Combat
Peacemaking
Peacemaking stops a monster attacking outright for a while, which is a stronger thing than it sounds: for that window the fight is entirely one-sided. The catch is that hitting it can snap it out of the calm, so the opening is for the party to set up in rather than for you to spend swinging. It is at its best played into a group, where one person losing a turn buys everyone else several safe ones.
How hard each monster is to calm
The tougher the monster, the more skill it takes before your songs land reliably — and the top three tiers never become a certainty at all. The last column is the hard ceiling on GAIN: play to a monster of that tier and your Peacemaking trains exactly as far as that tier can teach you, then stops. Training past it means finding something worse.
| Monster | 90% chance at | Never fails at | At Grandmaster | Trains you to |
|---|---|---|---|---|
| Trivial | 10.0 | 20.0 | 100% | 20.0 |
| Easy | 20.0 | 30.0 | 100% | 30.0 |
| Moderate | 30.0 | 40.0 | 100% | 40.0 |
| Challenging | 40.0 | 50.0 | 100% | 50.0 |
| Tough | 50.0 | 60.0 | 100% | 60.0 |
| Dangerous | 60.0 | 70.0 | 100% | 70.0 |
| Deadly | 70.0 | Never | 97% | 80.0 |
| Lethal | 80.0 | Never | 95% | 90.0 |
| Legendary | 90.0 | Never | 93% | 100.0 |
What a calm buys you
- How long it holds
- 12 seconds, or until something hits the monster
- Chance a hit breaks it at 0 skill
- 50%
- At 100 skill
- 20%
- Who can break it
- Any party member landing a hit — not just you
- When it breaks
- The monster must wind up a fresh swing, it does not hit instantly