Aether Wheel Philosophy

Alright, this is pretty easy to explain:

For whatever reason, the entirety of Valresta works off elemental wheel logic.

Think the daoist five element wheel thing, except parse that down to four and include two...three elements in the middle that sort of balance each other out.

Earth beats water, water beats fire, fire beats air, air beats earth.

Light and darkness balance each other.

Neutral is just...sorta there?

If it seems kind of...videogamey, it is and I'm not entirely sure why.

That being said, aside from these seven main elements, there are like...a bajillion little ones mixed in between them that can only be achieved by mixing and matching them in certain ratios.

For example:

Mud aether is possible by mixing Earth and Water in equal amounts, sometimes you get wood, I don't get it either.

Ice is done by air and water in a 30 to 70 ratio.

Shit gets weird when you include cosmic type aether, like sun, moon and stars due to them being all sort of whacky mixes of Light, Dark and Neutral.

And then you get stuff like lightning aether when you mix air and fire together.

But that gets even weirder because those sub elements can be mixed with the core elements in weird ratios and produce even weird aether results.

Lighting + Fire= Plasma.

Ice + Earth = Permafrost.

Earth + Water = Wood, but then Wood+ Fire = Ash.

And that is all what can occur in normal cultivating warriors.

When you throw in [Chaos] into the mix, shit gets even whackier.

That said, I'm not entirely sure if that whackiness is due to me showing up here or just...how it's always been.

I think this also goes without saying, but for every weird combination of aether that exists out there, there is a formula appropriate for it.

The only issue is just trying to find the damn things.