====== The Grim Bell ====== {{ ::the_grim_bell.png?nolink&600 |}} //The Grim Bell// is a weapon [[skills|skill tree]] A bell is struck in sequence, not once. The first blow only wakes the head, and every blow after lands in a skill still ringing from the last. ===== List of Skills ===== ^ __Skill__ ^ __Prerequisites__ ^ __SP Cost__ ^ __Levels?__ ^ __Description__ ^ __Effects__ ^ | **[[Mace Proficiency]]** | | 10 SP | None | Training with the mace, a weapon with no edge an no subtlety. | Required to wield one at all. The forms layered above this one teach you to strike in sequence, so that no blow falls on a quiet head. | | **[[Everything Rings]]** | Mace Proficiency | 9 SP | None | Every blow you land leaves a head ringing, and a blow struck into a skill already ringing bites far deeper. Your swings answer one another: each mace art names the swings it follows, and answering one lands it //In Sequence.// | **Effects:** //Mace arts// and //Basic Attack// apply //Ringing// (2 turns) +20% mace damage vs //Ringing,// +30% if also //Rattled.// //**In Sequence:**// the swing gains its listed upgrade, +1 beat. //**Full Peal at 4 beats:**// the next answering swing lands at its heaviest and spends it. //**No mace blow landed in a round:**// sequence ends. //**Deafen, Dead Stroke, Ring Up, landed Basic Attack:**// No //beat//, drops an armed peal. | | **[[Ring Up]]** | Everything Rings | 4 SP | 2 | **Range: 3** Let the head's weight pull you forward, closing in a straight line and striking on arrival. | **Cannot be used while rooted.** **Effects:** Applies //Ringing// (2 turns) +X P.DMG Reduction (1 turn) No //beat//. Drops an armed //Full Peal//. | | (Upper Branch) | | **[[Deafen]]** | Everything Rings | 4 SP | 2 | **Range: 1** Clout a single adjacent target across the head, thrown in between the real work. | **Effects:** Applies //Ringing// (2 turns) +X P.DMG Reduction (1 turn) No //beat//. Drops an armed //Full Peal//. | | **[[Dead Stroke]]** | Deafen | 5 SP | 2 | Stop the head dead inside a single adjacent target instead of following through. It bruises and nothing more, unless they are already //Rattled.// | **Effects: vs //Rattled://** stagger, then skip their turn if it holds. **No //beat//. Drops an armed //Full Peal//.** | | **[[Aftertone]]** | Dead Stroke | 7 SP | None | The blow is finished and the head is still shaking what you //Rattle// stays //Rattled// longer, and struggles harder for it. | **Effects: //Rattled// you apply:** +1 turn. **//Rattled// penalty 15% to 23% damage dealt and ground moved.** | | (Middle Branch) | | **[[Wake the Bell]]** | Everything Rings | 4 SP | 3 | **Range: 1** Swing the head flat into a single adjacent target. Quick and cheap, and enough to set the //ringing.// | **Effects:** Applies //Ringing// (2 turns) **//In Sequence://** counts 2 //beats// instead of 1 **//Full Peal://** applies //Rattled//. | | **[[Shake the Tower]]** | Wake the Bell | 4 SP | 3 | **Range: 1** Put your shoulder behind the head and drive it into a single adjacent target. | **Follows:** //Wake the Bell, Ring the Changes,// and //Ring Out.// **Effects:** Applies //Ringing// (2 turns) **//In Sequence://** applies //Rattled.// **//Full Peal://** knocks the target back 1 tile, skips their turn if they hit a wall. | | **[[Full Circle]]** | Shake the Tower | 5 SP | 3 | **Range: 1** Carry the head all the way round and back into a single adjacent target. | **Follows:** //Shake the Tower//. **Effects:** Applies //Ringing// (2 turns) **//In Sequence://** strikes twice at 55% each, 110% total. **//Full Peal://** a third strike hits one enemy beside them. | | (Bottom Branch) | | **[[Ring the Changes]]** | Everything Rings | 4 SP | 2 | **Range: 1** Sweep the head flat through every enemy standing against you. Light on each, but it sets them all ringing. | **Follows:** //Ring Out// and //Last Toll.// **Effects:** Applies //Ringing// to all struck. (2 turns) **//In Sequence://** applies //Rattled// to all struck **//Full Peal://** the arc reaches 1 tile further. | | **[[Ring Out]]** | Ring the Changes | 5 SP | 3 | **Range: 1** Swing out into a cone, catching everything in front of you. | **Follows:** //Ring the Changes.// **Effects:** Applies //Ringing// to all struck. (2 turns) **//In Sequence://** applies //Rattled// to all struck. **//Full Peal://** cone widens by 2, knocks the rank back 1 tile, skips the turn of anyone pinned against a wall. | | **[[Iron Tongue]]** | Ring Out | 6 SP | None | A bell is rung by its tongue, and yours never tires. A swing that answers the last one comes back around faster. | **Effects:** Mace blow landed //In Sequence:// -1 round cooldown. | | **[[Half Muffled]]** | Iron Tongue | 6 SP | None | A muffled bell still sounds. One silent round no longer costs you the sequence, whether it was a miss. a block, or a round spent moving. | **Effects:** //Sequence// survives +1 round with no mace blow landed. | | (Capstone Skill) | | **[[The Last Toll]]** | Full Circle, Ring Out | 7 SP | 2 | **Range: 1** Bring the head down on a single adjacent target with everything you have. | **Follows:** //Full Circle// and //Ring Out.// **Effects:** Applies //Ringing.// (2 turns) **//In Sequence://** unblockable, knocks the target //airborne.// **//Full Peal://** shockwave 1 tile, 40% damage, applies //Ringing// and //Rattled.// | {{tag>skills}}