Via https://steamcommunity.com/sharedfiles/filedetails/?id=3590526648
Galandra
Red = my emphasis. I'll be (((commenting))) shortly. -Blood Harvest
Gain 10% damage and 10% Move speed for 10 seconds when killing an enemy. This bonus stacks when killing multiple enemies, meaning killing a second enemy before the 10 seconds are up grants you an additional 10% damage and 10% Move speed for the next 10 seconds. (((so I was wondering, and apparently in this writeup she [just noticed it's a chick writing this up, BTW thx to you original poster] says that they stack/overlap... meaning if you kill 3 dudes in 1 second you get like 9 or 10 seconds of 30% extra damage & move-speed. I think that sounds about right. )))
Extra Move speed should also buff the damage of your running attack.
REMINDS ME, when you get the thing on SKILL that gives you Spectral Armor... I noticed if you spam it against the same monster, it doesn't keep stacking. Maybe it is ONCE per COMBO or something. Noticed it when using BROM and the upgraded SKILL + the give spectral armor on Skill hit, b/c I was bouncing them off the wall a gazillion times and my Spectral armor would only appear to upgrade one time during that combo. THIS HAS IMPLECATIONS that all things tied to SKILL will only trigger once per combo, I guess. Go double check me on all this.
-Blade Spin
Replace Skill in the air with a multi-hit spinning attack. This attack deals more damage than the base Skill and has a slightly larger Clash window. However, against armoured enemies, this can leave you open to counterattacks because of how long the animation takes, so use it with care. Important[l]y, this hits and Clashes behind you as well. (((SheeeEEEeeet. This thing is broken in many cases. Safely, easily hit multi monsters from the air. I guess watch out for Armored enemies, so that's good it has a weakness. Then again... that is interesting, b/c do you want it easy against the mobs of monsters or against just the super duper armored jackholes? Choices are fun.)))
-Charged Sword
Hold Skill to perform a Charged Sword attack that deals 300% damage to Armoured enemies. This is amazing to take out an enemy's shield, or deal massive damage against Elites and most Bosses. This also allows you to time your Clashes with more care. You can turn around as well after charging the attack to strike behind you!
If you have Sword Flurry, you can chain your Charged Sword into the 3 hit sword combo.
-Spirit Claw
Replace your Finisher, the end of your Strike combo, with a multi-hit spirit claw attack. Not only does it deal more damage than your normal finisher, it also launches the enemy up in the air, and you can jump out of it to easily follow with an air combo. It can also be done in the air as a Finisher at the end of your air Strike combo. This synergizes very well with Rituals that have an effect on your Finisher, as every hit will trigger the effect.
-Dive Kick
NEW MOVE: Down + Strike in the air to perform a dive kick. You will dive diagonally towards the ground and bounce off enemies, allowing you to air combo them afterwards. Be careful though: against Armoured enemies, you will bounce farther and recover slower. (((my comment: sheeeet. There are some bosses that get nuked by this thing. Well, am I dreaming that? I'll say for sure against the doppelganger, it worked all too easy... uh... easily, to almost quote Vader. I could swear some other bosses, if you just spam it, get thrown into the corner and get stunned and crumpled or whatever. Am I nuts? Thinking Giant Goblin boss. Surely some others, huh?)))
You can peform this out of your running attack as well. It counts as a Finisher (((this mattters a lot for synergy))) for the sake of Rituals.
-Duellist
Greatly increase all damage by 40% at the cost of splitting damage among all targets hit. This is an amazing Inspiration for fighting bosses, as most of them are single target fights. The downside can be annoying when dealing with big groups of enemies, but Trinkets and Rituals can more than make up for that damage debuff.
-Sword Flurry
Perform 3 consecutive sword attacks with Skill. This allows you to deal more damage in combos, of course, but is also amazing for Clashing - if you do your first hit too early, you can do the second and hopefully catch your enemy's attack!
You can run cancel or dodge cancel the first two attacks, but not the third one. However, if you have Charged Sword, you can cancel ANY hit with Charged Sword by holding your Skill button, AND you can then continue into another 3 hit combo (((smells like cheese, but the cheese in this game is always called for and tastes great))) with the sword.
-Dark Grip
Grabbing an enemy does damage over time and generates Mana. Every hit dealt charges one entire chunk of Mana, so this is great to recover Mana and use many Arcanas. The damage dealt is significant as well, and you can still throw your enemy afterwards! (((Well, I liked it for a moment... but since you are usually swarmed midmap, you need to really keep focused and save it for the last monster on each screen. Do you always know what the last monster is on each screen, b/c I can tell you I am not going to stay focused that long. So i can't really use this correctly. Maybe with a TON of practice + conditioning, but never bothered yet b/c this game is fun b/c I do not have to purposely condition myself all the time, that is not so fun, yo.)))
Unlocked with Seeds at Ederig the Stalwart:
-Burial Smash
After a Run Attack, Strike to extend it into a grab and slam. Unfortunately, this attack does not benefit from Rituals that have an effect on throws. (((it still seems super solid to me vs. large groups of monsters. Hits surrounding foes and knocks them to the ground, right... like major crowd control? Doesn't it also do it in the air, or am I thinking of the other one, the claw ender dooflicky?)))
-Ghost Blade
Conjure a permanent floating sword Companion that attacks nearby enemies. This can be a boon when you're low on health and need to play defensively. The sword can also interrupt some enemy attacks, which can save you from getting combo'd. Be aware that the sword will NOT attract the enemy's attention, and so cannot act as a decoy. (((lazy easy mode extra dmg. Sometimes it attacks when you don't want it to or vice versa. It's basically pretty great though.)))
Unlocked from Galandra's personal quest:
-Arcana Mastery
Give brand new properties to your equipped Arcanas.
Draconic ascent will hit more often and deal more damage.
Necrotic wave will fire three energy waves instead of a single one.
Phantom impale will deal more hits and damage.
Revenge claw will hit the enemy twice upon a succesful Clash.
Reaper cyclone will last longer, and grant you Armour after the Clash window is over, preventing you from being knocked out of it. (((you don't say. Prevents you from being knocked out of it. Yeah, when that happens to me using whatever super move, it grates on my nerves every single time. )))
Dark helix will bounce once on the ground, doubling the length of it as well as its damage. (((yep, whoops. Realized this last night. I have a mistake somewhere assuming this was something you could do before the Acana Mastery thing.))))