Winter Voices Guide

Skills

The skill descriptions and IDs have been updated as of Nov 4, 2012. The range/PP/recharge of each skill still needs updating.

The skill snowflake has been described by the dev team as being negative on top, positive on the bottom, introverted on the left, and extroverted on the right. Internally, the skill numbering begins at the 12 o'clock position. The Prologue only has skills up through the 5th ring.

Skill Snowflake
1st Ring 2nd Ring 3rd Ring 4th Ring 5th Ring 6th & 7th Rings 8th Ring
Lesser Oblivion Persistance Rays of Negation Blue Screen Major Oblivion
The Truth is Out There Augmented Reality
Betrayal Erosion Far Away From All This I Wasn't There Doors
Stubborn Super-Ego
Courage Mastery Efficiency Such A Cold And Lonesome Heroine Disdain
Certainties Oversized Ego
Consolation Chatter Entertainment But I Have So Many Friends! Call
Recovery Rapid Recovery
Good Intentions Altruism Imaginary Friend Aura of Benevalance Protector
Exchange Transfer of Affection
Fairy Tale Relevancy Sing: Voluspa - Creation Indirectly Concerned Song: Voluspa - Winter
Inner World Creativity
Absence Muses Perfectionism Void Walker Scent of...
Utilitarianism Self-Flagellation
Waiting Resignation Understanding Then We'll Come From The Shadows Experience
Self-Mockery Training
Rebound Regeneration Finish Line To the Fore Optimism
Instinct The Fittest
Unaffected Natural Coolheaded Endurance Heart of Ice
Self-Control Unbreakable
The Wall Foolproof Obstruction Another Brick in The Wall Fortress
Untouchable Impregnable
Emptiness Cynicism Chaos Shards Elsewhere
Ether Deconstructor
Lesser Oblivion Persistance Rays of Negation Blue Screen Major Oblivion

All of these skill descriptions and formulas come from the game files themselves. They can be found here: pathto\winter voices ep 1\ep1\texts\en_US\skills_advanced.xml. Note that some skills change between the Prologue and Episode 1.

Skill Descriptions
ID Name Ring Range PP R Description Power-Ups
R Repel 0 1-10 3 0 Repels the target one tile. Works on friendly targets. Works along a straight line.
A Anticipation 0 1-8 4 0 Reduces damage inflicted by the target by 20% in the next round. Can be used multiple times on the same target.
F Escape/Flight 0 5 1 Immediately add 1 MP.
R Detection 0 1 1 Allows you to detect invisible traps or enemies present on the map. Your range of detection is 10 tiles for a trap at your level, if your intuition is in the highest class (20 + Level * 5). The more your intuition exceeds this threshold, the more your range will increase. Your minimum detection range is 1 tile.
1 Minor Oblivion 1 1-200 7 2 Makes an enemy invisible for 2 rounds. In return, its damage is reduced by 50% for the duration of the skill.
Deconstructor
-1 Cooldown
Augmented Reality
-1 Cooldown
+2 turns
-4 PP cost
2 Betrayal 1 7 6 You take the form of an enemy for 2 rounds. All enemies of more than 4 tiles stop attacking you for the duration of the spell. The ability lasts until you are damaged. You gain a bonus for all the duration. The bonus and the skin change while you encounter new enemies.
Augmented Reality
-2 Cooldown
-1 vulnerability distance
Super-Ego
Cost -5 PP
The Flight
Gives you 1 MP
3 Courage 1 6 3 Your Will Power increases by 50% of your base value for 5 rounds. Can be combined with itself. Teleports you 1 tile to the nearest enemy.
Super-Ego
+1 round
Cost -3 PP
Oversized Ego
+50% Will Power
4 Consolation 1 0-0 10 5 You heal yourself for (2 * Charisma) EP.
Oversized Ego
-1 recharge
Rapid Recovery
Cost -5 PP
Multiplicative factor set to x3
5 Good Intentions 1 1-3 10 5 You heal all allies within the area. They all regenerate Charisma / 2 EP; you regenerate (N + 1) * Charisma / 4 EP where N is the number of allies healed in this way.
Rapid Recovery
-1 recharge
Transfer of Affection
Cost -2 PP
Range +1
6 Fairy Tale 1 1-2 7 3 You create a "Fairy Tale". This creation has 1 + Perspicacity / 5 EP, 0 PP and 0 MP. You regenerate EP equal to your level.
Transfer of Affection
Cost -2 PP
Healing x2
Creativity
Range +4
-1 Cooldown
7 Absence 1 1-2 10 10 You create an "Absence". This creation has 40 + Intuition EP, 7 PP and 0 MP. You lose energy equivalent to 10% of your maximal energy. The Absence has only one spell: "Void Walk", which removes 2 PP from all enemies around it..
Creativity
-3 Cooldown
"Void Walk" costs -1 PP
Self-Flagellation
Range +2
+5% sacrifice
Energy * 2
8 Waiting 1 7 5 You set a trap on the selected tile. Anyone who trigger the trap will lose 2 PP, and you will be healed for 5 * Level.
Self-Flagellation
Cost -2 PP
x2 heal
Training
-1 Cooldown
Cost -1 PP
9 Rebound 1 5 5 Push you 1 to 2 squares away from the enemy selected, depending on how close you are.
Training
+1 push when close
Cost -2 PP
The Fittest
Range +1 (doesn't affect the push)
10 Unaffected 1 6 10 You gain 25% of mitigation for 2 rounds.
The Fittest
+1 rounds
-1 recharge
Unbreakable
Cost -3 PP
Protection +10%
11 The Wall 1 10 5 Creates a wall around you. Reduces damage taken by 8 + Level, but also MP/round and maximum Energy by 30%. Losing or deactivating the wall does not return the Energy Points but makes up for maximum Energy and MP.
Unbreakable
Cost -8 PP
-2 recharge
Impregnable
Damage reduction x2
12 Emptiness 1 7 6 All types of healing and all types of damage that you receive are reduced by 50%. Your maximum Energy as well as your actual Energy are reduced by 50% for 2 rounds. When the effect ends, you get your maximum EP back and are healed by the EP lost. This ability cannot be combined with itself.
Impregnable
Cost -5 PP
Reduction +10%
Deconstructor
+10% mitigation
Energy penalty -15%
13 The Truth is Out There 2 Passive Attributes reduced by 10%. Gain +1 MP
14 Stubborn 2 Passive +50% base Will Power
15 Certainties 2 Passive +20% Mitigation
16 Recovery 2 Passive +(2 + Level) Energy regeneration
17 Exchange 2 Passive +25% healing received by abilities
18 Inner World 2 Passive +10% dodge
19 Utilitarianism 2 Passive +20% Memory
20 Self-Mockery 2 Passive +50% base Humor
21 Instinct 2 Passive +(2 + Level) Energy regeneration
22 Self-Control 2 Passive +100% resistance to dispel
23 Untouchable 2 Passive +10% dodge
24 Ether 2 Passive +20% Mitigation
25 Persistance 3 Passive +100 EP
26 Erosion 3 Passive +15 Energy regeneration
27 Mastery 3 Passive +30 Perspicacity
28 Gift Of The Gab 3 Passive +30 Charisma
29 Altruism 3 Passive +30 Will Power
30 Pertinence 3 Passive +30 Perspicacity
31 Muses 3 Passive +30 Intuition
32 Resignation 3 Passive -20% mitigation, but +(5 * Level) energy regeneration
33 Regeneration 3 Passive +15 Energy regeneration
34 Natural 3 Passive +30 Intuition
35 Foolproof 3 Passive +50 Resistance to Flaws
36 Cynicism 3 Passive +30 Humor
37 Augmented Reality 4 Passive
  • Your attributes are reduced by 10%. Your PP are increased by 5.
  • Minor Oblivion -1 Cooldown, +2 turns, -4 PP cost
  • Betrayal -2 Cooldown, -1 vulnerability distance
  • Repulsion +1 push efficiency
38 Super-Ego 4 Passive
  • Betrayal cost -5 PP
  • Courage +1 round, cost -3 PP
  • Repulsion deals -2 PP to target
39 Oversized Ego 4 Passive
40 Rapid Recovery 4 Passive
41 Transfer of Affection 4 Passive
42 Creativity 4 Passive
  • Fairy Tale range +4, -1 Cooldown
  • Absence -3 Cooldown, "Void Walk" costs -1 PP
  • Detection costs +2 PP, -1 Cooldown
43 Self-Flagellation 4 Passive
  • Absence range +2, +5% sacrifice, Energy * 2
  • Waiting cost -2 PP, x2 heal
  • Detection increases your intuition by Level (stacks) but deals you Level damage.
44 Training 4 Passive
  • Waiting -1 Cooldown, cost -1 PP
  • Rebound +1 push when close, costs -2 PP
  • Detection reduces enemies' damage by Intuition/10 for 1 turn (non-stackable)
45 The Fittest 4 Passive
  • Rebound range +1 (doesn't affect the push)
  • Unaffected +1 round, -1 Cooldown
  • Anticipation no longer has a minimum range, costs -1 PP
46 Unbreakable 4 Passive
  • Unaffected cost -3 PP, protection +10%
  • The Wall cost -8 PP, -2 recharge
  • Anticipation -1 MP to target, can only be used on line
47 Impregnable 4 Passive
  • The Wall damage reduction x 2
  • Emptiness cost -5 PP, reduction +10%
  • Anticipation +10% decrease
48 Deconstructor 4 Passive
49 Rays of Negation 5 10 12 You send four rays of negation in four different directions. Enemies hit are pushed 2 squares away and lose 1 PM.
Devastation
Cost -10 PP
MP loss +1
Virtual
+3 rounds
50 Far Away From All This 5 10 9 All enemies calculate the damage they deal as if you were at the targeted position for 1 turn. If you move after using this ability, the effect will not be canceled. (but your move will be taken into account in the calculation)
Virtual
+1 round
-10 PP
Performances
distance +2
51 Efficiency 5 0 10 You gain Level / 2 PP, as well as all allies or enemies in a 7 squares area around you.
Performances
+1 round
Superiority
+2 PP
52 Entertainment 5 10 12 Push 1 tile away all enemies nearby (5 tiles or less) and decrease their MP by 1. Allies are healed for (2 * Level * (1 + Friends))
Superiority
+1 rounds
Reconnaissance
cost -5
53 Imaginary Friend 5 1-10 10 You can create an Imaginary Friend. The Imaginary Friend has (Level * 20) EP, 0 MP and 0 PP, and has a healing ability. The Imaginary Friend has dialogue options. You can only have one Imaginary Friend at a time. Moreover, at the start of every battle, following the dialogue that you have chosen, the Imaginary Friend gives you a boost to Humor (5 * Level), Will Power (5 * Level), 1 MP or 6 PP.
Reconnaissance
Imaginary Friend count for bonus companion
Influence
life * 1.25
54 Sing: Voluspa - Creation 5 1-3 10 12 There is a 20% chance that an "Echo" will appear on an empty tile in the area (3 squares radius). The Echoes have 1 EP, 0 PP and 0 MP.
Influence
+2 rounds
Inspiration
-5 recharge
+10% probability
55 Perfectionism 8 1-5 3 0 Raises (Level * 2) EP of the targeted summon and increases its PP by 2.
Inspiration
bonus PP +1
Tricks-Death
+ Level Healing
56 Understanding 5 10 5 You gain (Perspicacity - (5 / 3 * (Level + 4) Distance)) EP by enemy.
Tricks-Death
healing * 2
Maturity
-1 recharge
57 Finish Line 5 10 10 Usable only if EP are below 20% of maximum. Adds 4 MP and gives (Will Power * 4) EP.
Maturity
-3 recharge
Cost -5 PP
Weed
Heal * 2
+1 MP
58 Coolheaded 5 1-200 6 6 All enemies are repelled by 2 tiles, except the closest one.
Weed
cost -10 PP
push +2
Line of Defense
-3 recharge
59 Obstruction 5 5 5 You create a shield that lasts for 5 rounds and absorbs 20 damage/hit until you have absorbed (5 * Level). Applies after all the protections. As long as the shield is present, you have your MP/round reduced by 1. To choose this ability reduces the maximum Energy by 30%. Possible to combine with itself (the MP penalties are also cumulative).
Line of Defense
-1 recharge
Impassable
maximum * 2
60 Chaos 5 10 15 Summons 4 doubles at random spots on the zone. The doubles close in on and attack the first character they reach, friend or foe, with the spell Instability, which reduces PP by 2.
Impassable
cost -10 PP
Devastation
2 additionnal clones
61 Remanence 6 Passive
62 Power 6 Passive
63 Heroine 6 Passive
64 Affection 6 Passive
65 Kindness 6 Passive
66 Architect 6 Passive
67 Intervention 6 Passive
68 Knowledge 6 Passive
69 Speed 6 Passive
70 Firmness 6 Passive
71 Immunity 6 Passive
72 Liquid 6 Passive
  • +2 PP
  • Shards +5% probability
73 The Flight 6 Passive
74 Self-Esteem 6 Passive
75 Popularity 6 Passive
76 Strength of All 6 Passive
77 Overall View 6 Passive
78 Satisfaction 6 Passive
  • +(2 + Level) Energy regeneration
  • Void Walker shield x2
79 Fearless 6 Passive
80 Stability 6 Passive
81 Agility 6 Passive
82 Apotropaism 6 Passive
83 Phantom 6 Passive
  • +10% dodge
  • Shards 2 additional shards
84 Resilient Evil 6 Passive
  • +(2 + Level) Energy regeneration
  • Blue Screen penalty -25%
85 Virtual 7 Passive
86 Performances 7 Passive
87 Superiority 7 Passive
88 Reconnaissance 7 Passive
89 Influence 7 Passive
90 Inspiration 7 Passive
91 Tricks-Death 7 Passive
92 Maturity 7 Passive
93 Weed 7 Passive
94 Line of Defense 7 Passive
95 Impassable 7 Passive
96 Devastation 7 Passive
97 Blue Screen 7 Passive When an attack leaves you with less than 10% EP, you deny the entire zone. (In case the attack would have killed you, you are left with 1 EP). Both allies and enemies become invisible and paralyzed for 2 rounds. You recover 5% EP/round for the duration of the spell. When the effect ends, the damage you take is increased by 50% for 2 rounds. Can occur only once in battle.
Remanence
+1 round, +5% Energy
Resilient Evil
Penalty -25%
98 I Wasn't There 7 Passive Allows you to select any precedent transformation when you use Betrayal, with the associated bonus. (Seven transformations at episode 6)
Power
Duration x2
99 Such A Cold And Lonesome Heroine 7 Passive When you are alone in combat, you gain damage reduction equal to the (number of visible enemies * Level / 5).
Heroine
+3 Enemies
Self-Esteem
divide now by 3 instead of 5
100 But I Have So Many Friends! 7 Passive When a source of damage, regardless of its origin, forces you below 20%, the cooldown of Consolation ends automatically and the next Consolation spell doesn't cost any PP, and its healing is multplied by 1.50.
Affection
x3 instead of x1.5
Popularity
-2 recharge
101 Aura of Benevolence 7 Passive Every time you take damage, your closest ally is healed by 25%.
Kindness
Radius +2
Strength of All
Heal +10%
102 Indirectly Concerned 7 Passive 25% of the damage you take will be redirected to the summon furthest from you. This ability can only redirect damage up to the current EP of the summon receiving the damage.
Architect
No longer limited to the EP of the summon
Overall View
Report +10%
103 Void Walker 7 Passive When a summon touch a target with any ability, you are protected by a shield equivalent to your Level.
Intervention
Shield also protects summons
Satisfaction
Shield x2
104 Then We'll Come From The Shadows 7 Passive When you reach 0 EP, you can continue to fight for one turn, normally. The damage you get counts as "absorbed".
Knowledge
+1 round
Fearless
+1 round
105 To the Fore 7 Passive Every time you lose more than 10% of your Energy in a single attack, you gain 1 MP.
Speed
+1 MP
Stability
+1 round
106 Endurance 7 Passive Whenever you take damage, you gain 2% damage resistance for 2 rounds. The absorbed or redirected damage does not increase this resistance (you must actually take damage.)
Firmness
+1 round
Agility
Mitigation bonus x2
107 Another Brick in The Wall 7 Passive If your Wall is active, you have 10% possibility to transform the damage received in the same amount of shield damage. (E.g., if this happens on a spell that should have inflicted 10 EP on you, you gain a shield of 10 EP.) This effect applies before all damage reduction. The shield lasts until it is consumed.
Immunity
shield x2
Apotropaism
+5% chances to happen
108 Shards 7 Passive Whenever you take damage, you have 5% possibility to split up, which converts 2 damage taken in 2 images of yourself, each with 1 EP. The images appear randomly around you (if there is no free space, they simply will not appear) and they possess neither PP nor MP.
Liquid
+5% probability
Phantom
2 additionnal Shards
109 Major Oblivion 8 1-5 15 8 Decreases PP by 30 and MP by 10 on the target. Also decreases the MP by 1 and the PP by 2 of any target close to the main one (2 squares). Every target is afflicted by Minor Oblivion too.
Devastation
cost -5 PP
area x2
Virtual
-5 Cooldown
x2 zone effect
110 Doors 8 1-1 8 0 Places 1 door on the target tile. You can have up to 2 active doors (creating a new door causes the oldest of the previous ones to disappear). Anyone (friend or foe) that walks (or is pushed) on a door is immediately teleported to the next, provided the distance between the doors is 5 tiles maximum.
Virtual
-1 Cooldown
+4 range
Performances
Cost -4 PP
111 Disdain 8 3-20 4 0 Enemies or allies close to the targeted tile are pushed 1 away from the targeted tile.
Performances
Push +1
Superiority
Cost -1 PP
112 Call 8 3 3 The next companion spell (Summoning - Corbeau, Pyre - Ven, By The River - Chichi) that you cast will not generate any cooldown.
Superiority
Cost -3 PP
Reconnaissance
-1 recharge
113 Protector 8 1-5 9 0 Protects the target with a shield that reduces damage by 10 000 (to be absorbed Level * 3). Whenever damage is absorbed by the shield, the caster is healed by the absorbed amount. Casting this spell reduces the remaining recharge time of Good Intentions by 1.
Reconnaissance
x2 healing received
Influence
Cost -2 PP
114 Song: Voluspa - Winter 8 1-3 15 15 Creates a trap that reduces the MP of anyone that trigger it. Gives immunity to summons around.
Influence
+3 range
-1 Cooldown
Inspiration
-1 Cooldown
Cost -6 PP
115 Scent of... 5 1-1 15 20 You lose energy equivalent to 20% of your maximum energy. You create a powerful summon (100 + Intuition EP, 10 PP and 1 MP, uses an improved version of "Repulsion"), with additional power depending on your guiding deity.
  • Skuld (Huntress): Scent has 50 additionnal EP. Reduces damage
  • Verdandi (Weaver): Summons an Absence
  • Urd (Volva): Increase your Perspicacity
Inspiration
-2 Cooldown
Tricks-Death
range +6
+10% sacrifice
Energy x2
116 Experience 8 1-2 14 0 Pulls an enemy 1 square to you. If the enemy is already next to you, reduces the remaining cooldown of Understanding by 1.
Tricks-Death
pulls 2 instead of 1
Maturity
Cooldown Reduction +1
117 Optimism 8 1-7 3 0 Removes 2 PP from an enemy. Only to be used under the effect of To the Fore.
Maturity
Cost -1 PP
Weed
+1 PP loss
118 Heart of Ice 8 1-6 5 0 Set a trap on the selected ground. Use Heart Of Ice on an enemy situated on one of the traps reduces its MP by 3.
Weed
Range +12
Line of Defense
Cost -1 PP
119 Fortress 8 1-3 5 0 Creates an obstacle at the target location. The obstacle has (Level * 10) Energy. This spell costs 1 MP to cast (in addition to the cost in PP).
Line of Defense
EP x2
Impassable
Cost -1 PP
120 Elsewhere 8 1-3 3 3 Swaps your location with that of a Double or a Shard.
Impassable
-1 recharge
Devastation
Cost -6 PP