Lutes abilities cost him Sanity (not Fury). He will gain bonuses when missing half of his Sanity, and may cast abilities as long as he has any amount of Sanity; an ability that brings him to 0 Sanity will be far stronger than most other casts, but he subsequently may not cast abilities until returning above all thresholds. Lute will regenerate 5 Sanity per second after not using abilities for 4 seconds.
Lute's auto attacks deal .2 / .3 / .4 / .5 / .6(+.4 per 100 AP) extra magic damage per point of his missing sanity. The bonus damage doubles while Lute has used his Ultimate, and locks at that damage threshold for so long as his ultimate lasts.
Demon's Touch magic damage is calculated at time of attack. Depreciating sanity while the projectile is in flight will not increase the damage.
COST: 10 Madness
COOLDOWN: 6 seconds
Active: Lute quickly strums a note on his lute, sending a dark note to target location, dealing damage to enemies and causing a short knockup in a given radius after it bursts. The damage of this ability increases with Lute's Madness. When used to reach 0 madness, knockup duration is tripled.
Most forms of crowd control applied while the animation of Grave is in progress will be suspended until the animation finishes.
Grave does not cancel other commands. Lute will immediately begin attacking after he lands.
With smartcast on, Grave will be cast immediately and at 600-range if the cursor is beyond that.
COST: 20 Madness
COOLDOWN: 8 seconds
Active: Lute plays a song for 3 seconds, healing himself and allies around him every second while he channels. Lute may move while channeling this ability, but may not attack or use other abilities. The healing increases with Lute's Madness. When used to reach 0 madness, the ally with the lowest health in the radius will be shield for 100% of the total heal amount for 2.5 seconds.
Active: The Demon creates a strong gust with its wings. Enemies shortly behind him and further ahead of him are knocked with the gust, and are slowed slightly afterwards for 1 second. Cast forward to push; cast backward to pull.
Active: Lute starts to play a chord, and suddenly stops, causing a target to stop in its tracks, stunning them. Madness bonus causes them to take additional damage for the same time. When used to reach 0 Madness, this ability will knockback the target to the spell's max cast range.
Stun Duration:.75 / 1 / 1.25 / 1.5 / 1.75
Madness Bonus:15% bonus damage from all sources
COOLDOWN: 14 seconds
Active: The Demon wails a discordant sound after 0.5 seconds which deals magic damage to enemies in an area around him, with bonus damage based on their missing health. Targets flee from him afterwards, twice as long if a target is killed.
Magical Damage: 100 / 170 / 240
Bonus Magical Damage: 16% (+6% per 100 AP)of target's missing health
Active: Lute may give in to the lute's curse, taking on great power in exchange for the ability to help his allies. While overcome Lute becomes a faster hitting melee attacker, and takes on a new skill set.