Abilities in Soulframe are active skills that allows the Envoy to perform a set of moves to inflict damage to enemies, or provide buffs, and healing to allies. Abilities are central to the game's methodical combat and character progression, offering players a tactical edge in combat, navigation, and worldly interaction. These abilities are tied to the Pacts, which serve as the game's class-like system. Each Pact is linked to a specialized arm that players can equip and swap, allowing for tailored playstyles and strategies. The abilities are acquired by reaching a milestone in the chosen Pact, and each ability is unique from one another, enhancing combat effectiveness and opening pathways in exploration. Abilities are swapped out when you change your active Pact.
All Soulframe Abilities Guide
Abilities and Pacts in Soulframe
Pacts function as a class-like system, shaping your character's abilities and playstyle. These are tied to the magical arm your character wields, which acts as a focal point for your Pact’s unique traits. Each Pact offers distinct capabilities, allowing players to engage in varied styles of combat or exploration. For example, the Sirin, Pact of Grace emphasizes stealth and agility, granting abilities like transforming into a blue nightmoth, conjuring a decoy to taunt enemies, and blinding enemies for stealth attacks. On the other hand, the Tethren, Pact of Courage focuses on direct confrontations, enabling players to unleash area-of-effect Stagger, enhance damage output with consecutive attacks, or sing the ancient song to empower you and your allies. There's also Oscelda, Pact of Spirit, which focuses on mage playstyle and spellcasting, granting abilities to turn enemies into stone, heal self and allies, and conjure birds to stagger enemies. These Pacts can be further empowered by unlocking Pact Combat Arts, which are passive abilities that increase Virtues, Stagger resistance, Smite chance, and other effects.
Your pact menu can be viewed to swap out different prosthetic arms which displays your bond with the different bonds. The Pacts featured in the demo so far include the Pact with Orengall, Fey, and Ode Tempest. Each pact displays the set of three magic abilities it comes with as seen from the image above. Each ability slot is linked to a specific Virtue; the left slot consumes Courage, the middle slot consumes Spirit, and the right slot consumes Grace. It is highly likely that increasing a particular Virtue not only expands the resource pool associated with its corresponding slot but also enhances the potency or effectiveness of the ability equipped in that slot.
Pacts also integrate seamlessly into Soulframe's procedurally generated dungeons and exploration mechanics, encouraging experimentation to suit various challenges and objectives in the game's dynamic environments.
Soulframe Gameplay Breakdown
All Abilities in Soulframe

Bestone
Cement your enemies to stone... for time. Apt to shatter under strikes or be free all the sooner.

Elderbloom
Reap the long-sowed seed of the Elderbloom. Restore Life to all Envoys within the puff of pollen.

Phantom Flock
Hail Alca’s winged children. A flock of phantom songbirds attack your target. Singing revenge.

Fellust
Summon the wrath of The Felling. Consecutive melee strikes deal accumulative damage.

Call of Ancients
Sing the auld warsong. Attract attention from nearby enemies. Increased damage. Increased defense.

Clash
Sound your ensign. Stagger and Stun enemies within your shockwave. Increased defense against Stagger.

Picktrix Powder
Cast a cloud of magick dust. Enemies are blinded, leaving them vulnerable to sneak attacks.

Trick of the Light
Set free your trickster shadow. A decoy draws enemy fire and explodes when foes get too close.

Glamour
Cast a veil of magicks to hide you from your foes. Float like a nightmoth and attack from behind.
Torment
A memory of corruption. Torment leeches Life from your foes and redistributes it to your allies.
Behest
Make them kneel. Enemies take damage at your command. Rend them weakened with lowered defenses.
Stampede
Call forth the Stampede of Rood to charge through enemies, stunning and doing damage.

Werewalker
Run free your silvern soul. Prowl ahead undetected, while your frame is left vulnerable.

Packhunter
Call upon Orengall's spirit pack. Wolves deal damage and draw fire before retreating to Silvern.

Howl
Sing your bloodsong. Increased courage and chance of Smite for you and your party. Ode'n dogs turn on their masters.

Seismor
Bowl down foes with a Seismor. Raze the earth with a rolling ball of destruction.

Astra Sphere
A storm in a sphere. Enemies in the storm take extra Voltaic damage. Amped by Atmos.

Atmos Sphere
A covert device of Ode'n armour. Orbited by Atmos, you are shielded from strikes. Amped by Astra.
Rump Thump
Leap... And thump! Enemies in area of effect take damage. Nearby enemies are Staggered.
Wevetroot
Rouse the ancient Wevetroots. Enemies are caught in the thorns, taking damage over time.
Song of Growth
By sacred song, seeds turn into saplings. Increased armour strength for you and nearby allies.
Ignus Wroth
Wake the old flame, set the earth ablaze. Enemies in area of effect take fire damage.
Ember
Do not stroke the quiet ember. Enemies that dare attack trigger a blast of defensive flame.
Inferno
Cast an arc of inferno. Bonus damage if the target is already on fire. The damage is improved if the target is already on fire.
Flintlock
Break the rules of old. Fire a single shot from your flintlock pistol that pierces enemies and explodes on impact.
Bravada
Invoke The Duelo. Boost allies’ highest virtue while slowing enemies in range.
Duo Duelo
Her past, his future, as one. Spawn a ghostly clone that matches every attack you make.
AnonymousSome of these abilities sound so cool. Given the taste we got in the trailer, the phantom flock / bird build looks really fun.

Anonymous

Did they remove the "arc canon" ability from the Ode pack?
I miss my darth sidious action...
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