The feature row is part of the board state
Mystic Orbs uses a 5x5 layout with a separate feature row above the main grid. Up to five features can be visible on that row at the start of a game round. Orb symbols on the grid decide which of those features become active.
This creates a direct positional relationship between the board and the feature row. A normal Wild Orb activates the feature vertically above its column. The Orb's location therefore determines which effect is released, so the top row needs to be read together with the 5x5 grid below it.
Once a feature has been activated, a new feature is added to the row. The available effects can change as the round develops. A feature that has just fired is replaced; later Orbs can face a different set of possibilities from the one visible at the start.
Wild Orbs and Charged Wild Orbs have different reach
A Wild Orb is a Wild symbol that activates the feature above its own column. The Charged Wild Orb is stronger because it activates all visible features on the feature row.
The Charged version broadens the event considerably. A standard Orb links one grid position to one feature slot. A Charged Orb can release several effects at once because every visible feature on the row becomes active.
Both Orbs are Wilds, but their feature role is not the same. The ordinary version is positional and selective. The charged version turns the entire feature row into the active state.
Feature effects change the grid in several ways
ELK lists symbol upgrades, multipliers, re-spins, cash prizes and bonus entry among the feature-row effects. Their names share one row, but they do not change the 5x5 board in the same way.
These effects act on different parts of the game. An upgrade changes symbol quality. A multiplier changes value. A re-spin extends the current sequence. Bonus entry moves the game into a longer feature state. Because the row can hold several of these at once, the Orb that lands on the grid determines what kind of change comes next.
Read Mystic Orbs through the feature row instead of treating it as a simple list of bonus names. The row is a visible menu of possible changes, and the Orbs are the mechanism that selects from it. Because up to five effects can be visible at once, position matters twice: the Orb's column determines the immediate activation, while the refreshed row determines what could be available to the next Orb.
Five Orbs can move the game into the bonus
Collecting five Orbs can trigger the bonus game, and the feature can also begin through the Bonus symbol on the feature row. These two entry routes connect the collection side of the grid with the rotating set of effects displayed above it.
Inside the bonus, a persistent multiplier can increase in value. That persistence gives the feature a longer memory than a single Orb activation in the base game. The multiplier state can remain relevant while additional bonus actions occur.
Orb payout values are also tied to the placed bet under the provider rules, but the key structural point is the persistent multiplier. It creates an accumulating value state that continues through the bonus instead of resetting after every event.
That makes the top feature area worth following as closely as the main symbols.
The practical distinction is between a single-column feature activation and a charged activation that can involve the whole feature row.
Collecting five Orbs, or reaching the relevant Bonus condition on the feature row, can open the bonus. A persistent multiplier is one of the mechanics that can develop there, giving the feature a sense of progression rather than resetting every drop.
Free play should start with one column
The cleanest way to learn Mystic Orbs is to follow one Wild Orb. Note which column it occupies, look directly above that column, and see which feature is activated. Once that one-to-one relationship is clear, a Charged Wild Orb becomes much more dramatic because it releases the whole row instead of a single slot.
Dreamzone is a useful ELK Studios comparison. It also keeps feature progress attached to a changing grid, but its features are collected from winning drops and held until a non-winning drop needs help. Mystic Orbs displays the possible effects above the board and uses Orb position to decide which one fires.
That contrast makes Mystic Orbs feel unusually readable despite having many possible effects. The feature row shows what is available, the Orb shows what gets activated, and the bonus turns that short-term selection system into a persistent multiplier state.