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Secondary Abilities are a passive, always-active means of casting abilities in The Metronomicon. Every hero has two different Secondary Abilities that can be unlocked through leveling up the character. Though Secondary Abilities cannot regularly be cast at will, they will routinely activate throughout the battle, making even the least-regularly activated hero meaningful and effective during battle.

How to Cast[ | ]

Every Secondary Ability has a required number of beats for cast. This requirement may either be consecutive or non-consecutive, and can be any number.

Whenever the appropriate number of beats has been hit (not notes, the number of notes within these beats is irrelevant), that hero will immediately cast their equipped Secondary Ability.

Often, more powerful abilities will require large numbers of consecutive beats. Weaker, but more reliable abilities may require smaller numbers of non-consecutive beats. These streaks and counts, however, last across all hero tracks. The currently active track is not relevant.

Moreover, notes missed during Grace Period cause no negative effects.

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).

Tiny < Minor < Light < Medium < Strong < Major < Huge < Crazy

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