The Labyrinth cover
The Labyrinth screenshot
Genre: Role-playing (RPG), Adventure, Indie

The Labyrinth

Sorry for no Weekly Updates recently

Just wanted to address the lack of Weekly Updates. The big class changes updates were a lot more work than I was expecting, plus on top of that I recently took a 5-day long vacation. Since then work has been a little hectic on top of an overal lack of motivation to work on my game really put me in a rut for a few weeks.

I'm starting to get back into the groove of things and hope that by Wedensday I'll be able to get an update out for you guys. Again, thanks for all your patience, I promise I'm going to try to make full release worth the wait!

Weekly Update: 10/9/2018 - Sharpshooter, Herbalist, Hunter, and Brewer Changes (Parts 7 & 8 of 8)

We're in the final stretch! I want to apologize again because I intended for this post to go live yesterday but my sleep deprivation caught up to me and I dropped like a sack of rocks much earlier than usual. But beyond these small hiccups we're finally at the end! This post is covering all the Archer changes, and again any old changes that are removed will be striked through, and any new changes are going to be bold.

Archers were a tricky beast to tackle in the start. They're supposed to be the balanced fighters, having an almost equal assortment of both damaging and support spells. As a result some of them kinda turned into not-so-good-mage and not-so-good-warrior. I tried to fix that by giving them stronger buffs, stronger damaging abilities, and more unique talents that set them apart from the other classes.

Sharpshooter


The Sharpshooter is all about Blinds. Those things can be annoying when you're trying to fight, missing all your attacks and hearing that awful, sad Miss sound! True Shot has been buffed to remove all Blinds from all Allies! And an upgrade lets you make your party immune to Blinds for a short time! Beyond that nice utility move, his damaging abilities have been tweaked, and his Passive Spell Keen Eye makes him a very nice damage dealer.

Actives


Zero In
  • Deals 115% 100% Attack Damage and forces Allies to target the Enemy for 2 turns, but they get Exposed by 30% for the duration (only activates if 2 or more Enemies are Alive)
  • Cost: 35 40 Mana, Cooldown: 5 4 Turns
  • Upgrade: +15% Initial Damage +20% Expose
  • Upgrade: +20% Damage Expose Additionally grants Allies 35% Pierce against the Target for the duration

True Shot
  • Deals 115% 100% Attack Damage, removing all Blinds from you Allies and making your Party Immune to Blinds for 3 turns
  • Cost: 25 35 Mana, Cooldown: 3 5 Turns
  • Upgrade: +10% +20% Initial Damage
  • Upgrade: Additionally reduces the Target's Accuracy by 50% for 3 turns Additionally Heals any Ally by 20% of their Maximum Health if they were Blinded

Focus
  • Provides each Ally with 30% Accuracy and Quickness for 3 4 turns
  • Cost: 40 35 Mana, Cooldown: 5 Turns
  • Upgrade: +20% Accuracy and Quickness
  • Upgrade: Additionally provides each Ally with +25% Quickness for the duration Additionally provides increased Damage Dealt equal to half the current percent over the duration

Headshot
  • Deals 130% Attack Damage with a 50% chance to Cripple the Target's Maximum Health by 35% for 3 turns
  • Cost: 40 Mana; Cooldown: 7 Turns
  • Upgrade: +20% Initial Damage
  • Upgrade: +25% Cripple Chance

Blind Fire
  • Deals 75% Attack Damage 2 times to random Targets
  • Cost: 30 Mana, Cooldown: 3 Turns
  • Upgrade: +1 Damage Hit
  • Upgrade: Consecutive hits on the same Target deals bonus Damage equal to 15% of their Maximum Health


Passives


Eye Gouge
  • 20% Blind for 3 turns on Attack
  • Upgrade: +10% Blind
  • Additionally grants a 50% chance to Bleed by 20% for the duration

Blind Recovery
  • Blinds applied to you are 30% weaker
  • Upgrade: +20% Blind Reduction
  • Upgrade: Additionally reduces the Duration of these Blinds by 1 turn

Steady Aim
  • +20% bonus Accuracy
  • Upgrade: +10% Accuracy
  • Upgrade: +10% Critical Strike Chance

Keen Eye
  • You gain 1% Damage Dealt per 1% Accuracy above 100% (does not reduce Damage Dealt if below 100% Accuracy)
  • Upgrade: +20% bonus Accuracy
  • Upgrade: Additionally grants +0.5% Critical Strike Chance per 1% Accuracy above 100% (does not reduce Crit Chance if below 100% Accuracy)


Infinites


Blinding Strike Shot: +1% Chance to Blind by 35% for 2 turns on Attack per level

Sharp Eye Lock On: +1% +1.5% bonus Accuracy per level

Sharp Arrows: +1% Chance to convert Attack Damage Dealt to Piercing Damage per level
Rapid Fire: +1 Swiftness per level

Herbalist


I've wanted to change the Herbalist for a while now. His poison abilities were a tad too similar and his healing wasn't that great. Now he has 2 offensive abilities that stand up on their own, and two healing abilities that deal powerful healing over time as well as Cleansing their target! On top of that giving each Ally Health and Mana Regen with Healing Herbs, and making all applied Poisons stronger with Poison Infusion make him an extremely useful support unit with strong offensive abilities to back them up.

Toxic Poison Shot
  • Deals 100% 85% Spell Damage and Poisons by 15% 25% for 3 2 turns
  • Cost: 35 Mana, Cooldown: 4 Turns
  • Upgrade: +20% +15% Initial Damage
  • Upgrade: +10% Poison Potency Additionally grants a Sap for 50% of the Poison Damage Dealt for the duration

Herbal Remedy
  • Heals an Ally by 30% 15% of their Maximum Health over 4 turns and increases their Health Regen by 10% for 3 turns
  • Cost: 50 Mana, Cooldown: 7 5 Turns
  • Upgrade: +20% +10% Maximum Health Heal
  • Upgrade: Additionally removes any Bleeds, Hemorrhages, Cripples, Blinds, or Poisons currently afflicting the Ally +5% Health Regen

Deadly Poison
  • Applies a strong Poison on the Target, dealing Spell Damage equal to 30% of their Maximum Health over 3 turns
  • Cost: 50 Mana; Cooldown: 5 Turns
  • Upgrade: +20% Total Poison Damage
  • Upgrade: Health Saps for the duration instead of Poisoning

Poison Cloud
  • Poisons every Enemy by 20% for 2 turns
  • Cost: 25% Mana (15 minimum), Cooldown: 5 Turns
  • Upgrade: Additionally Mana Poisons by 20% for the duration
  • Upgrade: Additionally sets every Enemy's Health Regen to 0% for the duration

Experimental Potion
  • Provides 3 random chosen 20% Buffs for 3 turns, choosing from a Damage Shield, Damage Buff, Accuracy Buff, Crit Chance Buff, or Quickness Buff
  • Cost: 35 Mana; Cooldown: 5 Turns
  • Upgrade: +15% Potency
  • Upgrade: Additionally provides Instant Kill Chance and Debuff Resistance equal to the current percent

Cleansing Balm
  • Cleanses an Ally of all Debuffs and Heals them by 6.5% of their Missing Health per Debuff removed
  • Cost: 50 Mana, Cooldown: 5 Turns
  • Upgrade: +3.5% Missing Health Heal per Debuff
  • Upgrade: Additionally Restores 5% of their Maximum Mana per Debuff Removed


Passives


Natural Resistance
  • +4.5% Health Regen and +20% Debuff Resistance
  • Upgrade: +3% Health Regen
  • Upgrade: +15% Debuff Resistance

Poisonous Armor Poison Infusion
  • 35% 50% Chance to apply a 10% 15% Poison for 2 turns when Attacked
  • Upgrade: +5% Poison Potency Attacking a Poisoned Enemy grants a 20% chance to increase its Duration by 1
  • Upgrade: The Herbalist gets an additional 35% chance to Bleed for 2 turns equal to the current Poison multiplier All applied Poisons are 35% stronger

Healing Herbs
  • Grants all Party members 5% bonus Health Regen
  • Upgrade: +2.5% Health Regen
  • Upgrade: Additionally grants all Party members +5% bonus Mana Regen


Infinites


Healing Herbs: +0.3% Health Regen per level
Second Wind: +0.5% Health Regen for 5 turns when brought below 35% Health once per Combat per level

Sapping Strike: +1% Chance to Health Sap by 15% on Attack for 2 turns
Poison Cure: +1% Chance to ignore Poisons applied to you, instead Healing by 10% of your Maximum Health per level

Poisoning Strike: +1% Chance to Poison by 20% on Attack for 2 turns
Supplements: +1% Damage Dealt and Damage Reduction for 1 turn on Heal per level

Hunter


The Hunter had some good ideas. Critter Hunter is a spell that's meant to be targeted against low Health targets, and Beast Hunter is meant to be used on high Health targets. I changed them slightly but kept that idea in mind. Tracking Shot is his new big spell, basically marking an enemy to follow up with a very powerful Attack. Relentless Hunter grants him deceptive damage and self-healing, and his other abilities have been changed slightly to make him a very nice addition to any party.

Actives


Ensnare Trap
  • Deals 50% Attack Damage 65% Spell Damage to every Enemy and Disarms each hit for 2 1 turn
  • Cost: 50 65 Mana; Cooldown: 5 4 Turns
  • Upgrade: +25% Initial Damage Grants a 50% chance to increase the Disarm duration by 1
  • Upgrade: Additionally Slows every Enemy by 35% for 3 turns Grants a 25% chance to Stun instead of Diarming for the duration

Critter Hunter
  • Deals 65% 100% Attack Damage, and if the Enemy has the lowest Current Health of all Alive Enemies they get Hunted for 3 turns, Exposing by 25% and on Death the Source Heals by 20% Stunning for 1 turn if the Target has the lowest Current Health of all Enemies (only Stuns if there are 2 or more Enemies)
  • Cost: 50 Mana; Cooldown: 5 3 Turns
  • Upgrade: +15% Healt +20% Initial Damage
  • Upgrade: The Kill additionally Restores Mana equal to the current percent Additionally reduces the Target's Damage Dealt by 50% for 3 turns if the Stun activates

Beast Hunter
  • Deals 80% 100% Attack Damage, increased by 40% if the Target has more Maximum Health than you the Damage gaining 1% Pierce per 25 Maximum Health the Target has
  • Cost: 35 50 Mana; Cooldown: 3 Turns
  • Upgrade: +30% Conditional Damage +0.25% Pierce Multiplier
  • Upgrade: Additionally Cripples by 20% for 3 turns (Cripple applies before Initial Damage) -5 Maximum Health Threshold

Jugular Strike
  • Inflicts 15% Health and Mana Hemorrhage on the Target for 2 turns
  • Cost: 40 Mana; Cooldown: 5 Turns
  • Upgrade: If the Target is below 50% Health bost Hemorrhages are stronger by 10%
  • Upgrade: Reduces the Target's Damage Dealt by 25% for 3 turns

Tracking Shot
  • Deals 100% Attack Damage, your next Attack on the Target gaining 50% Pierce and dealing bonus Damage equal to 15% of their Maximum Health
  • Cost: 40 Mana; Cooldown: 4 Turns
  • Upgrade: +25% Pierce
  • Upgrade: +10% Maximum Health Damage


Passives


Hunter's Glory
  • 10% Chance to Instantly Kill Enemies below 15% Health on Attack
  • Upgrade: +5% Instant Kill Chance
  • Upgrade: +10% Health Threshold

Relentless Hunter
  • Attacking deals bonus Damage equal to the Target's Maximum Health
  • Upgrade: +2.5% Maximum Health Damage
  • Upgrade: Additionally Heals you by 10% of the Target's Maximum Health on Attack

Bullseye
  • Attacking applies a stack of Bullseye (up to 5 3) onto the Target for 3 2 turns, Health Crippling them by 10% per stack
  • Upgrade: +5% Cripple per stack
  • Upgrade: +2 Turn Duration +2 Maximum Stacks


Infinites


Thrill of the Hunt: +1% bonus Damage Dealt to Targets below 50% Health per level +2.5% Damage Dealt for 3 turns on Kill per level

Big Game: +0.5% of Target's Maximum Health converts to bonus Damage on Attack
Bounty +5 Gold on Kill per level

Disarming Strike: +1% Chance to Disarm for 2 turns on Attack
Titan Takedown: +1% Pierce against Bosses per level

Weekly Update: 10/8/2018 - Assassin, Marauder, Duelist, and Ninja Changes (Parts 5 & 6 of 8)

First off I wanted to apologize for being late on my Weekly Updates, the past few days were quite busy for me. But don't worry, I'm going to post all the Rogue and Archer changes today to complete the week! Instead of doing 4 more posts of 2 classes each, I'm going to post all Rogues on this post and then make another post later today for all Archers! Any old content that has been removed will be striked through, and any new content that has been added will be bold.

Alright so due to popular demand, I've had to think really hard on how to make rogues more powerful. They were the red headed step child, not quite as powerful as warriors but not as useful for buffing/debuffing like archers or mages. So they were stuck in a weird center point with a couple of them having very specific roles, like the Ninja allowing you to target untargetable enemies. So I tried my hecking best to make rogues more powerful, more useful, and more fun to play!

Assassin


The Assassin had a decent idea that is easy to grasp, it's literally in the name. He kills enemies, but not just kills them, he Instantly Kills them! Assassinate is now a very straightforward Killing spell, not giving a chance to Kill but a guaranteed one on low health enemies. His drawbacks are that he doesn't have any damage reduction abilities and he doesn't have many debuffing spells.

Actives


Sharp Blade
  • Deals 65% Pierce Damage Deals 75% Attack Damage with 50% Pierce
  • Cost: 35 30 Mana, Cooldown: 2 3 Turns
  • Upgrade: +35% +25% Damage Dealt
  • Upgrade: -10 Mana Cost +25% Pierce

Mercy
  • Deals 100% Attack Damage and if the Target is below 30% Health the Assassin gains a 20% chance to Instantly Kill them Deals Attack Damage equal to 40% of the Target's Missing Health
  • Cost: 35 50 Mana, Cooldown: 5 4 Turns
  • Upgrade: +20% Health Threshold +25% Missing Health Damage
  • Upgrade: +15% Instant Kill Chance Additionally Exposes the Target by 35% for 3 turns

Reave
  • Deals 115% Attack Damage plus bonus Damage equal to 15% of the Target's Maximum Health
  • Cost: 35 Mana; Cooldown: 4 Turns
  • Upgrade: +10% Initial Damage
  • Upgrade: +10% additional Maximum Health Damage Dealt if the Target is below 50% Health

Assassinate
  • Instantly Kills an Enemy below 20% Health (turns to a 50% chance against Bosses, otherwise dealing a Basic Attack)
  • Cost: 75 Mana, Cooldown: 6 Turns
  • Upgrade: +15% Health Threshold
  • Upgrade: Additionally grants a 50% chance to Critically Kill, bypassing Instant Kill Immunity

Quell the Weak
  • Deals 100% Attack Damage, Exposing the Target by 35% if they are below 50% Health
  • Cost: 40 Mana; Cooldown: 5 Turns
  • Upgrade: +25% Initial Damage
  • Upgrade: If the Target is between 50% and 75% Health their health is set to 50% (by taking Divine Damage)

Pinpoint Focus
  • For 3 turns all Allies gain 30% Critical Strike Chance and Critical Damage
  • Cost: 50 Mana, Cooldown: 5 Turns
  • Upgrade: +20% Critical Strike Chance and Critical Damage
  • Upgrade: Additionally provides 25% Pierce for the duration


Passives


Lethal Blows Lethality
  • +10% Instant Kill Chance
  • Upgrade: +5% Instant Kill Chance Additionally grants +15% Critical Strike Chance
  • Upgrade: The Assassin gains Instant Kill Immunity Additionally grants +15% Pierce

Weak Point
  • 20% Attack Damage Dealt converts to Pierce Damage
  • Upgrade: +15% Pierce Damage
  • Upgrade: +10% Critical Strike Chance

Expose Weakness
  • Dealing a Basic Attack Debuffs the Target for 2 turns, making them take bonus Damage equal to 15% of their Missing Health on Attack
  • Upgrade: +10% Missing Health Damage
  • Upgrade: +1 Turn Duration


Infinites


Pierce: +1% Attack Damage Dealt converts to Pierce Damage per level
Breach: +1.5% Critical Damage per level

Lucky Strike: +1% Critical Strike Chance per level
Instill Fear: -1% Attention for 2 turns on Kill per level

Killing Strike: +0.25% Instant Kill Chance per leve
Assassin's Gift: +0.02% permanent Instant Kill Chance on Kill per level

Marauder


The Marauder is basically the opposite of the Assassin. The Assassin is built around instant burst damage with few debuffs, but the Marauder is a little slower with many debuffs as well as Sunder, granting bonus damage per debuff the target is afflicted by. I liked the idea of making an enemy Bleed with Laceration followed by Deep Cuts for the Shatter, so that stayed in as well as many other aspects of his old character, but just better now!

Actives


Laceration
  • Deals 100% Attack Damage and Bleeds the Target by 10% 25% for 2 turns
  • Cost: 25 35 Mana, Cooldown: 4 Turns
  • Upgrade: +25% +15% Initial Damage
  • Upgrade: +5% Bleed potency Hemorrhages instead on Bleeds

Deep Wounds Deep Cuts
  • Deals 100% 75% Attack Damage and Shatters the Target for 3 turns if Laceration is active, converting all Damage Taken to Divine Damage
  • Cost: 35 50 Mana, Cooldown: 5 Turns
  • Upgrade: +25% Initial Damage Additionally Exposes the Target by 25% for 5 turns if the Shatter activates
  • Upgrade: -20 Mana Cost Additionally increases the Bleed/Hemorrhage Duration of Lacertaion by 2 turns

Shred
  • Deals 100% Attack Damage and Exposes the Target by 20% for 3 turns reduces the Target's total Defense by 30% for 3 turns
  • Cost: 35 40 Mana, Cooldown: 4 5 Turns
  • Upgrade: +15% Expose +20% Defense Reduction
  • Upgrade: Additionally deals bonus Damage equal to 3 times the Target's total Defense before Reduction

Sunder
  • Deals 100% Attack Damage, increased by 15% 12.5% per Debuff on the Target
  • Cost: 30 35 Mana, Cooldown: 2 3 Turns
  • Upgrade: +25% Initial Damage +7.5% Damage per Debuff
  • Upgrade: +10% Damage per Debuff Additionally grants the total Damage 10% Pierce per Debuff


Passives


Infectious
  • Reduces the Target's Healing Taken by 30% for 3 2 turns on Attack
  • Upgrade: +20% Healing Taken Reduction
  • Upgrade: +2 Turn Duration Additionally sets the Target's Mana Regen to 0% for the duration

Mercenary
  • Attacking deals bonus Damage equal to 5% of your Gold (bonus Damage cannot exceed 10% of the Target's Maximum Health)
  • Upgrade: +2.5% Gold Multiplier
  • Upgrade: +5% Damage Cap Party Kills grant an immediate 100 Gold


Infinites


Thief: +2 Gold gained when Attacking Targets below 35% per level +1% Gold Multiplier per level

Exposing Strike: +1% Chance to Expose by 20% on Attack for 3 turns per level
Weak Targets: +1.5% Damage Dealt to Bleeding or Hemorrhaged Enemies per level

Bleeding Strike: +1% Chance to Bleed by 20% on Attack for 2 turns per level
Double Strike: +1% Damage Dealt deals additional Damage per level

Duelist


The Duelist was a strange character, having a sort of half-Assassin kit and half Marauder kit. I was trying to aim for a class that could fight one-on-one even against Bosses, which is why he had Titan Takedown. But that was a Kill ability as well, which to me seems not too fitting for what I actually want him to be. So instead of Titan Takedown, he has Challenge. This makes the Duelist and the Challenged target unable to take outside Damage, a true one-on-one fight. If the Duelist kills the target while Challenging them, he gets permanent stat bonuses! A decent chunk of his other abilities have stayed about the same, but with some tweaks.

Actives


Assault
  • Deals 100% Attack Damage and applies a stack of Assault (up to 5 3) onto the Target for 3 turns, each stack granting Assault 20% bonus Damage per stack, removing all stacks if Assault is used on another Target bonus Damage equal to 10% of the Target's Maximum Health per stack
  • Cost: 10 25 Mana, Cooldown: 0 Turns
  • Upgrade: +15% Damage per stack +2 Maximum Stacks
  • Upgrade: -5 -10 Mana Cost

Unfair Advantage
  • Deals 75% Attack Damage, increased by 2% per 3% extra Maximum Health the Target has than the Duelist, capped at 50% bonus Damage 1% per 1.5% of the Target's Current Health Percent
  • Cost: 30 40 Mana, Cooldown: 3 Turns
  • Upgrade: +1% Damage Multiplier +25% Initial Damage
  • Upgrade: +35% Bonus Damage Cap -0.5% Current Health Percent Multiplier

Titan Takedown
  • Deals 100% Attack Damage and gives a 10% chance to Instantly Kill the Enemy, increasing by 1% per 50 Missing Health, capped at 50% total chance
  • Cost: 50 Mana; Cooldown: 7 Turns
  • -15 Missing Health threshold
  • If the Target is a Boss this deals 35% bonus Damage

Challenge
  • For 3 turns you an the Target cannot Heal, cannot Shroud, and can only Damage each other. Killing the Target while Challenging them grants you a permanent 2.5% Critical Strike Chance
  • Cost: 50% Mana (20 minimum), Cooldown: 6 Turns
  • Upgrade: Additionally grants +2% Pierce on Challenge Kill
  • Upgrade: Additionally grants 25% Damage Reduction while Challenge is active

Hack and Slash
  • For 2 turns the Duelist deals bonus Damage equal to 10% of the Target's Maximum Health on Attack Your next 2 Attacks deal bonus Damage equal to 10% of the Target' Maximum Health
  • Cost: 30 50 Mana, Cooldown: 5 Turns
  • Upgrade: +5% Maximum Health Damage +1 Attack
  • Upgrade: +1 Turn Duration +5% Maximum Health Damage


Passives


Counter
  • 30% Chance to Reflect 30% Damage Taken
  • Upgrade: +20% Chance
  • Upgrade: +20% Damage Reflection

Thresh
  • 30% Chance to reduce Armor by 20 for 2 turns on Attack
  • Upgrade: +20% Chance
  • Upgrade: +15 Armor Reduction

Quell the Weak
  • +20% Damage Dealt to Targets below 50% Health
  • Upgrade: +15% Damage Dealt
  • Upgrade: Additionally grants 25% Damage Reduction against Enemies below 50% Health


Infinites


Counterattack: +1% Chance to Reflect 35% Damage Taken per level
Focused Strikes: +2% Damage Dealt on Attack if the Target was Attacked by you on your previous turn per level

Crippling Strike: +1% Chance to Health Cripple by 25% for 3 turns on Attack per level
Deadly Crits: +1% Target's Maximum Health converts to bonus Damage on Crit per level

Health Damage: +1% Current Health converts to bonus Damage on Attack per level
Revenge: +1% Pierce against the last Enemy that Damaged you per level

Ninja


The Ninja is a good one, he didn't need many changes. I emphasized the personal Shroud, getting rid of Final Strike in favor of Deep Shroud. Deep Shroud also takes the place of Concealment, being his only ability that now increases the duration of Shrouds. His other abilities have mostly stayed the same, he didn't need many changes since his idea is pretty simple to grasp.

Actives


Shadow Shroud
  • You become Untargetable for 3 turns
  • Cost: 25 30 Mana, Cooldown: 5 Turns
  • Upgrade: +2 +1 Turn Duration
  • Upgrade: Additionally Heals by 35% of your Missing Health over the duration

Shadow Strike
  • Deals 100% Attack Damage or 100% Piercing Damage if you're Shrouded, gaining 65% Pierce if you're Untargetable but revealing you in the process
  • Cost: 25 Mana, Cooldown: 3 4 Turns
  • Upgrade: +15% Shroud Damage Shrouding immediately Reduces the Cooldown of Shadow Strike by 2 turns
  • Upgrade: This spell no longer removes Shrouds Shadow Strike now Reduces the Duration of your Shrouds to 1 turn instead of removing them

Ninja Instinct
  • Deals 120% 100% Attack Damage, this Spell can target Untargetable Enemies
  • Cost: 25 30 Mana, Cooldown: 2 3 Turns
  • Upgrade: If the Target was Untargetable the Ninja Shrouds for 2 turns If the Target was Untargetable the Damage increases by 25% and its Cooldown is reduced by 2 turns
  • Upgrade: Additionally removes all Shrouds from the Target

Final Strike
  • Deals 100% Attack Damage, or 150% Attack Damage if the Ninja is below 40% Health
  • Cost: 40 Mana; Cooldown: 6 Turns
  • Upgrade: +25% Conditional Damage
  • Upgrade: The Ninja additionally Heals by 50% of the Damage Dealt if below the threshold

Deep Shroud
  • All Shroud Durations on your are increased by 2 turns
  • Cost: 35 Mana, Cooldown: 3 Turns
  • Upgrade: Additionally increases your Accuracy and Critical Strike Chance by 25% for 3 turns
  • Upgrade: Additionally Purges all Debuffs from you


Passives


Elusive
  • Taking Damage grants a 15% chance to Shroud for 1 turn You gain a 10% chance to ignore Damage Taken
  • Upgrade: +10% +5% Chance
  • Upgrade: If the Ninja is below 50% Health when the Shroud activates he Heals for 20% of his Missing Health Additionally caps your Attention to 15

Concealment
  • You gain 20% Attack Damage Dealt while Shrouded
  • Upgrade: +15% Damage Dealt
  • Upgrade: Shrouds last 1 turn longer Additionally provides 5% Health and Mana Regen while Shrouded


Infinites


Pinpoint Strike: +1% Critical Damage per level
Lingering Shroud: -1% Attention for 2 turns after a Shroud ends per level

Evasive: +1% Chance to Shroud for 2 turns when taking Damage below 20% Health per level
Blur: +1% Chance to Shroud for 1 turn when Damaged per level

Death Damage: +1% Missing Health converts to bonus Damage on Attack
Shroud Stabs: +0.5% Enemy's Maximum Health deals Attack Damage when an Enemy Shrouds per level

Sorry for no Update today, I'll be sure to post extra tomorrow!

Just like the title says, I was swamped today with work and plans with friends, I wasn't able to get around to making the class changes update for today. I'll be sure to post extra tomorrow to make up for the loss!

Weekly Update: 10/4/2018 - Blood Mage and Shaman Changes (Part 4 of 8)

Part 4 of the 8-day seroes on detailed class changes. Today I'm covering the Blood Mage and the Shaman, and again any old spell changes are going to be striked through and any new changes are going to be bold.

Blood Mage


The Blood Mage hasn't changed too much, given that his idea before lines up with how I want him to actually be. I took away Hemorrhage's damage component since I felt it was too similar to Bleed Out, and now made it a risk-reward ability with increased Spell Damage Dealt at the cost of Maximum Health. To counter this Health loss, Bleed Out grants bonus Maximum Health when it Kills, and he gets some natural tankiness from Augmentation (which was originally the opposite, granting Damage Dealt a chance to switch).

Actives


Infusion
  • Deals Spell Damage to each Enemy equal to 15% of their Maximum Health, healing you by 35% of the Damage Dealt (deals half Damage to Bosses)
  • Cost: 50% Health (50 minimum); Cooldown: 6 Turns
  • Upgrade: +10% Maximum Health Damage
  • Upgrade: If the Blood Mage goes below 25% Health after Cast he Regenerates by 35% of his Maximum Health over 3 turns +15% Health Cost but permanently reduces each Enemy's Maximum Health by the Damage Dealt

Bleed Out
  • Spends 35% 25% Health to deal Spell Damage equal to 150% 200% of the Health Spent
  • Cost: 35% 25% Health (35 25 minimum); Cooldown: 4 2 Turns
  • Upgrade: Additionally Cleanses the Blood Mage of all Negative Status Effects (except Blood Boil) +50% Health Multiplier
  • Upgrade: -1 Turn Cooldown Permanently increases your Maximum Health by 20 if this Kills the Target

Blood Boil
  • You take Spell Damage Divine Damage equal to 50% of your Maximum Health over 6 5 turns, but each Enemy takes Divine Damage equal to 65% of their Maximum Health over 6 5 turns
  • Cost: 50% Mana (50 minimum); Cooldown: 6 5 Turns
  • Upgrade: -15% Self Damage Multiplier
  • Upgrade: +15% Enemy Damage Multiplier

Hemorrhage
  • Deals 110% Spell Damage plus bonus Damage equal to 20% of the Blood Mage's Maximum Mana Lose a permanent 10% Maximum Health to gain a permanent 5% Spell Damage Dealt
  • Cost: 25% Health 10% Maximum Health (25 5 minimum); Cooldown: 2 0 Turns
  • Upgrade: +10% Initial Damage +2.5% Spell Damage Increase
  • Upgrade: +15% Maximum Mana Damage Additionally grants +5% Spellsteal per use


Passives


Augmentation
  • 35% of Divine Damage Dealt converts to Health Attack Damage Taken is reduced by 35%
  • Upgrade: 50% Chance to convert Attack Damage Dealt to Spell Damage Additionally grants a 50% chance to convert Spell Damage Taken to Attack Damage
  • Upgrade: 25% Chance to convert Spell Damage Dealt to Divine Damage Additionally grants a 25% chance to convert Divine Damage Taken to Spell Damage

Blood Training
  • All Health Costs are reduced by 20% 15%
  • Upgrade: +15% +10% Health Cost Reduction
  • Upgrade: 20% Chance to Heal on Spell Cast If you go below 50% Health on Cast, you gain 10% Health Regen for 3 turns


Infinites


Instability: +1% Chance to Heal on Spell Cast Cast Health Spells for free per level

Soul Tap: +0.35% Missing Health Heal per turn per level
Profuce Bleeding: +0.03% Spell Damage Dealt per 1% Missing Health per level

Health Fountain: +20 bonus Maximum Health per level
Divine Absorption: +1% Divine Damage Dealt returns as Health per level

Shaman


The Shaman also hasn't changed much, since his whole idea was a slow-burning Healer. His idea is that he's relatively weak in the early game, but can get extremely powerful in the late game. Mass Heal is a strong healing spell on its own when it's upgraded, but his new Passives allow it to really shine. Also he's still the only unit with a Reviving Active Spell, so that has immense value all in its own.

Actives


Death Hex
  • The Target takes Spell Damage Divine Damage equal to 65% 100% of their Maximum Health over 10 6 turns
  • Cost: 35% Mana (50 minimum) 100 Mana; Cooldown: 10 7 Turns
  • Upgrade: +35% +50% Maximum Health Damage
  • Upgrade: 50% Chance to deal Divine Damage each turn instead of Spell Damag Each turn the Target gains a 0.5% chance to be Instantly Killed per 1% of their Missing Health

Debilitate
  • Increases the Duration of all Debuffs the Target has by 3 turns
  • Cost: 100 Mana; Cooldown: 5 Turns
  • Upgrade: Additionally reduces the Target's Debuff Resistance by 50% for 5 turns
  • Upgrade: Additionally reduces the Duration of all Buffs the Target has by 2 turns

Black Cloud
  • Increases the Duration of all Enemy Debuffs by 2 turns
  • Cost: 25% Mana (25 minimum), Cooldown: 5 Turns
  • Upgrade: +1 Turn Duration
  • Upgrade: Additionally reduces the Duration of all Enemy Buffs by 2 turns

Mass Heal
  • Heals all Allies by 15% of their Missing Health
  • Cost: 100 Mana 20% Mana (10 minimum), Cooldown: 5 4 Turns
  • Upgrade: +10% Missing Health Heal
  • Upgrade: Additionally Restores 20% of each Allies' Missing Mana (half effective for the Shaman) Additionally Heals by a bonus 10% Maximum Health if an Ally is below 25% Health

Revive
  • Revives an Ally with 20% Health , with an additional 20% Heal over 2 turns (additional Heal only applies on Dead Allies)
  • Cost: 50% Mana (100 minimum) 200 Mana, Cooldown: 8 5 Turns
  • Upgrade: +15% Revive
  • Upgrade: +25% Initial Heal, but reduces the Ally's Mana by 100 (if the Ally has less than 100 Mana this does not activate) Additionally grants the Ally Damage Immunity for 1 turn


Passives


Channel Healing
  • Heals gain a 20% chance to additionally Heal by 20% of the Target's Maximum Health
  • Upgrade: +15% Chance
  • Upgrade: +25% bonus Healing Dealt

Burning Heals
  • Healing Buffs the Target for 2 turns, dealing Spell Damage equal to 10% of the Source's Maximum Health when Damaged
  • Upgrade: +5% Maximum Health Damage
  • Upgrade: +1 Turn Duration

Overheal
  • Heals additionally increase the Target's Maximum Health by 20% for 4 turns
  • Upgrade: +15% Maximum Health
  • Upgrade: Additionally grants +5% Health and Mana Regen for the duration

Deep Chant
  • Adds a stack of Chant (up to 5) onto you per turn, increasing Healing Dealt by 10% per stack and removing all stacks on Heal
  • Upgrade: +5% Healing Dealt per stack
  • Upgrade: Additionally Restores by 10% of the Healing Dealt per stack


Infinites


Heal Amplify: +1% Chance to double Healing Dealt per level
Vengeful Spirits: +1.5% Damage Reflection when below 50% Health per level

Deeper Energy: Grants either +12 Maximum Mana, +1 Intelligence, or +0.2% +0.25% Mana Regen per level

Spirit's Blessing: +1% Chance for a Spell Cast to be Free per level +1% Healing Dealt also Restores you per level

Weekly Update: 10/3/2018 - Arcane Mage and White Mage Changes (Part 3 of 8)

Part 3 of the 8-day series on detailed class changes. Today I'm covering the start of Mages, the Arcane Mage and the White Mage. Again, any old spell contents that have been removed will be striked through, and any content that is new is going to be bold.

Mages got the short end of the stick with weak weapons and armor. I tried to compensate by giving them strong abilities, but they pretty much always got outclassed warriors. Since warriors now rely more on support units, mages can step up to the plate with more powerful buffs and tons of utility that give them a valuable niche.

Arcane Mage


The Arcane Mage is probably the largest rework of all the classes. He used to be a straightforward burst unit, with each Active ability having damage as well as a debuff component. I felt it was a little lazy so I completely converted him into something else! He has a powerful debuff with Melter, he can turn into an ethereal damage machine with Arcane Form, and Arcane Training still makes him useful while he's Silenced.

Actives


Absorption
  • Deals 100% Spell Damage and returns Mana equal to 30% of the Damage Dealt (capped at the Mana Cost of this spell) Steals 15% of the Target's Mana
  • Cost: 50 35 Mana; Cooldown: 2 Turns
  • Upgrade: -10 Mana Cost +10% Mana Steal
  • Upgrade: +20% Mana Return Additionally deals bonus Damage equal to the Mana Stolen

Fireball
  • Deals 100% Spell Damage to the Target and 65% Damage to adjacent Targets, reducing the Armor of each Enemy hit by 25 for 3 turns
  • Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
  • Upgrade: +20% Main Target Damage
  • Upgrade: +10 Armor Shred

Divine Blast
  • Deals Divine Damage equal to 30% of the Target's Maximum Health (deals half Damage to Bosses)
  • Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
  • Upgrade: +20% Maximum Health Damage
  • Upgrade: Additionally deals half Damage to surrounding Enemies

Freeze
  • Deals 125% Spell Damage and Slows the Target by 30% for 3 turns
  • Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
  • Upgrade: +20% Slow
  • Upgrade: Shatters the Enemy for the duration, converting all Damage they take into Divine Damage

Melter
  • Sets every Enemy's total Damage and Defense to 1 for 1 turn
  • Cost: 25% Mana (20 minimum); Cooldown: 5 Turns
  • Upgrade: Additionally Exposes every Enemy by 25% for the duration
  • Upgrade: Additionally Silences every Enemy for the duration

Shock
  • Deals 100% Spell Damage and grants a 25% chance to Stun each Enemy for 2 turns
  • Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
  • Upgrade: +10% Stun Chance
  • Upgrade: Stunned Enemies take an additional 50% Spell Damage

Arcane Form
  • For 5 turns you cannot Attack, cannot be Silenced, have no Spell Costs, and each Spell's Cooldown is reduced by 2 (not affecting Arcane Form)
  • Cost: 100% Mana (100 minimum); Cooldown: 7 Turns
  • Upgrade: Additionally increases the Damage Dealt of Absorption and Divine Blast by 35%
  • Upgrade: Additionally increases the Debuff Duration of Melter by 1 turn


Passives


Deeper Knowledge
  • +4 bonus Maximum Mana per Intelligence
  • Upgrade: +3 Maximum Mana per Intelligence
  • Upgrade: +1 Bonus Damage per Intelligence

Arcane Training
  • While Silenced, Attack Damage Dealt converts to Spell Damage
  • Upgrade: Additionally Restores 25% Mana when Silenced
  • Upgrade: Additionally Reduces your Cooldowns by 1 turn when Silenced

Equilibrium
  • The Arcane Mage Restores 6% of his Missing Mana per turn
  • Upgrade: +4 Mana Regen
  • Upgrade: +5% bonus Mana Regen

Forceful Spells
  • Absorption and Divine Blast gain a 15% chance to Stun for 1 turn
  • Upgrade: +10% Chance
  • Upgrade: Additionally deals Spell Damage equal to 15% of the Target's Maximum Health on Stun


Infinites


Spell Amplify: +1% Chance to increase Spell Damage Dealt by 35% per level
Divine Power: +1% Divine Damage Dealt per level

Spiritsteal: +1% Spell Damage Dealt converts to Mana per level
Soul Explosion: +1% Maximum Mana deals Divine Damage to every Enemy on Death per level

Spell Strike: +1% Chance to deal bonus Damage equal to 20% of the Arcane Mage's Maximum Mana on Cast per level
Arcane Resistance: +1% Spell Damage Reduction per level

White Mage


The White Mage was another easy, straightforward unit more geared for support. He still is a support unit but with more layers. His support spells are pretty simple except Haste which has tons of potential given the right party. His Passives grant Party bonuses, and his Infinites provide bonuses to his Healing and Mana/Mana Regen. Still pretty simple, but my aim was to make the simplicity more interesting!

Actives


Magic Strike
  • Deals 100% Spell Damage
  • Cost: 10% Mana (10 minimum); Cooldown: 0 Turns
  • Upgrade: +20% Damage
  • Upgrade: Converts 50% of the Spell Damage to Divine Damage

Energy Blast
  • Deals 100% Spell Damage plus bonus Damage equal to 15% of your Missing Mana
  • Cost: 10% Mana (5 minimum); Cooldown: 0 Turns
  • Upgrade: +15% Initial Damage
  • Upgrade: +10% Missing Mana Damage

Wither
  • Reduces an Enemy's Damage Dealt by 30% for 3 turns
  • Cost: 50 Mana; Cooldown: 5 Turns
  • Upgrade: +20% Damage Reduction
  • Upgrade: +2 Turn Duration

Energy Shield
  • Grants each Ally 30% Damage Reduction for 3 turns
  • Cost: 65 Mana; Cooldown: 6 Turns
  • Upgrade: +20% Damage Reduction
  • Upgrade: Additionally Reflects 50% Damage Taken before Reduction for the duration

Divine Touch
  • Heals an Ally by 35% of their Missing Health
  • Cost: 65 Mana; Cooldown: 5 Turns
  • Upgrade: Additionally Heals by 25% of the Ally's Maximum Health over 3 turns
  • Upgrade: Additionally reduces the Ally's Damage Taken by 35% for 3 turns

Restoration
  • Heals an Ally by 30% of their Missing Health
  • Cost: 20% Mana (25 minimum); Cooldown: 3 Turns
  • Upgrade: Increases the Missing Health Multiplier by 20% if Cast on an Ally below 35% Health
  • Upgrade: Reduces the Cooldown by an immediate 2 turns if Cast on an Ally below 35% Health

Rejuvinate
  • Restores 30% of all Allies' Mana over 5 turns
  • Cost: 100 Mana; Cooldown: 5 Turns
  • Upgrade: +20% Rejuvination
  • Upgrade: -2 Turn Duration

Haste
  • Buffs an Ally for 5 turns, their next Spell Cast activating twice
  • Cost: 250 Mana; Cooldown: 6 Turns
  • Upgrade: -50 Mana Cost and -1 Cooldown
  • Upgrade: Additionally Refreshes the Target's Cooldowns


Passives


Spell Weaver
  • Heals additionally grant 30% Debuff Resistance for 3 turns
  • Upgrade: +20% Debuff Resistance
  • Upgrade: Additionally increases the Target's Main Stat by 20 for the duration

Divine Protection
  • When an Ally takes Damage, they Heal by 6.5% of their Missing Health
  • Upgrade: +3.5% Missing Health Heal
  • Upgrade: Additionally provides each Ally with a 10% Revive once per Combat

Mystic Magic
  • Provides all Allies with 15% Mana Cost Reduction
  • Upgrade: +10% Mana Cost Reduction
  • Upgrade: Additionally provides +1 Cooldown Reduction


Infinites


Heal Potency: +1% Healing Dealt per level
Mana Bolster: +15 Maximum Mana per level

Rejuvination: +0.25% bonus Mana Regen per level
Equilibrium: +0.5% Missing Mana Regen per level

Weekly Update: 10/2/2018 - Dragon Slayer and Knight Changes (Part 2 of 8)

Part 2 of the 8-day series on detailed class changes. Today I'm covering the Dragon Slayer and the Knight. Again, any old spell contents that have been removed will be striked through, and any content that is new is going to be bold.

Dragon Slayer


The Dragon Slayer didn't really have a set theme. The way he is now is loosely based on killing and dealing high burst damage. His rework puts more emphasis on killing, with Slay getting a permanent Damage increase if it kills its target, and both passives revolving around killing enemies. After all, what good is a Dragon Slayer if he can't absorb the powers of his enemies Skyrim style!

Actives


Sacrifice
  • Spends 12.5% Current Health to deal 120% 100% Attack Damage plus bonus Divine Damage equal to 100% of the Health Spent
  • Cost: 12.5% Health (25 minimum); Cooldown: 3 Turns
  • Upgrade: +15% Initial Damage
  • Upgrade: If you cast this below 35% Health you Steal 25% Health +50% Divine Damage Multiplier

Decimate
  • Deals 130% Attack Damage
  • Cost: 40 Mana; Cooldown: 6 Turns
  • Upgrade: +20% Initial Damage
  • Upgrade: Additionally deals 1% bonus Damage per 2% of the Target's Missing Health

Tunnel Vision
  • Deals 100% Attack Damage, increased by 20% if Tunnel Vision was the last Spell Cast (this can stack with multiple uses)
  • Cost: 7.5% Health (5 minimum); Cooldown: 0 Turns
  • Upgrade: +15% Damage Dealt per Chain
  • Upgrade: Additionally grants the Damage Dealt 10% Pierce per Chain

Slay
  • The next 3 Attacks gain 30% Lifesteal and Soulsteal Deals 75% Attack Damage, permanently increasing Slay's Damage by 2.5% if this Kills the Target
  • Cost: 25% 50 Mana (15 minimum); Cooldown: 6 5 Turns
  • Upgrade: +2 Charges Additionally grants Slay a permanent 1% Pierce per Kill
  • Upgrade: +20% Lifesteal and Soulsteal Increases Slay's Damage by 1% if it doesn't Kill the Target

Intimidation
  • Deals 125% Attack Damage and if this Kills the Target every Enemy gets a 50% chance to get Stunned for 2 turns
  • Cost: 35 Mana; Cooldown: 6 Turns
  • Upgrade: +1 Turn Duration
  • Upgrade: Kills additionally Expose every Enemy by 25% for 5 turns

Bloody Death
  • Grants each Ally 25% Lifesteal and Soulsteal for 3 turns
  • Cost: 35 Mana; Cooldown: 5 Turns
  • Upgrade: Additionally grants 25% Spellsteal for the durtation
  • Upgrade: Additionally grants 25% Spiritsteal for the duration


Passives


Dragon's Guard
  • Kills increase the Dragon Slayer's Maximum Health by 20% for 3 turns
  • Upgrade: Kills additionally Heal by 20% of the Dragon Slayer's Maximum Health
  • Upgrade: Kills additionally increase the Dragon Slayer's Damage Dealt by 25% for the duration

Dragon's Blessing
  • Killing Enemies with Higher Maximum Health grants a permanent 20 Maximum Health
  • Upgrade: +15 Maximum Health Gain
  • Upgrade: Additionally grants +2 Bonus Damage

Drink Their Blood
  • +15% Lifesteal
  • Upgrade: +10% Lifesteal
  • Additionally reduces Healing Taken by 50% for 2 turns on Attack

Onslaught
  • Kills grant a 20% chance to Refresh all Cooldowns
  • Upgrade: +15% Chance
  • Upgrade: If Onslaught activates, your next Damaging Spell gains 35% Initial Damage


Infinites


Lifesteal: +1% Lifesteal per level
Dying Breath: +0.5% Health Revive on Death one per Combat per level

Open Wounds: +1% Target's Missing Health converts to bonus Damage on Attack
Offensive Stance: +3 Bonus Damage, but -1 Bonus Armor per level

Serrated Blade: +1 Bonus Damage per level
Refreshing Kills: +1% Mana Restore on Kill per level

Knight


The Knight went through a few reworks in the current game until he was in a pretty good position. He started extremely tanky, with several abilities that increased Damage Reduction. His major rework toned down his tankiness in favor of being more of a bulwark with Fortress. This new rework puts even more emphasis on that, giving him even less Damage Reduction abilities, and in fact having a Passive that makes you take more Damage as it redirects Ally Damage Taken to you! This forces you to use Defend the Flanks more often (as I found myself not needing it when I played him), as well as Resilience giving small but significant Heals when Buffed. His Damage Reduction abilities more or less moved to his Infinite Spells.

Forceful Impact
  • Deals 100% Attack Damage plus bonus Damage equal to 10% 15% of your Maximum Health
  • Cost: 35 Mana 10% Health (5 minimum); Cooldown: 3 Turns
  • Upgrade: +5% +10% Maximum Health Damage
  • Upgrade: Additionally Stuns the Enemy for 1 turn, bypassing Debuff Resistance

On Your Feet
  • The Knight spends 10% Health to Heal an Ally by 10% of his Health plus bonus Health equal to the Health spent Heals an Ally by 20% of your Maximum Health
  • Cost: 10% Health (15 minimum) 35 Mana; Cooldown: 3 4 Turns
  • Upgrade: +5% +15% Maximum Health Heal
  • Upgrade: Amplifies the total Heal by 50% of the Ally is below 35% Health Additionally Heals by 25% of their Missing Health

Defend the Flanks
  • Grants 10% Damage Reduction for 3 turns, increased by 5% per Alive Enemy
  • Cost: 35 25 Mana; Cooldown: 5 4 Turns
  • Upgrade: Additionally grants +7.5% Health Regen for the duration +20% Damage Reduction if more than 2 Enemies are Alive
  • Upgrade: If Fortress if active this grants an additional 20% Damage Reduction Additionally provides Critical Strike Immunity for the duration, converting Critical Strikes Taken into Attack Damage

Fortress
  • Forces Enemies to target you for 2 turns, gaining 50% Debuff Resistance for the duration
  • Cost: 35 Mana; Cooldown: 5 4 Turns
  • Upgrade: +1 Turn Duration, but +15 Mana Cost
  • Upgrade: If there are 4 Enemies Alive the Knight Negates Damage for 1 turn If Defend the Flanks is active, you gain 10% Health Regen for the duration


Passives


Battle Wounds
  • Taking Damage Heals by 20% of the Damage Taken (does not reduce the Damage Taken)
  • Upgrade: +15% Damage Multiplier
  • Upgrade: Additionally Restores Mana by half the current percent

Knight's Guard
  • 15% of Ally Damage Taken is redirected to you
  • Upgrade: +10% Damage Redirection
  • Upgrade: Additionally Reflects the Redirected Damage to the Source

Reinforced Armor
  • +20 Bonus Armor
  • Upgrade: The Knight deals bonus Damage equal to his Bonus Armor on Attack
  • Upgrade: The Knight's Bonus Armor threshold reduces to one every 3 Constitution instead of one every 5

Resilience
  • When a Buff is applied to you, you Heal by 3% of your Maximum Health
  • Upgrade: +2% Maximum Health Heal
  • Upgrade: Additionally deal Divine Damage to the Source equal to 10% of their Maximum Health when you're Debuffed


Infinites


Titan: +0.5% Maximum Health converts to bonus Damage on Attack per level
Divine Shield: +1.5% Divine Damage Reduction per level

Plated Armor: +1 +2 Bonus Armor per level

Defensive Stance: +1% Chance to reduce Damage Taken by 50% per level
On Guard: +1% Chance to reduce Damage Taken by 65% per level

Weekly Update: 10/1/2018 - Berserker and Templar Changes (Part 1 of 8)

This is going to be part 1 of an 8 part series of posts! For the next 8 days I'm going to make detailed posts regarding the class changes for full release! Since there's so much work to do and so many changes to go over, I felt it was needed to split it into this many parts. So today is the Berserker and Templar, tomorrow is the Dragon Slayer and Knight, Wednesday is the Arcane Mage and White Mage, Thursday is the Blood Mage and Shaman, Friday is the Assassin and Marauder, Saturday is the Duelist and Ninja, Sunday is the Sharpshooter and Herablist, and Monday is the Hunter and Brewer! Some of this content is reposted from my game's subreddit, but most is original content just for you guys!

Any old spell contents that have been removed are going to be striked through, and any content that is new is going to be bold.

Today and tomorrow covers Warriors. Warriors are pretty damn powerful. They get the strongest weapons, strongest armor, and an assortment of abilities that grant them even more damage and resistance. So I had to tone down their power in order to allow other classes to keep up. As a result you'll see that Warriors now have many more abilities that cost Health, as well as Damage Reduction abilities being more scarce. This is in an attempt to focus buffing power onto other classes to incentivise you into diversifying your party instead of just having 3 Warriors and a Blood Mage.

Berserker


The Berserker had a small theme of being more powerful the lower health he had. I wanted him to have a Passive where he dealt more damage the lower his health was, but at the time I didn't completely know how to program that within the scope of my game's limitations (keep in mind this was 2 years ago and I didn't know nearly as much about programming as I do now). But now I was able to make Berserk, which grants bonus Damage Dealt based on Missing Health. His theme now is more in line with a enraged unit that thrives on spending Health to deal more damage.

Actives


Raging Strike
  • Deals 100% Attack Damage plus bonus Damage equal to 20% 25% of your Missing Health
  • Cost: 30 35 Mana; Cooldown: 3 Turns
  • Upgrade: +20% +15% Initial Damage
  • Upgrade: +15% Missing Health Damage Additionally deals bonus Damage equal to 15% of the Target's Missing Health

Collateral Damage
  • The Berserker steals 25% of an Ally's Health as Attack Damage but grants them 30% Damage Reduction for 3 turns Deals 250% Attack Damage
  • Cost: 35 Mana 35% Health (35 minimum); Cooldown: 5 3 Turns
  • Upgrade: +10% Health Steal -10% Health Cost and -10 Minimum Cost
  • Upgrade: +20% Damage Reduction If this Kills the Target, surrounding Enemies take half Damage

Equalizer
  • If your Current Health Percent is lower than the Target's, you Heal by
    20% 15% of your Maximum Health and the Target takes Divine Damage equal to 20% 15% of their Maximum Health (Heal and Damage is half effective against Bosses)
  • Cost: 35 50 Mana; Cooldown: 2 4 Turns
  • Upgrade: +15% Healing and Damage Dealt +10% Maximum Health Heal
  • Upgrade: If the Berserker is below 25% Health the Equalization is 50% more effective +10% Maximum Health Damage

Channel Anger
  • For 3 turns you gain 25% Accuracy and Damage Dealt 35% Damage Dealt and 50 Attention
  • Cost: 30 Mana 15% Health (20 minimum); Cooldown: 4 5 Turns
  • Upgrade: Additionally grants 25% 35% Damage Reduction for the duration
  • Upgrade: Additionally grants 25% 35% Lifesteal for the duration


Passives


Berserk
  • Attacking applies a stack of Berserk (up to 5) onto the Berserker for 3 turns, increasing Damage Dealt by 7% per stack Attack Damage Dealt is increased by 1% per 1.5% Missing Health
  • Upgrade: +3 Maximum Stacks Additionally provides 1% Critical Strike Chance per 2.5% Missing Health
  • Upgrade: Additionally provides 3.5% Lifesteal per stack Additionally provides 1% Lifesteal per 3.5% Missing Health

Numbness
Small note: although the spell description is essentially the same, you actually gain a little more Damage Reduction with the new spell because of the way multipliers stacked in the old game. You actually get a total of 50% Damage Reduction with this spell as opposed to the 42.625% Damage Reduction the old spell gave you
  • You gain 10% Damage Reduction when below 75% Health
  • Upgrade: Increases the Damage Reduction by 15% when below 50% Health
  • Upgrade: Increases the Damage Reduction by 25% when below 25% Health


Infinites


Damage Surge: +1.5% Attack Damage Dealt when below 50% Health per level
Blinding Rage: +2.5% Attack Damage Dealt, but -1% Accuracy per level

Lifesteal Surge: +2% Lifesteal when below 50% Health per level
Berserker's Mercy: +0.5% Target's Missing Health converts to bonus Damage on Attack per level

Feel No Pain: +1.5% Damage Reduction when below 50% Health per level
Blood Absorption: +0.75% Target's Missing Health returns as Health on Attack per level

Templar


The Templar hasn't actually changed much, his old kit was pretty in line with my idea of him. He's supposed to be an anti-mage, and his new kit hasn't changed too much but still has nice changes that make him really powerful against spell casters. With feedback, as well as personal experience, buffing spells didn't feel as powerful as they should be. So you'll see that many buffing spells are just much stronger versions of their currently existing counterparts. Cleanse for instance is now a full-party Debuff removal, or a full Buff removal from ALL enemies!

Actives


Smite
  • Deals 110% 100% Spell Damage plus bonus Damage equal to 15% 20% of the Target's Maximum Mana (bonus Damage cannot exceed 20% of the Target's Maximum Health)
  • Cost: 35 Mana; Cooldown: 2 3 Turns
  • Upgrade: +15% Initial Damage +15% Maximum Mana Damage
  • Upgrade: +10% Maximum Mana Damage Additionally sets the Target's Debuff Resist Chance to 0% for 3 turns (this bypasses existing Debuff Resist)

Silence
  • Silences the Target for 3 turns
  • Cost: 35 Mana 15% Mana (15 minimum); Cooldown: 3 5 turns
  • Upgrade: Additionally Steals 25% of the Target's Current Mana
  • Upgrade: Mana Cripples the Target by 35% if they have more Maximum Mana than Maximum Health The Silence bypasses Debuff Resist Chance, increasing its Duration by 2 if it were to get Resisted

Cleanse
  • Removes all Debuffs from an Ally all Allies, or all Buffs from an Enemy all Enemies
  • Cost: 50 Mana 35% Mana (25 minimum); Cooldown: 5 Turns
  • Upgrade: Ally casts provide 35% Damage Reduction for 3 turns Ally Casts Restore each Ally by 35% (doesn't Restore the Templar)
  • Upgrade: Enemy casts increase Mana Costs by 50% for 3 turns Enemy Casts prevent Buffs from being applied for 3 turns

Blessing
  • Provides an Ally all Allies with Spell Damage Negation 65% Spell Damage Reduction for 3 turns
  • Cost: 35 50 Mana; Cooldown: 5 Turns
  • Upgrade: Converts 35% Spell Damage Taken to Health Additionally provides each Ally with 100% Spell Damage Reflection for the duration
  • Upgrade: Makes the Ally immune to Debuffs for the duration Additionally provides each Ally with Debuff Reflection for the duration, reflecting applied Debuffs onto their Source


Passives


Mana Fountain
  • Gain 3 Maximum Mana per Constitution
  • Upgrade: +2 Maximum Mana per Constitution
  • Upgrade: Additionally provides +0.05% +0.1% Mana Regen per Constitution (up to +15%)

Resistance
  • +30% Debuff Resistance
  • Upgrade: +20% Debuff Resistance
  • Upgrade: +35% Spell Damage Reduction

Retribution
  • Silencing additionally Blinds by 35% for 3 turns
  • Upgrade: Silencing additionally deals Spell Damage equal to 15% of the Target's Maximum Health
  • Upgrade: Silencing additionally provides +25 Attention and 25% Damage Reduction for 3 turns


Infinites


Regeneration: +0.25% Health Regen per level
Purge: +1% Target's Maximum Mana permanently increases your Maximum Mana on Mage Kill per level

Silencing Strike: +1% Chance to Silence on Attack for 2 turns
Mana Charge: +1% Healing Taken also Restores Mana per level

Spell Resistance: +1% Chance to reduce Spell Damage Taken by 65% per level
Infused Weapon: +1% Attack Damage Dealt also deals Spell Damage per level

A bit late, but no Weekly Update this week, sorry!

Hey guys, sorry for the delay, my vacation ended literally yesterday. So I think instead of a Weekly Update this week I'm just going to make a really big post next week! It's going to cover the playable classes and really go into each one's changes. There's already similar posts on my subreddit, but I think it'd be a good idea to put it here as well since not everyone uses Reddit. See you then and again thanks for your patience!

Weekly Update: 9/20/2018 - Inventory and Items

Sorry for the delay, I was busy early this week working up to a vacation I'm taking for a week! I was finally able to get around to working on the weekly update and wanted to touch on something that's changed pretty drastically: the inventory and item management!

So the inventory is very simplistic in the old version of the game. You start off with plenty of inventory space to hold basically anything you need. There's no way to alter the amount of spaces you have, and there's basic sorting and bulk-destroying functionality. For my idea of what the game's theme is, a dungeon crawler with an emphasis on combat and loot collecting, this made sense. Unfortunately it didn't work out as well as I wanted as you get so many items that it's difficult to keep track of everything you have. You end up with a ton of items you don't need or that you won't be able to use for a long time.

Here's a reference picture for what the old inventory looks like.

So it was a nice idea that just wasn't implemented properly. New inventory works much differently. You start off with only 8 inventory slots as opposed to the old game with 64 slots! This forces you to maintain your inventory much more tightly, only keeping items that are necessary.

And this is the new starting inventory.

So as you can see, I made a few visual changes on top of the gameplay changes. The icons are twice as big to make things easier to see. You probably also notice all that empty space, well that's a good point to talk about the next part of this Weekly Update: Consumables! I'm adding items that you can consume to utilize different bonuses! One of which is a Backpack, permanently upgrading your inventory space! Now to tradeoff the highly restricted amount of spaces you have I put in the capabilities of you being able to have a theoretical unlimited amount of inventory slots, assuming you're able to find that many Backpacks (they're not cheap either)!

When you have more spaces than can be represented on the screen, a new page is automatically generated. Here's what that looks like:



With this robust change I'll also need a robust filtering system to help with management. I haven't fully fleshed the idea out, but I'll most likely keep the same sorting that the old game has (sorting by type, rarity, level, value, etc). But I'll also add filtering so you can do something like only view Weapons, or only view items that your character is able to equip.

I'll touch on consumables before wrapping this up, but there's not too much to talk about since I actually haven't started working on them yet since the inventory isn't 100% complete. Of course there's the Backpack, but there will also be temporary and permanent potion-like consumables that grant bonuses. Some potions will give a bonus for the next combat encounter, like increased damage or a shield, and some will give a permanent bonus like a Health or Stat increase! There's a lot of ways to go about consumables and I'm excited for what they're going to be able to do!

Alright I think that's about everything for this week, I hope it was worth the wait. I'm really excited for the progress I've made on these changes, and I hope you're excited as well (:

Also just one last thing, next Monday falls on my vacation day, so there's a chance I won't be able to do a Weekly Update that day, but one will definitely still be coming out that week, so stay tuned!