT need the full snake_case id. Short unique prefixes and display names work too -- 'weave martial elem', 'weave psychic elemental', or even 'weave force weapon' (Force Projection + Weapon Mastery). Bare 'weave' prints the typeable command for each pair so you can copy what it says. If a short name matches more than one Discipline, the game lists the candidates so you can lengthen the token.

It is not a bigger version of unleash -- the payoff is the COMBINED
EFFECT, not raw damage. A landed weave hits a bit harder (about half again) AND leaves the foe marked for a couple of rounds, depending on
the pairing:
  - bind    -> the foe is trapped   (they evade worse)
  - disrupt -> the foe is rattled   (their aim drops)
  - sap     -> the foe is drained   (their output drops)
'weave' with no arguments tells you which family each of your pairs produces.

The cost:
  - it spends some Momentum (charged when the swing resolves, like press), - then goes on a short cooldown -- it is a flourish, not every swing, and - it is NOT a guaranteed hit. It takes the normal roll; a whiffed weave just fizzles and leaves no mark (but still spent its Momentum and cooldown).

You need both Disciplines trained past raw Novice to weave them. NPCs and Echoes with two compatible Disciplines weave too.

What it does
  0 Spirit.

See also: help tactics | help unleash | help disciplines | help combat