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Primary Abilities

**Primary Abilities** are the primary (heh) means of casting abilities in The Metronomicon.
Every hero has six different Primary Abilities that can be unlocked through leveling up the character.
Primary Abilities are the basic means of controlling the player's selected heroes, most akin to selecting an attack or spell off a turn-based RPG combat menu.

## How to Cast

Every Primary Ability is cast through hitting a consecutive number of beats of music in a row.
The number of notes in that range of beats (and the accuracy with which they are hit) is not relevant, and affects (with rare  equipment-based exceptions) only score.

Upon selecting a player's musical track, there will be a blue period of notes. This represents the casting requirement for the currently equipped first-tier spell.
Following that, the red region indicates the second-tier requirement, and the yellow period represents the third.
Upon streaking enough notes to meet a tier's requirement, the player can simply change lanes (or, without penalty, miss a note) to cast the currently queued tier.

In this way, hitting a long streak of notes will queue up first the tier-one, then the tier-two, and finally the tier-three spell.
Reaching the end of the third spell requirement will cause that spell to automatically cast.
In effect, streaking notes is like channeling the spell. Changing lanes casts it.

After casting, each spell has its own refractory period after which the hero will not receive notes for a brief period of time. Tiers do not affect this period's length. For most spells, the base cooldown is 16 beats, but there are some exceptions which are specified on the respective Abilities' dedicated pages.

## Tiers

Every Primary Ability can be equipped into any of the three free ability slots freely. Equipping a spell to a higher tier, while it will cost more beats to cast, will also cause that spell to have a greater effect.

* Offensive abilities will do more damage.
* Curative abilities will cure for more.
* Buffs will last for longer.
* Assorted other affects for other unique spells often apply.

In an ability's description, any blue text indicates a property that will directly grow with tier change.

## Strengths

Ability potencies (both offensive and curative) are based on an ordered rating system.
Each term is more potent than the last. Changing the tier on which an ability is equipped will change it's damage rating (though each spell has a tier-one-equipped base rating).
Equipping an ability on Tier 2 will raise its rating by one. Tier 3 will raise its rating by two.

Base Potency Values:

* Tiny = 10
* Minor = 20
* Light = 30
* Medium = 40
* Strong = 55
* Major = 70
* Huge = 85
* Crazy = 100

## Overcast

Potency of a spell does not just change from tier to tier of equipment, but actually fluidly, as the player plays more notes.
This means that if a player casts his Tier 1 spell immediately upon queuing it, it is actually weaker than if they had played *almost* to the Tier 2 requirement, but fell short.

The idea of purposely casting as far as possible within the desired spell tier is called **Overcast**.
Cute, Cuddly, Curative

**Cute, Cuddly, Curative** is one of the Challenges available in The Arena.

## Description

"*We brought this wisp in for the last team to fight, and they just couldn't whittle him down. The thing kept curing! I think you can take it, though. It's not like he's gonna kill you...*"

## Strategy

This is probably the first really tough challenge you'll come across, because the wisp does nothing but heal, and it heals for a LOT. The key lies in Sara's Shock, which can Stun the wisp - but it does not last very long. Use Wade to Inspire the party, fire off Shock to stun, then pummel the wisp down with quick attacks plus Abandon. Always refresh the stun at the earliest opportunity, eventually you'll whittle it down.
Dungeons

The Story mode of The Metronomicon is split into a total of 5 areas, called **Dungeons**. There is also a standalone DLC Dungeon. Each Dungeon (with the sole exception of the DLC Dungeon) has a total of 10 songs/levels, as well as 4 sidequests total.

When you enter a Dungeon for the first time, you can only access the first 7 songs. As you gradually continue to survive more levels and defeat more minibosses in each level, the remaining songs and the sidequests will become accessible.
The sidequests will vary in scope, but there will always be a sidequest for the fastest timed boss kill in each Dungeon.

Sidequests:

* For the first three sidequests, simply survive the song that has an associated sidequest.
* To unlock the fourth sidequest, the fastest timed boss kill sidequest, defeat all the minibosses in the dungeon, plus the boss.
* The song list in each dungeon will tell you which four songs in a given dungeon has an associated sidequest.

Hidden Songs:

* To unlock the first hidden song, beat 3 minibosses in the dungeon.
* To unlock the second hidden song, beat 6 minibosses.
* Simply survive any 6 songs in order to unlock the boss song.

## List of dungeons

* The Wild Forest
* The Haunted Kingdom
* Mount Rage
* Blue Expanse
* The Moon
* DLC Dungeon
Backstab

**Type:** | Physical  Strength

**Backstab** is one of the Abilities in the game The Metronomicon.

## Description

* Inflict a super potent Bleed, with an additional 60% chance to do Medium spike damage.
* Status duration is 50 beats.
* Bleed damage is 65% stronger than a normal bleed with the given stats and damage rating.
Martyr

**Type:** | Lightning  Strength

**Martyr** is one of the Abilities in the game The Metronomicon.

## Description

* Draw and combine all party  debuffs onto yourself. Then, enact a chance to purge one outright.
	+ The chance to purge a debuff outright is 40% base, plus 20% more per tier.
* The base cooldown of Martyr is 10 beats.
Bleed

**Bleed** is one of the Status Effects in the game The Metronomicon.

## Effects

* Causes the affected hero or enemy to take damage over time. Damage is based on the initial impact damage, based on normal calculation. Duration is set per ability.
* This ability and Regeneration are opposites of each other - if Bleed is applied on a character that is already Regenerating, it will cancel it out.

## Applied By

Heroes:

* Sara - Toast
	+ Inflicts Bleed on the enemy.
* Ralf - Pounce
	+ Inflicts Bleed on himself. The self-bleed effect damage is based only on level and tier. Str gear will not make it stronger.
* Ralf - Leech
	+ Passively builds up stacks that inflict bleeding on incoming enemies.
* Pierce - Backstab
	+ Inflicts an especially powerful Bleed on the enemy.

Equipment:

* Itchy Mustached Glasses
	+ Inflicts a permanent Bleed on the equipped character in exchange for a permanent Focus and Inspired.
Elementalism

**Elementalism** is one of the Challenges available in The Arena.

## Description

"*These here monsters are specially bred. Only the right Element can even hurt em! Think you can find the right one in yer heart?*"

## Hints

Each enemy will die to the correct element instantaneously. There are only 3 possible element types of enemies you'll find in this challenge...
Locations

The following is a list of locations in the game The Metronomicon. Koras is the main location in the game The Metronomicon.

## List of locations

* The Wild Forest
* The Haunted Kingdom
* Mount Rage
* Blue Expanse
* The Moon
* Neon Shield Academy
* Arena
* Bard's Kiosk
* Teleportation Hall
* Workshop
* Laboratory
* DJ Room
* Training Room
* DLC
An Obstacle, Of Course

**An Obstacle, Of Course** is one of the Challenges available in The Arena.

## Description

"*Crap! You're here! Um... We didn't plan a challenge. Hm, hm hm... okay! Um... stick this axe into the ground, stick your head on it, and spin. Then, go out and fight! Let's see what happens!*"

## Strategy

We had one challenge with a permanent Dizzy effect, now we have one with a permanent Spins effect. Conversely, the best strategy would be to try to associate notes via the 4 lanes from left to right, since this effect makes the directions well-nigh unreadable. If you're struggling with this, try switching to a control scheme that utilises the 4 lanes (e.g. Joey mode).
Blue Expanse

**Blue Expanse** is one of the Dungeons in The Metronomicon, and the fourth dungeon, unlocked after beating Mount Rage. There are a total of 10 songs and 4 sidequests, of which 7 songs are initially available. Upon surviving songs and/or beating minibosses in the songs, more songs and the sidequests will unlock.

Beating the boss of Blue Expanse will unlock The Moon.

## Song list

* Demoscene Time Machine, *Buccaneer*
* Rumspringa, *Musical Chairs*
* Solila, *Blazing (Original Mix)*
	+ Enemy Rampage (Blind)
* Au5 feat. Danyka Nadeau, *Follow You (VIP Mix)*
	+ Damage Output Challenge (Dizzy)
* J-Punch and Dave Moonshine, *Nilobytes*
* Phonetic Hero, *Pubstep* (**Bonus Song 1**)
* Christopher Hoag, *Mr. Mayhem*
	+ Cure Output Challenge
* Shinji Hosoe, *Zombie Chase*
* Dan Terminus, *Avalanche* (**Bonus Song 2**)
* Benjamin Briggs, *Methods* (**BOSS SONG**)
	+ Timed Boss Kill Challenge
	+ Pubstep, Follow You, Mr. Mayhem, Avalanche, Methods
Kraken

The **Kraken** is one of the types of Mini-Boss in The Metronomicon.

## Attacks

* He can splash ink across the party, causing damage, with a chance to blind each hero.
* He call up a rush of bubbles, damaging all party members, and casting a Regeneration on the Kraken.
	+ The Castle Kraken will not heal from this attack.
* He can use a Meteor Attack.

## Types of Kraken

Drops* Wet Enwettener

Gallery

See also* Enemies
Drops* Clockwork Eye Props

Gallery

See also* Enemies
Boulder Attack

**Boulder Attack** is a special enemy attack that can be used by Minibosses and Bosses in the game The Metronomicon.

## Description

For the duration of the attack, normal casting is possible, but boulders will fall from the top of the screen. If you are on the same lane as a boulder when it is falling, regardless of whether you are casting notes or not, it will eventually strike the hero in that lane and deal damage if you have not moved off the lane. The only way not to take damage from boulders is to move off the lane with the boulder; they are harmless otherwise.

Boulders take turns to fall, one at a time and randomly determined, on each of the four lanes - there are visual cues at the very top of a lane that indicate when a boulder is about to fall down a lane.

## Exploits

What makes these attacks annoying is not so much the damage itself, but rather the fact that boulders can obscure notes. There is a slight exploit to aid with this - a boulder is not reset when the game is paused then un-paused. Therefore, if you need to finish casting a specific ability on a specific lane and do not mind taking damage, pause then un-pause the game, tank the boulder damage, then continue hitting notes.
Bash

**Type:** | Earth  Strength

**Bash** is one of the Abilities in the game The Metronomicon.

## Description

* Thrust forward,  Stunning the enemy 15 beats, and dealing Light damage.
	+ In Multiplayer, the stun duration is cut to 10 beats.

## Affected by Equipment

* A Gentle Kiss increases the damage rating by two tiers.
	+ Specifically, this makes the damage ratings at the three tiers become Strong/Major/Huge.
Cutest. Toy. Ever.

**Cutest. Toy. Ever.** is one of the Challenges available in The Arena.

## Description

"*I just got the cutest plushy at the mall today. I'm calling him Mr. Cuddles, and I'll love him forever! Can you protect him from these monster jerks?!* "

## Strategy

Aww...that's so cute! Tiny Clark with a huge head! But...he has absolutely no attacks, and a permanent Taunt Status Effect, so all attacks will hit him and can hit for a fair amount.
Luckily, your goal is just to survive, so keep using Sara to keep your health up, and the other characters to deal the damage.
Elemental

The **Elemental** is one of the types of Minibosses in The Metronomicon.

## Attacks

* Cast an elemental spell, doing damage to one hero.
* Cast a fog of magic, doing light damage to all heroes, and causing a debuff.
	+ Each elemental causes a different debuff.
* Swing and punch a giant haymaker toward one hero.

## Types of Elemental

Drops* Stone Hulk Hands

Gallery

See also* Enemies
Drops* Battery Powered Boots

Gallery

See also* Enemies
Drops* Asbestos Underwear

Gallery

See also* Enemies
Drops* Lightning Ensparkler

Gallery

See also* Enemies
Athrend's Fyre

**Athrend's Fyre** is one of the pieces of Equipment in the game The Metronomicon.

## Notes

This item starts with a bonus of:

* HP: 1000
* STR: 400
* MAG: 400
* DEF: 400

However, the STR, MAG, and DEF quickly taper off at a linear rate as the song progresses.

By the time the song is at 30% complete, those stats offer 0 bonus.

## Trivia

This item is named after AthrendFyre, winner of the first Metronomicon Speedrun Tournament ("WEINER 2").

## See also

* Equipment
* GOTTAGOFAST
Arena 101

**Arena 101** is one of the Challenges available in The Arena.

## Description

"*You're comfy with all the basic heroes' powers now, right? At least a little? Grandmaster'd like a little proof from you. Prove you can take these vile goons and survive.*"

## Strategy

Shouldn't be too hard since you only have 8 abilities to choose from at any given point of time. Use appropriate elemental attacks where possible, but above all, make sure your health is in good shape with Cure.
Bear

The **Bear** is one of the types of Enemies in The Metronomicon.

## Attacks

* Whirl around, doing damage to all.
* Roar, doing damage to one, with a chance to Stun.
	+ Forest Bears will not cause stun.

## Types of Bear

Drops* Bearskin Coat

Gallery
Multiple outfits were designed for the Forest Bear; as such, there may be outfits in-game that are not pictured here.

See also* Enemies
Drops* Bearskin Codpiece

Gallery

See also* Enemies
Do. Not. Miss.

**Do. Not. Miss.** is one of the Challenges available in The Arena.

## Description

"*These here monsters feed on stumblin'! So, don't miss okay? Only your streak holds their increased damage at bay!*"

## Strategy

All you need to do is to survive and keep streak drops to a minimum. Even on Hard, this song shouldn't really be that hard. Bring Gruver with Tin Foil Hat equipped, liberally apply cures and survive the song.
Minibosses

**Minibosses** have the ability to spawn during any non- boss fight.

Every song has a given target pace at which enemies can be defeated, based on the length and speed of the song.
After enough standard enemies have been defeated, the Miniboss will spawn.

Minibosses typically have better treasure pools than normal enemies, more HP, and drop better equipment.
All enemies which spawn after the Miniboss, before time runs out, have an additional chance to drop treasure themselves as well.

## Unlocking Hidden Songs

Every  dungeon has two hidden songs in addition to the hidden boss song.
To unlock these hidden songs:

* Beat three minibosses on the map
* Beat six minibosses on the map

The red skull icons on the dungeon map indicate which songs have had their bosses beaten.

## List of Minibosses

* Castle Kraken
* Clops
* Deep Sea Kraken
* Earth Elemental
* Fire Elemental
* Flame Chimera
* Lightning Basilisk
* Lightning Elemental
* Loonis Beast - Fire
* Loonis Beast - Physical
* Loonis Beast - Earth
* Plant Monster
* Rear Admiral Clops
* Rock Monster
* Water Basilisk
* Water Chimera
* Water Elemental
Deez A Crowd

**Deez A Crowd** is one of the Challenges available in The Arena.

## Description

"*So, you wanna bend the rules, huh? You wanna fight three baddies at once..? Whatever, man. It's your funeral.*"

## Strategy

Like Three To Tango, this has you permanently fighting 3 enemies. Unlike Three To Tango, this one has a fixed party selection. Again, your goal is just to survive, so make sure your health is at a safe level.

Notably, Wade is equipped with Whirligig, which is FANTASTIC in this situation for dealing with the multiple enemies.
Costume Party

**Costume Party** is one of the Challenges available in The Arena.

## Description

"*Quick! Everyone dress up as your favorite hero! At the count of three, everyone show yourselves!*"

## Strategy

An incredibly fun challenge where you have no one but Clarks with a variety of abilities in various positions. Take note of where your Smite and Cure abilities are located, you'll be using them the most.

If you're playing on Hard mode, beware of the third lane from the left. At certain sections of the song, it becomes ridiculously challenging. Try practicing the song in Freeplay so you can find out where those sections are, and try to avoid them if you're having trouble nailing the notes.
Mine Attack

**Mine Attack** is a special enemy attack that can be used by Minibosses and Bosses in the game The Metronomicon.

## Description

For the duration of the attack, normal casting is possible, but some notes in all four lanes will be randomly replaced with mines.

These notes must *not* be hit, and will break your streak and cause some damage if hit.
Clark

**Starting DEF:** | 35

**Clark** is one of the Characters in the game The Metronomicon. Clark is a medic.

You start out with Clark at level 1 upon starting the game.

## Strategy

Clark is almost strictly a support-oriented character, until the late stage when he learns his solitary attacking ability. Until Sara comes along, Clark will solely focus as your healer and negate debuffs.

## Primary abilities

The listed strength of the ability is taken when the ability is placed into the lowest slot.

## Secondary ability

* Magic
* Magic

## Trivia

* Clark is voiced by David Autovino.
* Joey from Puuba has said that Clark's appearance is a reference to Dave from Puuba. Even though the latter doesn't want to admit it.
Arena

**Arena** is one of the Locations in the game The Metronomicon.

## Summary

Upon beating Spider Eye, the Arena, as well as the first set of challenges, is unlocked. The Arena houses all the challenges - beating them will earn the player special equipment or Street Creds.

Defeating each of the 5 bosses will unlock a new set of challenges. Additionally, a set of challenges is unlocked upon unlocking the boss song in The Moon. This makes a total of 6 sets of 5 challenges, and the number of playable challenges available can also be extended by DLC song packs.

## See also

* Locations
* The Arena
Robo-Breakdown

**Robo-Breakdown** is one of the Challenges available in The Arena.

## Description

"*So, that robot you beat up hit the lab up for repairs. All bawling and moaning... it seems like you did a number on him. I felt bad until he swore revenge on us all. Look out for them static waves, I guess.*"

## Strategy

Good luck if you're on Hard mode. Perma-Dizzy Pubstep is quite painful. Follow the strategy given for the boss - he doesn't send minions out - and you should hopefully dispatch him easily enough.
Boulder Dash

**Boulder Dash** is one of the Challenges available in The Arena.

## Description

"*I knew this arena could use some repairs! This wraith got loose, and now the walls are coming down around us! Can you guys do us a solid? Take this guy out, and try not to get hit by the rocks? We'll clean up after.*"

## Strategy

Oh, boy. Like Dancing In The Rain before it, this boss-themed challenge features the Wraith King's signature ability permanently active throughout the song! At this point, casting to the higher tier abilities becomes a strategic decision of risk (more rock damage) versus reward (more damage to the Wraith King).

Remember that rocks can obscure some of the notes, so be careful with them breaking your note chain and causing your spell to fizzle. You can always shift lanes to dodge the rocks. Also, because of the perma-falling rocks, you won't have any minions to fight, which means you should try to focus on Earth type attacks whenever you can.
Mole Man (Family)

The **Mole Man** is one of the types of Enemies in The Metronomicon.

## Attacks

* Dig into the ground and come up, slashing at one hero.
* Dig into the ground, and shoot up dirt and a boulder, doing damage, with a chance to Slow.

## Types of Mole Man

Drops* Minecart Headband

Gallery

See also* Enemies
Drops* Decollage Hard Hat

Gallery

See also* Enemies
Wade

**Starting DEF:** | 54

**Wade** is one of the Characters in the game The Metronomicon. Wade is a Warrior.

You start out with Wade at level 1 upon starting the game.

## Strategy

Brute force and strength is Wade's modus operandi; almost all of his offensive abilities are Physical type, making him useful when dealing with Physical type enemies. Wade can otherwise use Inspire to increase the damage of future attacks, not just from him, but of the party too.

## Primary abilities

The listed strength of the ability is taken when the ability is placed into the lowest slot.

## Secondary ability

* Strength
* Strength
Explosive Bumrush

**Required Meter:** | 4850

**Explosive Bumrush** is a Team Attack in The Metronomicon.

## Effect

Any current Meteor Attack, Boulder Attack, or Mine Attack is immediately ended.

All tracks are immediately refreshed, and the player (or players) will be immediately moved and locked onto the hardest of the current tracks (the tracks with the most possible notes).

The number of possible notes available will be counted and stored, and a powder keg with a burning wick will appear.

## Hero Attacks

Every note successfully hit will cause one of the party's heroes to immediately attack, with attacks assigned to:

* Left - First Hero
* Down - Second Hero
* Up - Third Hero
* Right - Fourth Hero

Each hero has their own Team Attack ability used in this situation. Stats as well as equipment are factored into the damage done, as normal.

Factoring in the table below, attacks made in this way do 30% of normal damage.

Note that the elements are not factored into the damage when used by Explosive Bumrush or Meteor Attack. However, they will affect Dance, You Fools!

## Final Explosion

When the last of the notes hit is passed, if more than 85% of the available notes have been successfully hit, a musical explosion will occur.

The damage of this explosion is carried out in one strike, and is equal to the sum of the four heroes' single Team Attacks, times two.
Koras

**Koras** is the main world/location in the game The Metronomicon. It is a world in which the magic is fueled by the music. Mysterious dance parties have been breaking out throughout the world for the last forty years. These dance parties are places where monsters tend to congregate and destroy everything in their path. You play as the four most recent graduates of The Neon Shield.
Plant Monster

**Plant Monster** is one of the types of Enemies in the game The Metronomicon. It can be found in The Wild Forest. Its Element is Earth. This creature is a Mini-Boss.

## Attacks

* Raise tangling vines from the floor, doing damage to all heroes, with a small chance to Slow.
* Bite one hero, doing damage.
* Smack one hero with a vine, doing strong damage.
Paradise

**Aleksandr "Paradise" Mizrahi**  is a Ronin mechwarrior in *Battletech*.

## Bio

Aleksandr Mizahri comes from Tyrlon 5, where he probably had parents and was not actually constructed from spare parts by a sentient trash compactor. He grew up, he says, learning to translate between the strongly worded demands of AgroMechs and the overly-relaxed replies of the mail sorting robots.

It was tough keeping the peace between the two factions, but somehow, by age ten, he managed it. As a result, he was accepted as a disciple of a particularly enlightened Dig King. While a disciple, he was taught The Way To Paradise, tested, found worthy, and then sent into the sky.

Although his mission is supposedly to spread knowledge of The Way, he's pretty terrible at evangelizing, preferring to drink, laugh, play card games and in general model 'good behavior.'

While the version he gives of his history is frankly ridiculous, there's not much else to be discovered. Born on the street, raised on the street, and coping however he could, he found something that brings him an inner glow and personal balance. He's very hard to rile up, and nobody can deny that he learned somewhere to be an excellent pilot.
Bionic Hand Fuzzx0rs

**Bionic Hand Fuzzx0rs** is one of the pieces of Equipment in the game The Metronomicon.

When equipped, the Team Attack meter charges up fast enough for it to be used within the same song, but the meter resets to empty at the start of the next song, should the team attack not be used.

Crucially, this means that the team attack could be charged until full, the song then backed out of, then the item unequipped in order to preserve a fully charged team attack. To compensate, however, it is only possible to unlock this item at the very end-game.

## Text

* If we can't do it now, our robotic overlords will.
Regenemies

**Regenemies** is one of the Challenges available in The Arena.

## Description

"*The monsters are so excited by the beat! They seem to radiate with a healing light. That's not gonna make things harder on you, is it?*"

## Strategy

It's possible to kill the enemies, but it's quite hard in practice. Instead, you can try playing this challenge as if you were doing a Cure Output Challenge (see Favorite Party Builds).
Slay The Dance Floor

Slated for release in 2017, **Slay The Dance Floor** is an upcoming expansion for The Metronomicon, and the name of the upcoming PS4 and Xbox One releases.

## List of Features

* Full Multiplayer, across all game modes
* New Endless Mode
* A New Playable Character
* New Unlockable Passive Abilities
* Changed and Reworked Sidequests
* Assorted, smaller balance tweaks
* ...Console Support!!
Loonis Beast

The **Loonis Beast** is one of the types of Minibosses in The Metronomicon.

## Attacks

* Attack one hero with a big punch, additionally causing Hazy.
* Cast a giant moon spell, injuring all, with a chance to cause a debuff.
	+ Debuff varies based on creature type.
* Boulder Attack

## Types of Loonis Beast

Drops* Sticky Gloves

Gallery

See also* Enemies
Drops* Angel Wings

Gallery

See also* Enemies
Drops* Shoulder Mounted Thingy

Gallery

See also* Enemies
Cardboard Tube Broadsword

**Cardboard Tube Broadsword** is one of the pieces of Equipment in the game The Metronomicon.

## Effect

* At full health, provides a 30% damage bonus to the equipped character
* When dead, cuts damage of the equipped character by 56%
* Damage bonus/cut linearly scales in between these two extremes, with a break-even point at 65% health where there is no benefit/cut
Succubus

The **Succubus** is one of the types of Enemies in The Metronomicon.

## Attacks

* Blow a kiss at one hero, doing damage.
* Giggle and sacrifice her life, dropping no treasure, and bestowing Protect and Inspired to the next (or a currently active) enemy.

## Types of Succubus

Drops* Unisex Miniskirt

Gallery

See also* Enemies
Gallery

See also* Enemies
Drops* Full Body Lip Gloss

Gallery

See also* Enemies
Gallery

See also* Enemies
Sara

**Starting DEF:** | 43

**Sara** is one of the Characters in the game The Metronomicon. Sara is a Labcoat.

Sara will join the party upon beating the boss of The Wild Forest, at level 10.

## Strategy

Sara is a curious mixture - her offensive abilities are Strength-oriented while her miscellaneous/defensive abilities are Magic-oriented. She can either replace Clark as the healer character (who can also simultaneously deal damage), or both can be used in a dual-healer setup. Because of her ability pool, she can be specced as a fully offensive character, a fully defensive character, or somewhere in between.

Sara's heal differs from Clark's in that the initial base heal is less, but the Regeneration buff adds additional healing - meaning that she can potentially heal more than Clark, but the heal is given over time as opposed to one solid chunk. All her attacks notably inflict an effect on the enemy.

## Secondary ability

* Strength
* Strength
Regeneration

**Regeneration** is one of the Status Effects in the game The Metronomicon.

## Effects

* Causes the affected hero or enemy to recover damage over time. Cure strength is based on the standard cure formula, counting tiers and stats. Duration is set per ability.
* This ability and Bleed are opposites of each other - if Regeneration is applied on a character that is already Bleeding, it will cancel it out.
	+ However, if Bleed is inflicted due to equipment, challenge, or mod, Regeneration and Bleed will co-exist on the same character.

## Applied By

Heroes:

* Sara - Grin
	+ Casts Regen on a randomly-selected ally.
* Flavius - Not The Face..!
	+ Casts Regen on himself, and is set to always regenerate 40% of the party's max HP, with varying regeneration speed depending on tiers/overcasting.
Sidequests

**Sidequests** is one of the Game modes in The Metronomicon. Sidequests are the way in which players compete online to see who is the best at a wide variety of things.

## Description

* Sidequests are opportunities to compete in new ways on beaten songs. Who can deal the most damage? Cure the most? Steal the most treasure? Keep the highest streak?

## See also

* Game modes
* Dungeons
Slow

**Slow** is one of the Status Effects in the game The Metronomicon.

## Effects

* On heroes, the recovery time for all Primary Abilities after casting is increased by 100%.
* On enemies, the recovery time for all abilities after use is increased by 35%.
* This ability and Haste are opposites of each other - if Slow is applied on a character that is already Hasted, it will cancel it out.
	+ However, if Haste is applied due to equipment, challenge, or mod, Haste and Slow will co-exist on the same character.

## Applied By

Heroes:

* Clark - Slow Field
* Sara - Soil
Gruver

**Starting DEF:** | 42

**Gruver** is one of the Characters in the game The Metronomicon. He is a Druid.

Gruver joins the party after the boss of Mount Rage is beaten, at level 28.

## Strategy

Arguably the hardest character in the game to utilise effectively. Like Clark, Gruver only has one offensive ability, so he is restricted to more of a support role. The druid's strengths, rather, lie in his ability to benefit party members with a wide smattering of buffs that can speed up the time in between spells, or the time to cast a spell, among others. Phantom Time when unlocked and utilised effectively can keep a party running on multiple buffs without the need to recast those.

Of note, Gruver is the only character to potentially ward off note stumbles if the Tin Foil Hat ability is equipped, making him a viable choice for streak challenges. His Gift and Fresh Mountain Air abilities, when effectively utilised, can significantly increase the number of Secondary Abilities cast by the other party members - and is in general a powerful combination that can be put to use in a wide variety of situations.

## Primary abilities

The listed strength of the ability is taken when the ability is placed into the lowest slot.

## Secondary ability

* Strength
* Strength

## Trivia

* Gruver is voiced by Randy Hames.
* Gruver has a bird tattoo on his shoulder, a reference to the bird perched on the shoulder of the Witch from The Weaponographist.
Treasure Hunter

**Treasure Hunter** is Pierce's  Passive Ability unlocked through Endless Mode.

A very niche passive that works best when paired with a party that yields high crystal drops (Sticky Gloves and Obtainium Obtainer can help to boost that amount).

## Description

* All party members do .05% more damage for each crystal dropped.
Mud Creature (Family)

The **Mud Creature** is one of the types of Enemies in The Metronomicon.

## Attacks

* Spit a mouthful of mud, with a chance to cause Slow.
	+ Forest Mud Creatures will not slow.
* Throw mud at the whole party, injuring all heroes.

## Types of Mud Creature

Gallery
Multiple outfits for the Mud Creature were designed for the game; as such, there may be outfits not displayed here.

See also* Enemies
Drops* Organic Sludge Mascara

Gallery

See also* Enemies
Thunderbolt TDR-5S

**Thunderbolt TDR-5S** is a Heavy-class 'Mech in *Battletech*.

## Description

Despite its poor heat management, the Thunderbolt 5S is very well armed for its size, and has more armor than many 'Mechs ten to fifteen tons heavier than itself. As such, it can be found in front line service in all major armies.

## Loadouts

* The stock loadout has flexible weaponry and is very durable for its 65-ton weight class, with enough firepower at any range to be a decent threat. The heat management is poor, as stated; but as the weapons are spread across different ranges, heat becomes less of an issue if you only fire the weapons in their ideal ranges. Moving the ammo to the arms and legs is **highly** recommended (especially the LRM ammo in the center torso!). The legs are somewhat over-armored compared to the side torsos, so shifting some armor there is useful. Dropping the Machine Guns and their ammo bin to upgrade the SRM2 to a 6-rack is also helpful. Overall, the stock build is excellent after some small optimizations; though the heat management is just poor enough to be an issue in hotter biomes.
* This standard 5S variant of the Thunderbolt is the only one with a Ballistic hardpoint (two, in fact). Swapping some of the Energy weapons for a cooler-running Autocannon is an option.
* The Thunderbolt is best paired with an AC/10 or AC/20 and SRMs, since its generous armor and plenty of versatile hardpoints make it a potent force at mid to close ranges.

* An alernative for long to short range nice harassement is to trade 2 ML for a PPC and the MG for SRM6 with 1 ammo ton. A good stability bash all the way up to melee.
* A solid loadout is AC/5 with 2 SRM6 and 4 med lasers for good damage and maxed front armor. Having JJ is an option but consider what you have to give up.

## Strategy

Click here to add a strategy!

* The Thunderbolt 5S is well armed and heavily armored for its size. It's often deployed as a frontline 'Mech where the fighting is heavy, and it needs to give as good as it gets.
* If faced with a thunderbolt, there is a fatal flaw that can be exploited to your advantage. The majority of the ammunition for the weapons is stored in the center torso, so if you are able to expose the structure, it is possible to detonate the ammo, instantly coring the 'mech. If you have a Gauss Rifle, targeting the CT can kill the mech in a single shot.
Miniboss Party

**Miniboss Party** is one of the Challenges available in The Arena.

## Description

"*Okay, hear me out. We take a bunch of minibosses, we introduce them to each other, and we put them all into the arena. No little guys. Just big, angry fun! I mean... fun for me, y'know? I get to watch!*"

## Strategy

You'll be fighting nothing but minibosses. Luckily, your goal is only to survive, so make sure your health is at a safe level.

Interestingly enough, your only offensive abilities are all Physical. To do super-effective damage towards any of the minibosses, you'll have to use Wade's Neutralize first.
Fresh Mountain Air

**Requirements:** | Requires 30 Consecutive Beats

**Fresh Mountain AIr** is one of the Abilities in the game The Metronomicon.

## Description

* Passively add additional beats to all allies' secondary ability progress.
* Naturally gifts 15 beats to each of the other three heroes.

## Affected by Equipment

* Fresh Moontain Air: Increases the number of beats gifted to 20.
Big Comeback

**Type:** | Fire  Magic

**Big Comeback** is one of the Abilities in the game The Metronomicon.

## Description

* Unleash a Medium fire attack across all enemies, whose damage varies (Up or Down!) the more enemies remain.
* Damage is multiplied based on the number of enemies currently alive on the field:
	+ One Enemy: 60%
	+ Two Enemies: 120%
	+ Three Enemies: 180%
* The base cooldown of Big Comeback is 30 beats giving it the longest cooldown in the game.

## Affected by Items

* Decorative Thinky Bits increases the damage multiplier gained by additional enemies to:
	+ One Enemy: 60%
	+ Two Enemies: 144%
	+ Three Enemies: 228%
Dancing In The Rain

**Song(s):** | "Beyoglu Nights" by Efe Tozan

**Dancing In The Rain** is one of the Challenges available in The Arena.

## Description

"*Okay, so, we didn't plan this one. That creepy eye spider boss ("Speyeder"?) got loose in here, and he won't quit chanting! We're trying to study in here, y'know! Can you withstand his harmonic onslaught?*"

## Strategy

If you thought something was off when you see that each character has only one ability, you're right. You won't actually cast any ability, because the whole song is a permanent meteor shower! This will test your note-reading skills - make sure you miss as few notes as possible to minimise damage, and if you can hang on for enough beats, Clark's Regen will trigger to help you top off your health.
Daily Challenges

**Daily Challenges** are one of the Challenges available in The Arena.

## Description

Each challenge is only playable for 24 hours, from Midnight to Midnight PST.
Every day, one or more songs is paired with one or more debuffs and a random challenge metric.

The first survival of the challenge each day gives 150 Street Creds. Multiple survivals, however, will each grant Experience points to all your characters, and is the best way to level up any stray characters to level 50.
Equipment

No proper RPG game will be complete without a wide smattering of **Equipment**. Each character can equip up to two pieces of equipment.

Equipment can be sorted into 2 main types. The first main type comprises of equipment that gives flat-out boosts to characters' stats, be it Attack, Defense, Magic, and/or HP.

The second main type consists of special equipment (labelled as Mys) that grant effects based on what happens during a song level.

## List of equipment

The following is a list of equipment in the game The Metronomicon.

## Notes

* On PC, 3 of the items are obtainable only if you own very specific games on Steam; you start with these items in your inventory.
	+ Elena's Amulet is obtainable if you own Whispering Willows
	+ Katie's (Andy's?) Helmet is granted if you own Concursion
	+ And lastly, The Witch's Grimoire is given to all owners of The Weaponographist.
	+ In the console release, these have been moved to enemy drops.
Soothing Chorus

**Required Meter:** | 4850

**Soothing Chorus** is a Team Attack in The Metronomicon.

## Effect

For the duration of the attack, every successful note hit cures the party by:

* Marvelous - 1.5%
* Perfect - 1.1%
* Great - 0.8%
* Good - 0.5%
* Bad/Miss - 0%

On Multiplayer, these values are reduced by 35%, to account for there being two people.

At every multiple of 10 streak, one random negative Status Effect is removed from one random hero.
The Wild Forest

**The Wild Forest** is one of the Dungeons in The Metronomicon, and the first dungeon of the game. There are a total of 10 songs and 4 sidequests, of which 7 songs are initially available. Upon surviving songs and/or beating minibosses in the songs, more songs and the sidequests will unlock.

Beating the boss of The Wild Forest will unlock The Haunted Kingdom.

## Song list

* Shiny Toy Guns, *Live It Up*
* Dj CUTMAN (feat Popcorn Kid), *Samurai*
	+ Enemy Rampage Challenge
* Evan Gamble, *The Last Stop For Us*
* Phunktastike, *Citrik (XS Night Remix)*
	+ Damage Output Challenge
* Au5 feat. Danyka Nadeau, *Inside*
* Hugh Holton, *Keep Moving* (**Bonus Song 1**)
* J-Punch and Dave Moonshine, *Hollow Bodies*
	+ Maximum Streak Challenge
* JERC & Rondevu, *Do It Right (Original Mix)*
* Stemage, *Fat Man in the Pool* (**Bonus Song 2**)
* Efe Tozan, *Beyoglu Nights* (**BOSS SONG**)
	+ Timed Boss Kill Challenge
	+ Keep Moving, Fat Man in the Pool, Beyoglu Nights
Wolf (Family)

The **Wolf** is one of the types of Enemies in The Metronomicon.

## Attacks

* Bite, hurting one hero.
* Slash out, hurting one hero for light damage.

## Types of Wolf

Drops* Fang Necklace

Gallery
There may be variants of the Wolf not pictured here.

See also* Enemies
Drops* Wolf Hair Wig

Gallery

See also* Enemies
Drops* Paper Plate Wolf Mask

Gallery

See also* Enemies
Waylaid by Jackassery

**Waylaid by Jackassery** is one of the Challenges available in The Arena.

## Description

"*Great news! They're letting me audit the potion class! For my first attempt, I've created this potion for you guys! This should make you really strong, I think! I...think.*"

## Strategy

...oh, hell no. Dizzy and Spins at the same time. It is HIGHLY recommended to practice the song in Story or Freeplay mode so you can get a feel for the patterns before attempting this challenge. Thankfully, the difficulty of the tracks varies at different points of the song, so for example lane 2 might be easier at some part, then later on lane 3 - it is never usually a full-on note rush except at specific sections.

## Trivia

* The associated song for this challenge was formerly "Israel".
To Me, Minions!

**Requirements:** | Requires 40 Beats

**To Me, Minions!** is one of the Abilities in the game The Metronomicon.

## Description

* Betray the party by summoning additional monsters to join the fray.

## Notes

* This can make the game much harder. However, given that kills are worth points... if you can survive it, totally worth it!
There's Loot Aboot!

**There's Loot Aboot!** is one of the Challenges available in The Arena.

## Description

"*Pierce is refusing to come to the next battle unless you make it worth his while. Gather up as much as you can, before he up and leaves!*"

## Strategy

You'll definitely need Pierce in your party. Repeatedly spam his Mug ability as many times as you can, make sure he has Pick Pocket equipped. It's also recommended to have Gruver and Sara in your party, in order to decrease spell cooldowns and the number of beats required to cast a spell, so more casts of Mug can be executed.
Sabrewolf

**Zebak "Sabrewolf" Koga**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Sabrewolf - he never uses 'Zebak Koga' -- was born to explorers of the Periphery who simply didn't return one day from one of their expeditions. At least that's the story he was told. Perhaps they died, or perhaps they decided a child was an unwanted burden. He was passed around the small community his parents had been using as a base until he was old enough to send off to school, at which point he was promptly given to a passing mercenary company. 'Apprenticed,' they called it. He does not say the name of the company, except to observe, with dark glee, that they no longer exist.

After escaping his original company as a young man, he continued to seek employment as a mercenary, first as ground support for BattleMech lances, and then as a BattleMech pilots. He has had many commanders, and does not always leave with good reports. Insubordination is a common complaint. It's not that he's rude. It's just that if he disapproves of a mission, or how it's being carried out, he will instead enact his own plan. But somehow, he stays alive and brings his 'Mech back, which is valuable enough in a pilot.
Team Attack

The **Team Attack** is a special attack that can be used during a song in The Metronomicon.

## How to Cast

The Team Attack first needs to be charged up over the course of a few songs (or even shorter, depending on the game mode and some specific items). Unless the Bionic Hand Fuzzx0rs is equipped onto a character, the player can store up a charged Team Attack to use as and when they like.

To fire off a Team Attack, the player either presses left shift and right shift simultaneously, or a separately-mapped Team Attack button.

More accurate note judgements will add more Team Attack meter than less accurate judgements. However, the amount of meter bestowed is divided by the number of notes in a beat. As such, the growth rate (mostly) between Easy, Medium, and Hard difficulties should be the same.

* Marvelous - 5
* Perfect - 4
* Great - 3
* Good - 1
* Bad/Miss - 0

Gain speed is cut by 35% in Multiplayer, to account for there being two players.

Some team attacks are duration-based, while some have an instant effect. Those which have an instant effect can be used before the first beat of the song without penalty.
Their duration will not start ticking down until the first note arrives.

## List of Team Attacks

 Critastrophe | For a brief while, every Hero attack is automatically counted as an Elemental Crit. Ohh the damage! | Purchasing the first three ultimate weapons in the Laboratory.
The Slayer's Sprint

**The Slayer's Sprint** is one of the Challenges available in The Arena.

## Description

"*A flock of hungry enemies is flooding the arena. They're getting into everything! Our hot dog booth, even! Get rid of as many as you can, so we can have our snacks in peace!*"

## Strategy

Shouldn't be too difficult. There are 3 Elements you need to counter in total: Physical, Lightning and Earth, and you have appropriate super-effective attacks to do so (Attack, Bash, Flame). You'll almost never have to use Clark, so just Inspire then pummel the enemies down with a combination of super-effective attacks and a quick flurry of normally-effective attacks.
The Masters Judgement 4

**The Masters Judgement 4** is one of the pieces of Equipment in the game The Metronomicon.

All 4 Master's Judgement items work the same way, and boost or decrease damage inflicted based on your note accuracy. It averages the accuracy of all the notes hit between the start and end of the ability cast before determining the damage. This damage boost is as follows:

* Marvelous: 30%
* Perfect: 15%
* Great: -15%
* Good: -50%
* Bad: -100%

This item is actually less effective on lower difficulties. On Easy, Marvelous would equate to only a 13% damage boost, while on Medium Marvelous would increase it by 22%.

## Text

* The ultimate weapon for dance party masters.
Time For Tea

**Time For Tea** is one of the Challenges available in The Arena.

## Description

"*It's been a while since we had an endurance challenge, hasn't it? Can't have you getting soft. You try these three songs at once, while I go out for lunch...*"

## Strategy

The first multiple-song challenge in the game that features 3 songs. As always, play safe and use Cure liberally.

You're given Gruver in your party build, so you can use his abilities to cast Focus and Haste on the party, giving you smaller beat requirements and shorter spell cooldowns.
The Master's Judgement 1

**The Master's Judgement 1** is one of the pieces of Equipment in the game The Metronomicon.

All 4 Master's Judgement items work the same way, and boost or decrease damage inflicted based on your note accuracy. It averages the accuracy of all the notes hit between the start and end of the ability cast before determining the damage. This damage boost is as follows:

* Marvelous: 30%
* Perfect: 15%
* Great: -15%
* Good: -50%
* Bad: -100%

This item is actually less effective on lower difficulties. On Easy, Marvelous would equate to only a 13% damage boost, while on Medium Marvelous would increase it by 22%.

## Text

* The ultimate weapon for dance party masters.
Team Oh Gee

**Team Oh Gee** is one of the Challenges available in The Arena.

## Description

"*So, Grandmaster says I gotta give you one last test before I can give you his final gift. You guys have known each other a long time, right? This should be easy. Get in there and dance!*"

## Strategy

The first of two challenges to obtain two of The Master's Judgement items, this challenge features the four characters you started the game out with. You should be pretty well-versed with their abilities at this stage of the game! Play it safe, survive each song, and that's the first two Master's Judgement items in the bag.
Stacking Up

**Stacking Up** is one of the Challenges available in The Arena.

## Description

"*It's not enough to win, you know... sometimes, you need to win big. We had a guy in here once... defeat about a million wisps in an afternoon. Think you can come close..?*"

## Strategy

Keep using Inspire to boost your damage, and hit the enemies with super-effective or normally-effective attacks, so you either do more damage or you never do less damage respectively. Take the Overcast mechanic into account as well, especially for Wade's Attack and Gwen's Bash.