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Synapses 101: A compendium of Synapse effects (WIP)
By Disaster_Morgan
Robust descriptions and comments for (eventually) every synapse in the game. Content based on first early access period.
   
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About this Guide
GENERAL UPDATE!!!
This guide hasn't been changed in a while, mostly due to things getting busy in my life and the fact I stopped hyper-fixating on the game. I'm holding off on doing anything here until Wantless leaves Early Access. Once the game is less apt to change, I'll play some more again and get the context to (re)write this guide. Until then, the below content might be somewhat outdated due to Early Access progress, and very incomplete.

If anybody else wants to try their hand at making a similar resource, feel free to use anything I've written here. I don't care at all about crediting or reputation here, and I don't get paid for this. The only real reason I wrote anything is because I loved reading all sorts of game guides when I was young. Thought it'd be kinda fun being on the other end of things.

GUIDE VERSION 0.21: added a handful of Tier II synapses with a number system.
GUIDE VERSION 0.2: added tier I effect synapses, may give them numbers later.
GUIDE VERSION 0.11: edits based on sniper clarifications, concrete summon HP. other synapse types are still on their way eventually

I'll keep myself brief here: while making my first guide on Synthesis (shown below for convenience), I eventually decided that something like this might be useful, especially for early players. https://steamproxy.net/sharedfiles/filedetails/?id=3077752728
Each synapse will get a full description of their effects and properties alongside a loose description of their icon. Almost all entries also have a more subjective paragraph going over any strengths/weaknesses/synergies/unique versions/personal ramblings. Unmarked mechanical spoilers are everywhere.

I would love any feedback or suggestions, especially when it comes to the subjective parts. There will be mistakes and inconsistencies due to my spontaneous writing style and the fact this is a low-stakes spare-time project. I'll polish some of it over time but don't want to remove all of my silly ramblings. Lastly, I'm starting this in early access, so no guarantees on total accuracy either.
Form Synapses Tier I
Adjacent
Effect: The skill targets one of the four squares right next to Eiris
Discipline Weight: 4
Minimum Cooldown 0
Icon Description: Raised fist in front of a horizontal line.
Synthesis Description: Adjacent I combines into Grunt Automaton, Adjacent II combines into and from Rogue Automaton.

Having a low weight and cooldown makes it a decent candidate for skills you want to use every turn. If you're focusing on melee damage in the Mind Tree, this is one of your few options for damaging abilities. Really wants good movement abilities alongside it.

Diagonal
Effect: The skill targets a square 1-2 spaces away from Eiris (Diagonals count as 2 spaces)
Discipline Weight: 5
Minimum Cooldown 0
Icon Description: Small diamond on a horizontal line.
Synthesis Description: Combines into and from Localized.

More flexible version of Adjacent, the discipline tradeoff is almost always worth it. 0 cooldown is still great, and it can work with either melee or ranged damage. Still would like some way to get closer or bring the enemy closer.

Inner
Effect: The skill targets Eiris
Discipline Weight: 3
Minimum Cooldown 0
Icon Description: Small inscribes square surrounded by a bigger square border.
Synthesis Description: Combines into and from Shuddering.

Literally as cheap as it gets, albeit somewhat inflexible. If you aren't using any summons, this is the best way to get buffs and healing. Don't underestimate buffs and healing, so don't underestimate this. Despite the 0 minimum cooldown, everything you want to use with it has a cooldown of 3 (except All In? could maybe make some combo with that and Recuperate?).

Twin
Effect: The skill targets one of four squares around Eiris, Eiris, and the square opposite the first one.
Discipline Weight: 5
Minimum Cooldown 0
Icon Description: Inscribed square surrounded by two smaller squares
Synthesis Description: Combines into and from Aerial

Sidegrade of Adjacent, but practically instantly outclassed if you're looking for an AOE synapse. I'd argue that the best niche for it is summoning builds that want to target yourself and an adjacent unit. It's an efficient way to spread Mark, and a cheap way to buff/heal Eiris and a summon. With some work, you can hit multiple enemies, but you're probably better off with using Shuddering or Aerial.
Form Synapses Tier II
Aerial
Effect: The skill targets a square within 3 spaces of Eiris, and all of its adjacent squares.
Discipline Weight: 9
Minimum Cooldown 1
Icon Description: Square inscribed with other square and surrounded by four other squares
Synthesis Description: Combines into and from Twin

Speaking of Aerial, I'd argue it's somewhat expensive effect is among the best in the game. Hitting a cross of squares at provides a ton of flexibility in hitting groups and reaching far or obscured enemies. This plus only 1 minimum cooldown means it can outperform even later-game AOE effects in some cases. It can be a decent buffer but I generally prefer to use this offensively.

Grunt Automaton
Effect: Creates a Grunt Automaton on a space next to Eiris.
Summon Description: Uses 3AP in order to cast its skill on an adjacent square. 225 base HP.
Discipline Weight: 7
Minimum Cooldown 2
Icon Description: Small anthropomorphic robot holding a hammer.
Synthesis Description: Combines from Adjacent and into Hoplite Automation

Not only is the Grunt the cutest automaton, but it stays generally useful due to it's well balanced stats. Range is a little awkward at times, but it can often survive the opening salvo long enough to get a few hits in. It is also cheap for a summon, which means it's good one to go all out on with expensive effects. Can work well with offensive and supportive versions. Once you get their special trinket, they become the best choice for just overwhelming the enemies with sheer quantity.

A little thing I want to mention concerning summons: most summons (including Grunt) reward using all your AP due to their need for movement and expensive skills. Some other summons rely more so on charging up skills, and reward playing with less AP per turn. These strategies contradict, so don't try to mix the summon types.

Localized
Effect: Targets a space 1-3 spaces away from Eiris
Discipline Weight: 6
Minimum Cooldown 1
Icon Description: Small inscribed square in front of a cross of lines.
Synthesis Description: Combines from and into Diagonal

Solid single-target ranged effect that isn't too pricey. 3 range can still feel a bit limiting for movement abilities, but it's good for damaging and/or debuffing foes from afar. Somewhat likely to get +1 range with a specific effect, which is usually very powerful. Arguably worse than Precise, but it's cheaper discipline-wise and easier to get in the early-game.

Ranger Automaton
Effect: Creates a Ranger Automaton on a space next to Eiris.
Summon Description: Uses 4AP in order to cast its skill up to 5 squares away. 125 base HP.
Discipline Weight: 9
Minimum Cooldown 2
Icon Description: Anthropomorphic robot holding a strange-looking gun
Synthesis Description: Combines from and into Sniper Automaton

Your first glass cannon-type automation, it can be very powerful if you can compensate for it's low health. 4AP is an expensive attack, but the range often lets it save AP on movement. I usually prefer the offensive version, as it can strike melee foes with lower risk than a Brute. Keep an eye on how much it stockpiles, as it's useful to get it to 8AP while giving foes less time to retaliate. It's special trinket is one of the better ones, as extra range + ignoring line of sight lets you exploit certain effect synapses and keep the Ranger safe.

Unique Synapse Corner: The Murder Ranger starts with permanent Berserk, which further spikes it's damage and poor durability. It's usually best to only put Strike/Drain synapses on this one to exploit the buff, Afflictions technically work but don't get the boost, and Debuffs completely prevent doing anything. Can be a useful offensive centerpiece when you get it, but later on it might be better to manually give Berserk to a Ranger with other bonus effects.

Rod Totem
Effect: Creates a Rod Totem on a space next to Eiris.
Summon Description: Uses 4AP on casting it's ability in all squares 1-2 spaces away. 225 base HP
Discipline Weight: 7
Minimum Cooldown 2
Icon Description: Pole with rounded edges and details.
Synthesis Description: Combines from and into Monolith Totem

Likely your first summon, Totems provide AOE effects and are generally bulkier than Automatons, but can't move on their own. Thus, it's usually awkward to use the Rod Totem offensively unless you can find consistent methods of pushing/pulling it into good spots. On the defensive end, this is great at dispensing buffs and healing if you can stay in range. It'll heal/shield/barrier a lot more than you could on your own, and could also do so for your other summons. (can you tell i like summoner builds by now?)

Unique Synapse Corner: The questionably-named Flesh Rod doubles down on using the Rod Totem as defensive support. It makes the Totem an effective way to save health even if it can't go off, though it usually also makes it somewhat short lived. You could make an incredibly bulky early-game build by putting healing on this and shields on a Twin skill to keep both of you alive. Shame you can't have a similar effect on some of the more effective Totem forms.

Shuddering
Effect: Targets Eiris and all spaces next to her.
Discipline Weight: 6
Minimum Cooldown 0
Icon Description: Series of inscribes squares with a small circle in the center.
Synthesis Description: Combines from and into Inner

Your second early-game AOE, which trades much of Aerial's range and flexibility for a significantly cheaper cost and 0 cooldown. Between said great cooldown and it's short range, Shuddering skills form the core payoff for melee-damage builds. While hitting two enemies isn't exceptionally difficult, you'd also want some effective movement effects and/or ranged magnets to bring the enemies to you. Like Twin, it can also be effective in buffing/healing yourself and an ally, though now it's even easier to try hitting 3 units with your skill.
Form Synapses Tier III
Hoplite Automaton
Effect: Creates a Hoplite Automaton summon on one of the squares next to Eiris
Summon Description: Uses 4AP to cast it's ability on a target 1-2 tiles away. 325 base HP.
Discipline Weight: 9
Minimum Cooldown: 2
Icon Description: Humanoid figure holding giant spear.
Synthesis Description: Combines from and into Grunt Automaton

A strange sidegrade of Grunt, which has slower attacks and a higher discipline weight in exchange for greater range and durability. It might not share the same explosive power as other melee automatons, but it's a good chassis for effects you need frequently in smaller quantities like buffs/debuffs/some afflictions. Never really figured out it's special trinket yet, but it's probably best in a spam strategy to ensure Hoplites guard each other. Sidenote but I like that they made the Range 2 automaton a spear user given that Diagonal abilities are called "x spear" by default.

Monolith Totem
Effect: Creates a Monolith Totem summon on one of the squares next to Eiris
Summon Description: Uses 1AP and charges 1 turn to cast it's ability on all squares 1-2 tiles away. 275 base HP.
Discipline Weight: 7
Minimum Cooldown: 2
Icon Description: Pole with rounded corners and a simple clock insignia.
Synthesis Description: Combines from and into Rod Totem
This is the Luigi of totems. As one of your first charge-based summons, it doesn't require as much AP and rewards smaller turns with consistent totem support. Effect-wise, it'll nearly always spend the first turn charging, and then discharge once every further turn it lives. Rod Totem can activate turn 1 and work twice a turn, but Monolith Totem has more consistent effects and bulk, and works well for the the buffs/debuffs that don't benefit from Rod Totem's spam tactics (Supercharge and Barrier specifically work well as once-a-turn things).

Pillar Totem
Effect: Creates a Pillar Totem summon on one of the squares next to Eiris
Summon Description: Uses 4AP to cast it's ability on all squares 1-3 tiles away. 375 base HP.
Discipline Weight: 9
Minimum Cooldown: 3
Icon Description: Pole with square corners and a sloped off top.
Synthesis Description: Combines from and into Tower Totem

Alphabetical order can be funny, as my detailed description of the pros and cons of two form types is immediately followed by a third form making them obsolete. Pillar Totem starts with the Rod Totem, gains a higher weight and a longer cool down, and earns better health and +1 range. You can not underestimate the power of that simple +1 range. It covers nearly double the numbers of tiles, lets you enjoy the effects without restricting your movement too much, and now has the range to work with more offensive applications. If this works properly with Trust you can cover a disgusting amount of the map with a single totem.

Precise
Effect: Targets a space up to 4 tiles away from Eiris
Discipline Weight: 7
Minimum Cooldown: 1
Icon Description: Small square surrounded by a bunch of line fragments like a targeting reticle.
Synthesis Description: Combines from and into Targeted

This is a really good synapse for one simple reason: Movement skills. Dash and Blink are incredibly useful, and all they need is to target one tile as far away from them as possible. You could use these for more offensive sniper-damage skills, but you might just be better off with an Aerial there. Precise can also be good for expensive and debilitating debuffs to either keep melee units away or interrupt ranged units as you move to them.

Unique Synapse Corner: Hunter Precise is both one of the simplest unique synapses and one of the most broken. It's given early enough to usually be your second Precise, and adding +2 skill range to a 1 cooldown skill makes it a straight upgrade of the Tier IV Targeted. Slap a Blink/Dash into it and never look back.

Shaking
Effect: Affects Eiris and all spaces 1-2 squares away from her.
Discipline Weight: 9
Minimum Cooldown: 2
Icon Description: Square with a bunch of squares in it. i don't like taking/editing screenshots so you're stuck with these quality descriptions.
Synthesis Description: Combines from and into Quaking.

Here's Shuddering with both a significantly higher range and cooldown. This is one of your first big splashy AOE forms, and can be incredibly effective if you're good at getting in the middle of enemy crowds. Strike/Drain/Afflictions are obvious choices, but a mass disable can be good with the right ways to capitalize. Could be a expensive buff to easily target big groups of summons.

Sharp
Effect: Affects a tile adjacent to Eiris and the next 4 tiles after it.
Discipline Weight: 9
Minimum Cooldown: 2
Icon Description: Square with circle cut out, attached to a thinner rectangle.
Synthesis Description: Combines from and into Directional

Same cost but completely opposite philosophy to Shaking. Hitting from 5 tiles away in a straight line can already be decent, and this is an AOE effect that's relatively easy to weave around memories and explosives. It's not that good at hitting large groups and feels a bit expensive for what it does, but it can still hit 2 targets often. I'd usually rather choose Aerial, but the straight line structure works well with effect synapses that target empty tiles. (Clear out an escape route with Gust, or use Flow to traverse through an area quicker).

Sniper Automaton
Effect: Creates a Sniper Automaton on one of the squares next to Eiris
Summon Description: Takes aim and charges at someone up to 9 squares away, then spends 1AP to cast it's current ability on the next turn. 175 base HP.
Discipline Weight: 9
Minimum Cooldown: 3
Icon Description: A long rifle
Synthesis Description: Combines from and into Ranger

Turns out I was kinda wrong about Sniper aim mechanics (I trust the devs over me). While I haven't personally seen a lot of success, the sheer long range gives it an unique niche. As the first charged Automaton, it rewards smaller turns where you use less than 8 AP. It can't fire as fast as a Ranger, so I'd focus on giving things that you're happy with once a turn or focusing on boosting the power of each shot. It's special trinket emphasizes it's strengths and weaknesses, and is probably best with buffing skills since it only can shoot every other turn. If it works that way, it'd be hard to get your own buff efficiency over the +150% effect power.

Zoned
Effect: Targets a tile 0-2 squares from Eiris, and all the squares next to and diagonal to the first in a 3x3 square.
Discipline Weight: 12
Minimum Cooldown: 2
Icon Description: Inscribed square, surrounded by 8 simpler squares in a square pattern.
Synthesis Description: Combines from and into Bombadier Automaton

This is as expensive as things get (with respect to form synapses). It makes up for that for being a flexible and sizable AOE, like if Aerial traded some of it's range for more spacial coverage. Requires you to get in close but not too close, and greatly appreciates any methods of increasing range. If you can handle the high costs and the long cooldown, and want a little more range and finesse than Shaking/Quaking, it's a great offensive choice.
Form Synapses Tier IV
Bombardier Automaton
Effect: Creates a Bombardier Automaton on one of the spaces near Eiris.
Summon Description: Takes aim and charges at someone up to 6 squares away, then spends 1AP to cast it's current ability on the target and it's 4 surrounding tiles. 175 base HP.
Discipline Weight: 12
Minimum Cooldown: 3
Icon Description: An abstract bulky figure with small arms.
Synthesis Description: Combines from and into Zoned.

I don't have any experience with this one outside of testing, so take all of this with a pillar of salt. The AOE automaton concept is really cool, but it requires both a turn to charge and has less range than the Sniper. It's discharge skill seems to always center around one target, which makes it relatively difficult to hit groups despite sharing a shape with Aerial. I think it's probably best with Affliction damage, mostly because Strike damage can cause collateral memory destruction. Cool idea with unsure execution, hope it either gets a buff or I find it's hidden strengths.

Directional
Effect: Targets every tile next to Eiris, and the following two tiles in each directional row in a "+ shape".
Discipline Weight: 8
Minimum Cooldown: 2
Icon Description: A fancy box surrounded by four rectangular lines of smaller boxes.
Synthesis Description: Combines from and into Sharp.

A hybrid between Sharp's straight lines and Shaking's effect all around Eiris. I find this generally more useful than Sharp due to its lower cost, and it's a somewhat awkward but not completely ineffective way to target multiple enemies. I've had fun with attaching Flow to the end of an offensive skill here, so I can target enemies and create a bunch of new travel options. If you're mostly just hitting them with one row, stick to Sharp or even Aerial why can't i go five minutes without mentioning that synapse?.

Obelisk Totem
Effect: Creates an Obelisk Totem on one of the squares next to Eiris
Summon Description: Uses 4AP to cast it's ability in four straight lines, five tiles each, starting from the totem. 525 base HP.
Discipline Weight: 10
Minimum Cooldown: 3
Icon Description: A pole with a conical top.
Synthesis Description: Combines into Monument Totem.

Alphabetization has brought us another successive "shoot in four straight lines" synapse. Compared to the Pillar Totem, this one's a little bulkier and pricier but mostly differs in how it targets long rows. As an offensive tool, I'd argue that it's usually a downgrade, as it hits a few less tiles total and requires more awkward positioning. If you have a bunch of summons you want to buff, stick with the Pillar/Tower as well. As a defensive tool, it requires a little more movement planning but rewards you with a significantly longer range you can go around and still enjoy the benefit.

Projecting
Effect: Targets all four squares next to Eiris.
Discipline Weight: 6
Minimum Cooldown: 0
Icon Description: A large hollow square.
Synthesis Description: Combines into Sieging

I find this synapse incredibly funny. Rather than provide anything new and flashy, it's just a version of Shuddering that doesn't hit Eiris. It's neat because it actually has a pair of subtle niches over its early game predecessor. If you take anything on the Mind Tree that enables Friendly Fire, it prevents you from hitting yourself on offensive skills. If you want to buff your minions without gaining said buff, this is the cheapest and easiest way to do so (this is mostly relevant with Berserk, giving your allies a big buff to their one skill without silencing your support-oriented moveset).

Quaking
Effect: Targets Eiris and all spaces 1-3 squares from her.
Discipline Weight: 12
Minimum Cooldown: 2
Icon Description: Squares inside squares inside squares...
Synthesis Description: Combines from and into Shaking

Not exactly new but sure is flashy. It's the highest amount of total square coverage in a form synapse, only tied with some of the stronger totems. Very destructive with the right damaging synapses, and works well as the debuff setup if you can spare the discipline. Might be okay for buffing a minion army but you really couldn't do anything cheaper there? I'd say it's biggest weakness is that the damage area is so huge you have to be extra careful not to hit any memories, so movement boosts are great as usual.

Rogue Automaton
Effect: Creates a Rogue Automaton next to Eiris
Summon Description: Spends 2AP to cast it's skill on an adjacent target. 125 base HP.
Discipline Weight: 9
Minimum Cooldown: 2
Icon Description: A hunched over, clawed figure.
Synthesis Description: Combines from and into Adjacent (II and III respectively).
don't ask how many times i spelled this wrong, automaton vs automation was hard enough

The Rogue Automation evolved very differently from it's Hoplite cousin, trading off range and bulk for incredibly fast discharging. No other summon can match the raw strength of the Rogue given good circumstances. It isn't entirely self-sufficent, and hugely appreciates any defensive skills, support, and Mind Tree upgrades it can get. It also appreciates skills that work well with spamming them: Strike is the obvious choice, but Intoxicate stacking is deadly as well. Its special trinket helps keep Rogues alive if they handle turn 1, gives a reasonable effectiveness boost, and finally gives you a second way to use all your synapses with "while invisible" bonuses. It isn't necessary for good Rogues, but provides an alternative path to boosting their defenses.

Shining
Effect: Targets all tiles diagonal to Eiris, in the scope of 4 2-tile spurts. Essentially an "X" centered on her
Discipline Weight: 9
Minimum Cooldown: 1
Icon Description: Fancy square surrounded by rows of other squares, touching only by a single corner each.
Synthesis Description: Combines into Orbital

Somewhat awkward to use compared to it's contemporary AOE skills, but I still kind of like it if just for that relatively low weight and cooldown. If you look carefully, you'll see a decent amount of opportunities to hit 2-3 enemies with it, assuming you can afford the AP on somewhat finicky positioning. Might not be a huge powerhouse but definitely worth giving it a shot with a 1 cooldown skill.

Spreading
Effect: Targets a cone-shaped field starting from Eiris. The cone starts with a width of 1 square, and steadily climbs to a row of 7 squares 4 tiles away from her. this is a kind of awkward one to describe but i said no pictures because i wanted to finish this someday
Discipline Weight: 12
Minimum Cooldown: 2
Icon Description: A fancy square attached to three parallel pillars.
Synthesis Description: Combines into Brute Automaton

Back to a larger, costlier, very destructive AOE. While it starts from Eiris, it's largest far away from her so it benefits from not having to get directly between enemies. It's really good at grouping up enemies and finding stragglers: from my memory, the cone ignores line of sight and goes over holes. It's a commitment to a costly skill with a high cooldown, but feels worth it on the turns you can blast with it. Like most huge AOE's, better with damaging and debuffing skills. Using this to boost allies feels like overkill.

Form Synapses Tier IV Part II
thanks steam guides for making me put these last two in a new section. the effect synapse part is liable to look like homestuck chapters at this rate.

Targeted
Effect: Targets a square 1-5 spaces away from Eiris
Discipline Weight: 8
Minimum Cooldown: 2
Icon Description: Medium fancy square, surrounded by small arrows and unbroken lines.
Synthesis Description: Combines from and into Precise

This is the farthest distance single target option, and obviously useful for some movement skills. It's also really good on Silence/Disarm/Stun, since it lets you stall a problem foe even from afar. 2 cooldown does hurt, and makes Precise more valuable in many offensive positions as well as with Dash. Still, you might have some synapses, items, or Mind Tree perks that reward attacking from the longer range, and the only longer distance options are a pair of slightly wonky Tier V AOE forms.

Tower Totem
Effect: Creates a Tower Totem adjacent to Eiris
Summon Description: Charges up for a turn, then spends 1AP to cast it's skill everywhere 1-3 spaces away from it. 425 base HP
Discipline Weight: 9
Minimum Cooldown: 3
Icon Description: Square pole with angled top and clock insignia
Synthesis Description: Combines from and into Pillar Totem.

the waluigi of totems Honestly, I could copy the discussion I had on Monolith Totem, as it still shares most of the same general strengths and weaknesses. At least this one isn't immediately made obsolete. It's probably the best option for more offensive toteming, given that it's low AP requirements let you severely limit enemy's ability to destroy the totem or move away, while still having the range to blast them. I'd say overall I still prefer the AP-based totems, but this one has it's own niche for low AP playstyles.

Form Synapses Tier V
I like to think of these skills as "secret skills", as you'll only see them via Synthesis fusing Tier IV synapses that don't have any predecessors. Playing with synthesis and finding weird new stuff was the main reason I made my first guide.

Brute Automaton
Effect: Creates a Brute Automaton on a square next to Eiris
Summon Description: Spends 4 AP to cast its skill on all adjacent and diagonal squares. Unknown base HP (will update when I get it in my log)
Discipline Weight: 12
Minimum Cooldown: 3
Icon Description: Bulky humanoid figure with large arms
Synthesis Description: Combines from Spreading

Another attempt at an AOE automaton, and I think this one works a little better than the Bombardier. Positioning can be a bit awkward, though not needing to charge means Mark support can be very effective in making it target the right foes. It's also a good target for defensive buffs/healing, given if it can draw melee units in close to it, it can respond with a very heavy counterattack. Still have to babysit it a bit so it doesn't break any memories, but I think the Brute can be worth the effort.

Monument Totem
Effect: Creates a Monument Totem on a square next to Eiris
Summon Description: Charges up a turn before spending 1AP to cast its skill on 4 5-length lines surrounding the totem. Unknown base HP (Same as with Brute)
Discipline Weight: 10
Minimum Cooldown: 3
Icon Description: Pole with conical head and clock insignia
Synthesis Description: Combines from Obelisk Totem

Sorry to the Monument Totem fans out there, but I don't really have experience with this one. On paper, it seems meh: AP totems can reward dipping in and out of the targeting line, but charge ones want limited movement and severely restrict moving within the narrow range. Might be decent on the offensive front if it really does have good bulk: get it in a space some melee enemies try to go after it and hit them hard over a few low AP turns. Again, this is mostly just armchair judgement, let me know if you've found a good niche this has over similar totems.

Orbital
Effect: Select a tile up to 4 spaces away from Eiris, then target all squares directly diagonal to it.
Discipline Weight: 9
Minimum Cooldown: 1
Icon Description: Ring of four linked squares surrounding a square of dashed lines.
Synthesis Description: Combines from Shining

Again, don't really have much experience with this one at all. It feels mechanically like a mirror version of Aerial: even trying to avoid it i still mention it same weight and cooldown, idea of a targeted AOE, but this one hits the opposite squares relative to the target. I feel like it has some potential for that, and some potential for it's ability to hit targets at long range with a relatively low cooldown period.

Sieging
Effect: Targets a 3x3 area, with it's center exactly 6 spaces away from Eiris in a straight line
Discipline Weight: 12
Minimum Cooldown: 2
Icon Description: Ring of four linked squares surrounding a square of dashed lines.
Synthesis Description: Combines from Projecting

I used this synapse once, realized my range boost was making it harder to use, and promptly forgot about it. That being said, it has potential if you're willing to work through the rigid positioning. There's no other synapse like this (yet) that provides a decent sized AOE at a long range, so it's a great way to cash in on any long-range bonuses you might have. Best offensively, I can't really comprehend why you'd use this to buff units when you have so many cheaper and more flexible options like Aerial.
Effect Synapses Tier I
(There's a moderate chance I'll add concrete ranges for effect damage.

Cure
Effect: Heals the target(s) a variable amount
Discipline Weights: Tier I 4, Tier II 5, Tier III 7, Tier IV 9, Tier V 10
Minimum Cooldown: 3
Icon Description: Green cross/plus sign
Synthesis Description: Synthesizes into higher tier versions of itself.

All strategies need a defensive component, and this forms the root of a lot of straightforward ones. Putting it in a target-self synapse makes sense, but Cure is usually more powerful if you can get it inside of a summon, as they can use it every turn as opposed to the 3-turn cooldown. If you have extra room on other self-buff skills, you could also likely put a Cure in them as they aren't too heavy. Generally try to use the highest tier you have to keep up with damage scaling.

Dash
Effect: Moves Eiris in a straight line to the target
Discipline Weight: N/A (likely a bug)
Minimum Cooldown: 1
Icon Description: Teal person running with foggy trail/afterimages.
Synthesis Description: Synthesizes into Flash

Your first and presumably cheapest movement skill. At the start of the game, you get this and a Precise, which you should keep together unless you want to sidegrade to Flash. Moving spaces is very good, though it's hard to get much more distance than the starting 4 without making your cooldown go up. While running through the tiles prevents skipping over gaps or hazards, you can use this to go diagonally to avoid hazards or squeeze through some gaps. Keep the cooldown low, that's the main benefit this has over Flash/Swap

Gust
Effect: Clears tile effects in the targeted area
Discipline Weight: 4
Minimum Cooldown: 0
Icon Description: Dark blue rhombus, falling to pieces.
Synthesis Description: Synthesizes into Wall

This is the only way to get rid of unwanted tiles, and does it's job mostly well. Cheap weight, which is good as it's most useful with more expensive AOE synapses. Despite targeting tiles, you can put this on a synapse that targets enemies/allies and it'll still do it's job well. Interacts weirdly with the other tile-targeting system, Flow. Since it's a somewhat niche effect, you can safely combine it with high cooldown efficency synapses. The effect could work well on a totem automation to clear out an area before pushing it somewhere else.

Magnetize
Effect: Pulls the target in up to 6 tiles, deals slight pure damage.
Discipline Weight: 3
Minimum Cooldown: 0
Icon Description: Glowing teal U-shaped magnet
Synthesis Description: Synthesizes into Thorns

Eventually becomes a strategically flexible and powerful synapse. The first major use for this is dragging in enemies to finish them with your melee damage skills. The second is combining it with Wound to deal a sizable chunk of damage. The third is dragging your summons along with you to compensate for their lower mobility. You'll find more good uses for this later, such as setting up big AOE's, interrupting charged moves, and dragging foes off of protective terrain. Maybe not a powerhouse for every situation, but gives you new options in a lot of them. Is dependent on finding good long-range form synapses.

Poison
Effect: Hits the target with an Affliction that does high (variable) damage at the start of their turn for 3 turns.
Discipline Weights: Tier I 3, Tier II 6, Tier III 9
Minimum Cooldown: 0
Icon Description: Lots of green bubbles of many sizes
Synthesis Description: Synthesizes into and from Fragilize

The vanilla of Afflictions: can be found early and has a simple effect. Only activating once a turn can seem underwhelming, but Poison makes up for it due to having high damage to start with, and getting really good with some later sections on the Affliction mind tree. The biggest niche for poison might be strategies that want to do smaller turns with less AP per turn. You don't have to to anything fancy to maintain the damage, and can draw it out over it's duration while the enemies can't do as much to retaliate. Even without a dedicated low AP setup, it can provide a decent filler source of damage.

Repel
Effect: Pushes the target away 5 tiles (8 tiles for Tier II) and deals 5 pure damage
Discipline Weights: Tier I 3, Tier II 4
Minimum Cooldown: 0
Icon Description: Open hand, releasing a blue arc of energy
Synthesis Description: Tier I synthesizes into Daze, Tier II synthesizes into and from Spoil

Magnet is a personal favorite, but Repel is arguably better since you can use it effectively on even short range form synapses. This is a tactical RPG, positioning is important, and this is one of the few tools you have to manipulate it. At the very least, try out Wound + Repel, it's a great cheap source of both damage and enemy control. You might need to be careful at getting reckless with this and AOE's, giving it and flying enemies can murder memories. On a more positive note, this is the only way to consistently weaponize explosive orbs in your favor.

Unique Synapse Corner: Speak of the devil. Unstable Repel's double damage goes a long way to keeping orb damage up, although the boost can (literally) blow up in your face. I still generally prefer regular versions for the lower discipline cost and Tier II's extra distance. Makes me wish there was a "Create Explosive" synapse.

Strike
Effect: Deals variable damage to the target in one of the 3 main damage types (usually)
Discipline Weights: Tier I 3, Tier II 4, Tier III 5, Tier IV 6, Tier V 7
Minimum Cooldown: 0
Icon Description: Bursting star, in the color of it's respective damage type.
Synthesis Description: Synthesizes into higher-tier versions of itself.

Okay, this is the most vanilla effect synapse you get. If you are building anything around hit damage, Strike is your only choice for a while, and it has a relatively vast set of possible modifiers at higher rarity to better specialize it. It's relatively cheap, and it's a good option to use Synthesis to get high tier versions of it early. While you can combine multiple Strikes on one synapse, I'd generally say against it as it lowers the damage significantly. In the early game, you can be successful with mixing in debuffs/afflictions/Repel. In the late-game, Drain and Blood Burst let you add damage to a Strike without weakening the original synapse.

Unique Synapse Corner: Hunter Strike is a simple yet effective version of the strikes, trading away the possibility of good modifiers for the guaranteed advantages of pure damage. Pure damage pierces shields, ignores defensive buffs, and is resisted by practically nobody. Funnily enough, the one boss I found with a high pure damage resistance stacked so many defensive buffs that pure damage was by far the best option later in the fight. For that boss alone I'd recommend this synapse.

Wound
Effect: Inflicts the target with an Affliction that deals some damage for each square they move for 3 turns.
Discipline Weights: Tier I 3, Tier II 6, Tier III 9
Minimum Cooldown: 0
Icon Description: A trio of red blood drops.
Synthesis Description: Synthesizes to and from Oppress.

Our second early game affliction is a little more complex but workable with the right strategies and synergies. Magnetize/Repel are great at forcing the enemies to move steps and take damage. Repel work really well with melee enemies, given they now need to walk to you and take more Wound damage. For this reason, long range builds appreciate it a lot given they often are good at keeping enemies chasing after them. Also one of the best skills to combine with Fragilize as it does a lot of small hits, and they both enjoy the same Mind Tree buffs.
Effect Synapses Tier II Part I
This is the first section using Values sections, which show both the highest and the lowest numerical value the specified synapse can get. As my first example shows, the best possible Tier I blunt reduces attack by 25%, while the worst possible one reduces it by 20%. The effect will include the number as the variable X. Let me know if the format is confusing.

Blunt
Effect: Reduces the target's hit damage dealt by X% for 3 turns
Discipline Weights: Tier I 4, Tier II 7
Values: Tier I 20%-25%, Tier II 30%-43%
Minimum Cooldown: 0
Icon Description: A red broken line. Looks kinda like a pair of eyebrows.
Synthesis Description: Synthesizes into and from Disarm.

Even the starting Tier I version is good against hard-hitting enemies and bosses, and its effects are relatively inexpensive. A few enemies don't rely on hit damage, and its good to figure that out before using Blunt skills on them. The low cost and cooldown mean you usually want to combine it with either a damage source or more debuffs. Careful usage can save you a lot of health/shield to be healed, and this can get ridiculous with certain modifiers and Debuff Efficiency. (Sidenote, afflictions =! debuffs)

Break
Effect: Reduces the target's hit damage resistance by X% for 3 turns
Discipline Weights: Tier I 4, Tier II 7
Values: Tier I 15%-19%, Tier II 25%-36%
Minimum Cooldown: 0
Icon Description: A red shirt or chestplate, cracked and damaged
Synthesis Description: Synthesizes into and from Drain.

Blunt's offensive cousin. Less numerical power, but definitely a valuable niche against bosses and annoying tanky enemies. Encourages a Strike-centric build, as it doesn't boost Afflictions. However, this provides an alternative way to boost your strike abilities: just put the Break first and the second skill immediately profits off of the resistance drop. Works additively with enemy's hit resistance buffs/debuffs, for better or for worse.

Concentrate
Effect: Increases the target's affliction damage dealt by X% for 3 turns
Discipline Weights: Tier I 9, Tier II 11
Values: Tier I 15%-19%, Tier II 25%-36%
Minimum Cooldown: 3
Icon Description: A small yellow arrow surrounded by lots of yellow bubbles.
Synthesis Description: Synthesizes into and from Trance.

Compared to debuffs, buffs are more expensive and bring a higher cooldown for the consistent power of always having them. According to my current understanding (and DrakenKin's strategy guide), most bonuses and buffs combine multiplicatively, so combining this with other ways to boost your affliction damage can start getting nuts. On it's own, it's still a decent boost you can play every 3rd/4th turn, and it works well with things that share the 3 cooldown like most healing/buffing skills Best for dedicated affliction builds, which are very viable.

Daze
Effect: The target loses X AP at the start of it's turn for 3 turns, and will then become Alert.
Discipline Weights: Tier I 4, Tier II 7
Values: Static, Tier I 2, Tier II 3
Minimum Cooldown: 1
Icon Description: A large red spiral
Synthesis Description: Synthesizes from Repel I and also into and from Silence

Daze is a disruptive synapse that forms the cornerstone of low AP-per-turn builds. Removing 2 or 3 AP useful even if you spend 8AP, but devastating if you only spend 4AP. Try to carefully time this to take out the most dangerous foe, or save it to handle a hard boss. You can stick it in a large AOE, although you'd have to be careful with Alert. It doesn't stack with itself, so think of it mostly as a "once an enemy" thing save for some particularly bulky ones.

On Immunity: There are two "immunity" statuses out there; Alert (prevents Disarm, Silence, Numb, Dormant, and Dazed) and Unyielding (prevents Stun, Root, Push, Pull, and Position Swap). Enemies will gain the corresponding immunity for 5 turns when either a negative status listed wears off or one of their abilities is disrupted by movement. I'd recommend diversifying your control tools between Alert-immune and Unyielding-immune statuses, as it lets you mess with your enemies more often. For Daze in particular, becoming Alert removes the Dazed effect, so don't combine the synapse with the shorter-term Silence and Disarm.

Flash
Effect: Teleport Eiris to target tile.
Discipline Weight: ???
Minimum Cooldown: 2
Icon Description: A humanoid figure engulfed in a calendar of blue light
Synthesis Description: Synthesizes from Dash and into Swap

The most versatile direct movement ability out there, the direct transfer lets you cross gaps and avoid stepping on hazards easily. Combine it with your longest single-target-skill and an appropriate efficiency synapse to drastically improve spacial flexibility. The main weakness for this skill is it's awkward cooldown making it hard to use it reliably and difficult to combine with 3 cooldown buffs. However, there is the Isolation Mind Tree perk, which lets you easily get a zero cooldown Flash and barely have to walk at the cost of 30% of your max health. This trade is worth it if you can use your extra mobility to stay out of harms way.

Fragilize
Effect: Affliction, the targets takes X pain damage whenever they take damage from a source other than Fragilize for 3 turns.
Discipline Weights: Tier I 3, Tier II 6
Values: Tier I 10-13 min, 14-18 max; Tier II 15-24 min, 21-34 max
i know this might be confusing but it's hard to work with fluctuating damage values.
Minimum Cooldown: 0
Icon Description: A broken bone with surrounding blood droplets.
Synthesis Description: Synthesizes from Repel I and also into and from Silence

Personal favorite of mine, it's a bit of extra damage for most strategies but goes wild if you know how to build around it. The Spontaneity perk and a 1AP set of gloves can activate Fragilize often, and they're both near some extra pain damage. Wound scales off of everything Fragilize does, and if you combine both any form of movement can deal massive damage. Oppress deals a little bit of damage for each AP you spend, allowing you to trigger Fragilize a ton without doing anything special. Perfect for a death by a thousand cuts strategy. Like most afflictions, really appreciates the affliction side of the Mind Tree.

Mark
Effect: Removes Mark from all targets that have it, and then Marks the target for 3 turns (ally or enemy). Summons will only target Marked enemies and can do so even for Invisible ones.
Discipline Weight: 3
Minimum Cooldown: 0
Icon Description: A humanoid figure in front of a red targeting reticle.
Synthesis Description: Synthesizes into Blood Burst.

Cheap support for Summon strategies. The actual stated effect of making them target someone can be awkward, and should be used carefully if you don't want them to pass turns or take long walks to the target. Don't need to worry about this if you're marking yourself and want to be the primary target of your summons. Being able to hit Invisible enemies is a huge boon, making Mark significantly better in Dreams mindscapes. Only becomes really powerful with the later Mind Tree Focus perks, turning it into a significant effectiveness boost alongside it's normal targeting assistance.

3 Comments
Artful Dodger 17 Jun, 2024 @ 11:28am 
Top notch work.
Disaster_Morgan  [author] 21 Nov, 2023 @ 5:41am 
thanks for the comment, guess I was getting confused the first time I was using sniper. going to update said section and also polish up the summon health values when i get spare time
dropratestudiodev  [developer] 20 Nov, 2023 @ 12:00am 
Awesome guide! The Sniper automaton should ignore line of sight altogether, and its charged attack won't be interrupted if the target moves out of range. The only way to interrupt it once it's locked on its target, is to disrupt the Sniper itself (through Push/Pull, Stun, Disarm...).