Bard
A wandering herald with a trumpet. Fights from mid range with notes and blasts of sound, and the only one whose songs heal and hearten the whole party.
Base skills
Blows a sharp note that flies in the aimed direction.
Blasts a hard chord: a wall of sound bursts out in front, hitting every foe in a wide arc and knocking them back.
Blows a sour chord that flies through every foe in its path, leaving each Dazed: slowed and its blows softened, up to 3 stacks.
Song: heals the Bard and every party member nearby for 18% of their max Health, and raises their Defense for 8 seconds.
Ultimate: the song swells over the target point and breaks on it three times, the first beat stunning.
Song: a marching ballad that raises Attack, Attack speed and Move speed of the Bard and every party member nearby for 15 seconds.
Skald
The war-chanter: plays the front of a fight, and every blow keeps the beat. The fuller the Tempo, the harder the whole party hits.
Tempo · Maximum 10
Every blow that lands keeps the beat, up to 10 Tempo. War Hymn spends all of it, each point making the hymn 8% harder.
Blows a sharp note that flies in the aimed direction.
Blares a chord into the front rank: every foe in a wide arc is struck and thrown back.
Charges forward on the beat, trumpet blaring, striking everything on the way.
A hymn roared over the din: strikes every foe around and stuns them. Spends all Tempo, each point making it 8% harder.
Ultimate: a refrain like a war drum beats down on the target point four times, stunning on every beat.
Song: a drumming march that raises Attack and Attack speed of the Skald and every party member nearby for 15 seconds.
Level 60 awakening: Anthem
While Tempo is full, and for 8 seconds after every War Hymn, the beat shakes the ground on its own: every 2 seconds a pulse strikes every foe within 70 units at 60% of a Riot Chord.
Minstrel
The healer: keeps the party standing. Holding the note gathers Grace, and the dawn hymn pours all of it into one great heal.
Grace · Maximum 100
Standing still gathers 8 Grace a second and every song gives more, up to 100. Hymn of Dawn spends all of it, each point making the heal 1% greater. Revive (its own key) raises the nearest fallen party member within reach where they fell, with 30% of their Health and Mana; once a minute.
Blows a sharp note that flies in the aimed direction.
A soft, carrying note that passes through every foe in its line (each after the first takes 70%) and gives 15% of the damage back to the Minstrel as Health.
Song: rings a circle of calm round the Minstrel: every party member nearby heals 8% (the Minstrel itself half that) and gains Defense and Resist for 10 seconds.
Song: a hymn like first light heals every party member nearby for 12% of their max Health (the Minstrel itself half that). Spends all Grace, each point making the heal 1% greater.
Ultimate: a slow lullaby falls over the target point; every foe there is struck, put to sleep for 2.5 seconds and left Dazed.
Song: a chorus that raises Defense, Resist and max Health of the Minstrel and every party member nearby for 20 seconds.
Level 60 awakening: Requiem Refused
Once a minute, another party member within 200 units who would fall is held at 1 Health instead and healed for 25% of their max Health.
Spellsinger
The enchanter: bends the enemy with dissonance until it reels, then resolves the chord and breaks everything that is dazed.
Dissonance · Maximum 6
Basic attacks leave foes Dazed, up to 3 stacks, and every blow that lands builds Dissonance, up to 6. Resolution bursts every Dazed stack it hits and spreads half to the bodies around.
Blows a sharp note that flies in the aimed direction.
A call no foe can ignore: the wave pulls the first foe it strikes toward the Spellsinger and leaves it Dazed.
A note that sings itself again twice, a quarter second apart, each echo at 60%.
The chord resolves: a blast in a cone that bursts every Dazed stack on what it hits for 90% Attack each, throwing half of them onto the bodies around.
Ultimate: an aria that whirls at the target point, dragging foes into its middle on every beat and leaving them Dazed. Spends all Dissonance, each point 10% harder.
Buff: a tune that is almost right, and wrong where it hurts; raises Crit chance and Crit damage for 20 seconds.
Level 60 awakening: Unending Canon
Every third skill echoes once on its own 0.3 seconds later, at half its power.
