Game guide · source of truth
Production

Audio generation

Every sound Zoen needs, generated locally with Stable Audio 3: the SFX model for effects and environment sound, the Small Music model for town and GM-room themes. Generated sounds are at the top with every take playable and its prompt one click away; Codex can loop the whole queue with the prompt below; each request shows where the sound is used.

Generated sounds (318)

every melee hit (e.g. Horizon Cleave)
Impact layer — light ✓ 4 takes
0.3 s · Every light hit (impact class from combat-states.json).
  1. Take 1
  2. Take 2
  3. Take 3
  4. Take 4
Prompt

Short isolated impact layer for a light hit: one tight neutral thud with a crisp high transient and very little low end. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

every melee hit (e.g. Horizon Cleave)
Impact layer — medium ✓ 4 takes
0.3 s · Every medium hit (impact class from combat-states.json).
  1. Take 1
  2. Take 2
  3. Take 3
  4. Take 4
Prompt

Short isolated impact layer for a medium hit: one balanced low-mid thud with a quick crisp crack and more body than a light hit. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

every melee hit (e.g. Horizon Cleave)
Impact layer — heavy ✓ 4 takes
0.3 s · Every heavy hit (impact class from combat-states.json).
  1. Take 1
  2. Take 2
  3. Take 3
  4. Take 4
Prompt

Short isolated impact layer for a heavy hit: one deep weighty thud with a brief debris crackle and a short low tail. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

every melee hit (e.g. Horizon Cleave)
Impact layer — massive ✓ 4 takes
1.5 s · Every massive hit (impact class from combat-states.json).
  1. Take 1
  2. Take 2
  3. Take 3
  4. Take 4
Prompt

Massive ground-shaking impact: huge sub-bass boom, rock crack and a rolling 1-second rumble. Isolated sound effect, no music, no voices, clean start.

Dewhorn Hare — hit material "fur"
Material layer — fur ✓ 4 takes
0.3 s · Hits on monsters with hitMaterial "fur".
  1. Take 1
  2. Take 2
  3. Take 3
  4. Take 4
Prompt

Fur material-only texture layer for a combat hit: soft padded slap with a brief close fur rustle. Short isolated material-only texture, designed to sit under a separate shared impact and weapon swish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Duneplate Beetle — hit material "carapace"
Material layer — carapace ✓ 4 takes
0.3 s · Hits on monsters with hitMaterial "carapace".
  1. Take 1
  2. Take 2
  3. Take 3
  4. Take 4
Prompt

Single isolated weapon contact against a hard insect carapace: sharp dry chitin crack followed immediately by a hollow shell knock. Brittle, rigid, insect-shell texture with a short natural decay. Material contact only — no weapon swing, no whoosh, no large impact boom, no sub-bass, no music, no voices, no ambience. One impact only near the beginning, followed by silence. Clean immediate attack, dry close sound, reverb tail under 0.3 seconds.

Reedscale Lizard — hit material "scale"
Material layer — scale ✓ 1 take
0.3 s · Hits on monsters with hitMaterial "scale".
  1. Take 1
Prompt

Scale material-only texture layer for a combat hit: dry reptile-scale slap with a brief gritty scrape. Short isolated material-only texture, designed to sit under a separate shared impact and weapon swish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Saltway Bandit — hit material "cloth leather"
Material layer — cloth leather ✓ 1 take
0.3 s · Hits on monsters with hitMaterial "cloth_leather".
  1. Take 1
Prompt

Cloth and leather material-only texture layer for a combat hit: muffled padded tear and brief rustle. Short isolated material-only texture, designed to sit under a separate shared impact and weapon swish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Brineback Tortoise — hit material "shell"
Material layer — shell ✓ 1 take
0.3 s · Hits on monsters with hitMaterial "shell".
  1. Take 1
Prompt

Shell material-only texture layer for a combat hit: deep hollow shell knock, compact and dry. Short isolated material-only texture, designed to sit under a separate shared impact and weapon swish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Stormwing Kestrel — hit material "feather"
Material layer — feather ✓ 1 take
0.3 s · Hits on monsters with hitMaterial "feather".
  1. Take 1
Prompt

Feather material-only texture layer for a combat hit: soft puff with a brief light flutter. Short isolated material-only texture, designed to sit under a separate shared impact and weapon swish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the Amber Basin
Sweetener — crit ✓ 1 take
0.8 s · Crits and crit hits.
  1. Take 1
Prompt

Critical hit sweetener: bright metallic ting with a short shimmering ring. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the Amber Basin
Sweetener — fire ✓ 1 take
0.8 s · Crits and fire hits.
  1. Take 1
Prompt

Fire hit sweetener: quick flame whoosh and ember crackle. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the Amber Basin
Sweetener — cold ✓ 1 take
0.8 s · Crits and cold hits.
  1. Take 1
Prompt

Frost hit sweetener: crystalline ice crack with a glassy tinkle. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the Amber Basin
Sweetener — lightning ✓ 1 take
0.8 s · Crits and lightning hits.
  1. Take 1
Prompt

Lightning hit sweetener: sharp electric snap and short buzzing crackle. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the Amber Basin
Sweetener — spirit fire ✓ 1 take
0.8 s · Crits and spirit-fire hits.
  1. Take 1
Prompt

Spirit-fire hit sweetener: airy hollow whoosh with a soft ghostly chime. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the Amber Basin
Sweetener — sonic ✓ 1 take
0.8 s · Crits and sonic hits.
  1. Take 1
Prompt

Sonic hit sweetener: deep resonant string twang with a pulsing wobble. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the Amber Basin
Sweetener — bleed ✓ 1 take
0.8 s · Crits and bleed hits.
  1. Take 1
Prompt

Bleed sweetener: wet slice with a short fleshy drip. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

The Bellbound Regent — boss telegraphs
Monster telegraph cue ✓ 1 take
0.8 s · Start of every monster telegraph (never pitch-randomised).
  1. Take 1
Prompt

Short ominous warning cue: low rising whoosh with a dull bronze bell hit, clearly readable over combat. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

The Bellbound Regent — boss telegraphs
Boss telegraph cue ✓ 1 take
1.5 s · Boss signature telegraphs.
  1. Take 1
Prompt

Big ominous boss warning: deep war drum hit, rising dark whoosh and a cracked bell toll. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — click
UI — click ✓ 3 takes
0.2 s · HUD and windows (bypasses 3D).
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Soft UI button click: small bronze tick with a tiny wooden knock. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — hover
UI — hover ✓ 1 take
0.15 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Very subtle UI hover tick, quiet and short. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — window open
UI — window open ✓ 1 take
0.5 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

UI window opening: parchment unfold with a soft bronze slide. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — window close
UI — window close ✓ 1 take
0.4 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

UI window closing: parchment fold and soft thud. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — pickup
UI — pickup ✓ 1 take
0.3 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Picking up an item in the inventory: soft cloth and leather lift. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — equip metal
UI — equip metal ✓ 1 take
0.5 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Equipping metal armour or weapon: short metal clank and buckle. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — drop invalid
UI — drop invalid ✓ 1 take
0.3 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Invalid action buzz: muted wooden knock with a short low thud, not harsh. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — gold
UI — gold ✓ 1 take
0.5 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Gold coins picked up: a few coins jingle. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — quest accept
UI — quest accept ✓ 1 take
0.8 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Quest accepted: short parchment unroll and soft drum tap. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — quest complete
UI — quest complete ✓ 1 take
1.5 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Quest complete: warm bronze bell and rising pluck flourish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — atlas allocate
UI — atlas allocate ✓ 1 take
0.6 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Skill tree node unlocked: crystalline click and soft glow swell. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — drop place
UI — drop place ✓ 1 take
0.3 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Item placed into a bag or equipment slot: soft leather thud with a light buckle tap. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — loot normal
UI — loot normal ✓ 1 take
0.4 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Common item dropped on the ground: small cloth-and-metal clatter. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — loot magic
UI — loot magic ✓ 1 take
0.5 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Magic item dropped: clatter with a short cool blue shimmer. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — loot rare
UI — loot rare ✓ 1 take
0.7 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Rare item dropped: clatter with a bright golden chime. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the player character in the Amber Basin
Foley — step sand ✓ 1 take
2 s · Player character.
  1. Take 1
Prompt

Footsteps on soft desert sand, 4 steps, walking pace. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the player character in the Amber Basin
Foley — step stone ✓ 1 take
2 s · Player character.
  1. Take 1
Prompt

Footsteps on worn stone tiles, 4 steps, leather boots. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the player character in the Amber Basin
Foley — dodge ✓ 1 take
0.8 s · Player character.
  1. Take 1
Prompt

Quick dodge roll: cloth rustle, light body thud on sand. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the player character in the Amber Basin
Foley — player hurt ✓ 1 take
0.6 s · Player character.
  1. Take 1
Prompt

Armour rattle and grunt-free body impact when a player gets hit. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the player character in the Amber Basin
Foley — level up ✓ 1 take
2.5 s · Player character.
  1. Take 1
Prompt

Level up: triumphant bronze gong with a warm rising shimmer. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

drinking a potion
Foley — potion ✓ 1 take
1 s · Player character.
  1. Take 1
Prompt

Drinking a potion: cork pop, short gulp-free liquid slosh, glass clink. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Vesper Longsword — the weapon swung
Swing / fire — Greatsword ✓ 1 take
0.9 s · Basic chain and skills of Greatsword (Warblade).
  1. Take 1
Prompt

Weapon swing whoosh for a greatsword: long steel ring whoosh, clean slice. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Reedstring Bow — the weapon swung
Swing / fire — Bow ✓ 1 take
0.9 s · Basic chain and skills of Bow (Windarcher).
  1. Take 1
Prompt

Weapon attack release for a bow: string draw creak, twang, arrow zip, thunk. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Reedwood Wand — the weapon swung
Swing / fire — Wand ✓ 1 take
0.6 s · Basic chain and skills of Wand (Pyromancer).
  1. Take 1
Prompt

Weapon attack release for a wand: crisp magic snap, element sweetener. Fast and tight. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Horizon Cleave — skill icon
Horizon Cleave — Warblade ✓ 1 take
1.8 s · Skill warblade.horizon_cleave: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Long steel ring whoosh + clean slice impacts. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Crescent Wave — skill icon
Crescent Wave — Warblade ✓ 1 take
1.8 s · Skill warblade.crescent_wave: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Blade ring + travelling hum (doppler) + slicing impacts. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Sunfall Thrust — skill icon
Sunfall Thrust — Warblade ✓ 1 take
1.8 s · Skill warblade.sunfall_thrust: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Lunge rush, piercing ring, impact clang. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Iron Riposte — skill icon
Iron Riposte — Warblade ✓ 1 take
1.8 s · Skill warblade.iron_riposte: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Steel scrape guard; parry = bright ring "ting" + punish slice. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Blade Oath — skill icon
Blade Oath — Warblade ✓ 1 take
2 s · Skill warblade.blade_oath: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Choral shimmer + blade ring. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Sunbreaker — skill icon
Sunbreaker — Warblade ✓ 1 take
1.8 s · Skill warblade.sunbreaker: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Two quick slices, rising choir note, explosive boom + rolling thunder tail. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Zenith Cut — skill icon
Zenith Cut — Warblade ✓ 1 take
1.8 s · Skill warblade.zenith_cut: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Jump grunt, rising whoosh, ringing steel crack, deep landing boom. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Pinning Shot — skill icon
Pinning Shot — Windarcher ✓ 1 take
1.8 s · Skill windarcher.pinning_shot: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Draw creak, twang, zip, thunk. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Split Horizon — skill icon
Split Horizon — Windarcher ✓ 1 take
1.8 s · Skill windarcher.split_horizon: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Triple zip, layered thunks. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Piercing Gale — skill icon
Piercing Gale — Windarcher ✓ 1 take
1.8 s · Skill windarcher.piercing_gale: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Rising wind howl during charge, thunderous release crack. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Tumble Shot — skill icon
Tumble Shot — Windarcher ✓ 1 take
1.8 s · Skill windarcher.tumble_shot: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Flip whoosh, double twang, landing scuff. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Hawk Focus — skill icon
Hawk Focus — Windarcher ✓ 1 take
2 s · Skill windarcher.hawk_focus: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Hawk cry + soft inhale/exhale. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Rain of Arrows — skill icon
Rain of Arrows — Windarcher ✓ 1 take
1.8 s · Skill windarcher.rain_of_arrows: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Upward whistle, rain of thunks building, final gale crack + whoosh. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Heartpiercer — skill icon
Heartpiercer — Windarcher ✓ 1 take
1.8 s · Skill windarcher.heartpiercer: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Creaking draw, held breath, cracking release, distant thud. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Cinder Needle — skill icon
Cinder Needle — Pyromancer ✓ 1 take
1.8 s · Skill pyromancer.cinder_needle: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Fiery snap + sizzle impact. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Lantern Fan — skill icon
Lantern Fan — Pyromancer ✓ 1 take
1.8 s · Skill pyromancer.lantern_fan: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Whoomph + roaring fire. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Kiln Burst — skill icon
Kiln Burst — Pyromancer ✓ 1 take
1.8 s · Skill pyromancer.kiln_burst: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Bellows whoomph, crackling roar, ember hiss. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Ember Step — skill icon
Ember Step — Pyromancer ✓ 1 take
1.8 s · Skill pyromancer.ember_step: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Fwoosh-pop of ignition at both ends, ember crackle trailing off. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Pyre Mantle — skill icon
Pyre Mantle — Pyromancer ✓ 1 take
2 s · Skill pyromancer.pyre_mantle: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Low fire roar loop, crackling. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Prism Barrage — skill icon
Prism Barrage — Pyromancer ✓ 1 take
1.8 s · Skill pyromancer.prism_barrage: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Rapid magical fire with element sweeteners cycling, rising pitch over the channel. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Ashfall Verdict — skill icon
Ashfall Verdict — Pyromancer ✓ 1 take
1.8 s · Skill pyromancer.ashfall_verdict: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Deep roar of fire, crackling hail of embers. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

The Bellbound Regent — boss telegraphs
Boss phase change ✓ 1 take
2.5 s · Boss phase transitions and break.
  1. Take 1
Prompt

Dramatic boss phase change: heavy stone crack, deep sub boom and a swelling choir-like drone without words. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

every melee hit (e.g. Horizon Cleave)
Break / stagger burst ✓ 1 take
1.2 s · Boss break pressure full, elite stagger.
  1. Take 1
Prompt

Shattering armour break: glassy bronze crack, heavy thump and scattered metal shards. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — tab
UI — tab ✓ 1 take
0.2 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

UI tab switch: light paper flick. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — equip cloth
UI — equip cloth ✓ 1 take
0.5 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Equipping cloth or leather: soft rustle and strap pull. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — equip jewel
UI — equip jewel ✓ 1 take
0.4 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Equipping a ring or necklace: small jewel clink. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — socket gem
UI — socket gem ✓ 1 take
0.6 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Socketing a gem: stone click and crystal ring. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — orb use
UI — orb use ✓ 1 take
0.8 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Using a crafting orb: mystic whoosh and soft crystal chime. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — refine success
UI — refine success ✓ 1 take
1.2 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Refinement success: hammer on anvil and bright rising chime. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — refine fail
UI — refine fail ✓ 1 take
1.2 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Refinement failure: hammer on anvil, cracking metal and a dull drop. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — atlas refund
UI — atlas refund ✓ 1 take
0.6 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Skill tree node refunded: reverse soft swell and click. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI
UI — notify ✓ 1 take
0.4 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Gentle notification ping: small bronze chime. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI
UI — error ✓ 1 take
0.3 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

UI error: low muted double knock. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — popup open
UI — popup open ✓ 1 take
0.2 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Tooltip appearing: very soft parchment whisper with a faint glassy shimmer. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — dropdown open
UI — dropdown open ✓ 1 take
0.25 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Dropdown list opening: soft leather flap and a tiny bronze click. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — dropdown select
UI — dropdown select ✓ 1 take
0.2 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Choosing an option in a list: small crisp bronze tick. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — toggle on
UI — toggle on ✓ 1 take
0.25 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Switch turned on: small metal latch click with a gentle rising tone. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — toggle off
UI — toggle off ✓ 1 take
0.25 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Switch turned off: small metal latch click with a gentle falling tone. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — quickslot assign
UI — quickslot assign ✓ 1 take
0.3 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Potion or scroll assigned to a quick slot: glass bottle clink and small click. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — socket remove
UI — socket remove ✓ 1 take
0.5 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Gem removed from a socket: stone slide and a soft crystal pop. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — atlas node hover
UI — atlas node-hover ✓ 1 take
0.15 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Hovering a skill-tree node: faint crystalline shimmer, very quiet. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — atlas keystone
UI — atlas keystone ✓ 1 take
1.2 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Keystone node unlocked: deep resonant bell, crystalline burst and warm glow swell. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — chain slot set
UI — chain slot-set ✓ 1 take
0.4 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Skill placed in a combo chain slot: bronze plate locking into place with a soft magical ping. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — skill rank up
UI — skill rank-up ✓ 1 take
0.8 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Skill rank increased: rising crystalline arpeggio and a soft bronze shimmer. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — loot epic
UI — loot epic ✓ 1 take
1 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Epic item dropped: heavier clatter with a rich orange magical swell. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — loot legend
UI — loot legend ✓ 1 take
1.6 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Legendary item dropped: deep impact, radiant choir-like swell without words and a bright bell. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — zoe purchase
UI — zoe purchase ✓ 1 take
0.8 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Premium purchase confirmed: heavy gold coin ring and a warm sparkling chime. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — chest open
UI — chest open ✓ 1 take
0.9 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Treasure chest opening: wooden lid creak, latch snap and a soft golden shimmer. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — map open
UI — map open ✓ 1 take
0.6 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

World map opening: large parchment unfurl and a soft bronze slide. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — bag full
UI — bag full ✓ 1 take
0.4 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Inventory full warning: muted double wooden knock with a low thud. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI
UI — event start ✓ 1 take
1.5 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Event starting: distant caravan horn call with a war-drum roll. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the player character in the Amber Basin
Foley — step wood ✓ 1 take
2 s · Player character.
  1. Take 1
Prompt

Footsteps on wooden planks, 4 steps. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the player character in the Amber Basin
Foley — step water ✓ 1 take
2 s · Player character.
  1. Take 1
Prompt

Footsteps splashing through shallow water, 4 steps. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the player character in the Amber Basin
Foley — step grass ✓ 1 take
2 s · Player character.
  1. Take 1
Prompt

Footsteps on dry grass, 4 steps. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the player character in the Amber Basin
Foley — player death ✓ 1 take
1.5 s · Player character.
  1. Take 1
Prompt

Player falls: armour clatter and body drop on sand. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

the player character in the Amber Basin
Foley — revive ✓ 1 take
2 s · Player character.
  1. Take 1
Prompt

Revive: rising warm shimmer and soft chime. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Kilnspine Great Axe — the weapon swung
Swing / fire — Greataxe ✓ 1 take
0.9 s · Basic chain and skills of Greataxe (Ravager).
  1. Take 1
Prompt

Weapon swing whoosh for a greataxe: low whoosh, wood-haft creak, meaty chop. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Clayknuckle Maul — the weapon swung
Swing / fire — Warhammer ✓ 1 take
0.9 s · Basic chain and skills of Warhammer (Earthshaker).
  1. Take 1
Prompt

Weapon swing whoosh for a warhammer: deep air push, stone crunch, sub-bass thump. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Dewhorn Knife — the weapon swung
Swing / fire — Daggers ✓ 1 take
0.9 s · Basic chain and skills of Daggers (Nightblade).
  1. Take 1
Prompt

Weapon swing whoosh for a daggers: quick hiss swishes, wet tick impacts. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Marshfang Claws — the weapon swung
Swing / fire — Claws ✓ 1 take
0.9 s · Basic chain and skills of Claws (Talon).
  1. Take 1
Prompt

Weapon swing whoosh for a claws: tearing scrape swishes, feral breath. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Dewhorn Pipa — the weapon swung
Swing / fire — Pipa ✓ 1 take
0.9 s · Basic chain and skills of Pipa (Songweaver).
  1. Take 1
Prompt

Weapon attack release for a pipa: plucked string notes in a pentatonic scale, sequence advances each hit. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Siltcall Scepter — the weapon swung
Swing / fire — Lantern Scepter ✓ 1 take
0.6 s · Basic chain and skills of Lantern Scepter (Lanternbinder).
  1. Take 1
Prompt

Weapon attack release for a lantern scepter: lantern glass clink, soft fire whoosh. Fast and tight. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Iron Banner — skill icon
Iron Banner — pole buff ✓ 1 take
2 s · Skill pole_str.iron_banner: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Iron stake thud, cloth snap, low horn. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

War Drum — skill icon
War Drum — pole buff ✓ 1 take
2 s · Skill pole_str.war_drum: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Two taiko-like drum hits synced to stamps + low war chant swell. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Bastion Skin — skill icon
Bastion Skin — pole buff ✓ 1 take
2 s · Skill pole_str.bastion_skin: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Grinding stone + metallic clench. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Rallying Roar — skill icon
Rallying Roar — pole buff ✓ 1 take
2 s · Skill pole_str.rallying_roar: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Deep roar layered with a war horn. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Bloodrage — skill icon
Bloodrage — pole buff ✓ 1 take
2 s · Skill pole_str.bloodrage: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Heartbeat thud x2, guttural exhale, low distorted rumble loop (quiet). Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Unbroken Will — skill icon
Unbroken Will — pole buff ✓ 1 take
2 s · Skill pole_str.unbroken_will: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Grunt, heartbeat thump, metallic shimmer. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Falling Wedge — skill icon
Falling Wedge — Ravager ✓ 1 take
1.8 s · Skill ravager.falling_wedge: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Long low whoosh → heavy chop with wood/earth crunch; bleed applies a wet tick. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Quarry Wheel — skill icon
Quarry Wheel — Ravager ✓ 1 take
1.8 s · Skill ravager.quarry_wheel: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Rising spin whoosh layered per revolution, ground scrape loop, finishing heavy swoosh. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Rending Cleave — skill icon
Rending Cleave — Ravager ✓ 1 take
1.8 s · Skill ravager.rending_cleave: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Slicing tear + gore-light wet layer (rating-safe); follow-up rising whoosh. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Reaver's Charge — skill icon
Reaver's Charge — Ravager ✓ 1 take
1.8 s · Skill ravager.reavers_charge: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Heavy footfall gallop rhythm, impact crunch. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Blood Frenzy — skill icon
Blood Frenzy — Ravager ✓ 1 take
2 s · Skill ravager.blood_frenzy: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Blade scrape, haft thud, short roar. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Earthsplitter — skill icon
Earthsplitter — Ravager ✓ 1 take
1.8 s · Skill ravager.earthsplitter: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Leap whoosh, colossal impact boom with sub-bass, rolling crack travelling down the fissure, falling rubble. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Crimson Reckoning — skill icon
Crimson Reckoning — Ravager ✓ 1 take
1.8 s · Skill ravager.crimson_reckoning: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Dragging scrape, roar, butcher chop thud, wet spray, low choir sting. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Anvil Strike — skill icon
Anvil Strike — Earthshaker ✓ 1 take
1.8 s · Skill earthshaker.anvil_strike: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Anvil clang + earth thump, metallic ring tail. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Rimquake — skill icon
Rimquake — Earthshaker ✓ 1 take
1.8 s · Skill earthshaker.rimquake: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Grinding rumble travelling outward, impact thuds per ridge. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Bell-Toll Uppercut — skill icon
Bell-Toll Uppercut — Earthshaker ✓ 1 take
1.8 s · Skill earthshaker.bell_toll_uppercut: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Charge hum rising in pitch; release = deep bell toll + impact. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Tremor Line — skill icon
Tremor Line — Earthshaker ✓ 1 take
1.8 s · Skill earthshaker.tremor_line: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Travelling rumble, stone slab cracks in sequence. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Stoneheart — skill icon
Stoneheart — Earthshaker ✓ 1 take
2 s · Skill earthshaker.stoneheart: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Stone grind + low heartbeat thud. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Mountain Fall — skill icon
Mountain Fall — Earthshaker ✓ 1 take
1.8 s · Skill earthshaker.mountain_fall: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Takeoff grunt + whoosh, huge impact boom, rolling rubble, two thumps. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Tolling Verdict — skill icon
Tolling Verdict — Earthshaker ✓ 1 take
1.8 s · Skill earthshaker.tolling_verdict: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Deep temple-bell toll, crushing impact, long ringing tail. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Caravan Pace — skill icon
Caravan Pace — pole buff ✓ 1 take
2 s · Skill pole_agi.caravan_pace: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Sharp whistle, rush of wind, hoofbeat-like drums. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Windwalk — skill icon
Windwalk — pole buff ✓ 1 take
2 s · Skill pole_agi.windwalk: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Soft whoosh swell + wind chime. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Hunter's Mark — skill icon
Hunter's Mark — pole buff ✓ 1 take
1.8 s · Skill pole_agi.hunters_mark: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Bow-string pluck + soft metallic click. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Keen Eye Chant — skill icon
Keen Eye Chant — pole buff ✓ 1 take
2 s · Skill pole_agi.keen_eye_chant: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Soft chant, crisp metallic ping. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Evasive Instinct — skill icon
Evasive Instinct — pole buff ✓ 1 take
2 s · Skill pole_agi.evasive_instinct: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Quick breath, fabric whisper, wind flick. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Quickening — skill icon
Quickening — pole buff ✓ 1 take
2 s · Skill pole_agi.quickening: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Fast rising wing-flutter swell ending in a light tick. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Threadcut — skill icon
Threadcut — Nightblade ✓ 1 take
1.8 s · Skill nightblade.threadcut: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Quick hiss + wet tick. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Cross Stitch — skill icon
Cross Stitch — Nightblade ✓ 1 take
1.8 s · Skill nightblade.cross_stitch: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Two sharp slices + cloth-rip sweetener. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Fan of Knives — skill icon
Fan of Knives — Nightblade ✓ 1 take
1.8 s · Skill nightblade.fan_of_knives: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Burst of 12 tiny whistles + scattered ticks. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Shadow Step — skill icon
Shadow Step — Nightblade ✓ 1 take
1.8 s · Skill nightblade.shadow_step: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Smoke puff whoosh, reappear snap, stab. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Nightshade Coat — skill icon
Nightshade Coat — Nightblade ✓ 1 take
2 s · Skill nightblade.nightshade_coat: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Liquid swirl + blade scrape. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Death Lotus — skill icon
Death Lotus — Nightblade ✓ 1 take
1.8 s · Skill nightblade.death_lotus: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Rapid triple-slice motifs separated by smoke pops; final chime. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Severance — skill icon
Severance — Nightblade ✓ 1 take
1.8 s · Skill nightblade.severance: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Whispered whoosh, quick slice, soft cloth flutter. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Rake Flurry — skill icon
Rake Flurry — Talon ✓ 1 take
1.8 s · Skill talon.rake_flurry: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Tearing scrapes, growl breath. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Hooking Palm — skill icon
Hooking Palm — Talon ✓ 1 take
1.8 s · Skill talon.hooking_palm: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Whip crack + tension snap. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Pounce — skill icon
Pounce — Talon ✓ 1 take
1.8 s · Skill talon.pounce: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Feral snarl, leap whoosh, heavy landing rake. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Storm Rend — skill icon
Storm Rend — Talon ✓ 1 take
1.8 s · Skill talon.storm_rend: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Electric crackle sweeps + thunder snap. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Predator's Instinct — skill icon
Predator's Instinct — Talon ✓ 1 take
2 s · Skill talon.predators_instinct: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Low growl + claw scrape. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Beast Within — skill icon
Beast Within — Talon ✓ 1 take
1.8 s · Skill talon.beast_within: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Layered beast roar + rapid tearing + final howl. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Apex Rend — skill icon
Apex Rend — Talon ✓ 1 take
1.8 s · Skill talon.apex_rend: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Snarl, rapid rakes, roar. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Plucked Note — skill icon
Plucked Note — Songweaver ✓ 1 take
1.8 s · Skill songweaver.plucked_note: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Plucked pentatonic note (pitch rises with stacks). Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Discordant Chord — skill icon
Discordant Chord — Songweaver ✓ 1 take
1.8 s · Skill songweaver.discordant_chord: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Harsh dissonant strum + bass thump. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Lullaby of Dunes — skill icon
Lullaby of Dunes — Songweaver ✓ 1 take
1.8 s · Skill songweaver.lullaby_of_dunes: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Lullaby phrase (4 notes), gentle. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Resonant Echo — skill icon
Resonant Echo — Songweaver ✓ 1 take
1.8 s · Skill songweaver.resonant_echo: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Sliding glissando + echo reverb. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Hymn of the Caravan — skill icon
Hymn of the Caravan — Songweaver ✓ 1 take
2 s · Skill songweaver.hymn_of_the_caravan: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Warm 6-note hymn phrase, sustained chord. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Crescendo — skill icon
Crescendo — Songweaver ✓ 1 take
1.8 s · Skill songweaver.crescendo: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Accelerating strum building in volume + pitch → explosive final chord with reverb tail. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Final Cadence — skill icon
Final Cadence — Songweaver ✓ 1 take
1.8 s · Skill songweaver.final_cadence: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Single full-chord strum with a rising overtone, glass-like shatter. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Elemental Attunement — skill icon
Elemental Attunement — pole buff ✓ 1 take
2 s · Skill pole_int.elemental_attunement: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Soft ignition matching the element. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Lantern Light — skill icon
Lantern Light — pole buff ✓ 1 take
2 s · Skill pole_int.lantern_light: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Soft ignition, paper rustle, warm hum. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Resonant Ward — skill icon
Resonant Ward — pole buff ✓ 1 take
2 s · Skill pole_int.resonant_ward: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Glass chime + low hum; breaking = crystal shatter. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Sanctuary Glyph — skill icon
Sanctuary Glyph — pole buff ✓ 1 take
2 s · Skill pole_int.sanctuary_glyph: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Chalk scratch, resonant chord, soft hum loop. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Arcane Surge — skill icon
Arcane Surge — pole buff ✓ 1 take
2 s · Skill pole_int.arcane_surge: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Reverse whoosh into a bright chord. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Kindred Flame — skill icon
Kindred Flame — pole buff ✓ 1 take
2 s · Skill pole_int.kindred_flame: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Ignition crackle matching the element, rising chime. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Luminous Bolt — skill icon
Luminous Bolt — Lanternbinder ✓ 1 take
1.8 s · Skill lanternbinder.luminous_bolt: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Soft flame whoosh + chime. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Ember Curse — skill icon
Ember Curse — Lanternbinder ✓ 1 take
1.8 s · Skill lanternbinder.ember_curse: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Whispered chant + crackle. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Lantern Wisps — skill icon
Lantern Wisps — Lanternbinder ✓ 1 take
1.8 s · Skill lanternbinder.summon_wisps: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Lantern creak, whispering giggles, soft fire. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Soul Tether — skill icon
Soul Tether — Lanternbinder ✓ 1 take
1.8 s · Skill lanternbinder.soul_tether: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Low drone with heartbeat pulses. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Lamp Warden — skill icon
Lamp Warden — Lanternbinder ✓ 1 take
1.8 s · Skill lanternbinder.lamp_warden: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Deep bellowing hum, heavy slams, crackling fire. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Pyre Procession — skill icon
Pyre Procession — Lanternbinder ✓ 1 take
1.8 s · Skill lanternbinder.pyre_procession: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Rising chorus of whispers into a roaring fire blast. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Last Lantern — skill icon
Last Lantern — Lanternbinder ✓ 1 take
1.8 s · Skill lanternbinder.last_lantern: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Lantern creak, rush of whispers, fire bloom. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Dewhorn Hare — quadruped small
small wild animal (hare or fox) — hurt ✓ 1 take
0.6 s · Dewhorn Hare, Reed Fox, Bellwhisker Jerboa.
  1. Take 1
Prompt

Creature short pained hurt sound of a small wild animal (hare or fox). Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Orchard Boar — quadruped medium
medium beast (boar or jackal) — hurt ✓ 1 take
0.6 s · Orchard Boar, Marsh Wolf, Duskfang Hyena, Stormquill Stalker.
  1. Take 1
Prompt

Creature short pained hurt sound of a medium beast (boar or jackal). Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Duneplate Beetle — arthropod beetle
large beetle with clicking mandibles — hurt ✓ 1 take
0.6 s · Duneplate Beetle, Kilnback Scarab.
  1. Take 1
Prompt

Creature short pained hurt sound of a large beetle with clicking mandibles. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Reedscale Lizard — reptile small
small lizard — hurt ✓ 1 take
0.6 s · Reedscale Lizard, Siltspit Gecko.
  1. Take 1
Prompt

Creature short pained hurt sound of a small lizard. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Clayclaw Scorpion — arthropod scorpion
giant scorpion with rattling plates — hurt ✓ 1 take
0.6 s · Clayclaw Scorpion, Basaltsting Scorpion.
  1. Take 1
Prompt

Creature short pained hurt sound of a giant scorpion with rattling plates. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Emberhorn Viper — serpent
large serpent — hurt ✓ 1 take
0.6 s · Emberhorn Viper.
  1. Take 1
Prompt

Creature short pained hurt sound of a large serpent. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Saltway Bandit — humanoid
desert bandit (non-verbal grunts only) — hurt ✓ 1 take
0.6 s · Saltway Bandit, Ashroad Raider.
  1. Take 1
Prompt

Creature short pained hurt sound of a desert bandit (non-verbal grunts only). Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Brineback Tortoise — shelled quadruped
heavy shelled tortoise beast — hurt ✓ 1 take
0.6 s · Brineback Tortoise, Ashroot Pangolin.
  1. Take 1
Prompt

Creature short pained hurt sound of a heavy shelled tortoise beast. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Stormwing Kestrel — avian small
desert bird of prey — hurt ✓ 1 take
0.6 s · Stormwing Kestrel.
  1. Take 1
Prompt

Creature short pained hurt sound of a desert bird of prey. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Jadecrest Monitor — reptile large
large armoured reptile — hurt ✓ 1 take
0.6 s · Jadecrest Monitor.
  1. Take 1
Prompt

Creature short pained hurt sound of a large armoured reptile. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

The Bellbound Regent — boss
The Bellbound Regent — roar / intro ✓ 1 take
3 s · Boss intro and enrage (jade_seal_ruins).
  1. Take 1
Prompt

Huge boss creature roar: deep and resonant, layered with a cracked bronze bell and grinding shell. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Kharuun, the Ashen Caravan — boss
Kharuun, the Ashen Caravan — roar / intro ✓ 1 take
3 s · Boss intro and enrage (caravan_crown_arena).
  1. Take 1
Prompt

Huge boss creature roar: deep and resonant, layered with roaring fire and creaking caravan wood. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Amber Gate — loading screen
Music — Amber Gate theme ✓ 3 takes
60 s · Town theme for Amber Gate (Twin-roof gate, caravan square and amber-glazed bell tower): a calm 60 s loop on the music bus for the whole town. The crowd bed (amb-amber-gate) and the forge emitter play under it. Pick one take; the others are alternates.
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Classic orchestral fantasy town theme, warm and welcoming in the golden late afternoon: a lyrical flute and oboe melody over gentle strings and harp arpeggios, soft plucked oud, light frame drum and tambourine, relaxed 92 BPM, major key, steady medium-low dynamics, instrumental, seamless loop.

Negative prompt: vocals, singing, choir, spoken words, electronic synthesizer, drum kit, distortion, sound effects, crowd noise

Model: sm-music

GM room — the Caravan Proving Ground (instanced test space)
Music — GM room (Caravan Proving Ground) ✓ 3 takes
60 s · The owner's GM room (gm-room.json): a calm, steady classic loop for long manual-test sessions, with no big swells so hit sounds and telegraph cues stay readable. Pick one take; the others are alternates.
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Classic orchestral fantasy arena theme, calm and steady for long testing sessions: low strings and cellos under a restrained heroic horn melody, soft timpani and a light snare roll, dignified and focused, no big crescendos or sudden loud hits, consistent medium-low dynamics, 100 BPM, minor key, instrumental, seamless loop.

Negative prompt: vocals, singing, choir, spoken words, electronic synthesizer, drum kit, distortion, sound effects, crowd noise

Model: sm-music

Amber Gate — loading screen
Ambience — Amber Gate ✓ 1 take
20 s · Environment bed for Amber Gate (Twin-roof gate, caravan square and amber-glazed bell tower). Plays under the town theme.
  1. Take 1
Prompt

Seamless looping ambience of a busy caravan trading town square in the late afternoon: a distant crowd murmur of indistinct chatter, cart wheels rolling over sandstone pavers, market cloth awnings flapping in a light breeze, wooden stalls creaking, far-off muffled crates and coins, a pack animal huffing. Soft and low in level, a quiet backdrop for the square. Even, steady texture with no standout one-off sound, so the 20-second loop is not noticeable.

Negative prompt: music, melody, singing, choir, clear spoken words, drums, horns, sudden loud events

Dewgrass Meadow — loading screen
Ambience — Dewgrass Meadow ✓ 1 take
20 s · Environment bed for Dewgrass Meadow (Dew-coated terraces, wicker bridges and a fallen training log). Ordinary outdoor travel has no music (ADR-026); engaged named boss themes are the exception.
  1. Take 1
Prompt

Seamless looping ambience of a dewy meadow in soft morning haze: a gentle breeze moving through short grass, a few small songbirds calling far apart, light crickets and insects, water trickling softly over dew-wet terraces, a faint creak of wicker. Even, steady texture with no standout one-off sound, so the 20-second loop is not noticeable.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Old Orchard — loading screen
Ambience — Old Orchard ✓ 1 take
20 s · Environment bed for Old Orchard (Amber fruit trees and abandoned toll sheds). Ordinary outdoor travel has no music (ADR-026); engaged named boss themes are the exception.
  1. Take 1
Prompt

Seamless looping ambience of an old orchard in dappled sunlight: leaves rustling softly in fruit trees, bees and flies humming close by, a few songbirds and a distant woodpecker tapping lightly, fruit dropping softly onto grass, faint creaks from abandoned wooden toll sheds. Even, steady texture with no standout one-off sound, so the 20-second loop is not noticeable.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Caravan Crown Arena — loading screen
Ambience — Caravan Crown Arena ✓ 1 take
20 s · Environment bed for Caravan Crown Arena (A circular abandoned caravan wheel-yard). Ordinary outdoor travel has no music (ADR-026); engaged named boss themes are the exception.
  1. Take 1
Prompt

Seamless looping ambience of an abandoned caravan wheel-yard in a dust storm: heavy wind-driven sand hissing, loose wooden wagon wheels creaking and rattling, canvas scraps snapping, a distant low wind howl across the open ring, gritty dust skittering over packed earth. Even, steady texture with no standout one-off sound, so the 20-second loop is not noticeable.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

UI
UI — whisper ✓ 1 take
0.5 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Private message received: soft two-note wooden chime. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — checkbox
UI — checkbox ✓ 1 take
0.15 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Checkbox ticked: tiny quill scratch and soft click. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — slider tick
UI — slider tick ✓ 1 take
0.1 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Slider step: very short quiet wooden tick. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI — atlas node ready
UI — atlas node-ready ✓ 1 take
0.5 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

A skill-tree node becomes available: soft magical glow swell with a light chime. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI
UI — event countdown ✓ 1 take
0.2 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Event countdown tick: soft war-drum tap. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI
UI — party invite ✓ 1 take
0.5 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Party invitation received: two warm wooden chimes. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

UI
UI — trade request ✓ 1 take
0.5 s · HUD and windows (bypasses 3D).
  1. Take 1
Prompt

Trade request received: coin purse jingle and a soft bell. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Reedback Strider — mount
Mount call — Reedback Strider ✓ 1 take
2 s · Summon/mount sound and gallop layer for Reedback Strider (long-legged dune lizard with reed-like dorsal quills and a woven saddle).
  1. Take 1
Prompt

Mount summon sound for a long-legged dune lizard with reed-like dorsal quills and a woven saddle: creature call, saddle leather creak and heavy footfalls starting to move. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Duneplate Carrier — mount
Mount call — Duneplate Carrier ✓ 1 take
2 s · Summon/mount sound and gallop layer for Duneplate Carrier (giant armoured dune beetle carrying a lacquered howdah, lamp-glands glowing under its plates).
  1. Take 1
Prompt

Mount summon sound for a giant armoured dune beetle carrying a lacquered howdah, lamp-glands glowing under its plates: creature call, saddle leather creak and heavy footfalls starting to move. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Emberhorn Aurochs — mount
Mount call — Emberhorn Aurochs ✓ 1 take
2 s · Summon/mount sound and gallop layer for Emberhorn Aurochs (massive scorched desert ox with ember-veined horns and soot-black fur, bronze barding).
  1. Take 1
Prompt

Mount summon sound for a massive scorched desert ox with ember-veined horns and soot-black fur, bronze barding: creature call, saddle leather creak and heavy footfalls starting to move. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Mirage Drake — mount
Mount call — Mirage Drake ✓ 1 take
2 s · Summon/mount sound and gallop layer for Mirage Drake (sand-wyrm drake with translucent heat-haze frills and pale gold scales, wingless, sinuous).
  1. Take 1
Prompt

Mount summon sound for a sand-wyrm drake with translucent heat-haze frills and pale gold scales, wingless, sinuous: creature call, saddle leather creak and heavy footfalls starting to move. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Tollkeeper Sword — the weapon swung
Swing / fire — Dual Blades ✓ 1 take
0.9 s · Basic chain and skills of Dual Blades (Twinblade).
  1. Take 1
Prompt

Weapon swing whoosh for a dual blades: paired light swishes alternating L/R pan. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Tuskguard Buckler — the weapon swung
Swing / fire — Sword & Shield ✓ 1 take
0.9 s · Basic chain and skills of Sword & Shield (Vanguard).
  1. Take 1
Prompt

Weapon swing whoosh for a sword & shield: steel swish, shield wood/brass thud. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Reedlatch Crossbow — the weapon swung
Swing / fire — Crossbow ✓ 1 take
0.9 s · Basic chain and skills of Crossbow (Boltwright).
  1. Take 1
Prompt

Weapon attack release for a crossbow: mechanical clack, heavy thwip, crank ratchet. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Reedsilk Fans — the weapon swung
Swing / fire — War Fan ✓ 1 take
0.9 s · Basic chain and skills of War Fan (Windmender).
  1. Take 1
Prompt

Weapon attack release for a war fan: paper-silk snap, iron rib clack, soft wind rush. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Bellring Chakram — the weapon swung
Swing / fire — Chakram ✓ 1 take
0.9 s · Basic chain and skills of Chakram (Ringdancer).
  1. Take 1
Prompt

Weapon attack release for a chakram: whirring spin loop, ring chime on catch. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Bellshade Staff — the weapon swung
Swing / fire — Storm Staff ✓ 1 take
0.9 s · Basic chain and skills of Storm Staff (Stormcaller).
  1. Take 1
Prompt

Weapon attack release for a storm staff: wooden whoom, electric crackle on finisher. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Dewleaf Primer — the weapon swung
Swing / fire — Rime Tome ✓ 1 take
0.6 s · Basic chain and skills of Rime Tome (Frostweaver).
  1. Take 1
Prompt

Weapon attack release for a rime tome: page flutter, glass chime, cracking ice. Fast and tight. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Beetlelamp Thurible — the weapon swung
Swing / fire — Censer ✓ 1 take
0.9 s · Basic chain and skills of Censer (Ashwarden).
  1. Take 1
Prompt

Weapon swing whoosh for a censer: chain rattle, bronze clank, smouldering whoosh. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Saltpiercer Glaive — the weapon swung
Swing / fire — Glaive ✓ 1 take
0.9 s · Basic chain and skills of Glaive (Oathkeeper).
  1. Take 1
Prompt

Weapon swing whoosh for a glaive: long polearm whoosh, cold chime on finisher. Weighty, wide arc. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Twin Crossing — skill icon
Twin Crossing — Twinblade ✓ 1 take
1.8 s · Skill twinblade.twin_crossing: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Two quick swishes panned L→R, double slice. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Cyclone Dance — Twinblade (Tollkeeper Sword; skill icon not painted yet)
Cyclone Dance — Twinblade ✓ 1 take
1.8 s · Skill twinblade.cyclone_dance: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Rhythmic swish per revolution, wind rush loop. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Thousand Cuts — Twinblade (Tollkeeper Sword; skill icon not painted yet)
Thousand Cuts — Twinblade ✓ 1 take
1.8 s · Skill twinblade.thousand_cuts: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Machine-gun-like rhythm of light slices, final heavy rising cut. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Gale Step Slash — Twinblade (Tollkeeper Sword; skill icon not painted yet)
Gale Step Slash — Twinblade ✓ 1 take
1.8 s · Skill twinblade.gale_step_slash: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Sharp wind cut, passing double slice. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Blade Rhythm — Twinblade (Tollkeeper Sword; skill icon not painted yet)
Blade Rhythm — Twinblade ✓ 1 take
2 s · Skill twinblade.blade_rhythm: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Blade twirl + clash ring; trigger = bright chime. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Tempest of Blades — Twinblade (Tollkeeper Sword; skill icon not painted yet)
Tempest of Blades — Twinblade ✓ 1 take
1.8 s · Skill twinblade.tempest_of_blades: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Choral shing per sword, rain of impacts, final crash. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Final Meridian — Twinblade (Tollkeeper Sword; skill icon not painted yet)
Final Meridian — Twinblade ✓ 1 take
1.8 s · Skill twinblade.final_meridian: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Rapid metallic shing rhythm, wind whirr, sharp double slash. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Shieldline Cut — skill icon
Shieldline Cut — Vanguard ✓ 1 take
1.8 s · Skill vanguard.shieldline_cut: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Steel swish + shield brass knock. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Gate Reversal — skill icon
Gate Reversal — Vanguard ✓ 1 take
1.8 s · Skill vanguard.gate_reversal: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Shield thump, heavy sword chop, bell ring on stun. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Shield Charge — Vanguard (Tuskguard Buckler; skill icon not painted yet)
Shield Charge — Vanguard ✓ 1 take
1.8 s · Skill vanguard.shield_charge: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Armoured run, heavy shield impact boom. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Bulwark Slam — Vanguard (Tuskguard Buckler; skill icon not painted yet)
Bulwark Slam — Vanguard ✓ 1 take
1.8 s · Skill vanguard.bulwark_slam: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Brass gong slam + earth thud. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Retribution Stance — Vanguard (Tuskguard Buckler; skill icon not painted yet)
Retribution Stance — Vanguard ✓ 1 take
2 s · Skill vanguard.retribution_stance: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Two rim taps + barrier hum. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Jade Aegis — Vanguard (Tuskguard Buckler; skill icon not painted yet)
Jade Aegis — Vanguard ✓ 1 take
2 s · Skill vanguard.jade_aegis: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Deep resonant hum, ripple chimes per impact, detonation boom with crystal shatter tail. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Shield Verdict — Vanguard (Tuskguard Buckler; skill icon not painted yet)
Shield Verdict — Vanguard ✓ 1 take
1.8 s · Skill vanguard.shield_verdict: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Metal clang, grunt, piercing stab. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Rapid Bolts — Boltwright (Reedlatch Crossbow; skill icon not painted yet)
Rapid Bolts — Boltwright ✓ 1 take
1.8 s · Skill boltwright.rapid_bolts: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Clack-thwip ×3, ratchet crank. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Spark Trap — Boltwright (Reedlatch Crossbow; skill icon not painted yet)
Spark Trap — Boltwright ✓ 1 take
1.8 s · Skill boltwright.spark_trap: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Clink-land, mechanical unfold, armed beep; trigger zap-boom. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Thunder Quarrel — Boltwright (Reedlatch Crossbow; skill icon not painted yet)
Thunder Quarrel — Boltwright ✓ 1 take
1.8 s · Skill boltwright.thunder_quarrel: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Heavy thunk, electric whine in flight, thunder crack on impact. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Recoil Shot — Boltwright (Reedlatch Crossbow; skill icon not painted yet)
Recoil Shot — Boltwright ✓ 1 take
1.8 s · Skill boltwright.recoil_shot: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Big boom + spring twang, sliding scrape. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Ballista Turret — Boltwright (Reedlatch Crossbow; skill icon not painted yet)
Ballista Turret — Boltwright ✓ 1 take
1.8 s · Skill boltwright.ballista_turret: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Clatter, spring, servo whir, rhythmic thwips. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Incendiary Payload — Boltwright (Reedlatch Crossbow; skill icon not painted yet)
Incendiary Payload — Boltwright ✓ 1 take
1.8 s · Skill boltwright.incendiary_payload: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Thoomp launch, whistle, large explosion, staggered pops. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Siege Quarrel — Boltwright (Reedlatch Crossbow; skill icon not painted yet)
Siege Quarrel — Boltwright ✓ 1 take
1.8 s · Skill boltwright.siege_quarrel: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Ratchet clicks, heavy thunk, crackling blast. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Fan Cut — Windmender (Reedsilk Fans; skill icon not painted yet)
Fan Cut — Windmender ✓ 1 take
1.8 s · Skill windmender.fan_cut: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Silk snap, double swish, soft gust. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Healing Gale — Windmender (Reedsilk Fans; skill icon not painted yet)
Healing Gale — Windmender ✓ 1 take
2 s · Skill windmender.healing_gale: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Warm whoosh, soft chime per ally healed. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Updraft — Windmender (Reedsilk Fans; skill icon not painted yet)
Updraft — Windmender ✓ 1 take
1.8 s · Skill windmender.updraft: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Spinning swish, rising gust howl. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Zephyr Glide — Windmender (Reedsilk Fans; skill icon not painted yet)
Zephyr Glide — Windmender ✓ 1 take
1.8 s · Skill windmender.zephyr_glide: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Long gust, fabric flutter. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Cleansing Breeze — Windmender (Reedsilk Fans; skill icon not painted yet)
Cleansing Breeze — Windmender ✓ 1 take
2 s · Skill windmender.cleansing_breeze: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Soft breath of wind, wind-chime tinkle. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Monsoon Blessing — Windmender (Reedsilk Fans; skill icon not painted yet)
Monsoon Blessing — Windmender ✓ 1 take
1.8 s · Skill windmender.monsoon_blessing: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Thunder roll, rain loop, opening gust boom. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Eye of the Storm — Windmender (Reedsilk Fans; skill icon not painted yet)
Eye of the Storm — Windmender ✓ 1 take
1.8 s · Skill windmender.eye_of_the_storm: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Rising wind howl, fan snap, gust boom. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Moonring Toss — Ringdancer (Bellring Chakram; skill icon not painted yet)
Moonring Toss — Ringdancer ✓ 1 take
1.8 s · Skill ringdancer.moonring_toss: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Whirr, ting per bounce, catch chime. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Orbit Ward — Ringdancer (Bellring Chakram; skill icon not painted yet)
Orbit Ward — Ringdancer ✓ 1 take
1.8 s · Skill ringdancer.orbit_ward: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Continuous soft whirr loop with chime on hits. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Glass Crescent — Ringdancer (Bellring Chakram; skill icon not painted yet)
Glass Crescent — Ringdancer ✓ 1 take
1.8 s · Skill ringdancer.glass_crescent: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Icy whistle, crystal tinks, return whoosh. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Ring Step — Ringdancer (Bellring Chakram; skill icon not painted yet)
Ring Step — Ringdancer ✓ 1 take
1.8 s · Skill ringdancer.ring_step: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Throw whirr, shimmer blink, catch chime. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Hovering Halo — Ringdancer (Bellring Chakram; skill icon not painted yet)
Hovering Halo — Ringdancer ✓ 1 take
2 s · Skill ringdancer.hovering_halo: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Soft choral note, whirr. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Ricochet Storm — Ringdancer (Bellring Chakram; skill icon not painted yet)
Ricochet Storm — Ringdancer ✓ 1 take
1.8 s · Skill ringdancer.ricochet_storm: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Layered whirrs, dense ting cascade, final convergent chime. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Eclipse Reckoning — Ringdancer (Bellring Chakram; skill icon not painted yet)
Eclipse Reckoning — Ringdancer ✓ 1 take
1.8 s · Skill ringdancer.eclipse_reckoning: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Spinning metal whine, crash chime, icy crackle. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Staff Cascade — Stormcaller (Bellshade Staff; skill icon not painted yet)
Staff Cascade — Stormcaller ✓ 1 take
1.8 s · Skill stormcaller.staff_cascade: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Wooden whooms, knock impacts, final crackle. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Storm Circle — skill icon
Storm Circle — Stormcaller ✓ 1 take
1.8 s · Skill stormcaller.storm_circle: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Charge whine, thunderclap, rolling rumble. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Thunderclap Vault — Stormcaller (Bellshade Staff; skill icon not painted yet)
Thunderclap Vault — Stormcaller ✓ 1 take
1.8 s · Skill stormcaller.thunderclap_vault: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Wooden flex, whoosh, thunderclap. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Arc Thread — skill icon
Arc Thread — Stormcaller ✓ 1 take
1.8 s · Skill stormcaller.arc_thread: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Electric crack per jump, buzzing tail. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Storm Mantle — Stormcaller (Bellshade Staff; skill icon not painted yet)
Storm Mantle — Stormcaller ✓ 1 take
2 s · Skill stormcaller.storm_mantle: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Electric hum loop + crackle bursts. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Heaven's Pillar — Stormcaller (Bellshade Staff; skill icon not painted yet)
Heaven's Pillar — Stormcaller ✓ 1 take
1.8 s · Skill stormcaller.heavens_pillar: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Huge thunder strike, sustained crackling roar, final thunderclap. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Judgement Bolt — Stormcaller (Bellshade Staff; skill icon not painted yet)
Judgement Bolt — Stormcaller ✓ 1 take
1.8 s · Skill stormcaller.judgement_bolt: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Charge whine, deafening crack, rolling thunder. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Rime Lance — Frostweaver (Dewleaf Primer; skill icon not painted yet)
Rime Lance — Frostweaver ✓ 1 take
1.8 s · Skill frostweaver.rime_lance: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Crystal hiss, sharp crack. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Glass Shard — skill icon
Glass Shard — Frostweaver ✓ 1 take
1.8 s · Skill frostweaver.glass_shard: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Crystal tink + whistle + shatter. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Frost Bloom — Frostweaver (Dewleaf Primer; skill icon not painted yet)
Frost Bloom — Frostweaver ✓ 1 take
1.8 s · Skill frostweaver.frost_bloom: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Crackling growth of ice, chime, glassy freeze. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Mirror Glide — Frostweaver (Dewleaf Primer; skill icon not painted yet)
Mirror Glide — Frostweaver ✓ 1 take
1.8 s · Skill frostweaver.mirror_glide: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Skating hiss, glass ring. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Stillwater Seal — skill icon
Stillwater Seal — Frostweaver ✓ 1 take
1.8 s · Skill frostweaver.stillwater_seal: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Deep water drop + ringing calm tone. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Moonfrost Tempest — Frostweaver (Dewleaf Primer; skill icon not painted yet)
Moonfrost Tempest — Frostweaver ✓ 1 take
1.8 s · Skill frostweaver.moonfrost_tempest: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Howling wind loop, hail patter, final crystal crack. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Shatterpoint — Frostweaver (Dewleaf Primer; skill icon not painted yet)
Shatterpoint — Frostweaver ✓ 1 take
1.8 s · Skill frostweaver.shatterpoint: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Page tear, rising crystalline whine, shatter. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Censer Swing — Ashwarden (Beetlelamp Thurible; skill icon not painted yet)
Censer Swing — Ashwarden ✓ 1 take
1.8 s · Skill ashwarden.censer_swing: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Chain rattle, whoosh, bronze clank. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Pyre Halo — Ashwarden (Beetlelamp Thurible; skill icon not painted yet)
Pyre Halo — Ashwarden ✓ 1 take
1.8 s · Skill ashwarden.pyre_halo: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Soft ignition, constant low crackle loop. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Thurible Flare — Ashwarden (Beetlelamp Thurible; skill icon not painted yet)
Thurible Flare — Ashwarden ✓ 1 take
1.8 s · Skill ashwarden.thurible_flare: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Bronze crash, fire boom, ringing. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Ashen Stride — Ashwarden (Beetlelamp Thurible; skill icon not painted yet)
Ashen Stride — Ashwarden ✓ 1 take
1.8 s · Skill ashwarden.ashen_stride: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Whoosh, chain jingle, sizzle. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Incense of Valor — Ashwarden (Beetlelamp Thurible; skill icon not painted yet)
Incense of Valor — Ashwarden ✓ 1 take
1.8 s · Skill ashwarden.incense_of_valor: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Soft chime, gentle hush of smoke. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Smouldering Rite — Ashwarden (Beetlelamp Thurible; skill icon not painted yet)
Smouldering Rite — Ashwarden ✓ 1 take
1.8 s · Skill ashwarden.smouldering_rite: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Rising chain whirr, roaring fire, deep crash. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Last Rites — Ashwarden (Beetlelamp Thurible; skill icon not painted yet)
Last Rites — Ashwarden ✓ 1 take
1.8 s · Skill ashwarden.last_rites: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Chain whirr rising, bronze crash, smouldering rumble. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Reed Sweep — skill icon
Reed Sweep — Oathkeeper ✓ 1 take
1.8 s · Skill oathkeeper.reed_sweep: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Long polearm whoosh, cold chime on hit. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Moon Crescent — Oathkeeper (Saltpiercer Glaive; skill icon not painted yet)
Moon Crescent — Oathkeeper ✓ 1 take
1.8 s · Skill oathkeeper.moon_crescent: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Cold whoosh, crystalline ring, frosty impacts. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Bracepoint — skill icon
Bracepoint — Oathkeeper ✓ 1 take
1.8 s · Skill oathkeeper.bracepoint: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Thrust whoosh + piercing ring. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Tidewalk — Oathkeeper (Saltpiercer Glaive; skill icon not painted yet)
Tidewalk — Oathkeeper ✓ 1 take
1.8 s · Skill oathkeeper.tidewalk: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Rushing water whoosh, cold cut. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Oath Challenge — Oathkeeper (Saltpiercer Glaive; skill icon not painted yet)
Oath Challenge — Oathkeeper ✓ 1 take
2 s · Skill oathkeeper.oath_challenge: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Wooden haft thud, shouted vow, glassy barrier hum. Fantasy action-game skill sound, punchy and weighty, clear and uplifting. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Falling Moon — Oathkeeper (Saltpiercer Glaive; skill icon not painted yet)
Falling Moon — Oathkeeper ✓ 1 take
1.8 s · Skill oathkeeper.falling_moon: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Ethereal rising tone, massive cold impact with shatter layer. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Oathfall — Oathkeeper (Saltpiercer Glaive; skill icon not painted yet)
Oathfall — Oathkeeper ✓ 1 take
1.8 s · Skill oathkeeper.oathfall: signature layer, played with the weapon swish and impact layers.
  1. Take 1
Prompt

Polearm whirl, heavy stab, ice crack, low vow chant. Fantasy action-game skill sound, punchy and weighty, readable in a crowd. Isolated sound effect, no music bed, no spoken words, clean start, natural tail.

Dewhorn Hare — quadruped small
small wild animal (hare or fox) — aggro ✓ 1 take
1.2 s · Dewhorn Hare, Reed Fox, Bellwhisker Jerboa.
  1. Take 1
Prompt

Creature alert / aggro call, threatening of a small wild animal (hare or fox). Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Dewhorn Hare — quadruped small
small wild animal (hare or fox) — death ✓ 1 take
1.6 s · Dewhorn Hare, Reed Fox, Bellwhisker Jerboa.
  1. Take 1
Prompt

Creature death cry that fades out of a small wild animal (hare or fox). Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Orchard Boar — quadruped medium
medium beast (boar or jackal) — aggro ✓ 1 take
1.2 s · Orchard Boar, Marsh Wolf, Duskfang Hyena, Stormquill Stalker.
  1. Take 1
Prompt

Creature alert / aggro call, threatening of a medium beast (boar or jackal). Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Orchard Boar — quadruped medium
medium beast (boar or jackal) — death ✓ 1 take
1.6 s · Orchard Boar, Marsh Wolf, Duskfang Hyena, Stormquill Stalker.
  1. Take 1
Prompt

Creature death cry that fades out of a medium beast (boar or jackal). Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Duneplate Beetle — arthropod beetle
large beetle with clicking mandibles — aggro ✓ 1 take
1.2 s · Duneplate Beetle, Kilnback Scarab.
  1. Take 1
Prompt

Creature alert / aggro call, threatening of a large beetle with clicking mandibles. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Duneplate Beetle — arthropod beetle
large beetle with clicking mandibles — death ✓ 1 take
1.6 s · Duneplate Beetle, Kilnback Scarab.
  1. Take 1
Prompt

Creature death cry that fades out of a large beetle with clicking mandibles. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Reedscale Lizard — reptile small
small lizard — aggro ✓ 1 take
1.2 s · Reedscale Lizard, Siltspit Gecko.
  1. Take 1
Prompt

Creature alert / aggro call, threatening of a small lizard. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Reedscale Lizard — reptile small
small lizard — death ✓ 1 take
1.6 s · Reedscale Lizard, Siltspit Gecko.
  1. Take 1
Prompt

Creature death cry that fades out of a small lizard. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Clayclaw Scorpion — arthropod scorpion
giant scorpion with rattling plates — aggro ✓ 1 take
1.2 s · Clayclaw Scorpion, Basaltsting Scorpion.
  1. Take 1
Prompt

Creature alert / aggro call, threatening of a giant scorpion with rattling plates. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Clayclaw Scorpion — arthropod scorpion
giant scorpion with rattling plates — death ✓ 1 take
1.6 s · Clayclaw Scorpion, Basaltsting Scorpion.
  1. Take 1
Prompt

Creature death cry that fades out of a giant scorpion with rattling plates. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Emberhorn Viper — serpent
large serpent — aggro ✓ 1 take
1.2 s · Emberhorn Viper.
  1. Take 1
Prompt

Creature alert / aggro call, threatening of a large serpent. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Emberhorn Viper — serpent
large serpent — death ✓ 1 take
1.6 s · Emberhorn Viper.
  1. Take 1
Prompt

Creature death cry that fades out of a large serpent. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Saltway Bandit — humanoid
desert bandit (non-verbal grunts only) — aggro ✓ 1 take
1.2 s · Saltway Bandit, Ashroad Raider.
  1. Take 1
Prompt

Creature alert / aggro call, threatening of a desert bandit (non-verbal grunts only). Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Saltway Bandit — humanoid
desert bandit (non-verbal grunts only) — death ✓ 1 take
1.6 s · Saltway Bandit, Ashroad Raider.
  1. Take 1
Prompt

Creature death cry that fades out of a desert bandit (non-verbal grunts only). Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Brineback Tortoise — shelled quadruped
heavy shelled tortoise beast — aggro ✓ 1 take
1.2 s · Brineback Tortoise, Ashroot Pangolin.
  1. Take 1
Prompt

Creature alert / aggro call, threatening of a heavy shelled tortoise beast. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Brineback Tortoise — shelled quadruped
heavy shelled tortoise beast — death ✓ 1 take
1.6 s · Brineback Tortoise, Ashroot Pangolin.
  1. Take 1
Prompt

Creature death cry that fades out of a heavy shelled tortoise beast. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Stormwing Kestrel — avian small
desert bird of prey — aggro ✓ 1 take
1.2 s · Stormwing Kestrel.
  1. Take 1
Prompt

Creature alert / aggro call, threatening of a desert bird of prey. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Stormwing Kestrel — avian small
desert bird of prey — death ✓ 1 take
1.6 s · Stormwing Kestrel.
  1. Take 1
Prompt

Creature death cry that fades out of a desert bird of prey. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Jadecrest Monitor — reptile large
large armoured reptile — aggro ✓ 1 take
1.2 s · Jadecrest Monitor.
  1. Take 1
Prompt

Creature alert / aggro call, threatening of a large armoured reptile. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Jadecrest Monitor — reptile large
large armoured reptile — death ✓ 1 take
1.6 s · Jadecrest Monitor.
  1. Take 1
Prompt

Creature death cry that fades out of a large armoured reptile. Natural, not cartoonish. Isolated sound effect, no music, no voices, no reverb tail beyond 0.3 s, clean start.

Reedwater Banks — loading screen
Ambience — Reedwater Banks ✓ 1 take
20 s · Environment bed for Reedwater Banks (Reed beds and a three-arch canal bridge). Ordinary outdoor travel has no music (ADR-026); engaged named boss themes are the exception.
  1. Take 1
Prompt

Seamless looping ambience of reed beds beside a shallow canal: tall reeds swishing and rattling in the wind, gentle lapping and flowing water, frogs croaking softly in the distance, dragonfly and insect hum, a distant water bird, a faint water murmur under stone arches. Even, steady texture with no standout one-off sound, so the 20-second loop is not noticeable.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Clay Cut — loading screen
Ambience — Clay Cut ✓ 1 take
20 s · Environment bed for Clay Cut (Ochre quarry terraces and drained canal locks). Ordinary outdoor travel has no music (ADR-026); engaged named boss themes are the exception.
  1. Take 1
Prompt

Seamless looping ambience of a hot ochre clay quarry: dry hot wind across rock terraces, cicadas buzzing in the heat, loose gravel trickling down the slopes, faint irregular stone chipping and wooden crane creaks echoing off the quarry walls, an empty canal lock dripping slowly. Even, steady texture with no standout one-off sound, so the 20-second loop is not noticeable.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Cinder Kilns — loading screen
Ambience — Cinder Kilns ✓ 1 take
20 s · Environment bed for Cinder Kilns (Brick kilns, smoking chimneys and ash pits). Ordinary outdoor travel has no music (ADR-026); engaged named boss themes are the exception.
  1. Take 1
Prompt

Seamless looping ambience of an industrial brick-kiln field: deep low fire roar from many kilns, steady crackle and pop of embers, hissing steam and smoke vents, soft metal ticking as bricks cool, hot wind through tall chimneys, ash sliding in the pits. Even, steady texture with no standout one-off sound, so the 20-second loop is not noticeable.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Saltway Flats — loading screen
Ambience — Saltway Flats ✓ 1 take
20 s · Environment bed for Saltway Flats (Salt pans, flooded causeways and caravan windbreaks). Ordinary outdoor travel has no music (ADR-026); engaged named boss themes are the exception.
  1. Take 1
Prompt

Seamless looping ambience of wide open salt flats: steady dry wind sweeping across open ground, fine salt grains hissing and ticking over the crust, canvas windbreaks flapping softly, gentle lapping of shallow water on flooded causeways, faint distant caravan bells carried on the wind. Even, steady texture with no standout one-off sound, so the 20-second loop is not noticeable.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Bellshade Court — loading screen
Ambience — Bellshade Court ✓ 1 take
20 s · Environment bed for Bellshade Court (Violet lanterns, silent bells and ruined shrine steps). Ordinary outdoor travel has no music (ADR-026); engaged named boss themes are the exception.
  1. Take 1
Prompt

Seamless looping ambience of a ruined temple court at violet dusk: soft wind moving through stone pillars and archways, faint wooden and bronze wind chimes, a low bronze bell hum swaying in the breeze, dusk crickets, lantern flames fluttering, small stones shifting on the shrine steps. Even, steady texture with no standout one-off sound, so the 20-second loop is not noticeable.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Stormquill Ridge — loading screen
Ambience — Stormquill Ridge ✓ 1 take
20 s · Environment bed for Stormquill Ridge (Wind-cut ridges, copper lightning relics and kestrel roosts). Ordinary outdoor travel has no music (ADR-026); engaged named boss themes are the exception.
  1. Take 1
Prompt

Seamless looping ambience of an exposed ridge under a stormy overcast sky: strong gusting wind whistling over bare wind-cut rock, very distant soft rolling thunder, a faint electrical hum and crackle from copper relics, small loose stones rattling, distant kestrels calling softly. Even, steady texture with no standout one-off sound, so the 20-second loop is not noticeable.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Ashroot Grove — loading screen
Ambience — Ashroot Grove ✓ 1 take
20 s · Environment bed for Ashroot Grove (Blackened cedars, verdant roots and a lost caravan camp). Ordinary outdoor travel has no music (ADR-026); engaged named boss themes are the exception.
  1. Take 1
Prompt

Seamless looping ambience of a burned oasis grove: a soft ash-laden breeze through blackened cedars, gentle crackle of cooling embers, charred wood creaking and ticking, sparse insects and a distant night bird, light settling of ash and twigs. Even, steady texture with no standout one-off sound, so the 20-second loop is not noticeable.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Jade Seal Ruins — loading screen
Ambience — Jade Seal Ruins ✓ 1 take
20 s · Environment bed for Jade Seal Ruins (Cracked jade courts and the sealed western trade gate). Ordinary outdoor travel has no music (ADR-026); engaged named boss themes are the exception.
  1. Take 1
Prompt

Seamless looping ambience of ancient jade ruins: cold wind through cracked stone courts, soft glassy jade chimes ringing faintly and decaying, a deep low resonant hum from a sealed stone gate, sparse water drips echoing in empty halls, fine dust settling. Even, steady texture with no standout one-off sound, so the 20-second loop is not noticeable.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Amber Gate — loading screen
Spot emitter — Amber Gate: blacksmith forge ✓ 1 take
20 s · Spot emitter on the Amber Gate landmark (blacksmith forge): a positional loop placed on the prop with distance falloff, played over the area bed.
  1. Take 1
Prompt

Seamless looping close-up of a village blacksmith's forge: irregular hammer strikes on an anvil with a ringing metal tail, a bellows puffing, coal fire crackling and an occasional quenching hiss. Close, dry and steady with no standout one-off sound, steady level for looping.

Negative prompt: music, melody, singing, choir, clear spoken words, drums, horns, sudden loud events

Dewgrass Meadow — loading screen
Spot emitter — Dewgrass Meadow: stream under the wicker bridge ✓ 1 take
20 s · Spot emitter on the Dewgrass Meadow landmark (stream under the wicker bridge): a positional loop placed on the prop with distance falloff, played over the area bed.
  1. Take 1
Prompt

Seamless looping close-up of a small clear stream trickling under a wicker footbridge: gentle water running over pebbles, soft bubbling, a faint creak of wet wicker and wood. Close, dry and steady with no standout one-off sound, steady level for looping.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Old Orchard — loading screen
Spot emitter — Old Orchard: abandoned toll sheds ✓ 1 take
20 s · Spot emitter on the Old Orchard landmark (abandoned toll sheds): a positional loop placed on the prop with distance falloff, played over the area bed.
  1. Take 1
Prompt

Seamless looping close-up of abandoned wooden toll sheds in a light breeze: slow creaking boards, a loose shutter tapping, dry wind whistling through gaps, small leaves skittering. Close, dry and steady with no standout one-off sound, steady level for looping.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Reedwater Banks — loading screen
Spot emitter — Reedwater Banks: canal under the three-arch bridge ✓ 1 take
20 s · Spot emitter on the Reedwater Banks landmark (canal under the three-arch bridge): a positional loop placed on the prop with distance falloff, played over the area bed.
  1. Take 1
Prompt

Seamless looping close-up of canal water flowing under stone bridge arches: a smooth current, soft lapping against masonry, echoing drips under the arches, a few small splashes. Close, dry and steady with no standout one-off sound, steady level for looping.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Clay Cut — loading screen
Spot emitter — Clay Cut: quarry crane ✓ 1 take
20 s · Spot emitter on the Clay Cut landmark (quarry crane): a positional loop placed on the prop with distance falloff, played over the area bed.
  1. Take 1
Prompt

Seamless looping close-up of an old wooden quarry crane in the wind: slow rope and pulley creaks, a swaying chain rattling softly, timber groaning, dry grit sifting down. Close, dry and steady with no standout one-off sound, steady level for looping.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Cinder Kilns — loading screen
Spot emitter — Cinder Kilns: burning kiln ✓ 1 take
20 s · Spot emitter on the Cinder Kilns landmark (burning kiln): a positional loop placed on the prop with distance falloff, played over the area bed.
  1. Take 1
Prompt

Seamless looping close-up of a brick kiln burning: a deep steady furnace roar, crackling and popping embers, hot air hissing up the chimney, small bricks ticking as they heat. Close, dry and steady with no standout one-off sound, steady level for looping.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Saltway Flats — loading screen
Spot emitter — Saltway Flats: caravan windbreak ✓ 1 take
20 s · Spot emitter on the Saltway Flats landmark (caravan windbreak): a positional loop placed on the prop with distance falloff, played over the area bed.
  1. Take 1
Prompt

Seamless looping close-up of canvas caravan windbreaks in a steady desert wind: taut canvas flapping and snapping, rope and wooden pole creaks, fine salt grains hissing against the cloth. Close, dry and steady with no standout one-off sound, steady level for looping.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Bellshade Court — loading screen
Spot emitter — Bellshade Court: silent bells ✓ 1 take
20 s · Spot emitter on the Bellshade Court landmark (silent bells): a positional loop placed on the prop with distance falloff, played over the area bed.
  1. Take 1
Prompt

Seamless looping close-up of old bronze temple bells swaying silently in a light breeze: a faint bronze hum and rub, rope and wood creaks, tiny muted metal taps, soft wind through stone. Close, dry and steady with no standout one-off sound, steady level for looping.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Stormquill Ridge — loading screen
Spot emitter — Stormquill Ridge: copper lightning relic ✓ 1 take
20 s · Spot emitter on the Stormquill Ridge landmark (copper lightning relic): a positional loop placed on the prop with distance falloff, played over the area bed.
  1. Take 1
Prompt

Seamless looping close-up of a copper lightning relic: a low electrical hum, faint crackling arcs and static sparks, a thin metallic ring in the wind. Close, dry and steady with no standout one-off sound, steady level for looping.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Ashroot Grove — loading screen
Spot emitter — Ashroot Grove: lost caravan camp embers ✓ 1 take
20 s · Spot emitter on the Ashroot Grove landmark (lost caravan camp embers): a positional loop placed on the prop with distance falloff, played over the area bed.
  1. Take 1
Prompt

Seamless looping close-up of the embers of an abandoned caravan campfire: a soft crackle and pops of dying coals, gentle ash settling, a charred log creaking. Close, dry and steady with no standout one-off sound, steady level for looping.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Jade Seal Ruins — loading screen
Spot emitter — Jade Seal Ruins: sealed western gate ✓ 1 take
20 s · Spot emitter on the Jade Seal Ruins landmark (sealed western gate): a positional loop placed on the prop with distance falloff, played over the area bed.
  1. Take 1
Prompt

Seamless looping close-up of an ancient sealed stone gate: a deep slow resonant hum from the stone, faint glassy jade ringing that decays, a cold draft whistling through cracks, sparse echoing drips. Close, dry and steady with no standout one-off sound, steady level for looping.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Caravan Crown Arena — loading screen
Spot emitter — Caravan Crown Arena: abandoned wagon wheels ✓ 1 take
20 s · Spot emitter on the Caravan Crown Arena landmark (abandoned wagon wheels): a positional loop placed on the prop with distance falloff, played over the area bed.
  1. Take 1
Prompt

Seamless looping close-up of abandoned wagon wheels in a dust wind: slow wooden wheel creaks, axle groans, loose spokes knocking lightly, sand hissing against timber. Close, dry and steady with no standout one-off sound, steady level for looping.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Amber Gate — loading screen
Ambient accent — Amber Gate: bell tower toll ✓ 3 takes
5 s · Random one-shot over the Amber Gate bed (every 15–45 s, never the same take twice running, ±6% pitch).
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Isolated single ambient sound: a single soft bronze bell toll from a distant tower, slow natural fade. Natural, quiet and sparse, clean start, then silence.

Negative prompt: music, melody, singing, choir, clear spoken words, drums, horns, sudden loud events

Dewgrass Meadow — loading screen
Ambient accent — Dewgrass Meadow: distant bird ✓ 3 takes
5 s · Random one-shot over the Dewgrass Meadow bed (every 15–45 s, never the same take twice running, ±6% pitch). No music outside towns (ADR-026).
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Isolated single ambient sound: a small bird calling twice from far away across a quiet meadow. Natural, quiet and sparse, clean start, then silence.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Old Orchard — loading screen
Ambient accent — Old Orchard: woodpecker ✓ 3 takes
5 s · Random one-shot over the Old Orchard bed (every 15–45 s, never the same take twice running, ±6% pitch). No music outside towns (ADR-026).
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Isolated single ambient sound: a woodpecker tapping a short burst on a distant tree, then silence. Natural, quiet and sparse, clean start, then silence.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Reedwater Banks — loading screen
Ambient accent — Reedwater Banks: frog and splash ✓ 3 takes
5 s · Random one-shot over the Reedwater Banks bed (every 15–45 s, never the same take twice running, ±6% pitch). No music outside towns (ADR-026).
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Isolated single ambient sound: a frog croak followed by a small splash of a water bird in reeds. Natural, quiet and sparse, clean start, then silence.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Clay Cut — loading screen
Ambient accent — Clay Cut: gravel slide ✓ 3 takes
5 s · Random one-shot over the Clay Cut bed (every 15–45 s, never the same take twice running, ±6% pitch). No music outside towns (ADR-026).
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Isolated single ambient sound: a small handful of loose gravel and stones tumbling down a quarry slope. Natural, quiet and sparse, clean start, then silence.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Cinder Kilns — loading screen
Ambient accent — Cinder Kilns: ember pop and clank ✓ 3 takes
5 s · Random one-shot over the Cinder Kilns bed (every 15–45 s, never the same take twice running, ±6% pitch). No music outside towns (ADR-026).
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Isolated single ambient sound: a soft ember pop and a dull distant metallic clank from a kiln. Natural, quiet and sparse, clean start, then silence.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Saltway Flats — loading screen
Ambient accent — Saltway Flats: wind gust ✓ 3 takes
5 s · Random one-shot over the Saltway Flats bed (every 15–45 s, never the same take twice running, ±6% pitch). No music outside towns (ADR-026).
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Isolated single ambient sound: a brief gust of dry wind snapping a canvas windbreak, with faint caravan bells. Natural, quiet and sparse, clean start, then silence.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Bellshade Court — loading screen
Ambient accent — Bellshade Court: wind chime ✓ 3 takes
5 s · Random one-shot over the Bellshade Court bed (every 15–45 s, never the same take twice running, ±6% pitch). No music outside towns (ADR-026).
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Isolated single ambient sound: a single faint temple wind chime ringing once and fading in the breeze. Natural, quiet and sparse, clean start, then silence.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Stormquill Ridge — loading screen
Ambient accent — Stormquill Ridge: distant thunder ✓ 3 takes
5 s · Random one-shot over the Stormquill Ridge bed (every 15–45 s, never the same take twice running, ±6% pitch). No music outside towns (ADR-026).
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Isolated single ambient sound: a soft low distant thunder roll rumbling far away. Natural, quiet and sparse, clean start, then silence.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Ashroot Grove — loading screen
Ambient accent — Ashroot Grove: branch creak ✓ 3 takes
5 s · Random one-shot over the Ashroot Grove bed (every 15–45 s, never the same take twice running, ±6% pitch). No music outside towns (ADR-026).
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Isolated single ambient sound: a charred branch creaking and a small fall of ash and twigs. Natural, quiet and sparse, clean start, then silence.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Jade Seal Ruins — loading screen
Ambient accent — Jade Seal Ruins: jade chime ✓ 3 takes
5 s · Random one-shot over the Jade Seal Ruins bed (every 15–45 s, never the same take twice running, ±6% pitch). No music outside towns (ADR-026).
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Isolated single ambient sound: a single glassy jade chime ringing once with a long fading tail, then a distant drip. Natural, quiet and sparse, clean start, then silence.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Caravan Crown Arena — loading screen
Ambient accent — Caravan Crown Arena: wheel creak ✓ 3 takes
5 s · Random one-shot over the Caravan Crown Arena bed (every 15–45 s, never the same take twice running, ±6% pitch). No music outside towns (ADR-026).
  1. Take 1
  2. Take 2
  3. Take 3
Prompt

Isolated single ambient sound: a slow wooden wagon wheel creak with a gust of sand across packed earth. Natural, quiet and sparse, clean start, then silence.

Negative prompt: music, melody, singing, choir, voices, speech, drums, horns, sudden loud events

Generate with Codex (loop)318 / 320
318 done · 2 pending

Paste this into Codex opened in zoen/. It works through audio-requests/queue.json (P0 first) with the local generator, logs every take and refreshes this page.

You are generating Zoen's sound effects on this Mac with the local Stable Audio 3 SFX tool. Work in zoen/. Repeat until audio-requests/queue.json has no pending requests, or I stop you:
1. Re-read audio-requests/queue.json and take the first request (it is already sorted: P0 first).
2. Run its "command" exactly as written (./tools/sfxgen … --out <saveAs>). It runs fully offline: no websites, downloads, accounts or paid services. If the output file already exists, skip it — never add --overwrite unless I ask.
3. If sfxgen fails, retry once with an extra --seed <random number>. If it fails again, log it and move on.
4. Append one line to logs/audio-gen.jsonl: {"ts", "request", "files", "seconds", "takes", "seed", "ok", "tool": "sfxgen", "error"?}.
5. After every 10 requests (and at the end): pnpm data:build, then node tools/audio/sync-wiki-previews.mjs, then pnpm data:test. Report failures plainly.
6. Never edit prompts, data files, the generator or other files; never post-process beyond what sfxgen does. Short layers (0.3 s impact/material layers) are meant to be short — the game stacks them.
7. Stop and tell me if the Metal GPU is unavailable, model files are missing, disk space is under 5 GB, or more than 3 requests in a row fail. Exception: "music" requests use the optional Small Music bundle (--model sm-music). If sfxgen reports that bundle missing, skip the music requests, finish everything else, then tell me it is not installed — never download it yourself.
Licence: these takes are covered by the Stable Audio 3 entry in docs/LICENSES.md; no per-file edits needed.

Notes

  • One sound by hand: copy a request's sfxgen command and run it in zoen/, e.g. ./tools/sfxgen --prompt "…" --seconds 0.5 --takes 3 --out audio/source/ui/sfx-ui-window-open.mp3. Then pnpm data:build and node tools/audio/sync-wiki-previews.mjs.
  • Why 0.3 s and 4 takes? The combat sounds are layers: every hit plays a weapon swish + an impact layer (light/medium/heavy) + a material layer (fur, carapace…) + a sweetener at the same time. The impact and material layers are only the short transient, so 0.3 s is right (the massive impact keeps a 1.5 s rumble). Four takes per layer are played in random order so repeated hits never sound identical.
  • sfxgen generates at least 1.5 s internally, trims to the requested length, keeps peaks at or below −3 dBFS and verifies every file. Loops (ambience beds and landmark emitters, 20 s) use --loop and are rejected if their edge falls silent.
  • Music only in towns and the GM room (ADR-026): 60 s loops made with --model sm-music and a 2 s --crossfade, three takes each so you can pick one. Outside towns there is no music, only an environment bed and a landmark emitter per area. “No music, no voices” sits in each request's negative prompt.
  • Small UI sounds (windows, tabs, dropdowns, toggles, skill-tree nodes, chain slots, loot drops by rarity, Zoe purchase…) are in the ui category.
  • Licences: generated takes are covered by the Stable Audio 3 entry in docs/LICENSES.md; library files are logged one by one.

Queue

2 queued
Jade Seal Ruins — loading screen
P1 Music — The Bellbound Regent encounter
music · 60 s · loop · 3 takes · model sm-music · save as audio/source/music/mus-boss-bellbound-regent.mp3
For: Special theme while engaged with The Bellbound Regent; not ambient zone music. Encounter-state start/end/reset/leash/leave/death/reconnect rules apply; duck under boss warnings. Planned brief; select a take after generation and listening review.
Negative prompt: vocals, singing, choir, spoken words, electronic synthesizer, drum kit, distortion, sound effects, crowd noise

Classic orchestral fantasy boss battle theme in a sealed jade temple: measured low strings, tense brass, deep ceremonial bells and firm timpani, a solemn rising melody with space between accents, controlled dynamics that leave attack warnings clear, instrumental, seamless loop.

Caravan Crown Arena — loading screen
P1 Music — Kharuun, the Ashen Caravan encounter
music · 60 s · loop · 3 takes · model sm-music · save as audio/source/music/mus-boss-kharuun-ashen-caravan.mp3
For: Special theme while engaged with Kharuun, the Ashen Caravan; not ambient zone music. Encounter-state start/end/reset/leash/leave/death/reconnect rules apply; duck under boss warnings. Planned brief; select a take after generation and listening review.
Negative prompt: vocals, singing, choir, spoken words, electronic synthesizer, drum kit, distortion, sound effects, crowd noise

Classic orchestral fantasy boss battle theme in an abandoned caravan wheel-yard: driving low strings, resolute horn melody, dry frame drums and restrained timpani, a dusty ominous rhythm with clear spaces for combat warnings, controlled dynamics, instrumental, seamless loop.

Sources and licences

SourceCostLicence for a commercial gameUse it for
Local Stable Audio 3 SFX (tools/sfxgen)Free (runs on this Mac)Stability AI Community License (free, incl. commercial use, under USD 1M annual revenue) + Gemma terms for the text encoder.The default for every prompt on this page: unlimited local takes, ~2–3 s per sound.
Sonniss GDC Game Audio BundlesFreeRoyalty-free, commercial use, no attribution. Not for AI training.Real recorded impacts, whooshes, creatures, ambience to layer with generated takes.
Kenney audio packsFreeCC0 (public domain).UI clicks, coins, interface sounds.
Freesound (filter: CC0)FreePer file: use CC0; CC-BY needs a credit; never CC-BY-NC.Specific foley (sand steps, reeds, bells). Log each file in docs/LICENSES.md.
Audacity · ffmpeg · VitalFreeTools, not content.Trim, layer, pitch, normalise (−3 dBFS peak). Vital synth for magic layers.
Not allowed: sounds ripped from other games (e.g. Silkroad Online, Path of Exile). Their audio is copyrighted and their terms forbid extracting it, so we can't ship it or train on it. Use them only as listening references, and describe what you like in your own words (“short, heavy, bassy hit with a bright crack”). Prompts never name another game. Meta AudioGen is out too: its model weights are non-commercial (CC-BY-NC).