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Support · Heals, empowers.

Quartz

Time manipulator

« Every beat is his. »

Quartz oscillates at a frequency so steady it makes watches tick. Quartz steals actions, gives them back and decides who gets to play.

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Quartz, Time manipulator

Spells

Five pairs of spells. Before every fight, you take one spell per pair: the base or its variant. The fifth pair is the Ultimate.

  1. Pair 1

    Base · Damage

    Crystal Wire

    A taut quartz wire that cuts from afar and steals a step on the way.

    • 3 AP
    • Range: 2 to 4 tiles, modifiable range

    Variant · Damage

    Erosion

    Time speeds up on the target and wears it down fast: two turns, but two turns that count.

    • 3 AP
    • Range: 2 to 6 tiles
    • 1-turn cooldown
  2. Pair 2

    Base · Damage

    Oscillation Drain

    Quartz draws an oscillation from the target and throws its guard out of tune: the next drain will get through better.

    • 2 AP
    • Range: 2 to 5 tiles

    Variant · Control

    Broken Beat

    The target's beat falls out of tune and its steps shrink.

    • 3 AP
    • Range: 2 to 5 tiles
  3. Pair 3

    Base · Support

    Spare Beat

    Quartz gives a beat to an ally. Three action points for one: a steep price, only worth paying for a far better bearer.

    • 3 AP
    • Range: 1 to 5 tiles
    • no line of sight needed
    • 4-turn cooldown

    Variant · Support

    Prism Rewind

    The prism turns over: an ally's ills fade and their step comes back.

    • 3 AP
    • Range: 0 to 4 tiles
    • no line of sight needed
    • 2-turn cooldown
  4. Pair 4

    Base · Utility

    Rift Leap

    Quartz slips into a fault in the crystal, which only ever runs diagonally, and comes out farther on.

    • 2 AP
    • Range: 1 to 4 tiles
    • 1-turn cooldown

    Variant · Utility

    Permutation

    Two positions swapped by a simple phase shift.

    • 2 AP
    • Range: 1 to 6 tiles
    • no line of sight needed
    • 2-turn cooldown
  5. Ultimate

    Base · Damage

    Lattice Fracture

    Quartz fractures the lattice, swaps places and strips the target of its momentum. It ends up where he stood, alone.

    • 6 AP
    • Range: 2 to 6 tiles

    Variant · Damage

    Great Silence

    The crystal freezes from one edge of the rift to the other. No spell is cast where time has fallen silent.

    • 6 AP
    • Range: 2 to 5 tiles

Passives

Pick just one, before the fight.

  • Natural Frequency

    Quartz always has 1 extra AP.

  • Hourglass Reserve

    Up to 2 AP that Quartz leaves unspent at the end of the turn carry over to the next one.

  • Wound Spring

    Quartz enters combat with his ultimate already more than half charged.

Play Quartz before anyone else.

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