Darkest Dungeon
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Revaer

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Revaer

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About this mod

A 'Super Hero' class designed to keep people from needing stress breaks between dungeons, or if done right camping breaks.

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The Reaver is a 'superhero' class, intended to be incredibly powerful, but VERY rare.
(1/6th the odds of a standard class, but a one-time town event to get you the first one at a reasonable rate.)

He started out as a 'super leper' initially, but now I've decided to edit his skills a bit more to suit my own tastes in OPness better. (And I've still lost missions with him in the party, it just saves me a LOT of hassel.)  The only reason I even decided to post the class was because I had it nearly complete and figured "What the heck, why not?"  Only reason I updated it was by specific request to do so.

Class Overview:
Resistances: Stun 75% Poison 50% Bleed 25% Disease 75% Move 50% Debuff 75% Death_blow 75% .trap 50%
(1) Immortal Strike: Hits one target, if successful it heals Reaver's health and stress.
(2) Bloody Barrage: Hits first three targets for reduced (-80%, but gets higher) damage, and likely cause targets to bleed.
(3) Body Shield: Deals health damage to an ally (or self), but adds an 'until camp' protection buff.
    Also heals stress damage and has a small chance to reduce food consumption.
(4) Mind Shield: Deals stress damage to an ally (or self), but adds an 'until camp' stress reduction buff.
    Also heals health damage and has a small chance to reduce food consumption.
(5) Null Faze: Single high damage/chance stun attack!
(6) Rapid Respite: Heals some health and stress to the entire party while lighting up the area.  (Light increase listed is per hero in party)
(7) Aggressive Guard:  Guards an ally, heals light stress, activates riposte.
    ((Has the smallest upgrade effect, but his high damage output makes the tiny leveling boosts to riposte scary good.))
Heavy, Non-Religious, cheat, refuses to work with other 'cheat' tagged characters.
        Supposedly helps carry more curios per stack, but the code seams to be ignored.
Actually gains buffs instead of debuffs while at death's door and from heart attacks.  Just because, really.  Change it back if you want to.
Set id index to 20, change if you need to.

Camping Skills:
(1) Campfire Story: -30% stress gained for 4 battles.
(2) Zombie Touch: Targeted hero eats 100% less food for the rest of the quest.
(3) Stuff of Heroes: Targeted hero gets a huge virtue chance boost for the rest of the quest, and supposedly a chance to remove a negative quark(s).
((I should balance this, but I finally got it working and I'm lazy.))
(4) See the Future: Entire party gets 10% deathblow resist for the rest of the quest.

Left the skill "Inverse Shield" commented out in his code if anyone wants to manually swap the skill back from Aggressive Guard.  I wound up using it a lot more after setting it to not end turn. :P No tool-tip to reflect that, though.  Remember to swap the info AND effects files.

Built a new, improved, way stronger version with stolen art assets for personal use, but obviously no-one will ever see it. Mwa-ha-haa!
   ...though I may upload a toned-down (closer to balanced) version of this class.