"The talents of a Quatryl can extend beyond the realms of machinery and alchemy. Their spider-like fingers also facilitate astonishing capabilities with stringed instruments, given the proper training. Combining this with their very distinctive vocal talents makes Quatryls the most sought after bards in the land. Their talents can go beyond merely entertaining wealthy nobles, however. Self-described 'Soothsingers' have been known to empower their allies to great feats and bring their enemies low with a single strum of their lute and the proper note in their voice."
The Soothsinger is the ultimate support class. Her signature mechanic is "Songs", of which she can be playing only one at any single point in time. They work similarly to the Mindthief augments, except that rather than modifying your attacks, they modify various allies' abilities or grant other strong global effects. These work regardless of range or line of sight, meaning a Soothsinger doesn't have to be anywhere near allies for them to benefit from this.
As secondary themes, the Soothsinger has some incredibly strong crowd control abilities, being one of the best classes at Stunning and Disarming. On top of that, she excels at Cursing, to an almost unparalled degree, due to Disorienting Dirge. With 10 curses in the enemy deck, the Soothsinger can cause more than 60% of all enemy attacks to be negated, with that number only increasing as the deck gets thinned due to non-curse cards being drawn.
The tirtiary themes showing up on a few select cards are "granted movement" and "forced movement". Another odd unique feature of the Soothsinger is her frankly ludicrous rate of accumulating experience points. Every turn she has a song active, she gains a point, but not only that; the bottom of every card with a song also has XP, meaning she can often gain 2XP a round without meeting any conditions or playing any losses. As such, it's not uncommon to see a Soothsinger accumulate nearly 30XP in a scenario.
Generally speaking, most of her abilities are all best for larger parties, with the Soothsinger struggling somewhat in smaller parties. In 2 player parties, many Soothsingers find themselves taking unconventional builds to make up for the weakened support cards and lack of offensive power. The Soothsinger makes up for this with an incredibly potent modifier deck, allowing even basic attacks to do significant damage.
|Level||Name||Init||Top Effect Types||Bottom Effect Types|
|1||Power Ballad||19||Song, Special||Move, Strengthen|
|Defensive Ditty||09||Song, Shield||Special|
|Song of Speed||05||Song, Special||Muddle|
|Tuning the Outcome||78||Bless||Move, Curse|
|Call to Action||85||Strengthen||Granted Attack|
|Warding Dagger||56||Melee Attack, Immobilize||Move, Shield, Loss|
|Throw Voice||44||Disarm||Forced Movement, Loss|
|Singing Arrow||89||Curse||Ranged Attack, Wound|
|Marching Beat||32||Granted Movement||Move|
|X||Wistful Wounding||16||Song, Wound||Ranged Attack, Loot|
|Unending Chant||51||Curse, Persistent Track, Loss||Move, Shield|
|Nimble Knife||27||Melee Attack, Curse, Bless||Move|
|2||Soothing Lullaby||11||Song, Heal||Heal|
|3||Echoing Aria||08||Song, Retaliate||Shield|
|Crippling Chorus||62||Stun, Loss||Move, Disarm|
|4||Disorienting Dirge||14||Song, Special||Curse, Bless|
|Inspiring Anthem||50||Granted Movement||Granted Attack|
|5||Melody and Harmony||78||Special, Persistent, Loss||Move, Ranged Attack|
|Mobilizing Measure||06||Song, Granted Movement||Move|
|6||Pull the Strings||20||Song, Forced Movement||Forced Attack|
|Provoke Terror||60||Stun||Ranged Attack, Push|
|7||Nightmare Serenade||13||Song, Curse||Ranged Area Attack, Curse|
|Booming Proclaimation||65||Ranged Area Attack, Push||Granted Attack, Loss|
|8||Tranquil Trill||10||Song, Heal||Disarm|
|Commanding Presence||59||Granted Attack||Forced Movement, Loss|
|9||Captivating Performance||25||Song, Special||Stun|
|Shadow Puppets||52||Move, Jump, Forced Attack||Granted Attack|