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Lyra Dies (De-es) Cadens is the older sister and mentor of Elpis, serving as the leader of the Tannin Jaegers within the crusading rangers of the Talon Regime as part of a jaded troop of noise-wave marines that turned into Nosoimones and were formerly in league with the Vessels. She serves as one of the central operating navigators, leading the Tannin Jaegers. Unlike Elpis, she is a Vessel, personifying the Lyre Astrable’s inheritance as a bard-mage Armiger, albeit not in the same type of life-form category as him due to being accidentally infused within the Lyre sub-Espada through a malfunction forcibly putting her inside through a resonating attraction. Thus is a support unit for Acus Enterprise and Elpis in general.
– Personality –
Lyra is a deeply introspective and thoughtful individual, shaped by her artistic inclinations and a desire to understand the complexities of her world. Expressing her emotions to a high degree to connect with the feelings and experiences of others, seeing it as essential to her existence. Causing her to view feelings such as happiness or disappointment as part of what keeps life going. She strives to always challenge societal norms, yet tempers with a sense of awareness, understanding when to hold back to avoid causing unnecessary pain. Preferring to operate with authenticity and intensity by using her words to thoughtfully formulate ideas and plans. Lyra expresses her more complex thoughts through artistry and music to come to terms with her inhumanity. Regardless of if it leads to feelings of burnout or restlessness, as keeping herself in check serves as a way to keep leading others. As a result of how she’s often felt overlooked as a child soldier, she is prone to pushing her limits, even if reality seems dire. Causing her to also challenge Elpis to see beauty hidden in chaos.
Though Lyra’s naïveté sometimes leads her to trust people more easily than she should, it is this idealistic belief in the potential for change that makes her a valuable ally.
– Relationships –
- Elpis: Due to her being somewhat older, Lyra attempts to constantly steer him in the right direction she sees fit. The two contrast in behavior due to Elpis being taken in by a group of bandits and rejecting his heritage, thus forgetting his second and last name. Though this part of him can make Lyra frustrated, she still persists to do what she can for him even if he’s not in interest at the time due to how much she cares enough for him. Both equally view each other with a portion of stubbornness within themselves, occasionally mediating between a positive or negative way. Elpis doesn’t like her opportunism, and Lyra dislikes his self-denial. She eases up to Elpis the most due to her willing to lay down her life for him, naturally not taking orders from others unless it’s the people she respects.
- Birdy: Lyra often attempts to refrain from spoiling Birdy in order to prevent her being a top priority. She would sometimes find Birdy a nuisance to deal with at younger ages yet still feels a form of happiness when being around her. Though Birdy would often be too interested in Lyra’s equipment such as once attempting to wear her charm pendant, to which Lyra kept it away as much as she could so Birdy wouldn’t have her life influenced from it. She thinks Birdy only naturally has aspects of Elpis and herself within her and doesn’t want it to be forced upon her life.
- Daibo: Lyra appreciates Daibo’s support and loyalty. She sees him as a faithful companion, who always follows her like a cub. He supports her by helping her with tasks, defending her from threats, and cheering her up when she is down. He also supports her by listening to her advice, following her instructions, and learning from her mistakes. He is always ready to lend a hand, a shoulder, or an ear to her. She enjoys sharing her wisdom and experience with him, and teaching him new things. She respects his trust and confidence in her choices, and knows that he will always stand by her side. She considers him a friend and a protégé, and hopes to help him grow and succeed. She values his curiosity and enthusiasm, and encourages him to express himself more.
- Shidarena: TBA
- Seirya: Due to being under a manager for her side-occupation, Lyra and Seirya treat each other as artistic associates. Lyra finds Seirya’s perseverance to be something inspiring, but not something to fully take due to her staying self-conscious while going with his personality’s flow. Occasionally she would find him comedic. Though the goofiness of Seirya causes Lyra to attempt to supervise him while he’s not aware to ensure his safety due to losing a past partner which has caused her to have a loner attitude. Occasionally they would clash in personalities if Seirya were to be too laid back as opposed to Lyra being too cooperative. Lyra would account for someone such as Daibo to accompany her due to his personality, leaving Seirya at base for various predicaments.
- Larasu: Lyra finds Larasu too unpredictable to read, let alone his auto-tuned vocal chords doesn’t make it any better. She holds an impressive patience towards him simply based on thinking they’d do great teamwork. Like Seirya, Lyra in a way finds Larasu comedic. Albeit, comedic in the sense that Lyra sees him as very tryhard in his skills.
- Daiyu: Lyra sees Daiyu as a cold person who is struggling to face anymore obstacles. She thinks Daiyu doesn’t care much about the consequences or means of her actions, often trying to reason with her. Due to how Daiyu wants to carry her own weight. As a leader, she never would hold a grudge to Daiyu as a person, sometimes even complimenting or thanking her. Respecting Daiyu’s skills and abilities, and empathizes with her restricted lifestyle. Occasionally bringing her to collaborate during operations for extraordinary tactics. She cares about the impact of Daiyu’s actions on herself and others, and will help to make sure her mannerisms can be improved.
– Abilities/Neo-Gen –
Lyra’s arms are embedded with a pair of ancient metagallion handgun-like weapons strung together in a split harp. These strings link into her heart and flows by psychic sense. This allows her to use the psychic waves of her mind and the cardiologic beats of her heart to form mana-psionic art of sound with electromagnetic mana in the form of airwave noise. Shooting them as a spray of psycho-sonic destructive spheres from her hands leaving a telekinetic blast of noise-waves upon impact. These cardiologic beats flow as charming music note-like bio-waves from the fielded scalar bio-field within Lyra due to her pendant charm building up a mesmerizing aura of frequency. She keeps this aura up by keeping a constant rhythm in her movement that keeps her cardiologic beats active to discharge it out as a rupturing shot.
This rupturing is often utilized by Lyra through an explosive amount of loudness through using speed to wind up the amplification of the sound. She sends out her rupturing shot via controlling the nerves with an electric signal in one’s body surging more with how she affects the flow of their heart as thundering vibrations. The signal thus sends the rupturing wave across their body via a compound fission. Her cardiologic beats are sent through-out her nerves that are linked with her Lyre’s musica nerves. This frequency determines how much noise mana is emitted with it’s modulation based on the electric signal linked to the mind and heart. This allows Lyra to interfere with the signals of the others’ bodies, affecting their nerves and impulses to charm them by drawing them toward her with her noise mana or reading their mind through the electromagnetic spectrum. This charming effect can also extend to various technology, sending nerve stimulation in the form of electromagnetic aelophis as feedback to Lyra, amplifying her depending on how many waves she’s sensing while temporarily disrupting the receiver’s signal before discharging. Easily cancelling out the vibrations projected from others. She however can’t amplify if she’s dealing with loud noises that easily disturb her.
Her interference with technology through her noise allows her to harmonize with the tech, allowing for a better synchronization with her spellbook to generate various spells through her mind with two ring-like items of an Ark equipped on both of her middle fingers. Such as generating runic letters that discharge a specific sound based on her body’s actions through amplifying her voice. Few of these runic letters can cause communicators to malfunction and disrupt radiowaves with loud amplification of soundwaves bursting a shockwave of electric energy from bass based on the amount of volume. But the volume or modality of something before discharging is dependent on Lyra’s level of heartbeats. Meaning if her heart is beating rapidly, she cannot use her beat frequency until cooling down otherwise risks her mana becoming raw with her passing out. Her cool-down depends on how frequent she’s using her abilities, possibly even leaving her powerless for a while through draining her.
Through the blood pumping from her heart, Lyra manipulates telekinetic bloodstrings supported with airwaves beyond just playing the lyre. Shaping and bending them to create various rivet-like sound constructs or weapons, such as ropes for navigation, illusionary threads, invisible threads to catch enemies in brambled traps, etc. Being able to shift the pitch to affect the power output and can use these to treat her charmed enemies like dolls, or bring non-sentient constructs to life with her control by threading bones. This extends into making elastic layers around herself, ending them like elongated limbs with interweaving attacks with great rigidity and ductility. Affecting things that have enough elasticity to be transmutated through the sound. She enters a lucid form from her pendant charm’s ethereal rune, allowing her to enter a change within psychic frequency of the soul’s electromagnetic waves within her life-stream akin to Armigers with their Bio-Armed Metagallions. This lucid form shares the lightness of Lyra due to her having a hollow skeleton that makes her have good reflexes in exchange of bones that break easier, flowing through mid-air easier as opposed to Lyra simply emitting a small pair of feathered silk wings to double her jump in mid-air. Her lucid form uses it’s sharp edges to emit noise through direct attacks. In her lucid form, she deconstructs movement as sound and can adapt to it as rhythm to take advantage. She is invulnerable to hypnotic effects but it weakens her ultrasonic hearing in exchange of being able to perform astral projection through controlling her eyestalks. Her weakened ultrasonic hearing causes her to be disturbed more by loud noises. She cannot detect spirits in her lucid form due to her ectoplasm not being part of her reading signals.
Lyra’s Neo-Overdrive involves lacing her hands to complete a magical formation adding an undetectable high-pitched tone to her movement and voice in a sequence of subliminal rhythm of a loud song before clashing the items together in a clapping slash. The vibrational slash of the clap results in a heart-flashing blackhole of pulsing noise that has a devastating repel from Lyra’s palms as a concussive blast granting multi-hits.
- Is aware of illusions through echolocation
- Cannot affect nerveless beings
- Cannot affect large amounts of people
– Weapons –
Lyre Arcus Sub-Espada: A mobile terminal rifle bow Metagallion of neurochemistry and voodoo that links Lyra easily to Elpis’ Acus Enterprise/Chiron Strata as support through it’s harp hilt. It is a bionic combination of the Psalterium Georgii and Magadis Obsolete, which granted Lyra vulture-like attributes. Each elemental string on the harp uses ammunition modes that transmute the materials inside to fire akin to either explosive shotgun cannons, a rapid SMG/Carbine, or a satellite beam. Fires strawed arrow-wings from the limited ammunition of spaghettification cords within when they are strung for a quick charge. Lyra’s harp is made from the reflective shell of a tortoise, thus has some endurance before the scales on it start to take serious damage. The reflectionary shell is often spinning when deflecting attacks and can redirect it through slamming onto the ground for a discharge. Has an autobalance system to move or spin at rapid speed. Can convert into a vulture of pod-cocoons linked to Lyra’s arm and carries her intelligence for her. When the bowstring is drawn back, it emits a soft, melodic hum that resonates with the environment. Being able to pacify enemies, command attention, compel obedience, or divert them through it’s mesmerizing hymn.
Each strike emits a musical tone that resonates with the rhythm of Lyra’s movements, enhancing her agility and speed in combat. It’s projectiles are numerous smaller projectiles that add up stun, changing up their behavior based on the arrow’s command. Every end chord from the musical performance causes the guitar to create a soundwave blast to send enemies flying from spatial distortion and will inflict any damage to those in it’s focused range. Additionally, it’s rings when the swordstaff is split create shockwaves when clashed together, disrupting enemy formations and leaving them vulnerable to follow-up attacks. With a flick of her wrist, Lyra can unleash powerful sonic waves that travel along the length of Arcus. By orchestrating specific sequences, Lyra could create varying effects such as sonic waves, buffs, or debuffs for allies or foes. Lyra is also able to access an Ophiuchus Kerykeion blade known as Aristodama Caduceus, said to be a “true Gestalt” and is wielded akin to a flute blade that plays Arcus’ harp guitar like a violin. It shares the same darts as Elpis’ Railbuster and is accessed via Arcus’ telescope extending it out via a flipped dial.
Has a corded disc sub-weapon on her wings that can be used in the middle of combos as extensions to pull in, trip or trap enemies for multi-damaging staggers for ground and air. When dodging, Lyra can hold her dodge with this disc to move around or position herself dispensing shots to enemies and can chain together her spell cards, linking together to her basic moves. This also allows her to swing over areas and use grapple points. When far away, Lyra monitors the enemy’s sound with these discs. After using multiple spell cards at once, Lyra can use that same spell card to trigger an energy-gaining finisher attack through her cord, while using a different card after that chain applies a buff for her arrows.
– Playstyle and Moveset Plan –
- Lyra is a melee-ranged character with AoE attacks, shorter delay and supportive abilities. She works well in tag-teams due to her creative set that makes her more versatile, summoning and commanding projectiles as part of her attacks. Similarly to Elpis, her movements evoke sound but these sounds can also be found in enemies and the obstacles around her. Thus her movement, attacks and an enemy’s attacks are read on a music sequencer that replaces her Climax Gauge, with a glow happening during an attack that must be pressed on time for the move to properly carry out with follow-ups or cancels and can extend it near the end. Such as countering attacks, cancelling out her moves, or charging and releasing at the right time thus raising the “volume” that pitches her damage and amount of attacks she has. Allowing her to react to inputs and match them for effective damage, relying on her spell cards easily. When landing full combos with her glow moves, Lyra fills alchemical notes on her Climax Gauge that are tied to the elements of her moves. Matching moves of the same element provides held attacks or finishers that amplifies Lyra with effects from that element via an Ouroboros Vial, while using different elemental moves stacks different debuffs on enemies while creating a snake that casts a cancelled attack. The previous element used in the Ouroboros Vial will be stacked on her gauge to be used for cards or Ultimate Attack, providing different elemental effects that stack and create wings on Lyra while Aristodama/Arcus is imbued with a snake. Lyra’s attacks are light and have medium hitboxes, allowing her to chain as much as possible as a result of how her combo finishers deal a great amount of damage. Having a diverse range of unblockable attacks involving wide swings of a rotational arc. Successful counters via attack combinations that fission/weaken the pitch of the enemy for a louder sound based on elements will grant Lyra nexeratics that pitching her attacks differently. With her maintained rhythm of attacks, her movement rides in a airwave that maintains her mobility.
- Arcus/Aristodama has different modes. Arcus can stock arrows for different formation commands affecting movement such as homing onto enemies with mini-missile arrows (For special attacks – Sends automatic shots when cancelled or done after a move), reflecting beam shots, shielding Lyra with beams or circling enemies (For defensive/evasive attacks), performing rapid shots (For dash and jump attacks with cancels boosting mobility), stocked charge shots (For heavy attacks), , etc while being tied to spell cards by converting them into Ouroboros Threads to use multiple in a row to multiply levels on the Flow Chain and it’s buffs. Reacting differently based on rhythm, as every timed/cancelled extension or finisher chord from Arcus creates a distortional soundwave that disrupts enemies. Cancelling with follow-ups causes the waves to clash together via Lyra’s rings to cause greater effects when held. Aristodama is accessed when moves are timed via follow-ups, charges and continuous cancels, upgrading attacks with different variations through one of 4 Ciphers that combine 2 weapons together, allowing her to blend different attacks with different buff/debuff effects that charge her next card, Ultimate Attack, and Enigma Trigger. These effects are tied to how comboing in multiple spell cards with continuous moves by holding then cancelling continuously after holding again causes Lyra’s Climax Gauge to form an Ouroboros Vial for a special attack of the current Cipher boosting elemental effects that can be raised on their volume extensively via timed charges, follow-up cancels and finishers adding up tinctures that stocks different elemental attacks/shots. Multiple of these Ouroboros Vials can be used in combination to form an Ouroboros Ring that has effects from multiple elements, allowing for extension on moves and effects via levels on the Flow Chain. Ouroboros Rings can be stocked or fissioned for more energy through adding up poisonous damage.
- Lyra’s weakness is that she has a steep learning curve to deal with her rhythm-based attacks through decent timing in combos and requires more knowledge of her spell cards, which help in the middle or end of her combos when summoning. Not maintaining a good rhythm will decrease the efficiency on Lyra’s attacks and make her have lower performance in combat.
- Sanguine Choreography Combos: Lyra’s first combo has 5 attacks, sending wide sprays of projectiles at once while performing spins, thrusts, stabs, and twirls. Stopping in the middle of the combo causes her to spin with extended airwave shots that go one at a time before slamming down a heavy shot that sends 3 waves near her. Stopping after 3 slashes makes Lyra slam downward then upward, and flip over Arcus with a thrust kick. Each hit can be mixed with rapid shots.
- Arc Spray: Fires quick fan-shaped shots from her arrow that are dense and mid-ranged. When aiming and setting trajectory of shots via sliding or lock-on, the flow of time is slowed down to target the weak points of enemies and aim in any direction such as upwards, forward, angular, and in mid-air.
- Everflowing Jive: Lyra can hold her combo then do quick cancels to fire slower burst shots with each hit to create soundwaves, creating a musical faerie summon at the end of her combos through the discs on Arcus. In Enigma Trigger, this combo ends with a rapid multi-stab of arrows from a split Aristodama before Lyra does a whirling overhead. Each hit can be mixed with rapid dual attacks through timing it, causing each hit to become faster and increase damage with each hit before sending out a soundwave. Lyra can charge mid-combo to send out 2 wide tornado slashes that then crush inwards with wing extensions on Lyr’s arms.
- Quick and extensive punches with wing extensions in curved motions for ground and mid-air with increasing damage when charge-cancelled then quickly retracted, making Lyra perform reverse-grip swipes and slams with dual Aristodama.
- Lyra twirls Aristodama around herself, creating a whirling blast that sweeps enemies reaching up to mid-air with an extensive strike. Mid-air 5-slash with heavy power as Lyra swings multiple times with curved slashes that can be held to bend Aristodama’s energy-coating, working similarly with air-dashes.
- Bullet kick for both ground and air, causing multi-damage
- Lyra jumps the same height as Ritsueto. Her jumps are damaging pirouettes that have good reach. However, she does not have something like a double jump or a hover, but instead a glide when holding her jump. This glide makes Lyra pushed in the air via airwaves, giving her a unique movement.
- She’s able to dash and dodge twice, allowing her to hold it after attacks to summon arrow swarms in the form of alchemical constructs replicating that last attack in her different formation commands for different effects. Using these during timed charges allows for continuous follow-ups or heavy knockback during finishers, altering some of her attacks via cancels, charging her spell cards and Ultimate Attacks with amplified effects.
- Multi-lock: Marks enemies with darts to fire homing spectral arrow shots, making those enemies drop more points before Lyra performs a finisher on them. Lyra can do a timed charge to enhance her movement, making her attacks home in on those marked enemies as well.
- Performs acrobatic flips while swinging her arm-wings and a chain off of Aristodama. Doing this continuously makes Lyra do railgun melee tendril slashes before hooking off the ground and firing an explosive beam.
- Mercurial Sanctification: Stance on ground/air that converts health to energy when held through a wing appearing on Lyra’s back while Aristodama has Nachash take over, preparing for slashes that cause alchemical mercury to wing-slash in alchemical formations upon charging on time to create a spatial realm. Lines up arrows to either be sent out in a straight direction, be fired in an array to cause explosions, or follow behind her to leave trails by converting Arcus into a giant railgun for multi-directional beam blasts (Eagle’s Vision). Through holding dashes/dodges after attacks, Lyra is able to weave with quick slashes and chargeable counterattacks against enemies with double follow-ups, going going around the enemy with an airwave causing multi-hits with a revolving slash combo. Using cards or follow-up moves up to 3 times during this stance after a timed charge causes gained Climax energy to convert into amplified stacks of elemental buffs to Lyra or clashing shockwaves forming a realm debuffing marked enemies and are tied to finishers. These finishers cause spatial tears to send out beams of light that project blades.
- Draco Pandemic: Spell card that can be used during counterattacks, used in Mercurial stance to send out Nachash attacks from Aristodama with a wide rapid dual slash. Charging creates giant spiralling drills to collide with one another to form a spatial patch before exploding into mercury rot, covering a ton of range.
- ?: Sends out charged long-ranged arrow Aristodama attacks in the form of two scythe-like wings crossing together that must be timed to continuously swing trails of blood before closing in a spiralling vortex, covering more area from ground or above. This can then be cancelled to form spinning discs with vortex beams enhancing Lyra’s next attack via her arow command.
- Blessed Hand: Free-cancelling move with 2 Aristodama cross hits to transition into moves, extension, or Ciphers with both Arcus and Aristodama charges being mixable before forming an Ouroboros Ring’s spatial field if held. This move can be used at the end of basic combos to alternate the outcome. Lyra charges a slash for Arcus that sends multiple slash waves at enemies when quickly done, an alternative has her throw a straight airwave toward an enemy that’s heavy and can be done on ground or air. Having a potential follow-up with the corded disc to pull in enemies. Charging shots fires out a giant orb before firing out beams across the sky. Can charge up multiple homing shots from above or place them for area denial by timing it with proper rhythm, making Lyra’s melee attacks be charged with tendril swarms thus allowing it to link into moves quicker by forming an Ouroboros Ring. In Mercurial Sanctification, Lyra can cast a finisher where claps her hands together to discharge cannon shots on ground and mid-air, sending them out across long distances with constant damage either vertically or horizontally and will cover area with a leyline of continuous damage. Can be held to spin outward.
- Plasma Needle: Sends rapid shots towards enemies akin to a machine gun before cooling down. This can be held and charged after melee attacks to fire out a large orb, but cancelling it makes it switch to Lyra performing a continuous cross shot. Works in mid-air. Usable during dashes, dodges or after attacks.
- Fires out a fast barrage of missiles at enemies. In mid-air, this fires up and down while boosting Lyra’s mobility. Lyra can hold her position to adjust aim.
- Leaping overhead that extends towards enemies with Aristodama during Lyra’s run
- Solar Ring’s Interweaving Saucer: Lyra morphs Arcus and throws it into enemies as it does increasing damage on them, allowing Lyra to perform consecutive attacks that creates rings of light slashing into enemies. Firing out charged missile shots during this causes light arrows to return to Lyra after doing a brief timed wind-up burst. Charged disc throws are burst EMPs that are slotted, increasing the amount of burst shots sent toward enemies at once depending on how long Lyra charges. But Lyra cannot charge for too long, as a well-timed burst missiles could stun an enemy in a flash of damage. Has a passive technique sending down a bolting wave while Lyra is invulnerable, can be used in mid-air affecting her angular advantage. Can chain together EMPs in an arc then dash into the thrown Arcus, reflecting a beam into multiple spirals that detonate. Works in mid-air
- Ophiuchus’ Grace: An alternative to finishers, reversing the damage done to enemies, obstacles or items to open new paths, items, etc and will affect points gained.
- Melodic Symphony: To wind up attacks for a consistent rhythm, Lyra build ups swirling notes around her like a shield damaging enemies by contact and will hunt enemies parried by her. Charged moves will be fired rapidly with a split Aristodama. This can be repeated for a short while before Lyra does a horizontal swipe, sending shots to home in or can be commanded in zig-zag directions. Using a lock-on upward shot that’s charged causes arrows to rain down on enemy position. Cancelling makes darts surround the enemy to pierce into them from all directions.
- Lyra can use the edge of Arcus in 5 heavy staff bashes that knocks away enemies. Pausing makes Lyra do continuous wing attacks before batting the enemy away. In mid-air, Lyra twirls the staff downward in a wide arc.
- Lyra splits her rings as she attacks upward.
- Lyra creates barriers that can trap enemies vertically or horizontally.
- Lyra spins her rings outward as she holds a grappled enemy to restrict or throw them. Can pull back launched enemies, along with being used during dodges, charged hits, or continuous attacks.
- Charges to grapple toward a point or send an enemy away. Works in mid-air.
- A quick rush combo on grappled enemies. Can hold for a railgun finisher or continuously attack for a n Aristodama finisher. Cancelling both with each other continuously makes Lyra do a melee-projectile cross finisher.
- Lyra swings the wing-sword of Aristodama akin to a nunchuck, hitting all enemies around her. This move can be done with timed inputs for a quick combo. Works in mid-air.
- Throws out darts to the front. Cancelling makes Lyra turn to throw darts to the back, and a second cancel makes her throw upwards.
- Flips in mid-air to throw out multiple darts. Cancelling makes Lyra throw out darts all around.
- Detonates darts to activate whatever projectile command Lyra has, such as arrow swarms, homing shots, missile charges, etc.
- Places darts as traps to form small realms.
- Blasts split airwaves onto the ground with her railgun. Can be done up to 3 times
- Air Taunt: Slashes continuously to summon an infinite slash of airwave swarms from mid-air after leaping to fire a railgun shot that marks the ground with damage zones, firing large beams at that area. With Enigma Trigger, the arrow swarms turn into beam shots firing short realms.
- Places her foot on a downed enemy, rapidly firing at them before swinging them away
- Evening Astra: Whether on ground or air to gain flexibility with her shots, Lyra can spin Arcus around herself dispensing rapid arrows. Charging can also be used for a short block of Lyra spinning Arcus against an incoming shot, quickly releasing the blocked shot to release the same force applied into an explosive shot. Doing it on close-range results in an underhanded palm attack from Lyra pushing away an enemy.
- Sonnet Viper: Chargeable launch as Lyra flies into the air, swirling enemies with her through catching them in an airwave and causes rapid dual slashes when held. Having a follow-up that fires rapid arrows into enemies before unleashing a timed charge with Aristodama’s sabers.
- Sky Eater Combos: Lyra’s 6-slash mid-air combo can be extended by stopping in the middle of it, giving her a second launch as she does a continually-pressed drill spin leaping her with soundwaves in her path. Going forward with her mid-air combo causes her to slowly descend as she does 3 projectile-infused whirling hits that hits both mid-air enemies and grounded enemies and is chargeable to slam then sweep. Each hit can be held to charge up then home on enemies with a wide spray of shotgun-like shots similarly to Everflowing Jive.
- Blade Loop: To easily juggle on an enemy, Lyra spins Arcus and Aristodama like a propeller against them in a cleaving wave. It’s follow-up has Arcus unload shots that continue to juggle, sending them into the air with heavy knockback when finishing with an an upward shot. After a shot, Lyra can spin Arcus in a held juggle sending out 360 shots
- Sonata Embrace: Back-dashing shot that creates a spiralling snake trail on enemies, launching them as Lyra flips multiple times with melee strikes. Flipping forwards causes a short vibration with Aristodama, going over enemies and can fire quick airwave shots before she slashes down with dual cuts.
- Wind Break: Quickly dashing twice with an attack leaves a projectile trail. Can cancel out of a dash and slide from any surface, releasing a shockwave of bass dealing extra damage to any enemy in range. Cancelling out of a dash or slide with a jump allows Lyra to leap over enemies or back away from them as she twirls in mid-air sending consecutive shots
- Neutrino Chords: Rapid tendril-enhanced helicopter kick that can be extended into a sweeping rapid kick, dealing stun on enemies before Lyra launches herself from air-to-ground or ground-to-air with continuous dual slashes
- Twirling shot in mid-air that sends out a vortex of arrows
- Atomic Cut: Charged double shot from dual Aristodama sabers that sends a multi-hitting slash wave by compressing air together. Can be cancelled to form spatial pillars of lightning in a dome causing beams on damage zones and darts, making homing attacks target marked enemies by spiralling around them. The windup can be charged into 3 levels for different finishers, allowing for follow-up attacks when holding in between each hit.
- Lapis Vapor: Sends 4 slash waves from mid-air before homing downward, causing a shockwave that forms temporary pillars. Can be timed for a charge to do a rapid attack with dual Aristodama on the ground slamming enemies back with a spinning wide slash, causing an AoE burst.
- Riff Fervor: A quick mid-ranged kick combo that goes upward with Lyra spinning while holding onto Aristodama, leaving behind tornado trails as she intensely strums her harp, forming a net of telekinetic bloodstrings across the area in the form of ice storms spinning into a fire/lightning tornado that deals increasing damage to enemies caught inside with continuous inputs before finishing with a finishing shockwave. This halts sweeped enemies and projectiles and slows down the marked area as bloodstring arrows keeps falling onto it. Cancelling out of this move quick causes Aristodama to be placed on the ground, hitting nearby enemies with bloodstrings as Lyra boosts her attack sped and allows her to do a quick finisher on enemies marked.
- Madness Wail: Downward slam kick in mid-air to quickly knock down enemies, imploding spikes from the ground with lightning-infused tendrils that hit enemies far away and can be held to grab them, making marked areas be struck with lightning. Can be extended by cancelling out the end for Lyra to fan out her wings.
- Shadow Fang: Slower chargeable dash as a shield bash covering Lyra in a rebounding airwave as she rides Arcus to hit enemies, going past them with light damage and can follow-up with rapid burst shots from around her that ends with a heavy thrust. This can be cancelled so that Lyra dashes twice and throws enemies into Arcus via her airwave, breaking their movement as she rapidly stabs during her dash then spins upward with Aristodama and Arcus to send airwave slashes before cutting back down. Dashing around an enemy allows Lyra to do a short rush combo of 4 slashes from behind.
- Aftersonar Blink: After a cancelled dodge that leaves a decoy, Lyra can dash toward an enemy with a held rush combo where she slashes from side to side then crosses her hands in a clap. Holding dashes/dodges after attacks or cards cancels with Lyra using a snake to zip across the area with swarms before firing off a timed railgun blast from behind an enemy with an airwave. Timing it afterward makes Lyra do a backwards stab with dual Aristodama.
- Aftersonar Loop: Dashes have recoil, and can be cancelled with a backwards disc attack that pushes enemies away with a bash. Dashes leave behind lightning-like trails and can tag multiple enemies to affect Lyra’s finishers, being able to be done up to 5 times through cancelling to leave multi-damaging shockwaves that connect when done.
- During a slide, Lyra can rapidly fire as she sweeps enemies via her alternative selves before smashing the ground with staff suspending herself and enemies in mid-air via spatial orbs. Cancelling out of it makes Lyra drag her blade with snake bites from Aristodama and allows her to reposition herself to boost upward, backwards, sideways, forwards, or downwards.
- Aquamarine Dewdrop: Fires a spectral bird arrow that leaves a multi-damaging impact with a large pile of shards upward, forward to launch enemies or downward to slam enemies in it’s path.
- Evernight Mistletoe: Traps enemies with waves of spatial orbs from Necronomicon
- Can use multiple counters, each which automatically switch depending on the situation
- Adagio Confluence: Places down Aristodama to shock enemies with increasing damage. This can be done up to 3 times and send increasing damage of electricity across multiple enemies. Can work during grabs
- Can spawn Chiron Strata to ride as a vehicle any time
- Thrusting downward allows to quickly pull back up to send an enemy away as a combo finisher.
- Arc Mace: Bouncing shot that increases damage with each ricochet. It can be timed for the bouncing shots to leave behind an AoE of torrent bursts after spreading into a wide array of orbs.
- Harmonic Tango: Double charged slash that leads to an AoE infinite dual slash that’s continuous. Can be done in finishers, causing Lyra to materialize an arrow blade converging together in an atomic reaction.
- Orbital Concerto: Using the disc in conjunction with Arcus causes Lyra to spin it around herself with disjointed range and can be continually pressed to extend it’s length before doing 3 wide dual Aristodama slashes before she goes forward, playing the harp at high volume causing it to extend before firing off a mist of spine projectiles with a rocketed anchor-drill.
- When gliding, Lyra has multi-directional air dashes with a swirling torrent reacching enemies high and low. Lyra is able to shoot during dashes for wide shots. She can dive down onto locked-on enemies, with Arcus enveloping her in an arrow for an axe kick. A follow-up for this is a flurry of kicks on enemies below Lyra before ending with a burst shot.
- During a jump, Lyra does a rising hook kick that spins and does increasing damage with extra range as she extends Arcus’ sabers.
- Aerial attack when gliding has Lyra spin as she shoots her projectiles in a vortex, potentially deflecting away any enemies. Downward attack in mid-air has Lyra hook an enemy up into the air with her, raising the pitch. Follow-up for Lyra’s pirouette jump is an energized slash whirl that causes waves to appear around Lyra knocking away enemies with an outward disc of waves thrown
- Lyra rapidly fires in multiple directions before firing a railgun blast. Firing swirling cluster shots from both of her rings at once with increasing speed.
- Blasts continuous shots on enemies that are launched
- Wall-perching and jumps deal damage through sending out energy waves, being able to do homing dashes at enemies for quick attacks from a wall.
- Can cause stocked charge arrows to overlap with one another, creating wider shots with 5 large semi-charged shots pushing enemies away. Lyra can select an element to cancel into when charging, causing a projectile buff affecting her attacks.
- Fury Vein: Descending spin attack with Arcus as Lyra slam down onto the ground while firing rapid shots. Holding it causes Lyra to rapidly pierce on enemies from mid-air with dual blades, ending with Lyra stabbing the edge of Aristodama for a large blast to enemies near or dealing heavy damage to the enemy she landed on. When falling, Lyra can pogo on enemies by holding down with her attack input thus bouncing from enemy to enemy through expanding her swordstaff before cancelling on time.
- Dawning Catharsis: Can charge her finishers/combo extensions via Mercurial Sanctification and cancelled moves that activates any previous stacks for Aristodama to split.
- Cetus‘ Maw: Lyra morphs her arm and grabs enemies from behind for a multi-piledriver. She can also grab them from mid-range with discs to slam them after siphoning health through beating on them, unless she’s dodged.
- A 3-hit that goes around an enemy at mid-range with a whirling axe edge. Can be used as a follow-up to Fury Vein with a continuous whirl that leaves behind a burning quake on the ground then sends out a surge hitting enemies around Lyra.
- Charge attacks makes a nexeratic enhancement permanent, using a portion of energy
- Caduceus Tomahawk: Rolls Aristodama across the ground in a whirling trail, leading to Lyra creating a slamming blast after it crawls along surfaces with a split Aristodama shot whether on ground or mid-air. Timing it causes it to burst an expanding wave of laser arrows.
- Spiral Vulture: Lyra can spin herself in while Arcus stays stationary, tossing herself onto an enemy upon release. Rapidly pressing the input causes her to spin above an enemy with an airwave torrent.
- Lyra’s Ultimate Attack is Skyfall, causing rings to close in and covering tons of area with elemental combinations in an energetic burst after performing pirouettes across the area with 3 wide harp-strumming slashes. Creates AoEs where arrows automatically fall after using it
(TBA Claw Style): Crosses together gauntlets and greatblade equipment through Chiron Strata. TBA
(TBA Wing/Howl Style): TBA
(TBA Aquatic Style): Uses split attacks and defensive options, involving a pole weapon with large ends. Absorbs souls from enemies in a small bar and tactically strategizes with asterisps stockpiled in Lyra’s Tome body, being able to summon them out as charmed enemies.
Necronomicon Tome: Gives Lyra access to her spell cards for special techniques in link to Elpis, acceessing Enigma Trigger. Archives Lyra’s experiences and knowledge as data and allows her to communicate to others from anywhere as if it were a phone, allowing her to access multiple elements at once for atomic transmutation, healing, or converting nature. When using the phone-like mode of the spellbook she’s able to sense danger more through a mental transmission of echoes. With this Tome, she can also call in a hoverboard and shift her Arcus weapon. Altering her DNA through Ex Arms in an odic fusion with her pendant, bending the exacosmic energies of biomass.
- Abilities of energy gauge for spell cards as runic letters require to be charged first, amplified through the end of a combo based on if Lyra is either going ranged or melee. Using attacks such as a looping strum-charge attack releasing a strong shot, a high-ranged soundwave, charming passive enemies as attack-enhancing nexeratics, an enemy-pushing bass cluster, Lyra’s clap slash, etc.
- All of Lyra’s attacks will cause shockwaves during Enigma Trigger
- Phalanx Serenade: Charmed enemies can be used as mannequin-like summons to keep an enemy away and mess with their rhythm.
- Ancient’s Cursed Rancor: Grounded spell card where Lyra dashes at an enemy, performing a quick string of attacks on timed inputs before spinning around with Arcus causing a strummed torrent to attack the enemy at the end of the combo.
- Cherubim Elixir: Spell card that restores both health and energy, boosting EXP and points at twice the usual rate.
- Frequency: A passive card that causes Lyra’s Climax Gauge to not run out temporarily
Pendant Charm: A keepsake and telekinetic talisman-like charm with an ethereal rune that grants access to the abilities of the free-spirited race Lyra’s mother and aunt was a part of. Is halved from Elpis’ pendant. Allows Lyra to read into routes and secret passages based on energy signals, as well as allowing her to enter her temporary lucid form of pure energy. Enables Lyra’s link to Titania’s pod-cocoon via Ark-related items on both of Lyra’s middle fingers.
- Shots are instantly charged, high aerial pressure, permanent glide, etc.
– Trivia –
Lyra is named after the constellation of the same name. She shares her middle name with the goddess Dies, the personification of day whom was the daughter of Chaos and Caligo (Mist), and is also the roman counterpart to Hemera. Her last name, Cadens, comes from the alternate name of Lyra, Vultur Cadens. Which she also has traits from a vulture due to this name.
Lyra’s gameplay first started via scrapped mechanics of Elpis’ Podalirius Cipher.
Lyra is skilled in ballet.
Lyra’s arrows being strawed is a parallel to an old concept of Elpis using string
Lyra’s abilities were originally going to be used for Larasu due to how he was going to be set as a DJ-styled Ultfinite. A few other changes were done to Lyra’s abilities such as:
- Lyra was going to be only anti-hypnotic in her normal form
- Lyra would’ve been able to charm only inaminate objects but not those of technological origin
– Gallery –