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//INDEX
1 - Overview
1.01 - Introduction
1.02 - Installation
1.03 - Disclaimer
1.04 - Tips and Reminders
1.05 - Shout Outs
1.06 - FAQ
2 - Classes
2.01 - Abomination
2.02 - Aeromancer
2.03 - Antiquarian
2.04 - Arbalest
2.05 - Artiste
2.06 - Barrister
2.07 - Battlepriest
2.08 - Bounty Hunter
2.09 - Crusader
2.10 - Cryomancer
2.11 - Deadhead
2.12 - Dervish
2.13 - Embalmer
2.14 - Exorcist
2.15 - Explorer
2.16 - Gambler
2.17 - Grave Robber
2.18 - Hashishin
2.19 - Hellion
2.20 - Highwayman
2.21 - Houndmaster
2.22 - Inquisitor
2.23 - Jester
2.24 - Lavamancer
2.25 - Leper
2.26 - Man at Arms
2.27 - Martyr
2.28 - Medic
2.29 - Miser
2.30 - Mummy
2.31 - Musketeer
2.32 - Occultist
2.33 - Plague Doctor
2.34 - Priestess
2.35 - Shadowknight
2.36 - Slaver
2.37 - Snake Charmer
2.38 - Vestal
2.39 - Warrior
2.40 - Witch
3 - Faction Tags
3.01 - Arcane
3.02 - Holy
3.03 - Mercantile
3.04 - Mercenary
3.05 - Profane
4 - Monsters
4.01 - Common Skeleton
4.02 - Cursed Giant
4.03 - Lich
4.04 - Poltergeist
4.05 - Shapeshifter
4.06 - Skeleton Arbalist
4.07 - Skeleton Soldier
//1 -------------------------------------------------------- OVERVIEW
//1.01 ---------- INTRODUCTION
Welcome to Pearls Before Swine, a gameplay overhaul mod for Darkest Dungeon. This guide will document the many changes made to vanilla Darkest Dungeon and provide a
resource for newcomers to learn about the vast and complex world.
//1.02 ---------- INSTALLATION
Installation is simple! You just drag the contents of the folders into your Darkest Dungeon directory and let them overwrite whatever they want. One important note is
that this mod WILL ALTER important files for your vanilla DD, so make sure you back them up if you want to continue playing the vanilla game. YOU HAVE BEEN WARNED!!
//1.03 ---------- DISCLAIMER
RED HOOK DISCLAIMER:
Pearls Before Swine is not an official Red Hook Studios product or product modification, and Red Hook Studios Inc. is not responsible in any way for changes or
damages that may result from using the mod. Furthermore, �Darkest Dungeon� and the Darkest Dungeon logo are trademarks of Red Hook Studios Inc. All content in the
game is Copyright Red Hook Studios Inc. All rights reserved
//1.04 ---------- TIPS AND REMINDERS
1. Do not trust the ability tooltips! They lie like dogs. This guide is the final word on what an ability actually does, not the fucking tooltip.
2. There are five classes currently in the game that grant you bonuses loot when they are the ones to interact with curios - the Antiquarian, Artiste, Barrister,
Explorer and Miser. Remember to use them to loot whenever possible!
//1.05 ---------- SHOUT OUTS
Shout out to artists who have helped out by donating art assets (or abandoning them on nexus mods without updates for sufficiently long)!
Nexusmods User: cocowing
Shout out to playtesters who provide awesome feedback!
Reddit Users: Drum_Bass
//1.06 ---------- FAQ
Q: What is this?
A: This is Pearls Before Swine, a total overhaul mod for Darkest Dungeon. It adds dozens of new classes, hundreds of new trinkets and quirks, and thousands of new
enemy encounters, along with a bunch of other stuff I'm probably forgetting.
Q: Is it compatible with other mods?
A: Short answer, no. I wouldn't try, personally, but depending on the mod you're trying to mesh it with, and your skill at modding, you might be able to get it done.
Q: What is this mod trying to accomplish?
A: Short answer, I'm trying to add variety to the game experience such that multiple playthroughs have distinct flavors; and trying to add a further degree of genuine
challenge to the game.
Q: So is this harder than DD?
A: Yes. I hope so. But it should also be less random than DD in its difficulty. You have a lot more tools to work with as a player. A lot more classes, quirks, trinkets,
team composition options, etc. And monsters have had their overall crit rates functionally lowered by giving them additional abilities with lower crit percentages. The
intended result is that dungeon encounters are more difficult overall, while keeping within a narrower band of difficulty that excludes some of the more ridiculous RNG.
That's the hope anyway. You tell me!
Q: I found a bug. What should I do?
A: Document it carefully, and report it to me (anansethespider) either on reddit or nexusmods. If you help me out consistently I'll put you in the shout outs section,
and maybe even consider your opinion about game content and direction (jk).
Q: I found a graphical issue, what should I do?
A: Download GIMP and fix it! But really, I am only one person. There is literally an infinite amount of work to do, which no one pays me for (obviously). So I could have
gone with one of two directions: either I could've been a perfectionist, and only put out complete work, in which case my basic vision of the game would be accomplished
in ten years or so; OR I can build the entire scaffolding of the game first, with the intent to fill it in later at its own pace, HOPEFULLY WITH SOME HELP FROM MY LOYAL
FANBASE. This mod ain't gonna quit, believe me. I'm in it for the long haul, and I intend to make a fucking AWESOME DD mod complete with as many art assets as I can get
my hands on. But I don't intend to do most of them.
I am sincerely asking you to consider whether you have the time to take a class under your wing and give its art assets the love they need to feel "complete". You will
be given full credit for your work, of course, given a shout out in this readme, and generally given whatever else you want that I'm capable of giving you.
Please consider it! It takes about a day of work to get the art assets right for a new class, or about a week of working casually per class. If we work together, we
can make this even more awesome.
Q: Why don't you finish what's already here before adding more?
A: See above! There are structural things that need to happen for this mod to have full functionality, and those are more important than finishing art. I need to get the
arcane faction done, as well as its opposite faction, tribal. I need to get monsters changed up for all basic dungeons. And then, MAYBE I can start to focus on art.
Really, I am hoping to get some help somewhere along the line.
Q: I want to help out but I'm not an artist. What can I do?
A: Leave me a message at either Reddit or Nexusmods (anansethespider) and we'll arrange a gchat meeting where we can talk a bit about what you want to do! Believe me, I am interested in
utilizing a wide range of talents to make this the awesome mod I know it can be. Thankyou!
//2 ------------------------------------------------------ CLASSES
2.01 ---------- ABOMINATION
I'm glad that the Abomination is (at the time of writing) the first class alphabetically, because the Abomination from vanilla DD is
one of my absolute favorite classes in the game. He's good - in the top five I would say - but not overpowered like the Houndmaster
or Hellion. In fact, I would describe the Abomination as being exactly the power level I am aiming for.
But that's not the only reason I love him. He's also got seven, count them seven usable abilities (which ought to be a given in a game
where there are seven abilities per character, but I digress). Frankly, he's one of the only "complete" feeling characters in the game,
without any vestigal bullshit like Bulwark of Faith or Invigorating Vapors (vapours too).
So I'm glad the Abomination is first because he goes virtually unchanged from vanilla DD. In this sense he provides an axiom for our class
system, a way to gauge whether the relative power of a new class. Basically, we don't ever want to make more than a single standard
deviation better or worse than the Abomination (unless it compensates with some other benefit/drawback). There are plenty of other classes that
are CURRENTLY unchanged, but this is one of the few that will remain so for quite a while, I imagine.
The few changes I did make: The passive stress damage from transform to the group is a little bit less severe, to encourage using
beast mode a bit more often. The protection stat was raised (same as for all heroes) and the hitpoints were adjusted to compensate.
//ABOMINATION STATS
resistances: .stun 10% .poison 20% .bleed 10% .disease 40% .move 20% .debuff 0% .death_blow 67% .trap 0%
weapon: .name "abomination_weapon_0" .atk 0% .dmg 6 11 .crit 2.5% .spd 7
weapon: .name "abomination_weapon_1" .atk 0% .dmg 7 13 .crit 3% .spd 7 .upgradeRequirementCode 0
weapon: .name "abomination_weapon_2" .atk 0% .dmg 8 15 .crit 3.5% .spd 8 .upgradeRequirementCode 1
weapon: .name "abomination_weapon_3" .atk 0% .dmg 10 18 .crit 4% .spd 8 .upgradeRequirementCode 2
weapon: .name "abomination_weapon_4" .atk 0% .dmg 11 20 .crit 4.5% .spd 9 .upgradeRequirementCode 3
armour: .name "abomination_armour_0" .def 7.5% .prot 3% .hp 23 .spd 0
armour: .name "abomination_armour_1" .def 12.5% .prot 6% .hp 30 .spd 0 .upgradeRequirementCode 0
armour: .name "abomination_armour_2" .def 17.5% .prot 9% .hp 37 .spd 0 .upgradeRequirementCode 1
armour: .name "abomination_armour_3" .def 22.5% .prot 12% .hp 44 .spd 0 .upgradeRequirementCode 2
armour: .name "abomination_armour_4" .def 27.5% .prot 15% .hp 51 .spd 0 .upgradeRequirementCode 3
tags: medium, non-religious, profane
id_index: .index 1
//ABOMINATION SKILLS
The abomination is a modal character with two modes: human and beast. His default form is human.
1. Transform - launch 321, target self - changes between human and beast mode. Changing to beast mode imparts a buff and inflicts stress damage on the group. Changing to human mode heals the performer and stress heals the group.
2. Manacles - launch 32, target 123 - human mode - single target damage and stun.
3. Vomit - launch 32, target ~23 - human mode - blight and blight debuff
4. Absolution - launch 4321, target self - human mode - heal and stress heal self.
5. Rake - launch 21, target ~12 - beast mode - damage and buff to skill Rake
6. Rage - launch 21, target 123 - beast mode - high damage
7. Slam - launch 321, target 12 - beast mode - forward 1, debuff to defense and speed, push 2
2.02 ---------- AEROMANCER
The Aeromancer is a backline squishy caster specializing in lightning and wind. He is a master of stuns, with some of the best crowd
control in the game - including one of its only two-turn stuns (the caveat being that it can only hit a target who's already stunned).
His entire kit revolves around strategically stunning targets while inflicting damage. He even has a targeted riposte which grants the
target a handy set of electrified armor to stun opponents with! Nifty, right? In less threatening situations the Aeromancer can
use Gathering Storm to provide a small buff to the group, as well as a permanent buff (until camp) to his own accuracy and crit
chance on the skill Thunder Bolt. All in all, it's a focused kit that nonetheless presents interesting questions as far as which
skills to equip at any given moment.
//AEROMANCER STATS
resistances: .stun 10% .poison 10% .bleed 10% .disease 10% .move 20% .debuff 40% .death_blow 67% .trap 10%
weapon: .name "aeromancer_weapon_0" .atk 0% .dmg 3 10 .crit 4.5% .spd 6
weapon: .name "aeromancer_weapon_1" .atk 0% .dmg 4 12 .crit 5% .spd 6 .upgradeRequirementCode 0
weapon: .name "aeromancer_weapon_2" .atk 0% .dmg 4 14 .crit 5.5% .spd 7 .upgradeRequirementCode 1
weapon: .name "aeromancer_weapon_3" .atk 0% .dmg 5 15 .crit 6% .spd 7 .upgradeRequirementCode 2
weapon: .name "aeromancer_weapon_4" .atk 0% .dmg 6 16 .crit 6.5% .spd 8 .upgradeRequirementCode 3
armour: .name "aeromancer_armour_0" .def 5% .prot 2% .hp 20 .spd 0
armour: .name "aeromancer_armour_1" .def 10% .prot 4% .hp 25 .spd 0 .upgradeRequirementCode 0
armour: .name "aeromancer_armour_2" .def 15% .prot 6% .hp 30 .spd 0 .upgradeRequirementCode 1
armour: .name "aeromancer_armour_3" .def 20% .prot 8% .hp 35 .spd 0 .upgradeRequirementCode 2
armour: .name "aeromancer_armour_4" .def 25% .prot 10% .hp 40 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, arcane
id_index: .index 2
//AEROMANCER SKILLS
1. Thunder Bolt - launch 432, target 1234 - half damage and stun to any rank, with low starting accuracy.
2. Static Discharge - launch 321, target ~1234 - tiny damage, very weak stun, stun resistance debuff to enemy party.
3. Gathering Storm - launch 4321, target self - crit buff to party; self buff to Thunder Bolt damage until camp.
4. Ball Lightning - launch 1, target ~12 - damage and stun. Stuns self.
5. Repel Missiles - launch 43, target varies by level - buff to dodge
6. Electrostatic Armor - launch 4321, target varies by level - riposte to target, riposte provides a chance to stun.
7. Bolt from the Blue - launch 432, target 1234 - high damage, extends stun duration by one turn (only can hit stunned target)
2.03 ---------- ANTIQUARIAN
The Antiquarian is another class from vanilla DD that I feel is *almost* perfectly balanced. The problem is that she's balanced around a
single awesome ability and a bunch of crappy ones. Protect Me is, by all standards, a superb ability with a variety of applications. Just
imagine if your Occultist had something like this! It would be ridiculous. And if you don't mind me saying so, it's a little bit suspect of a
decision to give such a strong ability to a class that's supposed to be weak in combat. Especially considering the overall quality of the
rest of her kit, it's just wayyy out of place. So I toned it down a bit (ok, a lot), and tweaked some of her other abilities in the
positive direction to help take the sting away a little bit. Now all the skills should suck about equally.
//ANTIQUARIAN STATS
resistances: .stun 0% .poison 0% .bleed 0% .disease 10% .move 0% .debuff 20% .death_blow 67% .trap 5%
weapon: .name "antiquarian_weapon_0" .atk 0% .dmg 3 5 .crit 2.5% .spd 5
weapon: .name "antiquarian_weapon_1" .atk 0% .dmg 4 6 .crit 3% .spd 7 .upgradeRequirementCode 0
weapon: .name "antiquarian_weapon_2" .atk 0% .dmg 4 7 .crit 3.5% .spd 8 .upgradeRequirementCode 1
weapon: .name "antiquarian_weapon_3" .atk 0% .dmg 5 8 .crit 4% .spd 8 .upgradeRequirementCode 2
weapon: .name "antiquarian_weapon_4" .atk 0% .dmg 5 9 .crit 4.5% .spd 9 .upgradeRequirementCode 3
armour: .name "antiquarian_armour_0" .def 10% .prot 2% .hp 16 .spd 0
armour: .name "antiquarian_armour_1" .def 15% .prot 4% .hp 22 .spd 0 .upgradeRequirementCode 0
armour: .name "antiquarian_armour_2" .def 20% .prot 6% .hp 28 .spd 0 .upgradeRequirementCode 1
armour: .name "antiquarian_armour_3" .def 25% .prot 8% .hp 34 .spd 0 .upgradeRequirementCode 2
armour: .name "antiquarian_armour_4" .def 30% .prot 10% .hp 40 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, mercantile
id_index: .index 3
//ANTIQUARIAN SKILLS
1. Nervous Stab - launch 4321, target 123 - full damage.
2. Festering Vapors - launch 4321, target 1234 - single target blight and blight debuff. I extended the duration of the blight by 1.
3. Cower - launch 4321, target self - self buff to dodge and speed. I increased the dodge value slightly.
4. Flashpowder - launch 4321, target 1234 - single target accuracy debuff. I increased its value significantly, but decreased the duration to a single turn.
5. Fortifying Vapors - launch 43, target 1234 - single target heal.
6. Invigorating Vapours - launch 43, target @~1234 - group dodge buff
7. Protect Me! - launch 4321, target @1234 - forces guard. I nerfed the protect buff significantly, and shortened its duration to 2 turns.
2.04 ---------- ARBALEST
The Arbalest is YET ANOTHER class from vanilla DD that is pretty well-balanced in my opinion (they really hit it out of the park with 'A's. It goes
downhill from here). Pretty much the only changes I made were to adjust the hit points to compensate for the protect that comes with its armor class.
OH, and of course, to add to it the mercenary tag, which subtracts 250 gold from all of your gold stacks for as long as the Arbalest is alive and in
your party. The Arbalest is the first of many mercenaries you'll encounter in this guide.
//ARBALEST STATS
resistances: .stun 25% .poison 10% .bleed 25% .disease 10% .move 20% .debuff 10% .death_blow 67% .trap 0%
weapon: .name "arbalest_weapon_0" .atk 0% .dmg 4 9 .crit 7.5% .spd 3
weapon: .name "arbalest_weapon_1" .atk 0% .dmg 5 11 .crit 8% .spd 3 .upgradeRequirementCode 0
weapon: .name "arbalest_weapon_2" .atk 0% .dmg 6 13 .crit 8.5% .spd 4 .upgradeRequirementCode 1
weapon: .name "arbalest_weapon_3" .atk 0% .dmg 6 14 .crit 9% .spd 4 .upgradeRequirementCode 2
weapon: .name "arbalest_weapon_4" .atk 0% .dmg 7 16 .crit 9.5% .spd 5 .upgradeRequirementCode 3
armour: .name "arbalest_armour_0" .def 0% .prot 4% .hp 24 .spd 0
armour: .name "arbalest_armour_1" .def 5% .prot 8% .hp 30 .spd 0 .upgradeRequirementCode 0
armour: .name "arbalest_armour_2" .def 10% .prot 12% .hp 36 .spd 0 .upgradeRequirementCode 1
armour: .name "arbalest_armour_3" .def 15% .prot 16% .hp 42 .spd 0 .upgradeRequirementCode 2
armour: .name "arbalest_armour_4" .def 20% .prot 20% .hp 48 .spd 0 .upgradeRequirementCode 3
tags: heavy, non-religious, mercenary
id_index: .index 4
//ARBALEST SKILLS
1. Sniper Shot - launch 43, target 234 - extra damage to marked
2. Suppressing Fire - launch 43, target ~234 - small damage, crit and acc debuff
3. Sniper Mark - launch 43, target 234 - mark target, dodge debuff
4. Bola - launch 43, target ~12 - mid damage, push 1
5. Blindfire - launch 4321, target ?1234 - random target, speed buff to self
6. Battlefield Bandage - launch 43, target @123 - heal and heal received buff
7. Flare - launch 4321, target @~1234 - clear stun, clear mark, buff resistances
2.05 ---------- ARTISTE
The world needs more artists. Sorry, I mean artistes. He's not really useful or anything (like all artists), but he does get you more portraits and busts.
Which is, like, a valuable service to society, am I right? Ok, ok, and he can also grant your party a stress resist buff that lasts until the next camp.
You know. From looking at all the pretty art. OH, and he also has a targeted buff that grants bonus resolve experience until the next camp! OH, and he also
makes your stacks of portraits and busts bigger, to go with all the portraits and busts you gonna get.
//ARTISTE STATS
resistances: .stun 0% .poison 0% .bleed 0% .disease 10% .move 0% .debuff 20% .death_blow 67% .trap 0%
weapon: .name "artiste_weapon_0" .atk 0% .dmg 3 5 .crit 2.5% .spd 1
weapon: .name "artiste_weapon_1" .atk 0% .dmg 4 6 .crit 3% .spd 1 .upgradeRequirementCode 0
weapon: .name "artiste_weapon_2" .atk 0% .dmg 4 7 .crit 3.5% .spd 2 .upgradeRequirementCode 1
weapon: .name "artiste_weapon_3" .atk 0% .dmg 5 8 .crit 4% .spd 2 .upgradeRequirementCode 2
weapon: .name "artiste_weapon_4" .atk 0% .dmg 5 9 .crit 4.5% .spd 3 .upgradeRequirementCode 3
armour: .name "artiste_armour_0" .def 10% .prot 2% .hp 15 .spd 0
armour: .name "artiste_armour_1" .def 15% .prot 4% .hp 21 .spd 0 .upgradeRequirementCode 0
armour: .name "artiste_armour_2" .def 20% .prot 6% .hp 27 .spd 0 .upgradeRequirementCode 1
armour: .name "artiste_armour_3" .def 25% .prot 8% .hp 33 .spd 0 .upgradeRequirementCode 2
armour: .name "artiste_armour_4" .def 30% .prot 10% .hp 39 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, mercantile
id_index: .index 5
//ARTISTE SKILLS
1. Needs More Red - launch 432, target ?1234 - bleed
2. Shades of Green - launch 432, target ?1234 - blight
3. Cower - launch 4321, target self - speed and dodge buff
4. Flashpowder - launch 4321, target 1234 - accuracy debuff
5. Condition Humane - launch 432, target @~1234 - stress heal and stress resist buff until camp.
6. Magnum Opus - launch 432, target @1234 - resolve exp buff until next camp (hint: don't use this before you camp)
7. Protect Me - launch 4321, target @1234 - force guard from target, protect and dodge buff.
2.06 ---------- BARRISTER
The Barrister is the counterpart to the artiste - what the former does for busts and portraits, the Barrister does for deeds and crests. Makes sense, right? Well, close enough.
//BARRISTER STATS
resistances: .stun 6% .poison 6% .bleed 6% .disease 10% .move 0% .debuff 6% .death_blow 66% .trap 10%
weapon: .name "barrister_weapon_0" .atk 0% .dmg 3 5 .crit 2.5% .spd 5
weapon: .name "barrister_weapon_1" .atk 0% .dmg 4 6 .crit 3% .spd 5 .upgradeRequirementCode 0
weapon: .name "barrister_weapon_2" .atk 0% .dmg 4 7 .crit 3.5% .spd 6 .upgradeRequirementCode 1
weapon: .name "barrister_weapon_3" .atk 0% .dmg 5 8 .crit 4% .spd 6 .upgradeRequirementCode 2
weapon: .name "barrister_weapon_4" .atk 0% .dmg 5 9 .crit 4.5% .spd 6 .upgradeRequirementCode 3
armour: .name "barrister_armour_0" .def 10% .prot 2% .hp 16 .spd 0
armour: .name "barrister_armour_1" .def 15% .prot 4% .hp 22 .spd 0 .upgradeRequirementCode 0
armour: .name "barrister_armour_2" .def 20% .prot 6% .hp 28 .spd 0 .upgradeRequirementCode 1
armour: .name "barrister_armour_3" .def 25% .prot 8% .hp 34 .spd 0 .upgradeRequirementCode 2
armour: .name "barrister_armour_4" .def 30% .prot 10% .hp 40 .spd 0 .upgradeRequirementCode 3
//BARRISTER SKILLS
1. Nervous Stab - launch 4321, target 1234
2. J'accuse - launch 4321, target 1234 - single target resistance debuff
3. Cower - launch 4321, target self - speed and dodge buff
4. Rejuvenating Tonic - launch 4321, target self - small heal and stress heal
5. Death and Taxes - launch 4321, target @~1234 - resistance buff
6. Restraining Order - launch 4321, target 1234 - weak stun
7. Protect Me - launch 4321, target @1234 - force guard, protect and dodge buff
2.07 ---------- BATTLEPRIEST
The Battlepriest is a frontline healer who relies on making contact with his hammer at average accuracy to even have a CHANCE at a heal (or group heal). And when it lands
it's not a huge heal or anything. Also his damage and accuracy sort of suck. I'm hoping that all together, that compensates for the fact that he's got high armor, a bunch of
hit points, and a group heal attached to a riposte, to name a few of his positive characteristics.
//BATTLEPRIEST STATS
resistances: .stun 30% .poison 0% .bleed 30% .disease 10% .move 15% .debuff 15% .death_blow 67% .trap 0%
weapon: .name "battlepriest_weapon_0" .atk 0% .dmg 5 9 .crit 2.5% .spd 2
weapon: .name "battlepriest_weapon_1" .atk 0% .dmg 6 10 .crit 3% .spd 2 .upgradeRequirementCode 0
weapon: .name "battlepriest_weapon_2" .atk 0% .dmg 6 12 .crit 3.5% .spd 3 .upgradeRequirementCode 1
weapon: .name "battlepriest_weapon_3" .atk 0% .dmg 7 14 .crit 4% .spd 3 .upgradeRequirementCode 2
weapon: .name "battlepriest_weapon_4" .atk 0% .dmg 7 16 .crit 4.5% .spd 4 .upgradeRequirementCode 3
armour: .name "battlepriest_armour_0" .def 2.5% .prot 4% .hp 26 .spd 0
armour: .name "battlepriest_armour_1" .def 7.5% .prot 8% .hp 33 .spd 0 .upgradeRequirementCode 0
armour: .name "battlepriest_armour_2" .def 12.5% .prot 12% .hp 40 .spd 0 .upgradeRequirementCode 1
armour: .name "battlepriest_armour_3" .def 17.5% .prot 16% .hp 47 .spd 0 .upgradeRequirementCode 2
armour: .name "battlepriest_armour_4" .def 22.5% .prot 20% .hp 54 .spd 0 .upgradeRequirementCode 3
tags: religious, heavy, holy
id_index: .index 7
//BATTLEPRIEST SKILLS
1. Righteous Crush - launch 21, target 123 - damage, buff to heals on next turn
2. Fervor - launch 321, target @1234 - heal, buff to damage on next turn
3. Blessed Blow - launch 21, target 123 - damage, self heal
4. Holy Strike - launch 21, target 123 - damage, group heal
5. Holy War - launch 4321, target @~1234 - buff to damage/accuracy vs unholy
6. Faith's Defender - launch 1234, target @1234 - guard target, small heal to target
7. Blessing of Mercy - launch 321, target self - riposte on self, riposte does small damage and heals group
2.08 ---------- BOUNTY HUNTER
Bounty Hunter from vanilla DD could probably use a bit of work, but overall is a fairly well-balanced, if somewhat boring class. I will get around
to making a couple minor tweaks at some point, but as of now it's the same as vanilla (excepting the across-the-board changes to hp/protection).
//BOUNTY HUNTER STATS
resistances: .stun 20% .poison 15% .bleed 20% .disease 10% .move 10% .debuff 5% .death_blow 67% .trap 20%
weapon: .name "bounty_hunter_weapon_0" .atk 0% .dmg 5 10 .crit 5% .spd 5
weapon: .name "bounty_hunter_weapon_1" .atk 0% .dmg 6 12 .crit 5.5% .spd 5 .upgradeRequirementCode 0
weapon: .name "bounty_hunter_weapon_2" .atk 0% .dmg 7 13 .crit 6% .spd 6 .upgradeRequirementCode 1
weapon: .name "bounty_hunter_weapon_3" .atk 0% .dmg 7 15 .crit 6.5% .spd 6 .upgradeRequirementCode 2
weapon: .name "bounty_hunter_weapon_4" .atk 0% .dmg 8 16 .crit 7% .spd 7 .upgradeRequirementCode 3
armour: .name "bounty_hunter_armour_0" .def 5% .prot 3% .hp 23 .spd 0
armour: .name "bounty_hunter_armour_1" .def 10% .prot 6% .hp 28 .spd 0 .upgradeRequirementCode 0
armour: .name "bounty_hunter_armour_2" .def 15% .prot 9% .hp 33 .spd 0 .upgradeRequirementCode 1
armour: .name "bounty_hunter_armour_3" .def 20% .prot 12% .hp 38 .spd 0 .upgradeRequirementCode 2
armour: .name "bounty_hunter_armour_4" .def 25% .prot 15% .hp 43 .spd 0 .upgradeRequirementCode 3
tags: medium, non-religious, mercenary
id_index: .index 8
//BOUNTY HUNTER SKILLS
Same as vanilla DD for now.
1. Collect Bounty - launch 321, target 12 - extra damage vs marked, man
2. Mark for Death - launch 4321, target 1234 - mark + protection debuff
3. Come Hither - launch 4321, target 34 - pull 2
4. Uppercut - launch 21, target 12 - strong stun, push 2
5. Flashbang - launch 321, target 234 - strong stun, disorient
6. Finish Him - launch 321, target 123 - extra damage vs stunned
7. Hook and Slice - launch 432, target 34 - strong bleed
2.09 ---------- CRUSADER
Crusader in vanilla DD is aight. By which I mean he's a pretty uninspiring character (hah) with a boring and kind-of-weak ability set, made up for entirely by
Inspiring Cry which is easily in the top 5 abilities in the game. It is the ONLY ability in vanilla DD that heals and stress heals at the same time; it's stress
heal is actually pretty massive; AND as if that weren't enough, it provides torchlight too. Speaking as a speed runner and veteran DD'er, if you have a crusader in
your group you should be using Inspiring Cry about 95% of the time. Easy fight? Take the opportunity to Inspiring Cry. Hard fight? Maybe sneak in a stunning blow or
smite on round 1, before resuming functionality as a stresshealbot.
BORING!
The first, most obvious and important fix to this is nerfing Inspiring Cry. It's still AWESOME, don't worry - but it no longer provides any torchlight, and the numbers
on its stress heal have been reduced somewhat. With that out of the way, a little breathing room has been made to safely buff the other crusader skills. The first change
I made was adding a buff called "Crusader Zealotry" to all of the Crusader's offensive attacks. This buff grants him a bonus of 1 speed for the next 5 actions. The
cumulative result is that if the Crusader uses five offensive actions in a row, his base speed goes up from 1 to 5. Over the course of long encounters like boss fights,
this makes the Crusader slightly more useful, without effecting fights lasting 1-3 rounds much at all.
Change number two was making Battle Heal a bit more competitive with Inspiring Cry. It has been changed to a group heal to the front 2 ranks, and had its numbers changes
accordingly. Now a person might reasonably consider it either instead of, or in addition to Inspiring Cry.
The final change was a revamp of Bulwark of Suck. In vanilla DD no one knows what Bulwark of Faith did, because literally no one used it. Ever. Not even in the tutorial.
So I've changed it into a targetted buff that gives the target riposte for 2 turns, makes the riposte do virtually no damage, and adds the riposte effect of a small self
heal. So you cast it on a dude, and every time that dude gets hit he will heal himself for 1-2. Which, in a way, sort of makes a hero unkillable, right? I'm not sure how
good this actually is, but you can bet your tits it will be better than Bulwark of Faith.
//CRUSADER STATS
resistances: .stun 30% .poison 5% .bleed 30% .disease 10% .move 30% .debuff 10% .death_blow 67% .trap 0%
weapon: .name "crusader_weapon_0" .atk 0% .dmg 6 12 .crit 5% .spd 1
weapon: .name "crusader_weapon_1" .atk 0% .dmg 7 14 .crit 5.5% .spd 1 .upgradeRequirementCode 0
weapon: .name "crusader_weapon_2" .atk 0% .dmg 8 16 .crit 6% .spd 2 .upgradeRequirementCode 1
weapon: .name "crusader_weapon_3" .atk 0% .dmg 9 17 .crit 6.5% .spd 2 .upgradeRequirementCode 2
weapon: .name "crusader_weapon_4" .atk 0% .dmg 10 19 .crit 7% .spd 3 .upgradeRequirementCode 3
armour: .name "crusader_armour_0" .def 5% .prot 4% .hp 30 .spd 0
armour: .name "crusader_armour_1" .def 10% .prot 8% .hp 37 .spd 0 .upgradeRequirementCode 0
armour: .name "crusader_armour_2" .def 15% .prot 12% .hp 44 .spd 0 .upgradeRequirementCode 1
armour: .name "crusader_armour_3" .def 20% .prot 16% .hp 51 .spd 0 .upgradeRequirementCode 2
armour: .name "crusader_armour_4" .def 25% .prot 20% .hp 58 .spd 0 .upgradeRequirementCode 3
tags: heavy, religious, holy
id_index: .index 9
//CRUSADER SKILLS
1. Smite - launch 21, target 12 - extra damage vs unholy. activates Zealotry.
2. Zealous Accusation - launch 21, target ~12 - activates Zealotry
3. Stunning Blow - launch 21, target 12 - stun, activates Zealotry
4. Bulwark of Faith - launch 21, target changes with level - torchlight, protect buff, and riposte for two turns with a small self heal.
5. Battle Heal - launch 21, target @~12 - heal
6. Holy Lance - launch 43, target 34 - forward 1. extra damage to unholy. activates Zealotry
7. Inspiring Cry - launch 1234, target @1234 - small heal and stress heal
//2.10 ---------- CRYOMANCER
The Cryomancer is a backline damage and support caster. He is less squishy than other, similar Arcane heroes, with natural protection similar
to heavy armor (owing to some kind of magic ice armor). But he is also slower than other mages, with less damage and crit chance. His toolkit
focuses on debuffing enemy speed, damage, and accuracy, while chipping away at their health. He is also defined by two very powerful and unique
abilities, that encase either a friendly or enemy target in ice for several turns, making that target unable to move or act, but rendering them
practically invulnerable. In battle this can function as a strong form of crowd control, keeping a single enemy out of the battle for a couple turns,
or it can be used to keep a friendly character alive while her compatriots finish up the battle. He's even got a skill that Unimmobilizes the group,
so you can really hand it to that asshole Drowned Captain (and other enemies later, once I get around to implementing them).
//CRYOMANCER STATS
resistances: .stun 10% .poison 10% .bleed 10% .disease 10% .move 10% .debuff 40% .death_blow 67% .trap 10%
weapon: .name "cryomancer_weapon_0" .atk 0% .dmg 4 8 .crit 2.5% .spd 4
weapon: .name "cryomancer_weapon_1" .atk 0% .dmg 5 9 .crit 3% .spd 4 .upgradeRequirementCode 0
weapon: .name "cryomancer_weapon_2" .atk 0% .dmg 6 10 .crit 3.5% .spd 5 .upgradeRequirementCode 1
weapon: .name "cryomancer_weapon_3" .atk 0% .dmg 8 12 .crit 4% .spd 5 .upgradeRequirementCode 2
weapon: .name "cryomancer_weapon_4" .atk 0% .dmg 9 13 .crit 4.5% .spd 6 .upgradeRequirementCode 3
armour: .name "cryomancer_armour_0" .def 2.5% .prot 4% .hp 21 .spd 0
armour: .name "cryomancer_armour_1" .def 7.5% .prot 8% .hp 26 .spd 0 .upgradeRequirementCode 0
armour: .name "cryomancer_armour_2" .def 12.5% .prot 12% .hp 31 .spd 0 .upgradeRequirementCode 1
armour: .name "cryomancer_armour_3" .def 17.5% .prot 16% .hp 36 .spd 0 .upgradeRequirementCode 2
armour: .name "cryomancer_armour_4" .def 22.5% .prot 20% .hp 41 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, arcane
id_index: .index 10
//CRYOMANCER SKILLS
1. Winter Blast - launch 432, target 123 - damage and speed debuff
2. Ice Sheen - launch 432, target ~12 - accuracy debuff
3. Ice Block - launch 43, target @1234 - three turn stun, immobilize, invulnerability buff; cure at high levels.
4. Blizzard - launch 432, target ~1234 - small damage, speed debuff
5. Deep Freeze - launch 21, target 1 - two turn stun, immobilize, invulnerability buff.
6. Heart of Winter - launch 4321, target changes with level - protection buff, adds riposte with a speed debuff effect.
7. Gentle Thaw - small group heal + unimmobilize effect
//2.11 ---------- DEADHEAD
The Deadhead is a backline caster for the Profane faction, with a variety of powerful skills to inflict death and
destruction on the opposing lineup. However, each of his main offensive skills comes with a drawback, whether it
be a debuff, stress damage, or a party shuffling effect of some kind. His kit also includes a group stress heal called
Festy that shuffles both squads (pretty accurate if you ask me), and an ability called Friend of the Devil that provides
a permanent (until camp) crit buff at the cost of a permanent (until camp) virtue chance debuff. OH MY GOD ITS SO THEMATIC.
He is also the first undead hero (alphabetically). Which at the moment doesn't effect anything but resists (you can't
make undead things bleed).
//DEADHEAD STATS
resistances: .stun 5% .poison 30% .bleed 200% .disease 30% .move 10% .debuff 30% .death_blow 67% .trap 15%
weapon: .name "deadhead_weapon_0" .atk 0% .dmg 5 10 .crit 4.5% .spd 2
weapon: .name "deadhead_weapon_1" .atk 0% .dmg 6 11 .crit 5% .spd 2 .upgradeRequirementCode 0
weapon: .name "deadhead_weapon_2" .atk 0% .dmg 6 12 .crit 5.5% .spd 3 .upgradeRequirementCode 1
weapon: .name "deadhead_weapon_3" .atk 0% .dmg 7 13 .crit 6% .spd 3 .upgradeRequirementCode 2
weapon: .name "deadhead_weapon_4" .atk 0% .dmg 7 14 .crit 6.5% .spd 4 .upgradeRequirementCode 3
armour: .name "deadhead_armour_0" .def 5% .prot 2% .hp 24 .spd 0
armour: .name "deadhead_armour_1" .def 10% .prot 4% .hp 28 .spd 0 .upgradeRequirementCode 0
armour: .name "deadhead_armour_2" .def 15% .prot 6% .hp 32 .spd 0 .upgradeRequirementCode 1
armour: .name "deadhead_armour_3" .def 20% .prot 8% .hp 36 .spd 0 .upgradeRequirementCode 2
armour: .name "deadhead_armour_4" .def 25% .prot 10% .hp 40 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, profane, undead
id_index: .index 11
//DEADHEAD SKILLS
1. Chillout - launch 43, target 12 - damage, stun and slow
2. Freakout - launch 43, target ~23 - blight and bleed
3. Burnout - launch 43, target 34 - high damage, applies a damage debuff to self afterward
4. Bad Vibes - launch 432, target ~1234 - crit and dodge debuff
5. Friend of the Devil - launch 4321, target self - small heal, permanent crit buff and virtue debuff
6. Festy - launch 4321, target ~1234 - shuffles the enemies, shuffles your own party, heals some stress maybe
7. Ego Loss - launch 4321, target 1234 - accuracy and dodge debuff, applies a similar but smaller debuff to self
//2.12 ---------- DERVISH
The Dervish is a highly mobile support character who is pretty effective from any rank - which is fortunate, because he tends to move around
a lot over the course of a battle. He's super fast and incredibly dodgy, with a very erratic damage range and low HP. The Dervish is a tough
one to balance because his ability set is so unique and weird - so we're just gonna have to see how it plays out.
//DERVISH STATS
resistances: .stun 15% .poison 50% .bleed 50% .disease 50% .move 15% .debuff 50% .death_blow 67% .trap 15%
weapon: .name "dervish_weapon_0" .atk 0% .dmg 2 10 .crit 4.5% .spd 8
weapon: .name "dervish_weapon_1" .atk 0% .dmg 2 12 .crit 5% .spd 8 .upgradeRequirementCode 0
weapon: .name "dervish_weapon_2" .atk 0% .dmg 3 14 .crit 5.5% .spd 9 .upgradeRequirementCode 1
weapon: .name "dervish_weapon_3" .atk 0% .dmg 3 16 .crit 6% .spd 9 .upgradeRequirementCode 2
weapon: .name "dervish_weapon_4" .atk 0% .dmg 4 18 .crit 6.5% .spd 10 .upgradeRequirementCode 3
armour: .name "dervish_armour_0" .def 15% .prot 2% .hp 21 .spd 0
armour: .name "dervish_armour_1" .def 20% .prot 4% .hp 25 .spd 0 .upgradeRequirementCode 0
armour: .name "dervish_armour_2" .def 25% .prot 6% .hp 29 .spd 0 .upgradeRequirementCode 1
armour: .name "dervish_armour_3" .def 30% .prot 8% .hp 33 .spd 0 .upgradeRequirementCode 2
armour: .name "dervish_armour_4" .def 35% .prot 10% .hp 37 .spd 0 .upgradeRequirementCode 3
tags: light, religious, holy
id_index: .index 12
//DERVISH SKILLS
1. Divine Wrath - launch 432, target ?123 - forward 2, damage to random target
2. Sublime Incantation - launch 321, target ?@1234 - backward 2, random target heal and stress heal and dodge buff
3. Paint the Dunes - launch 432, target ?123 - forward 1, damage and bleed
4. Pirhouette - launch 4321, target self - shuffle self, activate riposte for one turn with a large damage buff
5. Dust Devil - launch 321, target ~1234 - backward 1, accuracy debuff
6. Song of Solomon - launch 21, target ?34 - backward 3, high damage
7. Fear No Evil - launch 43, target @~1234 - forward 2, chance for stress heal
//2.13 ---------- EMBALMER
The Embalmer is a backline support caster for the Profane faction, with limited healing abilities and an ability set designed to effectively
damage both Unholy and Man targets, while being weaker against the other creature types.
//EMBALMER STATS
resistances: .stun 0% .poison 20% .bleed 20% .disease 30% .move 0% .debuff 20% .death_blow 67% .trap 10%
weapon: .name "embalmer_weapon_0" .atk 0% .dmg 5 8 .crit 2.5% .spd 5
weapon: .name "embalmer_weapon_1" .atk 0% .dmg 6 10 .crit 3% .spd 5 .upgradeRequirementCode 0
weapon: .name "embalmer_weapon_2" .atk 0% .dmg 7 12 .crit 3.5% .spd 6 .upgradeRequirementCode 1
weapon: .name "embalmer_weapon_3" .atk 0% .dmg 7 13 .crit 4% .spd 6 .upgradeRequirementCode 2
weapon: .name "embalmer_weapon_4" .atk 0% .dmg 8 15 .crit 4.5% .spd 7 .upgradeRequirementCode 3
armour: .name "embalmer_armour_0" .def 5% .prot 2% .hp 22 .spd 0
armour: .name "embalmer_armour_1" .def 10% .prot 4% .hp 26 .spd 0 .upgradeRequirementCode 0
armour: .name "embalmer_armour_2" .def 15% .prot 6% .hp 30 .spd 0 .upgradeRequirementCode 1
armour: .name "embalmer_armour_3" .def 20% .prot 8% .hp 34 .spd 0 .upgradeRequirementCode 2
armour: .name "embalmer_armour_4" .def 25% .prot 10% .hp 38 .spd 0 .upgradeRequirementCode 3
tags: light, religious, profane
//EMBALMER SKILLS
1. Drain Life - launch 43, target ~34 - damage and self heal
2. Empty the Vessel - launch 432, target 234 - damage and bleed, extra damage to Man
3. Recycle Soul - launch 43, target 234 - damage and group heal
4. Dessicate Remains - launch 432, target 234 - damage and blight, extra damage to Unholy
5. Obeisance - launch 4321, target @1234 - force guard, move target forward 3
6. Mortal Terror - launch 432, target ~1234 - debuff to all defensive stats, only hits Man
7. Astral Departure - launch 432, target ~1234 - debuff to all offensive stats, only hits Unholy
//2.14 ---------- EXORCIST
The Exorcist is a free-range damage dealer from the Holy faction.
//EXORCIST STATS
resistances: .stun 20% .poison 10% .bleed 10% .disease 20% .move 20% .debuff 30% .death_blow 67% .trap 0%
weapon: .name "exorcist_weapon_0" .atk 0% .dmg 4 9 .crit 2.5% .spd 4
weapon: .name "exorcist_weapon_1" .atk 0% .dmg 5 11 .crit 3% .spd 4 .upgradeRequirementCode 0
weapon: .name "exorcist_weapon_2" .atk 0% .dmg 6 13 .crit 3.5% .spd 5 .upgradeRequirementCode 1
weapon: .name "exorcist_weapon_3" .atk 0% .dmg 6 14 .crit 4% .spd 5 .upgradeRequirementCode 2
weapon: .name "exorcist_weapon_4" .atk 0% .dmg 7 16 .crit 4.5% .spd 6 .upgradeRequirementCode 3
armour: .name "exorcist_armour_0" .def 0% .prot 3% .hp 23 .spd 0
armour: .name "exorcist_armour_1" .def 5% .prot 6% .hp 28 .spd 0 .upgradeRequirementCode 0
armour: .name "exorcist_armour_2" .def 10% .prot 9% .hp 33 .spd 0 .upgradeRequirementCode 1
armour: .name "exorcist_armour_3" .def 15% .prot 12% .hp 38 .spd 0 .upgradeRequirementCode 2
armour: .name "exorcist_armour_4" .def 20% .prot 15% .hp 43 .spd 0 .upgradeRequirementCode 3
tags: religious, holy, medium
id_index: index 14
//EXORCIST SKILLS
1. Holy Fire - launch 432, target 123 - extra accuracy vs unholy/eldritch
2. Rite of Cleansing - launch 4321, target @1234 - cure, resistance buff
3. Cross Strike - launch 21, target 123 - extra accuracy vs unholy
4. Word of God - launch 32, target 123 - extra accuracy vs eldritch
5. Holy Nova - launch 321, target ~1234 - small damage, tiny group heal, extra accuracy vs unholy/eldritch
6. Rite of Binding - launch 32, target 1234 - offense debuff
7. Hallowed Ground - launch 4321, target @~1234 - long duration resistance and virtue buff
//2.15 ---------- EXPLORER
The Explorer is a mercantile class, like the antiquarian, and like the antiquarian she provides passive bonuses to the group
in exchange for weaker-than-average combat skills. Unlike the antiquarian, the Explorer draws from a loot table largely focused around supplies.
In other words, with an Explorer in your group you'll be unlikely to run out of shovels, food or torches. Which, believe you me, will be worth
its weight in gold at some point. She also adds to the size of your stacks for torches, shovels and food.
//EXPLORER STATS
resistances: .stun 0% .poison 0% .bleed 0% .disease 20% .move 15% .debuff 0% .death_blow 67% .trap 15%
weapon: .name "explorer_weapon_0" .atk 0% .dmg 3 6 .crit 3.5% .spd 6
weapon: .name "explorer_weapon_1" .atk 0% .dmg 4 7 .crit 4% .spd 7 .upgradeRequirementCode 0
weapon: .name "explorer_weapon_2" .atk 0% .dmg 4 8 .crit 4.5% .spd 8 .upgradeRequirementCode 1
weapon: .name "explorer_weapon_3" .atk 0% .dmg 5 9 .crit 5% .spd 9 .upgradeRequirementCode 2
weapon: .name "explorer_weapon_4" .atk 0% .dmg 5 10 .crit 5.5% .spd 10 .upgradeRequirementCode 3
armour: .name "explorer_armour_0" .def 5% .prot 2% .hp 20 .spd 0
armour: .name "explorer_armour_1" .def 10% .prot 4% .hp 27 .spd 0 .upgradeRequirementCode 0
armour: .name "explorer_armour_2" .def 15% .prot 6% .hp 34 .spd 0 .upgradeRequirementCode 1
armour: .name "explorer_armour_3" .def 20% .prot 8% .hp 41 .spd 0 .upgradeRequirementCode 2
armour: .name "explorer_armour_4" .def 25% .prot 10% .hp 48 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, mercantile
id_index: .index 15
//EXPLORER SKILLS
1. Handy Torch - launch 4321, target self - +torchlight
2. Nervous Shot - launch 4321, target ~1234 - shoots a random target
3. Cower - launch 4321, target self - dodge and speed buff (same as antiquarian)
4. Fat of the Land - launch 4321, target self - heal self and 100% hunger debuff to self (group at higher levels)
5. Lead from Behind - launch 4, target 1234 - higher damage targetted attack only from rank 4
6. Flashpowder - launch 4321, target 1234 - accuracy debuff (same as antiquarian)
7. For God and Country - launch 4321, target @~1234 - speed and accuracy buff
//2.16 ---------- GAMBLER
The Gambler is an offensive mid-range fighter with a variety of swingy RNG-dependant abilities. Sounds like fun, right?
//GAMBLER STATS
resistances: .stun 15% .poison 10% .bleed 10% .disease 20% .move 10% .debuff 10% .death_blow 67% .trap 30%
weapon: .name "gambler_weapon_0" .atk 0% .dmg 5 10 .crit 5% .spd 5
weapon: .name "gambler_weapon_1" .atk 0% .dmg 6 12 .crit 5.5% .spd 5 .upgradeRequirementCode 0
weapon: .name "gambler_weapon_2" .atk 0% .dmg 7 13 .crit 6% .spd 6 .upgradeRequirementCode 1
weapon: .name "gambler_weapon_3" .atk 0% .dmg 8 15 .crit 6.5% .spd 6 .upgradeRequirementCode 2
weapon: .name "gambler_weapon_4" .atk 0% .dmg 9 16 .crit 7% .spd 7 .upgradeRequirementCode 3
armour: .name "gambler_armour_0" .def 10% .prot 2% .hp 22 .spd 0
armour: .name "gambler_armour_1" .def 15% .prot 4% .hp 27 .spd 0 .upgradeRequirementCode 0
armour: .name "gambler_armour_2" .def 20% .prot 6% .hp 32 .spd 0 .upgradeRequirementCode 1
armour: .name "gambler_armour_3" .def 25% .prot 8% .hp 37 .spd 0 .upgradeRequirementCode 2
armour: .name "gambler_armour_4" .def 30% .prot 10% .hp 42 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, mercenary
id_index: .index 16
//GAMBLER SKILLS
1. Wildcard
2. Black Maria
3. Jack of Hearts
4. Deuce of Clubs
5. Lady Luck
6. Snake Eyes
7. Cheat Death
//2.17 ---------- GRAVE ROBBER
I always liked her. No changes so far from vanilla DD.
//GRAVE ROBBER STATS
resistances: .stun 10% .poison 30% .bleed 10% .disease 30% .move 0% .debuff 10% .death_blow 67% .trap 30%
weapon: .name "grave_robber_weapon_0" .atk 0% .dmg 4 9 .crit 5% .spd 8
weapon: .name "grave_robber_weapon_1" .atk 0% .dmg 5 11 .crit 5.5% .spd 8 .upgradeRequirementCode 0
weapon: .name "grave_robber_weapon_2" .atk 0% .dmg 6 13 .crit 6% .spd 9 .upgradeRequirementCode 1
weapon: .name "grave_robber_weapon_3" .atk 0% .dmg 6 14 .crit 6.5% .spd 9 .upgradeRequirementCode 2
weapon: .name "grave_robber_weapon_4" .atk 0% .dmg 7 16 .crit 7% .spd 10 .upgradeRequirementCode 3
armour: .name "grave_robber_armour_0" .def 10% .prot 2% .hp 20 .spd 0
armour: .name "grave_robber_armour_1" .def 15% .prot 4% .hp 24 .spd 0 .upgradeRequirementCode 0
armour: .name "grave_robber_armour_2" .def 20% .prot 6% .hp 28 .spd 0 .upgradeRequirementCode 1
armour: .name "grave_robber_armour_3" .def 25% .prot 8% .hp 32 .spd 0 .upgradeRequirementCode 2
armour: .name "grave_robber_armour_4" .def 30% .prot 10% .hp 36 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, mercenary
id_index: .index 17
//GRAVE ROBBER SKILLS
Same as vanilla. Too much to do to type it out right now.
//2.18 ---------- HASHISHIN
The Hashishin is a mid-range melee fighter able to quickly get into the front two ranks to strike, then dart back to the outer ranks when its time
for retribution. She doesn't have much in the way of hitpoints or protection, but makes up for it with dodge and evasive abilities.
//HASHISHIN STATS
resistances: .stun 20% .poison 10% .bleed 10% .disease 10% .move 25% .debuff 10% .death_blow 67% .trap 15%
weapon: .name "hashishin_weapon_0" .atk 0% .dmg 5 10 .crit 5.5% .spd 7
weapon: .name "hashishin_weapon_1" .atk 0% .dmg 6 12 .crit 6% .spd 7 .upgradeRequirementCode 0
weapon: .name "hashishin_weapon_2" .atk 0% .dmg 7 14 .crit 6.5% .spd 8 .upgradeRequirementCode 1
weapon: .name "hashishin_weapon_3" .atk 0% .dmg 8 16 .crit 7% .spd 8 .upgradeRequirementCode 2
weapon: .name "hashishin_weapon_4" .atk 0% .dmg 9 18 .crit 7.5% .spd 9 .upgradeRequirementCode 3
armour: .name "hashishin_armour_0" .def 10% .prot 2% .hp 22 .spd 0
armour: .name "hashishin_armour_1" .def 15% .prot 4% .hp 30 .spd 0 .upgradeRequirementCode 0
armour: .name "hashishin_armour_2" .def 20% .prot 6% .hp 38 .spd 0 .upgradeRequirementCode 1
armour: .name "hashishin_armour_3" .def 25% .prot 8% .hp 46 .spd 0 .upgradeRequirementCode 2
armour: .name "hashishin_armour_4" .def 30% .prot 10% .hp 54 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, mercenary
id_index: .index 18
//HASHISHIN SKILLS
1. Desert Slash - launch 321, target 12 - forward 1, damage to single target
2. Intoxicate - launch 1, target self - heal, stress heal, cure, defense buff
3. Poisoned Kris - launch 21, target ~12 - damage and blight
4. Vanish - launch 21, target ~12 - back 2, weak stun
5. Dead of Night - launch 4321, target self - dodge and speed buff, adds a riposte with an effect that moves her back 1.
6. Death Mark - launch 321, target 1234 - half damage and mark
7. Final Judgment - launch 21, target 123 - extra damage to marked
//2.19 ---------- HELLION
Hellion is probably the single strongest class from DD (either her or the Houndmaster). Which is to say, she probably needs some
toning down, and I promise I WILL GET TO IT. But for the moment I'm leaving the Hellion as is because A) I have better uses for
my time, B) its useful to have a known "best class" so that if anything is ever better than it, I know that shit REALLY needs
to get nerfed. So now we've figured out our single standard deviation up from the Abomination, which is to say we generally want our
new classes to fall in a range between the Abomination and Hellion.
Anyway, in the not too distant future the Hellion should be on the lookout for the nerfbat. Overconfidence is a slow and insidious
killer...
//HELLION STATS
resistances: .stun 30% .poison 0% .bleed 20% .disease 10% .move 25% .debuff 10% .death_blow 67% .trap 5%
weapon: .name "hellion_weapon_0" .atk 0% .dmg 6 12 .crit 2.5% .spd 4
weapon: .name "hellion_weapon_1" .atk 0% .dmg 7 14 .crit 3% .spd 4 .upgradeRequirementCode 0
weapon: .name "hellion_weapon_2" .atk 0% .dmg 8 16 .crit 3.5% .spd 5 .upgradeRequirementCode 1
weapon: .name "hellion_weapon_3" .atk 0% .dmg 9 17 .crit 4% .spd 5 .upgradeRequirementCode 2
weapon: .name "hellion_weapon_4" .atk 0% .dmg 10 19 .crit 4.5% .spd 6 .upgradeRequirementCode 3
armour: .name "hellion_armour_0" .def 10% .prot 3% .hp 24 .spd 0
armour: .name "hellion_armour_1" .def 15% .prot 6% .hp 29 .spd 0 .upgradeRequirementCode 0
armour: .name "hellion_armour_2" .def 20% .prot 9% .hp 34 .spd 0 .upgradeRequirementCode 1
armour: .name "hellion_armour_3" .def 25% .prot 12% .hp 39 .spd 0 .upgradeRequirementCode 2
armour: .name "hellion_armour_4" .def 30% .prot 15% .hp 44 .spd 0 .upgradeRequirementCode 3
tags: non-religious, medium, profane
id_index: .index 19
//HELLION SKILLS
Same as vanilla for now.
//2.20 ---------- HIGHWAYMAN
Unchanged from vanilla! As far as power level goes I used to think he sucked, but then they turned Duelist's Advance into one of
the top five skills in the game so now he's retarded powerful. Red Hook may be many things, but light-handed isn't one of them...
Anyway, he's probably a bit too good right now and needs Duelist's Advance to get toned down just a little bit. We'll get there.
//HIGHWAYMAN STATS
resistances: .stun 15% .poison 10% .bleed 10% .disease 20% .move 10% .debuff 10% .death_blow 67% .trap 30%
weapon: .name "highwayman_weapon_0" .atk 0% .dmg 5 10 .crit 5% .spd 5
weapon: .name "highwayman_weapon_1" .atk 0% .dmg 6 12 .crit 5.5% .spd 5 .upgradeRequirementCode 0
weapon: .name "highwayman_weapon_2" .atk 0% .dmg 7 13 .crit 6% .spd 6 .upgradeRequirementCode 1
weapon: .name "highwayman_weapon_3" .atk 0% .dmg 8 15 .crit 6.5% .spd 6 .upgradeRequirementCode 2
weapon: .name "highwayman_weapon_4" .atk 0% .dmg 9 16 .crit 7% .spd 7 .upgradeRequirementCode 3
armour: .name "highwayman_armour_0" .def 10% .prot 2% .hp 22 .spd 0
armour: .name "highwayman_armour_1" .def 15% .prot 4% .hp 27 .spd 0 .upgradeRequirementCode 0
armour: .name "highwayman_armour_2" .def 20% .prot 6% .hp 32 .spd 0 .upgradeRequirementCode 1
armour: .name "highwayman_armour_3" .def 25% .prot 8% .hp 37 .spd 0 .upgradeRequirementCode 2
armour: .name "highwayman_armour_4" .def 30% .prot 10% .hp 42 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, mercenary
id_index: .index 20
//HIGHWAYMAN SKILLS
Same as vanilla!
//2.21 ---------- HOUNDMASTER
Houndmaster is widely regarded as one of, if not the best class in vanilla. I'm not sure really what I intend to do with him,
but for now he remains largely unchanged from vanilla.
//HOUNDMASTER STATS
resistances: .stun 10% .poison 10% .bleed 10% .disease 20% .move 0% .debuff 20% .death_blow 67% .trap 30%
weapon: .name "houndmaster_weapon_0" .atk 0% .dmg 4 7 .crit 5% .spd 6
weapon: .name "houndmaster_weapon_1" .atk 0% .dmg 5 8 .crit 5.5% .spd 6 .upgradeRequirementCode 0
weapon: .name "houndmaster_weapon_2" .atk 0% .dmg 6 10 .crit 6% .spd 7 .upgradeRequirementCode 1
weapon: .name "houndmaster_weapon_3" .atk 0% .dmg 6 11 .crit 6.5% .spd 7 .upgradeRequirementCode 2
weapon: .name "houndmaster_weapon_4" .atk 0% .dmg 7 13 .crit 7% .spd 8 .upgradeRequirementCode 3
armour: .name "houndmaster_armour_0" .def 10% .prot 3% .hp 20 .spd 0
armour: .name "houndmaster_armour_1" .def 15% .prot 6% .hp 26 .spd 0 .upgradeRequirementCode 0
armour: .name "houndmaster_armour_2" .def 20% .prot 9% .hp 32 .spd 0 .upgradeRequirementCode 1
armour: .name "houndmaster_armour_3" .def 25% .prot 12% .hp 38 .spd 0 .upgradeRequirementCode 2
armour: .name "houndmaster_armour_4" .def 30% .prot 15% .hp 44 .spd 0 .upgradeRequirementCode 3
tags: medium, non-religious, mercenary
id_index: .index 21
//HOUNDMASTER SKILLS
Same as vanilla!
//2.22 ---------- INQUISITOR
The Inquisitor is a mid-range fighter from the Holy faction who specializes in dealing with unholy targets. She
kills shit with a spear-head on a cross, which is supposed to be a stake but I suck at art so, there ya go. I
eagerly await a Buffy skin.
//INQUISITOR STATS
resistances: .stun 10% .poison 10% .bleed 10% .disease 20% .move 0% .debuff 30% .death_blow 67% .trap 10%
weapon: .name "inquisitor_weapon_0" .atk 0% .dmg 5 7 .crit 3% .spd 6
weapon: .name "inquisitor_weapon_1" .atk 0% .dmg 6 9 .crit 3.5% .spd 6 .upgradeRequirementCode 0
weapon: .name "inquisitor_weapon_2" .atk 0% .dmg 7 11 .crit 4% .spd 7 .upgradeRequirementCode 1
weapon: .name "inquisitor_weapon_3" .atk 0% .dmg 7 13 .crit 4.5% .spd 7 .upgradeRequirementCode 2
weapon: .name "inquisitor_weapon_4" .atk 0% .dmg 8 14 .crit 5% .spd 8 .upgradeRequirementCode 3
armour: .name "inquisitor_armour_0" .def 7.5% .prot 2% .hp 25 .spd 0
armour: .name "inquisitor_armour_1" .def 12.5% .prot 4% .hp 30 .spd 0 .upgradeRequirementCode 0
armour: .name "inquisitor_armour_2" .def 27.5% .prot 6% .hp 34 .spd 0 .upgradeRequirementCode 1
armour: .name "inquisitor_armour_3" .def 22.5% .prot 8% .hp 39 .spd 0 .upgradeRequirementCode 2
armour: .name "inquisitor_armour_4" .def 27.5% .prot 10% .hp 43 .spd 0 .upgradeRequirementCode 3
tags: light, religious, holy
id_index: .index 22
//INQUISITOR SKILLS
1. Stake Through the Heart - launch 321, target 123 - extra damage to unholy
2. Overzealous Lunge - launch 43, target 34 - forward 2, extra crit to unholy
3. Throw Stakes - launch 432, target ~123 - back 1, extra crit to unholy
4. Ruthless Efficiency - launch 432, target 1234 - forward 1, marks target, activates riposte
5. Forced Confession - launch 432, target 1234 - mark target, extra damage to unholy
6. Fanatical Devotion - launch 321, target ~23 - extra damage and crit to unholy
7. Holy Water - launch 4321, target @~1234 - resistance buff and stress heal at higher levels to party
//2.23 ---------- JESTER
Jester in vanilla DD is a little bit weak in my opinion. Or rather, is good in too few situations. I intend to do
something about this, but I haven't yet, so for now I'm just nudging his damage up a little bit.
//JESTER STATS
resistances: .stun 0% .poison 0% .bleed 0% .disease 20% .move 0% .debuff 60% .death_blow 77% .trap 20%
weapon: .name "jester_weapon_0" .atk 0% .dmg 5 7 .crit 7.5% .spd 7
weapon: .name "jester_weapon_1" .atk 0% .dmg 6 8 .crit 8% .spd 7 .upgradeRequirementCode 0
weapon: .name "jester_weapon_2" .atk 0% .dmg 7 10 .crit 8.5% .spd 8 .upgradeRequirementCode 1
weapon: .name "jester_weapon_3" .atk 0% .dmg 7 11 .crit 9% .spd 8 .upgradeRequirementCode 2
weapon: .name "jester_weapon_4" .atk 0% .dmg 8 13 .crit 9.5% .spd 9 .upgradeRequirementCode 3
armour: .name "jester_armour_0" .def 15% .prot 2% .hp 19 .spd 0
armour: .name "jester_armour_1" .def 20% .prot 4% .hp 23 .spd 0 .upgradeRequirementCode 0
armour: .name "jester_armour_2" .def 25% .prot 6% .hp 27 .spd 0 .upgradeRequirementCode 1
armour: .name "jester_armour_3" .def 30% .prot 8% .hp 31 .spd 0 .upgradeRequirementCode 2
armour: .name "jester_armour_4" .def 35% .prot 10% .hp 35 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, mercenary
id_index: .index 23
//JESTER SKILLS
Same as vanilla for now.
//2.24 ---------- LAVAMANCER
The Lavamancer is a backline damage dealer who focuses on pure DPS. He's a ruthless killing machine - that's what he does, that's all he does,
and he's damn good at doing it. He is correspondingly fragile, with a speed right in the middle of available heroes. His main damage skill,
Volcanic Blast, has relatively poor accuracy, but it can be charged up by casting Tremors, which adds a buff to Volcanic Blast's damage and
accuracy that lasts until camp.
//LAVAMANCER STATS
resistances: .stun 10% .poison 10% .bleed 10% .disease 10% .move 10% .debuff 40% .death_blow 67% .trap 10%
weapon: .name "lavamancer_weapon_0" .atk 0% .dmg 5 10 .crit 3.5% .spd 5
weapon: .name "lavamancer_weapon_1" .atk 0% .dmg 6 12 .crit 4% .spd 5 .upgradeRequirementCode 0
weapon: .name "lavamancer_weapon_2" .atk 0% .dmg 7 14 .crit 4.5% .spd 6 .upgradeRequirementCode 1
weapon: .name "lavamancer_weapon_3" .atk 0% .dmg 8 15 .crit 5% .spd 6 .upgradeRequirementCode 2
weapon: .name "lavamancer_weapon_4" .atk 0% .dmg 9 17 .crit 5.5% .spd 7 .upgradeRequirementCode 3
armour: .name "lavamancer_armour_0" .def 5% .prot 2% .hp 21 .spd 0
armour: .name "lavamancer_armour_1" .def 10% .prot 4% .hp 26 .spd 0 .upgradeRequirementCode 0
armour: .name "lavamancer_armour_2" .def 15% .prot 6% .hp 31 .spd 0 .upgradeRequirementCode 1
armour: .name "lavamancer_armour_3" .def 20% .prot 8% .hp 36 .spd 0 .upgradeRequirementCode 2
armour: .name "lavamancer_armour_4" .def 25% .prot 10% .hp 41 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, arcane
id_index: .index 24
//LAVAMANCER SKILLS
1. Volcanic Blast - launch 43, target 234 - high damage
2. Sulfuric Vapors - launch 432, target ~123 - weak blight and protection debuff
3. Tremors - launch 432, target ~1234 - weak stun to enemies and to party, buff until camp to skill Volcanic Blast
4. Magma Shield - launch 432, target self - protect buff and riposte
5. Boil Blood - launch 432, target 1234 - extra damage to bleeding
6. Lava Flow - launch 43, target ~1234 - heavy damage, only hits stunned
7. Cataclysm - launch 43, target ~1234 - shuffle enemy party and own party. Applies weak stun to party and stronger stun to enemy party.
//2.25 ---------- LEPER
I love the Leper. You should love the Leper too. I love the Leper.
//LEPER STATS
resistances: .stun 45% .poison 0% .bleed 15% .disease 20% .move 30% .debuff 10% .death_blow 62% .trap 0%
weapon: .name "leper_weapon_0" .atk 0% .dmg 8 16 .crit 2.5% .spd 2
weapon: .name "leper_weapon_1" .atk 0% .dmg 9 18 .crit 3% .spd 2 .upgradeRequirementCode 0
weapon: .name "leper_weapon_2" .atk 0% .dmg 10 21 .crit 3.5% .spd 3 .upgradeRequirementCode 1
weapon: .name "leper_weapon_3" .atk 0% .dmg 12 23 .crit 4% .spd 3 .upgradeRequirementCode 2
weapon: .name "leper_weapon_4" .atk 0% .dmg 13 26 .crit 4.5% .spd 4 .upgradeRequirementCode 3
armour: .name "leper_armour_0" .def 0% .prot 4% .hp 31 .spd 0
armour: .name "leper_armour_1" .def 5% .prot 8% .hp 38 .spd 0 .upgradeRequirementCode 0
armour: .name "leper_armour_2" .def 10% .prot 12% .hp 45 .spd 0 .upgradeRequirementCode 1
armour: .name "leper_armour_3" .def 15% .prot 16% .hp 52 .spd 0 .upgradeRequirementCode 2
armour: .name "leper_armour_4" .def 20% .prot 20% .hp 59 .spd 0 .upgradeRequirementCode 3
tags: heavy, religious, holy
id_index: .index 25
//LEPER SKILLS
Same as vanilla.
//2.26 ---------- MAN AT ARMS
Same as vanilla for now.
//MAN AT ARMS STATS
resistances: .stun 30% .poison 10% .bleed 30% .disease 10% .move 30% .debuff 10% .death_blow 67% .trap 5%
weapon: .name "man_at_arms_weapon_0" .atk 0% .dmg 5 10 .crit 3.75% .spd 3
weapon: .name "man_at_arms_weapon_1" .atk 0% .dmg 6 12 .crit 4.25% .spd 3 .upgradeRequirementCode 0
weapon: .name "man_at_arms_weapon_2" .atk 0% .dmg 7 13 .crit 4.75% .spd 4 .upgradeRequirementCode 1
weapon: .name "man_at_arms_weapon_3" .atk 0% .dmg 7 15 .crit 5.25% .spd 4 .upgradeRequirementCode 2
weapon: .name "man_at_arms_weapon_4" .atk 0% .dmg 8 16 .crit 5.75% .spd 5 .upgradeRequirementCode 3
armour: .name "man_at_arms_armour_0" .def 5% .prot 4% .hp 28 .spd 0
armour: .name "man_at_arms_armour_1" .def 10% .prot 8% .hp 35 .spd 0 .upgradeRequirementCode 0
armour: .name "man_at_arms_armour_2" .def 15% .prot 12% .hp 42 .spd 0 .upgradeRequirementCode 1
armour: .name "man_at_arms_armour_3" .def 20% .prot 16% .hp 49 .spd 0 .upgradeRequirementCode 2
armour: .name "man_at_arms_armour_4" .def 25% .prot 20% .hp 56 .spd 0 .upgradeRequirementCode 3
tags: heavy, non-religious, mercenary
id_index: .index 26
//MAN AT ARMS SKILLS
Same as vanilla.
//2.27 ---------- MARTYR
This is a real tough class to balance, because it does things that other classes don't do. I intend to pay some close attention to his ability set
in the future, after some more playtesting results come in. So PLEASE, play with the Martyr and help me figure out what adjustments are needed!
//MARTYR STATS
resistances: .stun 10% .poison 0% .bleed 0% .disease 20% .move 0% .debuff 100% .death_blow 57% .trap 0%
weapon: .name "martyr_weapon_0" .atk 0% .dmg 0 7 .crit 7% .spd 5
weapon: .name "martyr_weapon_1" .atk 0% .dmg 0 7 .crit 7% .spd 5 .upgradeRequirementCode 0
weapon: .name "martyr_weapon_2" .atk 0% .dmg 0 11 .crit 7% .spd 6 .upgradeRequirementCode 1
weapon: .name "martyr_weapon_3" .atk 0% .dmg 0 11 .crit 7% .spd 6 .upgradeRequirementCode 2
weapon: .name "martyr_weapon_4" .atk 0% .dmg 0 17 .crit 7% .spd 7 .upgradeRequirementCode 3
armour: .name "martyr_armour_0" .def 0% .prot 3% .hp 29 .spd 0
armour: .name "martyr_armour_1" .def 0% .prot 6% .hp 36 .spd 0 .upgradeRequirementCode 0
armour: .name "martyr_armour_2" .def 0% .prot 9% .hp 43 .spd 0 .upgradeRequirementCode 1
armour: .name "martyr_armour_3" .def 0% .prot 12% .hp 50 .spd 0 .upgradeRequirementCode 2
armour: .name "martyr_armour_4" .def 0% .prot 17% .hp 57 .spd 0 .upgradeRequirementCode 3
tags: light, religious, holy
id_index: .index 27
//MARTYR SKILLS
1. Eternal Salvation - FREE USE ONCE PER TURN - launch 4321, target self - small stress heal, chance of a +virtue chance buff until camp, at higher levels gives the group a +virtue chance until camp. Max use four times per battle.
2. Transubstantiation - launch 32, target self - cures and heals party, inflicts bleed and blight on self. Marks self.
3. Penitence - launch 432, target self - stress heal party, stresses and marks self.
4. Humility - launch 321, target ~1234 - gives everyone -100 attack for 1 turn.
5. Righteousness - launch 32, target @~1234 - buff to offense for party, debuffs and marks self.
6. Sinner's Rage - launch 21, target ?12 - random damage and stun
7. Self Sacrifice - launch 321, target @1234 - guard target, stress and mark self.
//2.28 ---------- MEDIC
The Medic fills the niche of mercenary healer, without loyalty to either the Holy or Profane factions. He, uhh, heals stuff. Pretty well actually. Which makes sense when you think about how much
he is charging you for it... You'll notice that the medic has no attack value to speak of. This is not a bug, it's a feature. If you look a bit further you'll notice that the Medic doesn't
really care about attacking things. He took an oath damnit.
//MEDIC STATS
resistances: .stun 10% .poison 30% .bleed 30% .disease 30% .move 10% .debuff 0% .death_blow 67% .trap 0%
weapon: .name "medic_weapon_0" .atk 0% .dmg 0 1 .crit 5.5% .spd 6
weapon: .name "medic_weapon_1" .atk 0% .dmg 0 1 .crit 6% .spd 6 .upgradeRequirementCode 0
weapon: .name "medic_weapon_2" .atk 0% .dmg 0 2 .crit 6.5% .spd 7 .upgradeRequirementCode 1
weapon: .name "medic_weapon_3" .atk 0% .dmg 0 2 .crit 7% .spd 7 .upgradeRequirementCode 2
weapon: .name "medic_weapon_4" .atk 0% .dmg 0 3 .crit 7.5% .spd 8 .upgradeRequirementCode 3
armour: .name "medic_armour_0" .def 2.5% .prot 3% .hp 22 .spd 0
armour: .name "medic_armour_1" .def 7.5% .prot 6% .hp 27 .spd 0 .upgradeRequirementCode 0
armour: .name "medic_armour_2" .def 12.5% .prot 9% .hp 32 .spd 0 .upgradeRequirementCode 1
armour: .name "medic_armour_3" .def 17.5% .prot 12% .hp 37 .spd 0 .upgradeRequirementCode 2
armour: .name "medic_armour_4" .def 22.5% .prot 15% .hp 42 .spd 0 .upgradeRequirementCode 3
tags: medium, non-religious, mercenary
id_index: .index 28
//MEDIC SKILLS
1. Healthcare - launch 43, target @~1234 - tiny group heal along with a stacking heal buff and the possibility of a deathblow resist buff that lasts until camp.
2. Urgent Care - launch 432, target @1234 - single target heal and cure
3. Doctor's Devotion - launch 4321, target @1234 - guards a target, heals that target, and provides a large dodge buff to self. Wow that sounds damn good, you say. Yes, but it comes with a cost - the Medic Riposte ability does no damage, and in fact HEALS YOUR ENEMIES. This is the cost of bringing a doctor to the Darkest Dungeon. Once again, he took a fucking oath.
4. Resuscitate - launch 432, target @1234 - heals and unstuns a target. it's also **supposed to** do extra heal or something to a stunned target, but right now it doesn't do that.
5. Bedside Manner - launch 43, target @1234 - targetted stress heal. At high levels, possible to stress heal for a lotttttt.
6. At All Costs - launch 321, target @1234 - HUGE single target heal that comes attached to a self stun, and 100% self dodge debuff for one turn.
7. Tank It - lanch 43, target @12 - small heal, stacking heal, mark and protection buff to a friend up front. So he can tank things.
//2.29 ---------- MISER
The miser is a gold-hoarding 1% uncle scrooge motherfucker. He generates extra gold and makes your piles of gold much bigger.
//MISER STATS
resistances: .stun 0% .poison 0% .bleed 0% .disease 10% .move 0% .debuff 20% .death_blow 67% .trap 5%
weapon: .name "miser_weapon_0" .atk 0% .dmg 3 5 .crit 2.5% .spd 5
weapon: .name "miser_weapon_1" .atk 0% .dmg 4 6 .crit 3% .spd 7 .upgradeRequirementCode 0
weapon: .name "miser_weapon_2" .atk 0% .dmg 4 7 .crit 3.5% .spd 8 .upgradeRequirementCode 1
weapon: .name "miser_weapon_3" .atk 0% .dmg 5 8 .crit 4% .spd 8 .upgradeRequirementCode 2
weapon: .name "miser_weapon_4" .atk 0% .dmg 5 9 .crit 4.5% .spd 9 .upgradeRequirementCode 3
armour: .name "miser_armour_0" .def 10% .prot 2% .hp 16 .spd 0
armour: .name "miser_armour_1" .def 15% .prot 4% .hp 22 .spd 0 .upgradeRequirementCode 0
armour: .name "miser_armour_2" .def 20% .prot 6% .hp 28 .spd 0 .upgradeRequirementCode 1
armour: .name "miser_armour_3" .def 25% .prot 8% .hp 34 .spd 0 .upgradeRequirementCode 2
armour: .name "miser_armour_4" .def 30% .prot 10% .hp 40 .spd 0 .upgradeRequirementCode 3
//MISER SKILLS
1. Handy Torch
2. Festering Vapours
3. Cower
4. Rejuvenating Tonic
5. Lead From Behind
6. Invigorating Vapours
7. Protect Me
//2.30 ---------- MUMMY
The Mummy is a frontline tank similar to the Leper, but for the Profane faction. He also has the handy ability of carrying around extra bandages. Which makes sense when you think about it. All of his attacks apply an ability called
Mummy's Curse, which is a substanstial speed debuff (albeit with a low debuff chance).
//MUMMY STATS
resistances: .stun 30% .poison 0% .bleed 200% .disease 20% .move 0% .debuff 20% .death_blow 62% .trap 0%
weapon: .name "mummy_weapon_0" .atk 0% .dmg 6 12 .crit 3.5% .spd 1
weapon: .name "mummy_weapon_1" .atk 0% .dmg 7 14 .crit 4% .spd 1 .upgradeRequirementCode 0
weapon: .name "mummy_weapon_2" .atk 0% .dmg 8 17 .crit 4.5% .spd 2 .upgradeRequirementCode 1
weapon: .name "mummy_weapon_3" .atk 0% .dmg 10 19 .crit 5% .spd 2 .upgradeRequirementCode 2
weapon: .name "mummy_weapon_4" .atk 0% .dmg 11 22 .crit 5.5% .spd 3 .upgradeRequirementCode 3
armour: .name "mummy_armour_0" .def 0% .prot 4% .hp 31 .spd 0
armour: .name "mummy_armour_1" .def 0% .prot 8% .hp 38 .spd 0 .upgradeRequirementCode 0
armour: .name "mummy_armour_2" .def 5% .prot 12% .hp 45 .spd 0 .upgradeRequirementCode 1
armour: .name "mummy_armour_3" .def 10% .prot 16% .hp 52 .spd 0 .upgradeRequirementCode 2
armour: .name "mummy_armour_4" .def 15% .prot 20% .hp 59 .spd 0 .upgradeRequirementCode 3
tags: heavy, religious, profane, undead
id_index: .index 30
//MUMMY SKILLS
1. Cursed Chop - launch 12, target 12 - applies mummy's curse
2. Forsaken Hew - launch 12, target ~12 - applies mummy's curse
3. Wrap Up - launch 12, target 123 - strong stun
4. Preserving Bandage - launch 32, target @1234 - stacking heal
5. Damnation - launch 321, target 123 - mark and blight. applies mummy's curse
6. Tomb Defender - launch 21, target @234 - guard target, protect buff on self
7. Eternal Slumber - launch 12, target 1 - clears corpses, applies mummy's curse
//2.31 ---------- MUSKETEER
The Musketeer is my absolute favorite skin from vanilla DD, which is odd, cause they didn't even release it with vanilla! It's only available (for free mind you)
online by Chris Bourassa (thanks Chris!). Oh well. I made the Musketeer as a near-clone of the Arbalest, with some small differences to abilities. I actually nerded
out reading about the historical transition from crossbows to muskets, and the relative advantages of each. It turns out crossbows are much more accurate and damaging
weapons - the main advantage of muskets is that in large battles they are able to reload more quickly. So I gave the musketeer higher speed, with a speed buff on every shot
(symbolizing the quick reload). Also her skills tend to focus on nearer ranks than the Arbalest, to symbolize the inferior range of the musket.
//MUSKETEER STATS
resistances: .stun 15% .poison 10% .bleed 10% .disease 20% .move 20% .debuff 20% .death_blow 67% .trap 10%
weapon: .name "musketeer_weapon_0" .atk 0% .dmg 3 8 .crit 3.5% .spd 5
weapon: .name "musketeer_weapon_1" .atk 0% .dmg 4 10 .crit 4% .spd 5 .upgradeRequirementCode 0
weapon: .name "musketeer_weapon_2" .atk 0% .dmg 5 12 .crit 4.5% .spd 6 .upgradeRequirementCode 1
weapon: .name "musketeer_weapon_3" .atk 0% .dmg 5 13 .crit 5% .spd 6 .upgradeRequirementCode 2
weapon: .name "musketeer_weapon_4" .atk 0% .dmg 6 15 .crit 5.5% .spd 7 .upgradeRequirementCode 3
armour: .name "musketeer_armour_0" .def 5% .prot 3% .hp 22 .spd 0
armour: .name "musketeer_armour_1" .def 10% .prot 6% .hp 29 .spd 0 .upgradeRequirementCode 0
armour: .name "musketeer_armour_2" .def 15% .prot 9% .hp 36 .spd 0 .upgradeRequirementCode 1
armour: .name "musketeer_armour_3" .def 20% .prot 12% .hp 43 .spd 0 .upgradeRequirementCode 2
armour: .name "musketeer_armour_4" .def 25% .prot 15% .hp 50 .spd 0 .upgradeRequirementCode 3
tags: medium, non-religious, mercenary
id_index: .index 31
//MUSKETEER SKILLS
1. Aimed Shot - launch 432, target 234 - extra crit vs marked targets
2. Smokescreen - launch 43, target ~123 - acc and crit debuff
3. Call the Shot - launch 43, target 234 - mark target and prot debuff
4. Buckshot - launch 43, target ~123
5. Sidearm - launch 4321, target ?1234 - self speed buff
6. Patch Up - launch 43, @234 - heal and stacking heal
7. Skeet Shot - launch 4321, target @~1234 - clears mark, stun, unimmobilizes, self speed buff.
//2.32 ---------- OCCULTIST
Same as vanilla!
//OCCULTIST STATS
resistances: .stun 10% .poison 10% .bleed 20% .disease 10% .move 0% .debuff 40% .death_blow 67% .trap 10%
weapon: .name "occultist_weapon_0" .atk 0% .dmg 4 7 .crit 7.5% .spd 6
weapon: .name "occultist_weapon_1" .atk 0% .dmg 5 8 .crit 8% .spd 6 .upgradeRequirementCode 0
weapon: .name "occultist_weapon_2" .atk 0% .dmg 6 10 .crit 8.5% .spd 7 .upgradeRequirementCode 1
weapon: .name "occultist_weapon_3" .atk 0% .dmg 6 11 .crit 9% .spd 7 .upgradeRequirementCode 2
weapon: .name "occultist_weapon_4" .atk 0% .dmg 7 13 .crit 9.5% .spd 8 .upgradeRequirementCode 3
armour: .name "occultist_armour_0" .def 10% .prot 2% .hp 19 .spd 0
armour: .name "occultist_armour_1" .def 15% .prot 4% .hp 23 .spd 0 .upgradeRequirementCode 0
armour: .name "occultist_armour_2" .def 20% .prot 6% .hp 27 .spd 0 .upgradeRequirementCode 1
armour: .name "occultist_armour_3" .def 25% .prot 8% .hp 31 .spd 0 .upgradeRequirementCode 2
armour: .name "occultist_armour_4" .def 30% .prot 10% .hp 35 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, profane
id_index: .index 32
//OCCULTIST SKILLS
Same as vanilla
//2.33 ---------- PLAGUE DOCTOR
Same as vanilla
//PLAGUE DOCTOR STATS
resistances: .stun 10% .poison 40% .bleed 10% .disease 50% .move 0% .debuff 10% .death_blow 67% .trap 0%
weapon: .name "plague_doctor_weapon_0" .atk 0% .dmg 4 7 .crit 2.5% .spd 7
weapon: .name "plague_doctor_weapon_1" .atk 0% .dmg 5 8 .crit 3% .spd 7 .upgradeRequirementCode 0
weapon: .name "plague_doctor_weapon_2" .atk 0% .dmg 6 10 .crit 3.5% .spd 8 .upgradeRequirementCode 1
weapon: .name "plague_doctor_weapon_3" .atk 0% .dmg 6 11 .crit 4% .spd 8 .upgradeRequirementCode 2
weapon: .name "plague_doctor_weapon_4" .atk 0% .dmg 7 13 .crit 4.5% .spd 9 .upgradeRequirementCode 3
armour: .name "plague_doctor_armour_0" .def 5% .prot 2% .hp 22 .spd 0
armour: .name "plague_doctor_armour_1" .def 10% .prot 4% .hp 26 .spd 0 .upgradeRequirementCode 0
armour: .name "plague_doctor_armour_2" .def 15% .prot 6% .hp 30 .spd 0 .upgradeRequirementCode 1
armour: .name "plague_doctor_armour_3" .def 20% .prot 8% .hp 34 .spd 0 .upgradeRequirementCode 2
armour: .name "plague_doctor_armour_4" .def 25% .prot 10% .hp 38 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, mercenary
id_index: .index 33
//PLAGUE DOCTOR SKILLS
Same as vanilla
//2.34 ---------- PRIESTESS
The Priestess is a backline support class of the Holy Faction. She's got a very selective damage kit focusing on Unholy and Eldritch enemies,
and isn't able to do very much against other monster types. She makes up for this with a bunch of cool buffs and an innate 80% deathblow resist,
which is pretty aight.
//PRIESTESS STATS
resistances: .stun 10% .poison 10% .bleed 10% .disease 20% .move 0% .debuff 40% .death_blow 80% .trap 0%
weapon: .name "priestess_weapon_0" .atk 0% .dmg 3 7 .crit 2% .spd 7
weapon: .name "priestess_weapon_1" .atk 0% .dmg 4 7 .crit 3% .spd 7 .upgradeRequirementCode 0
weapon: .name "priestess_weapon_2" .atk 0% .dmg 4 8 .crit 4% .spd 8 .upgradeRequirementCode 1
weapon: .name "priestess_weapon_3" .atk 0% .dmg 5 8 .crit 5% .spd 8 .upgradeRequirementCode 2
weapon: .name "priestess_weapon_4" .atk 0% .dmg 5 9 .crit 6% .spd 9 .upgradeRequirementCode 3
armour: .name "priestess_armour_0" .def 5% .prot 2% .hp 16 .spd 0
armour: .name "priestess_armour_1" .def 10% .prot 4% .hp 20 .spd 0 .upgradeRequirementCode 0
armour: .name "priestess_armour_2" .def 15% .prot 6% .hp 24 .spd 0 .upgradeRequirementCode 1
armour: .name "priestess_armour_3" .def 20% .prot 8% .hp 28 .spd 0 .upgradeRequirementCode 2
armour: .name "priestess_armour_4" .def 25% .prot 10% .hp 32 .spd 0 .upgradeRequirementCode 3
//PRIESTESS SKILLS
1. Turn Undead - launch 43, target 1234 - big damage to undead only
2. Banish Spirits -launch 43, target 1234 - big damage to eldritch only
3. Stardust - launch 43, target 34 - strong stun
4. Grace of the Goddess - launch 432, target @1234 - single target heal, stacking heal, and large deathblow resist buff
5. Make a Wish - launch 432, target @1234 - just cast it and see what happens! Honestly I barely know.
6. Falling Star - launch 43, target 234 - extra accuracy vs marked.
7. Champion of the Faith - launch 4321, target changes with level - forces protect, grants damage buff
//2.35 ---------- SHADOWKNIGHT
The twisted inverse of the Crusader, the Shadowknight is an undead warrior with a skillset focused on tanking damage from the front two ranks.
He's got an ability called Shadowtouch that is huuugely swingy, but can only be used once per battle; AND inflicts a debuff to deathblow resist
that lasts until camp.
//SHADOWKNIGHT STATS
resistances: .stun 30% .poison 0% .bleed 200% .disease 10% .move 30% .debuff 10% .death_blow 67% .trap 0%
weapon: .name "shadowknight_weapon_0" .atk 0% .dmg 6 12 .crit 5% .spd 1
weapon: .name "shadowknight_weapon_1" .atk 0% .dmg 7 14 .crit 5.5% .spd 1 .upgradeRequirementCode 0
weapon: .name "shadowknight_weapon_2" .atk 0% .dmg 8 16 .crit 6% .spd 2 .upgradeRequirementCode 1
weapon: .name "shadowknight_weapon_3" .atk 0% .dmg 9 17 .crit 6.5% .spd 2 .upgradeRequirementCode 2
weapon: .name "shadowknight_weapon_4" .atk 0% .dmg 10 19 .crit 7% .spd 3 .upgradeRequirementCode 3
armour: .name "shadowknight_armour_0" .def 5% .prot 4% .hp 29 .spd 0
armour: .name "shadowknight_armour_1" .def 10% .prot 8% .hp 36 .spd 0 .upgradeRequirementCode 0
armour: .name "shadowknight_armour_2" .def 15% .prot 12% .hp 43 .spd 0 .upgradeRequirementCode 1
armour: .name "shadowknight_armour_3" .def 20% .prot 16% .hp 50 .spd 0 .upgradeRequirementCode 2
armour: .name "shadowknight_armour_4" .def 25% .prot 20% .hp 57 .spd 0 .upgradeRequirementCode 3
//SHADOWKNIGHT SKILLS
1. Spite - launch 21, target 12 - extra damage to Man
2. Infernal Groceries - launch 321, target @~1234 - a laundry list of buffs and debuffs to your group.
3. Stunning Blow - launch 321, target 12 - stun
4. Siphon Armor - launch 321, target ~12 - protection debuff to targets, protection buff to self
5. Grim Aura - launch 321, target ~12 - cure self, minor blight and bleed to targets
6. Infernal Charge - launch 43, target 34 - forward 1, extra damage to Man
7. Shadowtouch - launch 1, target 1 - heavy damage, stuns target, heals self - usable once per combat and leaves a nasty, semi-permanent debuff to deathblow resist. Usable once per battle
//2.36 ---------- SLAVER
The Slaver in his current form is not quite finished - his toolkit definitely requires another look and some finessing before I am happy
with it, so don't judge. He is meant to be played as a front or midrange damage dealer.
//SLAVER STATS
resistances: .stun 20% .poison 10% .bleed 20% .disease 10% .move 10% .debuff 10% .death_blow 67% .trap 20%
weapon: .name "slaver_weapon_0" .atk 0% .dmg 5 10 .crit 5% .spd 5
weapon: .name "slaver_weapon_1" .atk 0% .dmg 6 12 .crit 5.5% .spd 5 .upgradeRequirementCode 0
weapon: .name "slaver_weapon_2" .atk 0% .dmg 7 13 .crit 6% .spd 6 .upgradeRequirementCode 1
weapon: .name "slaver_weapon_3" .atk 0% .dmg 7 15 .crit 6.5% .spd 6 .upgradeRequirementCode 2
weapon: .name "slaver_weapon_4" .atk 0% .dmg 8 16 .crit 7% .spd 7 .upgradeRequirementCode 3
armour: .name "slaver_armour_0" .def 5% .prot 3% .hp 24 .spd 0
armour: .name "slaver_armour_1" .def 10% .prot 6% .hp 30 .spd 0 .upgradeRequirementCode 0
armour: .name "slaver_armour_2" .def 15% .prot 9% .hp 36 .spd 0 .upgradeRequirementCode 1
armour: .name "slaver_armour_3" .def 20% .prot 12% .hp 42 .spd 0 .upgradeRequirementCode 2
armour: .name "slaver_armour_4" .def 25% .prot 15% .hp 48 .spd 0 .upgradeRequirementCode 3
tags: medium, non-religious, profane
id_index: .index 36
//SLAVER SKILLS
1. Plunder - launch 321, target 12 - damage and self heal
2. Cull the Weak - launch 21, target 4 - damage and self heal
3. Capture - launch 321, target 34 - pull and stun
4. Hamstring - launch 21, target 12 - strong bleed
5. Human Shield - launch 4321, target @1234 - guard target, prot buff to self
6. Chains of Bondage - launch 321, target 1234 - mark, stun, minor debuff
7. Dehumanize - launch 21, target 12 - extra damage to marked, man.
//2.37 ---------- SNAKE CHARMER
The Snake Charmer is a midrange damage dealer focusing obviously on blight damage.
//SNAKE CHARMER STATS
resistances: .stun 10% .poison 30% .bleed 20% .disease 20% .move 0% .debuff 20% .death_blow 67% .trap 0%
weapon: .name "snake_charmer_weapon_0" .atk 0% .dmg 4 7 .crit 7.5% .spd 6
weapon: .name "snake_charmer_weapon_1" .atk 0% .dmg 5 8 .crit 8% .spd 6 .upgradeRequirementCode 0
weapon: .name "snake_charmer_weapon_2" .atk 0% .dmg 6 10 .crit 8.5% .spd 7 .upgradeRequirementCode 1
weapon: .name "snake_charmer_weapon_3" .atk 0% .dmg 6 11 .crit 9% .spd 7 .upgradeRequirementCode 2
weapon: .name "snake_charmer_weapon_4" .atk 0% .dmg 7 13 .crit 9.5% .spd 8 .upgradeRequirementCode 3
armour: .name "snake_charmer_armour_0" .def 10% .prot 2% .hp 19 .spd 0
armour: .name "snake_charmer_armour_1" .def 15% .prot 4% .hp 24 .spd 0 .upgradeRequirementCode 0
armour: .name "snake_charmer_armour_2" .def 20% .prot 6% .hp 29 .spd 0 .upgradeRequirementCode 1
armour: .name "snake_charmer_armour_3" .def 25% .prot 8% .hp 34 .spd 0 .upgradeRequirementCode 2
armour: .name "snake_charmer_armour_4" .def 30% .prot 10% .hp 39 .spd 0 .upgradeRequirementCode 3
tags: light, non-religious, mercenary
//SNAKE CHARMER SKILLS
1. Viper's Kiss - launch 32, target 23 - damage and blight
2. Antivenom - launch 432, target @~1234 - cure and small heal
3. Snake Basket - launch 321, target ~1234 - weak blight and blight resist debuff
4. Hypnotize - launch 21, target 12 - strong stun
5. Soothing Song - launch 43, target @1234 - targetted stress heal and stress resist buff
6. System Shock - launch 432, target 1234 - strong blight that only hits already blighted.
7. Paralyzing Venom - launch 321, target ~1234 - high accuracy, low debuff chance, huge dodge debuff to group
//2.38 ---------- VESTAL
Same as vanilla for now.
//VESTAL STATS
resistances: .stun 20% .poison 10% .bleed 10% .disease 20% .move 20% .debuff 30% .death_blow 67% .trap 0%
weapon: .name "vestal_weapon_0" .atk 0% .dmg 4 9 .crit 2.5% .spd 4
weapon: .name "vestal_weapon_1" .atk 0% .dmg 5 11 .crit 3% .spd 4 .upgradeRequirementCode 0
weapon: .name "vestal_weapon_2" .atk 0% .dmg 6 13 .crit 3.5% .spd 5 .upgradeRequirementCode 1
weapon: .name "vestal_weapon_3" .atk 0% .dmg 6 14 .crit 4% .spd 5 .upgradeRequirementCode 2
weapon: .name "vestal_weapon_4" .atk 0% .dmg 7 16 .crit 4.5% .spd 6 .upgradeRequirementCode 3
armour: .name "vestal_armour_0" .def 0% .prot 3% .hp 23 .spd 0
armour: .name "vestal_armour_1" .def 5% .prot 6% .hp 28 .spd 0 .upgradeRequirementCode 0
armour: .name "vestal_armour_2" .def 10% .prot 9% .hp 33 .spd 0 .upgradeRequirementCode 1
armour: .name "vestal_armour_3" .def 15% .prot 12% .hp 38 .spd 0 .upgradeRequirementCode 2
armour: .name "vestal_armour_4" .def 20% .prot 15% .hp 43 .spd 0 .upgradeRequirementCode 3
tags: religious, holy, heavy
id_index: .index 38
//VESTAL SKILLS
Same as vanilla for now.
//2.39 ---------- WARRIOR
The Warrior is an adaptation of a class originally designed by Gramps, aka CocoWing. He is a beefy front line damage dealer,
with a passive riposte that activates on each attack
//WARRIOR STATS
resistances: .stun 30% .poison 10% .bleed 30% .disease 10% .move 30% .debuff 10% .death_blow 67% .trap 0%
weapon: .name "warrior_weapon_0" .atk 0% .dmg 6 12 .crit 3% .spd 3
weapon: .name "warrior_weapon_1" .atk 0% .dmg 7 14 .crit 3.5% .spd 3 .upgradeRequirementCode 0
weapon: .name "warrior_weapon_2" .atk 0% .dmg 8 16 .crit 4% .spd 4 .upgradeRequirementCode 1
weapon: .name "warrior_weapon_3" .atk 0% .dmg 9 17 .crit 4.5% .spd 4 .upgradeRequirementCode 2
weapon: .name "warrior_weapon_4" .atk 0% .dmg 10 19 .crit 5% .spd 5 .upgradeRequirementCode 3
armour: .name "warrior_armour_0" .def 5% .prot 3% .hp 27 .spd 0
armour: .name "warrior_armour_1" .def 10% .prot 6% .hp 34 .spd 0 .upgradeRequirementCode 0
armour: .name "warrior_armour_2" .def 15% .prot 9% .hp 41 .spd 0 .upgradeRequirementCode 1
armour: .name "warrior_armour_3" .def 20% .prot 12% .hp 48 .spd 0 .upgradeRequirementCode 2
armour: .name "warrior_armour_4" .def 25% .prot 15% .hp 55 .spd 0 .upgradeRequirementCode 3
tags: heavy, non-religious, mercenary
id_index: .index 39
//WARRIOR SKILLS
1. Crushing Blow - launch 21, target 123 - damage and protection debuff
2. Hammerstrike - launch 21, target 1 - damage and strong stun
3. Savagery - launch 21, target ~12 - forward 1, disorient, very weak stun, weak bleed
4. Hammertoss - launch 43, target ?123 - forward 2, heavy damage and stun to random target, usable once per battle
5. Pull Aggro - launch 321, target 12 - forward 2, mark self, mark target, defense buff to group
6. Bodyslam - launch 21, target 12 - forward 1 - push 3, HUGE 1 turn speed debuff
7. Fatality - launch 321, target 1234 - extra damage and accuracy to stunned and marked.
//2.40 ---------- WITCH
The Witch comes from a skin done long ago by someone named ErlKing, and left orphaned on Nexus Mods without any updates to keep it
playable. So I adopted her and made her my own, with a totally new ability set. She's now a combo killer, inflicting multiple negative
status effects on her enemies and finishing them off with powerful curses that only hit already debilitated targets.
//WITCH STATS
resistances: .stun 30% .poison 30% .bleed 20% .disease 32% .move 20% .debuff 60% .death_blow 67% .trap 10%
weapon: .name "witch_weapon_0" .atk 0% .dmg 4 10 .crit 2% .spd 4
weapon: .name "witch_weapon_1" .atk 0% .dmg 5 11 .crit 3% .spd 4 .upgradeRequirementCode 0
weapon: .name "witch_weapon_2" .atk 0% .dmg 6 13 .crit 4% .spd 5 .upgradeRequirementCode 1
weapon: .name "witch_weapon_3" .atk 0% .dmg 7 14 .crit 5% .spd 5 .upgradeRequirementCode 2
weapon: .name "witch_weapon_4" .atk 0% .dmg 8 15 .crit 6% .spd 6 .upgradeRequirementCode 3
armour: .name "witch_armour_0" .def 10% .prot 2% .hp 20 .spd 0
armour: .name "witch_armour_1" .def 15% .prot 4% .hp 25 .spd 0 .upgradeRequirementCode 0
armour: .name "witch_armour_2" .def 20% .prot 6% .hp 30 .spd 0 .upgradeRequirementCode 1
armour: .name "witch_armour_3" .def 25% .prot 8% .hp 35 .spd 0 .upgradeRequirementCode 2
armour: .name "witch_armour_4" .def 30% .prot 10% .hp 40 .spd 0 .upgradeRequirementCode 3
tags: light, religious, profane
id_index: .index 40
//WITCH SKILLS
1. Toadstool Curse - launch 4321, target 1234 - mark target and blight
2. Curse of Leeches - launch 4321, target 1234 - mark target and bleed
3. Bleed the Stone - launch 23, target 1234 - VERY high bleed chance (can even hit undead) , extra accuracy against blighted.
4. Hemotoxin - launch 23, target 1234 - VERY high blight chance, extra accuracy against bleeding.
5. Curse of Delirium - launch 432, target 1234 - MASSIVE offense debuff, only hits marked targets consistently
6. Doom - launch 432, target 1234 - MASSIVE defense buff, only hits marked targets consistently.
7. Hex - launch 4321, target 1234 - Insanely massive blight with a base -50% accuracy. Only hits consistently if target is blighted, bleeding, and marked. But if it lands, that thing is pretty fucked.
3 - FACTIONS
ARCANE
HOLY
restrictions: profane
MERCANTILE
restrictions: none
MERCENARY
inventory effects: -250 to gold stack size
PROFANE
restrictions: holy
4 - MONSTERS
4.01 - Common Skeleton
You know the one. That asshole with the club who never does anything useful. Yea, I get it, he's the easiest enemy in the game. But still, fucking
come on. I gave the original skeleton an ability that hits armor durability (this is a thing now), and then I made a second variant that has somehow
sharpened his club in such a way as to make you bleed. Then there's some who can do both. And some who look normal but may or may not turn into liches.
It would probably be safer to kill these quickly from now on...
4.02 - Cursed Giant
He's got stats like the giant from the weald, which is to say he's huge and he hits hard (a little bit less hard than his green compatriot, actually).
Bad news is he summons poltergeists like crazy, which are as annoying as ghosts could possibly be without hurting or stressing you. And as if that wasn't
enough, things get reallllllly bad if you ever let him act while he's got two poltergeists on the board. You have been warned!
4.03 - Lich
The lich is a real bad motherfucker. I mean, just look at him. you know that's bad news. He's got a set sequence of attacks for the first three turns,
and if I were you, I would NOT let him get that third action off...
4.04 - Poltergeist
Holy shit is this one annoying ghost. It acts twice per turn, it messes with your head, and it breaks your shit. With a base 30% defense, there's
practically nothing to like ... except the 2 hp maybe.
4.05 - Shapeshifter
What has two thumbs, looks like a common skeleton, but is secretly waiting to unleash hell on your ass? I don't know, nothing in this game has thumbs.
4.06 - Skeleton Arbalist
The Skeleton fletcher responsible for making all skeleton bolts to be used in skeleton crossbows has an important PSA to all denizens of the crypts:
please stop by the quartermaster at the soonest possible opportunity to acquire YOUR CHOICE of either armor-piercing or explosive arrows. One per
unperson, no double dipping!
4.07 - Skeleton Militia
Blah blah blah quartermaster, poisoned and armor-piercing attacks.