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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 you train it Play to something and watch it settle. What you play to matters more than how often — see the gain cap below.
What you need An instrument, and Musicianship at least as high as the Peacemaking you want.

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.

Monster90% chance atNever fails atAt GrandmasterTrains you to
Trivial10.020.0100%20.0
Easy20.030.0100%30.0
Moderate30.040.0100%40.0
Challenging40.050.0100%50.0
Tough50.060.0100%60.0
Dangerous60.070.0100%70.0
Deadly70.0Never97%80.0
Lethal80.0Never95%90.0
Legendary90.0Never93%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
🕊️
Damage over time does not wake a calmed monster — a bleed or a poison ticking away will not break the peace. Only a landed weapon hit will.
📈
If the skill has stopped climbing, check the last column above — you have taught yourself everything that monster knows. Your journal says so outright when it happens, and names whether it was the monster or your own Musicianship holding you back.

Other Combat skills