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DISCLAIMER -
-------------------------------------------
LUNM is not an official Red Hook product or product modification and Red Hook Studios
Incorporated is not responsible for any changes or damages that may result from using LUNM.
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.

If you prefer an Audio version of these mod notes you can find it here:
https://www.youtube.com/watch?v=Cx-KOWH2hPo � as I have recorded the differences in game with
a great deal of talking, should you want to listen to the changes rather then read them.


Lotaeri's Uncleverly Named Mod (LUNM).
-------------------------------------------
LUNM is a balance overhaul mod that I have been working on since June 2015 � since the Corpse
and Hound patch was released. Before I continue know that I love this game and I have upmost
respect for Red Hook studios and their developers. At no point do I hope this comes across as
an attack on them or their awesome game. It has been incredible, and I greatly enjoy playing
their Darkest Dungeon game.

But that Corpse and Hound patch I was not a fan of. If you didn't play the game at the time,
this introduced corpses (which broke any sense of immersion for me � looking like the same piles
of meat with bones sticking out of them no matter what you killed), large amounts of PROT to
various enemies (like 70% on a 90 hit point swinetaur, and 80% on Maggots), had increased crit
rates on almost all creatures (something like 5-6% higher), added heart attacks, still didn't
give enough stress, DoT's only did 2 or 3 points of damage (not enough to deal with the high
levels of PROT), and also began the inflation in town of both Heirlooms and Gold costs.

I did like the ideas behind these changes but felt they were way too unbalanced and introduced a
grindy, frustrating feel to the game. So I checked to see how easy it could be to mod the game �
and LUNM was the result. Originally I removed corpses entirely, vastly lowered heirloom costs
and PROT levels, slightly lowered crit and then kept playing the game.

But with knowledge came power, and with power came the temptation to wield it. Over time I began
to change abilities that I thought were lackluster. I altered trinkets attempting to make them
more balanced and appealing to use. I changed heirloom/gold requirements to make the game less
grindy. Creatures were tweaked to keep them dangerous without high levels of protection. Corpses
were a feature that I liked needing to deal with and were added back in. Stress was dished out
in different manners such that poor combat choices or RNG required me using the stress recovery
buildings (on average). All the quirks were given a once over � with negatives made worse and
positives made better to help them fit their namesake.

What I ended up with is both easier in some respects, and tougher in others. Heroes are still
released filled with quirks and diseases. I have buried heroes fallen to enemies, and retreated
from missions that were too difficult. I have also staggered out of dungeons under the weight of
both gold, gems, as I was used to. I have also spit and sworn at my mod in rage-quit fashion due
to damage/crits exactly as I was used to. The exact differences are detailed in the following
sections, specific to the things that have altered with them.

Make good combat/curio decisions and you'll find the difficulty is about the same, although I
have a hunch you'll leave with more stress than you're used to. Spend your money wisely and
you'll be able to level heroes, treat quirks, and deal with stress all in a single week (you
may even be able to afford a trinket in the mid game). Overall � I went about the difficulty
in a different way seeking to not make a tougher or easier game, but one that fit my playstyle.


Installing LUMN
-------------------------
Darkest Dungeon has no official mod support. As such complete overhaul mods like this one will
not work well with other mods. If you have any other mods already installed you'll need to
uninstall Darkest Dungeon completely, re-install it and then install LUMN.

I recommend backing up your existing darkest-dungeon directory first and your save game files.
The below link will take you to a video I made showing you how to do exactly that:
https://www.youtube.com/watch?v=NLR2wZCvyus&list=PL9bRdWouNEWR5jMfDjzAx1G91sM53oJQY&index=1


To install LUNM simply extract the zip file over your Darkest Dungeon directory and accept
any write-overs the mod wants to do. Be sure that the path to extra it ends with 'DarkestDungeon'
and not 'Common' or 'Darkest_Dungeon_LUNM'. If you get pop-ups asking if you want to override
files then you know you're doing it correctly. You can also watch this video below which will
show me installing the mod:
https://www.youtube.com/watch?v=Z98JdR4zIrE&index=3&list=PL9bRdWouNEWR5jMfDjzAx1G91sM53oJQY



What this changes � a long long list of things
---------------------------------------------------
Almost every aspect of the game has been altered in some way. From heirloom/gold costs, creature
stats and skills, quirks, trinkets, hero skills and stats. The ideas behind why I made the
changes are given along with global changes (which can be touched upon) and more specific alterations.
A very brief summary of the changes are listed below though, showing what the mod has done � but it
is merely a summary. More than the below has been altered.

*- Heirloom requirements for the town have been lowered across the board.
*- Gold costs for equipment/skills have been lowered across the board.
*- Inventory stack sizes have been altered, and found heirloom totals as well.
*- Various hero skills that I felt were lackluster have been improved. This includes camping
skills as well.
*- Heroes that are wearing heavy armor have gained 5% or 10% PROT and have had their hit points
adjusted slightly to compensate.
*- Hero's can no longer use skills/weapon/armor that is greater than their current resolve level.
*- Speaking of resolve � heroes require more resolve to level up, ensuring you don't bottle neck
in the early game and encouraging the hiring of higher level heroes later.
*- Creatures generally hit slightly more often (1.75%), crit slightly more often (1.5%), and do
slightly more damage (1 min/max point).
*- All creatures can cause stress to the heroes with their attak abilities.
*- Positive quirks have been made better. Negative quirks have been made worse and also detail
their chance to interact with curios.
*- Many (40%) trinkets were given a once over and have seen a buff in usefulness.


Changes to the Town: Heirloom Requirements.
----------------------------------------------
I've always felt the amount of heirlooms required was catastrophic during the corpse and hound
and greatly lowered them. I was never a fan of the bottleneck farming them introduced, but I did
feel that some sacrifices needed to be made if you wanted access to the equipment/skills as quickly
as possible.

As such the numbers were vastly lowered across the board to ensure the amount of farming required was
kept to a minimum. You should feel that you're making progress towards town unlocks at a faster rate
with each stack of them you bring back to town. The difference in heirlooms is given below for each
structure.

*- Abbey Total Differences: 45 less busts, 105 less crests
*- Blacksmith Total Differences: 41 less deeds, 30 less crests
*- Survivalist Differences: 88 less crests.
*- Guild Differences: 5 less portraits, 128 less crests
*- Nomad Wagon: 66 MORE crests.
*- Sanitarium: 30 less busts, 18 less crests.
*- Tavern Differences: 33 less portraits, 144 less crests


Changes to the Town: Gold Costs.
---------------------------------------
The gold costs of all structure benefits has been lowered in the mid/late game. I wanted the player
to feel like they could utilize the entirety of their town � from purchasing trinkets, treating stress,
leveling a hero and also dealing with quirks. You should be able to do a bit of everything (depending)
every week without extravagant farming required.

First � the costs of weapons/armor and skills require significantly less gold at the higher levels.
Their new totals are given below.

Weapon/Armor Costs:
Rank 2: 1000
Rank 3: 1750
Rank 4: 2500
Rank 5: 3250

Skill Costs:
New Skill: 1000
Rank 2: 600
Rank 3: 750
Rank 4: 900
Rank 5: 1200

Second � the Abbey, Tavern, and Sanitarium no longer increase their stress reduction costs based
on hero resolve level. They maintain their level 1 costs. I do like that Red Hook wanted you to
feel the unlocks in these buildings were important, but increasing the gold costs to make them so
punished the player in the wrong way for not doing so I think.

Third � trinkets now cost substantially less gold to purchase. Very Rare's have been reduced in
their costs by 50%. The side effect of this is that they also sell for less ensuring that you don't
upset the economy of the town too rapidly.

Lastly � the cost of disease saw a slight increase. It's 1000 gold now to treat a disease. Brutal
early on due to the cost. Brutal later on due to getting plenty of them.


Changes to the Town: Equipment/Skill availability.
------------------------------------------------------
I've always felt that the heroes do a little too much damage and hit a little too often at the lower
levels. Level 2 heroes in level 3 gear just demolished poor level 1 creatures, and while you felt great
when they did so it made these levels a wee bit too easy.

Since I've always felt level 2's in level 2 gear were already powerful enough (or 4's in 4 gear)
heroes can only use skills/equipment equal to their current resolve level, as opposed to resole
level +1. This means that level 3 heroes must do level 3 quests in level 3 gear and equipment.
You will struggle the first time you are doing level 1/3 dungeons.


Changes to the Town: Provisioning.
-------------------------------------
All heroes now bring a provision of their own when they set out reducing the cost of preparedness.

Crusader & Vestal: Holy Water
Bounty Hunter & Occutlist: 2 Torches
Plague Doctor & Man At Arms: Anti-venom
Jester & Abominiation: Key
Arbalist & Highwayman: Bandage
Grave Robber & Antiquarian: Shovel
Hellion & Leper: Medicinal Herb
Houndmaster: 2 Dog Treats

To compensate provisions (any item you can buy when setting off) are no longer worth any gold
upon mission completion. Over supplying could become expensive, depending on how you go about it.


Changes to Quests: Rewards (Gold, Heirlooms, and Resolve).
--------------------------------------------------------------
While completing quests is still important the amount of gold and heirlooms they grant upon
completion has been lowered at levels 3 & 5. This makes it more important to be selective about
the type of loot you are picking up during the mission itself.

Furthermore quests no longer grant resolve based on their level and length. Only their length now
matters, with high level and low level quests granting the same amount. This helps alleviate the
bottleneck of waiting for additional deeds/crests/etc while also increasing the important of higher
higher level heroes from the stagecoach later on. Note that bosses still grant more resolve than a
normal medium length dungeon, with the level 5 bosses almost granting enough XP to level the group
that defeated it.

Finally, heirloom rewards for the dungeons will grant their 'classic types' at all times.
The Ruins will always have Busts as a reward. The Cove Crests, Warrens Portraits and the Weald Deeds.
In this way, if you want the guaranteed heirloom type for completion you'll need to assemble a team able
to handle the horrors of each location.


Resolve, Heirloom rewards are only based on dungeon length, not level.
*- Short: 2 Resolve, 2 Busts or 3 Deeds or 1 Portrait or 4 Crests.
*- Medium: 4 Resolve, 4 Busts or 5 Deeds or 2 Portraits or 8 Crests.
*- Long: 6 Resolve, 6 Busts or 7 Deeds or 3 Portraits or 12 Crests.

Gold Totals are based on length and level.
*- Short: 3,000 gold / 4,000 gold / 5,000 gold
*- Medium: 4,500 gold / 6,500 gold / 8,500 gold
*- Long: 6,500 gold / 8,500 gold / 10,500 gold

The boss XP was lowered slightly:
*- First Time Kill: Same � 4 resolve.
*- Second Time Kill: 4 Resolve instead of 8.
*- Third Time Kill: 8 Resolve instead of 16.


Changes to Inventory: Stacks and Prices.
------------------------------------------
Various items now stack more than they had in the past, while gold stacks less. This should hopefully
encourage more choices when deciding which types of loot to bring back with you from a quest.
The new stack totals are given below, along with any price changes.

The Antiquarian effects are also listed below for how she affects Gold, and her own unique item prices as well.
*- Gold: Now stacks only to 1,350. The Antiquarian changes this to 1,650.
*- Jade/Citrines: Now stacks up to 6, and is now worth 300 gold each.
*- Sapphires/Rubies: Each is now worth 1,250 gold.
*- Quest Items: Stack up to 3 � you're no longer penalized for taking these quests as severely.
*- Firewood: Stack up to 2 � you won't need to camp as early.
*- Dog Treats: Stack up to 4.
*- Minor Antiques: Grant 250 gold, down from 275.


Changes to Inventory: Holy Water and Dog Treats.
---------------------------------------------------
These saw a slight improvement on their activation length. Holy Water now lasts for 4 turns and Dog
Treats last for 5. The thought behind this is that they'd last just about the length of a single combat.


Changes to Loot: Heirlooms Found and a small gem tweak.
-----------------------------------
Heirlooms are never found in more than their level 1 totals. This means that you'll never find 3 busts
in a dungeon, nor 6 crests. If you find more than their level 1 totals it was because the game
decided to pick busts twice from the loot table. This should prevent an over abundance of heirlooms
keeping you right on track when leveling the town and also requiring less 'throwing them out' when doing
level 3/5 dungeons.

In addition Citrines/Jades drop at the same rate. You may not have known but the drop rates were
different for Jades/Onyx's compared to Citrines/Emeralds in that the lesser gems dropped at the same
rates as those paired higher level ones. Also - Journal pages drop at a higher drop rate as well.


Changes to Resolve Totals: it requires more.
--------------------------------------------
Resolve levels were increased starting at the total to reach level 3. It should take longer to
reach level 6, with the average number of quests coming in at 15 quests. This assumes you alternate
quests with the same group � doing longer missions will level you faster (10 total) and short much longer
(30 total). The new totals to reach each resolve level are listed below.

*- Level 0: 0
*- Level 1: 2
*- Level 2: 8
*- Level 3: 18 instead of 14
*- Level 4: 32 instead of 24
*- Level 5: 46 instead of 36
*- Level 6: 60 instead of 48


Changes to Heroes: A long list of alterations.
-----------------------------------------------
The following are the bullet points for things that may affect all the heroes. More specific
changes will be listed for each individual hero later on in this section.

*- The base accuracy on most skills was reduced to 80 or 85. For the most part heroes lost about
5-10% accuracy on their attacks while a few lost 15%. I always preferred when attempting to hit creatures
was infuriating, and this will hopefully encourage the use of +accuracy trinkets to compensate. On that
note however the rank 5 versions of all the attack skills increase their accuracy by 7% instead of 5%
since no one likes missing spiders 4 times in a row.
*- All heroes that are wearing heavy armor have been given 10% protection to be thematic. Such heroes
have seen their maximum hit points lowered to compensate. This makes such characters feel 'tanky'
in the lower levels, and far less so when fighting enemy giants, swinetaurs and the like. Such heroes
gain an additional 5% protection at level 5.
*- All heroes that were wearing 'medium' armor (Vestal/Bounty-Hunter) gained 5% protection at level 1
and gain another 5% at level 5. They have each lost a tiny bit of hit points to compensate (2 total).
*- Mark Target debuffs are slightly 'worse' in this mod than in the base game. To be honest adding
debuffs to them was one of the first things I did back in June to make them more appealing to use �
they were made 'worse' because the amount of protection on creatures is lower in this mod than the
base game and we don't want to strip ALL protection from them with a single use.
*- Heroes no longer suffer any Deaths Door Debuffs upon reaching death's door. I didn't like that you
were being punished for RNG... being RNG. Even though the buffs were small I felt it best to remove them.
*- All camping skills that affect stress damage now last 5 combats instead of 4 turns. All camping
skills that affect bleed, disease, or blight resistances last 8 combats instead of 4. Encourage heals
12 stress instead of 15, and bandage heals 20% health and cures bleeding (not blight).


Abomination Changes:
---------------------------
The Abomination has always felt just about right, just a small tweak the the stress damage he deals
when he transforms, and a slight alteration to Beast Bile so you might want to use it at higher levels.
*- Beast Form: Now causes 6 stress at all levels of the skill. The amount of stress healed from changing
back into human form is now 2/2/3/3/4, and the damage bonus slightly increased at lower levels
15/18/22/25/28%.
*- Beast Bile: Now applies a protection debuff to those hit of -5/6/7/8/10%. Damage from the blight effect
is now 3/3/4/4/5.
*- The Quickening: Time Unit cost is now 2 but it grants +3 speed instead of +4.


Antiquarian Changes:
-----------------------------
Due to the decreased gold totals required in this mod I needed to lower what she brings back or it would
be horrendously unbalanced. I also made her abilities slightly better (slightly) to compensate. Overall
she should still feel like a towns-person rather than a 'hero', and her abilities will feel more unique
as well.

*- Protect Me: Protection granted decreased. I really struggled with this decision but since some heroes in the mod have protection, and there's more protection going around via quirks and/or trinkets it needed to be lowered. New values are 10/12/14/16/20%.
*- Nervous Stab: Accuracy lowered to 75. Increases by 6% per level instead of the usual 5%.
*- Fortifying Vapors: Also increases the protection of the target 5/6/7/8/10%.
*- Festering Vapors: Blight damage done by this lasts for 4 rounds instead of 3. This ability can now clear corpses and is the only ability in the mod that does so.
*- Invigorating Vapors: Also increases the speed 0/1/1/2/2 of the heroes.
*- Get Down: Also targets a single hero and cures that hero of any mark that they had.
*- Flash Powder: Also marks the target hit, the mark lasts for 2 rounds.
*- Treasure Changes: Due to the lowered amount of loot required to purchase just about anything in my mod I have changed her loot stack totals somewhat. Gold stacks to 1,650 instead of 2,000 (up 300 in this mod). Her minor antiques are worth 200, down from 275. Her rare antiques are unchanged.


Arbalist Changes:
------------------------
I was never happy with the damage she dealt � it's just enough to not kill anything at the lower levels.
For that matter it felt odd that battlefield bandage could not heal the 4th rank (it would make more sense
if she could not heal herself). Lastly � Bola was never an ability I liked much, with a lower chance to move
the targets AND front line enemies having a higher move resistance I only used it to hit the ranks rather
than any other benefit it had.

*- Battlefield Bandage: Can now be used on the hero in the 4th rank.
*- Mark Target: Debuff reduced to -10/11/12/13/15% dodge and now has a fixed -5% Prot as well. This skill
can now target the enemies 1st rank.
*- Bola: No longer moves the targets struck. This now applies a speed debuff of-2/2/3/3/4 to the
targets instead.
*- Triage: Heals all party members 25% and cures all bleed effects.
*- Field Bandage: Heals 40% of health and cures all bleed/blight effects.
*- Restring Crossbow: Only grants +7 Accuracy and +2% crit now. It no longer has a speed penalty.
*- Minimum Damage increased by 1 point at all levels. Maximum damage increased by 1 point at level 1.


Bounty Hunter Changes:
-------------------------
I've always enjoyed the movement tricks this hero brought and was rather disappointed when he received
strong stuns on such abilities. He is the only one to have a 3 movement ability now on the heroes though,
and even Hook and Slice moves the target. Finally I added a little something to Finish Him to make
it slightly more appealing to use.

*- Mark Target: Debuff reduced to -10/12.5/12.5/15/15% protection and -3/4/5/5/5% crit.
*- Uppercut: Chance to stun reduced by 20% at all levels.
*- Finish Him: Has a chance to apply a weak bleed (1/1/2/2/3) for 3 rounds to the target struck.
*- Hook and Slice: Now has a chance to pull the target struck forward 1 space. This chance is a little
lower than other move skills (85/95/105/115/125%). Damage mod reduced from -85% to -70%.
*- Come Hither: Has pull 3 instead of pull 2.
*- Flash Bang: Chance to stun reduced by 10% (115% base). This has a chance to reduce the movement
resistance -10/10/15/15/20% as well (115% base).
*- How Its Done: Time Unit cost is now 2.
*- Tracking: Reduces the chance the heroes will be surprised by 15% instead of 10%.
*- Planned Takedown: Time Unit cost is now 3.
*- Maximum damage reduced by 1 point at levels 1 and 3.


Crusader Changes:
-----------------------
The Crusader has always felt like a fine, powerful hero. I altered his camping skills slightly,
making them more akin to what he had pre-release. Finally I reworked Bulwark of Faith completely since
I felt the ability was lacking.

*- Bulwark of Faith: This skill no longer marks the Crusader. The protection granted by this skill has
been lowered to 10/13/15/18/20%. It now guards an ally and heals that ally 2/2/3/3/3 stress.
*- Stunning Blow: Damage mod reduced from -75% to -67% chance.
*- Holy Lance: Chance to crit increased by 5% at all levels.
*- Zealous Vigil: Heals the Crusader 10 stress, grants +10 accuracy. Still prevents a nighttime ambush.
No longer does anything special if the crusader is afflicted.
*- Unshakable Leader: Time Unit cost is now 4. Grants all other party members a -20% stress damage buff.
*- Stand Tall: Time Unit costs is now 2. Grants the Crusader a -30% stress damage buff.
*- Zealous Speech: Time Unit costs is now 4. Other party members 10 stress and grants them all a -10%
stress damage buff.


Grave Robber Changes:
--------------------------
The Graverobber has always been amazing in my opinion. Great damage, good crit, dodge and accuracy.
She is so good that I lowered her maximum damage by 1 point at all levels. I also have never been a fan
of the -blight resistance debuff though and her pilfer and Gallows Humor camping skills; these have thus
seen alterations. Note that her accuracy is higher than most other heroes (90 base).

*- Pick to the Face: Debuffs the enemy's protection by 5/6/7/8/10% and is her default skill.
*- Poison Darts: No longer has a blight resistance debuff. Damage mod lowered from -90% to -75%.
This now also adds a minor bleed 1/1/2/2/3 effect to the target for 3 rounds in addition to the blight damage.
*- Shadow Fade: Damage mod reduced from -100% to -90%.
*- Gallows Humor: Time Unit cost is 3 now. Grants the Grave Robber a -15% stress damage buff. All other party
members have a 50% chance to recover either 5 or 10 stress.
*- Night Steps: Scouting chance lowered from 30% to 25% to bring it inline with other scout camping buffs.
*- Pilfer: Has been renamed Tricks of the Trade. Time Unit cost is now 3. Grants 1 random provisioning item,
lowers the chance the heroes will be surprised by 15%, and grants the Grave Robber +25% trap resistance.
*- Maximum damage reduced by 1 point at all levels.


Hellion Changes:
-------------------------
The Hellion has always been one of the more powerful heroes with great damage, a fantastic stun, and decent
camping abilities. I haven't ever liked how all of her self-debuffs are so crippling though, and all affect
the same things so they have been tweaked to be less punishing to the player. In addition her camping skills
have had some of their negative's reduced or removed, given their high time unit costs I really disliked
the additional penalties to them.

*- Barbaric Yawp: Self debuff lowers damage by -20% and speed -3. Damage mod reduced from -100% to -90%.
*- Bleed Out: Chance to crit increased to 7/8/8/9/10%. Self debuff lowers damage by -20% and dodge by -5.
*- Breakthru: Self debuff lowers damage by -20% and accuracy by -5.
*- If it Bleeds: Damage modifier changed from -35% to -25%.
*- Battle Trance: No longer hinders the Hellion and grants the buff even if the Hellion is not in the 1st rank.
*- Revel: speed debuff lowered from -2 to -1.
*- Sharpen Spear: Time Unit cost is now 2. Chance to crit increased to 10%.



Highwayman Changes:
------------------------------
So I've always liked the Highwayman and haven't 'got' a great deal of the hatred players direct his way.
That said though I can understand why people prefer other DPS heroes over him � given that his ranged is
worse than other ranged in the game. As such his ranged abilities (save for point blank shot) have all
been modified slightly. I also lowered the costs on all of his camping skills.

*- Pistol Shot: Damage modifier lowered from -20% to -10%. Chance to crit lowered to 7/8/9/10/10%.
*- Grape Shot Blast: Damage mod lowered from -60% to -50%.
*- Tracking Shot: Damage mod reduced as the skill is ranked -80/85/70/65/60%. This skill now marks the
target struck.
*- Gallows Humor: Time Unit cost is now 3. It grants the Highwayman a -15% stress damage buff. All other
party members heal either 10 or 5 stress (50% chance of either).
*- Uncatchable: Time Unit cost is now 3.
*- Clean Guns: Time Unit cost is now 3. Like the arbalist this increases ranged accuracy by +7 and
crit by +2% instead of +10 accuracy and +5% crit.
*- Bandit's Sense: Time Unit cost is now 3. Chance to surprise and reduce being surprised changed from 15% to 20%
*- Maximum damage lowered at level 4 and 5 (back to 7/8).
*- Hit points increased to 23/28/34/38/43.


Houndmaster Changes:
------------------------------
The Houndsmaster has always felt good to me. He brings a great deal of utility to the group.

*- Lick Wounds: Grants a -10% stress damage buff in addition to it's heal.
*- Hounds Harry: Bleed damage increased by 1 point at level 4 (3 total). At level 5 the bleed damage
lasts for 4 rounds instead of 3.
*- Hounds Rush: Bleed damage increased by 1 point at level 4 (3 total). At level 5 the bleed damage
lasts for 4 rounds instead of 3.
*- Blackjack: Stun chance increased from 100% to 125%.
*- Whistle Mark: Debuff reduced to -10/11/12/13/15% protection and now has a fixed -5 accuracy as well.
*- Pet the Hound: heals 25 stress damage, up from 20.
*- Hounds Watch: Chance to surprise and reduce being surprised increased by 5%.
*- Therapy Dog: Time Unit cost is now 2. Targeted other party member is healed 15 stress and gains
a -20% stress damage buff.


Jester Changes:
--------------------------------
Everyone seems to hate the Jester but I've always liked him. As with the highwayman I can understand
why some avoid taking him. Fragile. Not a great amount of damage. But I've always loved his camping
skills and the movement tricks he adds really feel fantastic to me. I increased the strength of his bleeds
and Slice Off hopefully is more appealing to use now. Dirk Stab gained a slight damage bonus and Solo
is no longer as crippling to use. Finally his camping skills have all seen a slight tick upwards in usefulness.

*- Dirk Stab: Gained a +10% Damage modifier.
*- Harvest: Bleed damage increases by 1 point at every level (2/3/4/5/6).
*- Slice Off: Can now target the enemies 1st rank. Bleed damage increases by 1 point at every level
(3/5/6/7/7) and the effect lasts 4 rounds instead of 3.
*- Solo: Damage mod reduced from -100% to -85%, and damage modifier decreases every level (85/80/75/70/65).
Chance to apply debuff greatly increased (95% chance now). Speed granted lowered (3/4/5/6/7 � down
from 5/6/7/8/9). This ability can now crit. Mortal Weakness debuff reduced from -10% accuracy,
-40% Damage, -30% Dodge to -5% accuracy, -20% Damage, -5% Dodge.
*- Turn Back Time: Time Unit cost is now 3. Heals all other party members 10 stress and grants them
a -10% stress damage buff.
*- Every Rose: Time Unit cost is now 3. All other party members heal 5 stress and gain +10% damage and +3% crit.
*- Tiger's Eye: Time Unit cost is now 3. All other party members heal 5 stress and gain +7 accuracy and +1 speed.
*- Mockery: Grants the target selected a -25% stress damage buff, the other two party members heal 10 stress each.


Leper Changes:
-----------------------
As with other heros I love the Leper. Granted he doesn't hit often but he hits like a truck riding
an even larger truck when he hits. He does have some useless skills though � revenge and purge being rather
lackluster in my opinion. Some of his camping skills I also never used � so they were improved a bit or
reworked to make them more attractive. Note one thing though � his Solemnity can not be used from the 1st
rank in this mod. Some trinkets require him to be in front to benefit from them � I felt this was an
excellent way to offset such and encourage the use of movement abilities on other heroes.

*- Purge: Renamed Focus. This ability is now a self buff � increasing accuracy 10/11/12/13/15,
damage 15/17/19/22/25% and crit 1/2/3/4/5%. This can be used from the 3rd rank.
*- Revenge: This ability no longer is a self buff. This ability now guards an ally and activates
riposte on the Leper. This can be used from the 3rd and 2nd ranks.
*- Solemnity: Can now be used from the 3rd rank but can no longer be used on the 1st rank.
*- Withstand: Can now be used from the 3rd rank.
*- Quarantine: This costs 3 time units. It causes 7 stress damage to the Leper, and give him a +10%
Stress Damage suffered debuff, but all other heroes heal 7 stress and the Leper cures himself of
a disease.
*- Reflection: Heals 10 stress to the Leper, down from 20.
*- Bloody Shroud: Grants the Leper a +20% Damage, +3% Crit buff. All other party members suffer a
+10% stress damage debuff.
*- Maximum Damage decreased by 1 point at all levels.

Man At Arms Changes:
-------------------------
Some minor alterations to the MAA to make him more misc in nature. Bellow can now be used from the
4th rank so he isn't sitting back there without four usable skills if/when using the guardian shield
trinket. His camping skills were also changed somewhat to make them less similar to other heroes.

*- Crush: Applies a small protection debuff to the target struck -5/6/7/8/10%.
*- Retribution: Damage modifier increased to -50% from -75%.
*- Command: Now increases accuracy by a lesser amount 5/6/7/8/10%, increases crit by 1/2/3/4/5%.
Also grants +15% move resistance.
*- Rampart: Damage modifier lowered from -60% to -50%.
*- Bellow: Speed component of the debuff lowered in initial strength (-3/4/5/6/7). This can now be
used from the 4th rank.
*- Maintain Equipment: Now grants +15% protection instead of +10%.
*- Tactics: Time Unit cost is now 3. Grants everyone +20% stun resistance and +10% protection.
*- Instruction: Grants +10 Dodge, up from 5.
*- Weapons Practice: Grants a single party member +10 accuracy, +15% Damage, +5% crit.


Musketeer Changes:
------------------------------
I have struggled with the decision if the Musketeer will be in the mod or not. It's a kickstarter
backer exclusive so I don't feel right adding her into this mod without some guidance from Red Hook.
If Red Hook doesn't care then I shall do so � if they do then she won't be present.

In either case she is different from the arblaist in this mod. More fragile, more accurate. He combat
skills are all different and she was given some unique crit barks as well.

*- Buckshot: Renamed Strafe. This ability no longer moves the front two enemies, instead it applies
a weak bleed to them.
*- Sidearm: Renamed Hexed Bullet. This ability has a -40% damage mod, a crit rate of 13/16/19/22/25%.
It hits a random target, marks that target for 2 rounds and applies a weak blight.
*- Smokescreen: Renamed Acidic Canister. This ability deals no damage and can not crit. It applies an
accuracy/protection debuff -5/6/7/8/10 to the back 3 enemy ranks and a weak blight effect.
*- Patch Up: Heals a wide spread of damage, always having a minimum of 1, and ends up with a maximum of 4
at level 5. This ability can be used on the 4th hero rank. This ability has a chance 35/35/40/40/45% to
cure bleed/blight effects.
*- Call the Shot: Marks the target hit for 2/2/2/2/3 rounds and lowers their defense by 8/10/12/14/15
points. This ability always crits. It still deals 0 damage at all times.
*- Clean Musket: No longer has a speed penalty. No longer increases accuracy. This increases damage
by 30%, and crit by 8%.
*- Triage: Heals all party members 25% and cures all bleed effects.
*- Field Bandage: Heals 40% of health and cures all bleed/blight effects.
*- Hit points reduced 25/31/37/43/49.
*- Defense increased 6/11/17/23/29.


Occultist Changes:
------------------------------
I wanted another hero that was an excellent support at the cost of hero stress and decided to tweak the
Occultist to be so. You'll find that he is a bit more risky to bring along, but his curses are more
powerful (being similar to early pre-release versions) and more reliable than others. His camping skills
also come with negative consequences for their use. Finally � note in particular that his Wyrd
Reconstruction no longer bleeds a hero, but instead increases their stress.

*- Weakening Curse: Now reduces the accuracy -5/6/7/8/10, crit -2/3/4/5/5% and damage 25/27/30/33/35%
of the target hit. Damage mod lowered from -75% to -70%.
*- Vulnerability Hex: Now reduces the Dodge -10/12/15/18/20 and Protection (-5/6/7/8/10) of the target
hit. Damage mod lowered from -90% to -70%.
*- Wyrd Reconstruction: No longer has any bleed chance on the target healed. Instead this ability
has a 75% chance to cause 3/3/4/4/5 stress to the target.
*- Hands from the Abyss: Is now launched from the 2nd and 3rd rank.
*- Daemon's Pull: No longer clears corpses. Chance to pull increased by 10% at each level.
*- Dark Ritual: Time unit cost is now 3. It grants the Occultist a -10% stress damage buff and increases
his accuracy by 8, his dodge by 7. All other party members suffer a +10% stress damage debuff.
*- Unspeakable Commune: Grants the Occultist a +10% Crit Chance and +3 speed. All other party members
suffer a +10% stress damage debuff. This no longer prevents a night time ambush.
*- Abandon Hope: Cures the Occultist of 20 stress. There is a 50% chance other heroes will suffer
0 or 7 stress.

Plague Doctor Changes:
----------------------------------------
She was one of the first heroes that I heavily modified but you won't be able to tell the difference
much any longer. Her damage-over-time abilities deal slightly more damage, he disorienting blast was
completely reworked, and her camping skills reworked as well. I also gave emboldening vapours a little
extra something to make it more desirable to use.

*- Noxious Blast: Damage mod reduced from -80% to -65%. Blight damage dealt is now 4/5/6/7/8. Lasts
for 4 rounds instead of 3.
*- Plague Grenade: Blight damage dealt is now 4/5/6/7/7 at levels 1/2/3/4/5. At level 5 it lasts
for 4 rounds.
*- Disorienting Blast: This ability has been completely reworked. It's damage mod was changed from
-100% to -65% and it picks up a new ability at each rank, keeping the old one(s) as well. It no longer
clears corpses.
*- Rank 1: Debuff speed -2/-2/-3/-3/-4 and damage -20/20/25/25/25% at level 1/2/3/4/5
*- Rank 2: Blights 2/2/3/3/4 the target.
*- Rank 3: Shuffles the target.
*- Rank 4: Decreases the targets bleed/blight/stun resistances by -20% in addition to it's other debuffs.
*- Emboldening Vapours: Unstuns the target in addition to the damage/speed increase.
*- Incision: Added the same bleed debuff that the highwayman has.
*- Experimental Vapours: Time unit cost is now 3. Grants the targeted hero +10% crit, +10 Dodge, and +15% damage.
That hero also suffers 20 stress damage.
*- Leeches: Time unit cost is now 3.
*- The Cure: Time unit cost is now 3. The targeted hero is cured of a disease and all heroes gain
+15% disease resistance.
*- Self Medicate: Renamed Vaccinate. Time unit cost is now 2. Grants +40% Blight, Bleed and Disease
resistance.


Vestal Changes:
---------------------------
I rarely had an excuse to use a 2nd rank vestal due to how awesome her heals are. I thus allowed
Divine Grace to be usable from the 2nd rank. I also gave a little extra something to Mace Bash and
Illumination to tempt the player into using them on occasion. Finally all of her camping skills are
different here.

*- Mace Bash: Applies a small protection debuff to the target struck -5/6/7/8/10%.
*- Divine Grace: Can now be used from the 2nd rank.
*- God's Comfort: Heals slightly different amounts when leveled but the same at level 5. New ranges
are 1-2, 2-2, 2-3, 3-3, 3-4.
*- Illumination: Now also heals the vestal a small amount of stress 2/2/3/3/4 when used.
*- Bless: Time unit cost is now 2.
*- Chant: Time unit cost is now 1. Targets a single other party member. If that member was religious
they heal 12 stress and gain a -10% stress damage buff. If they were not religious they heal 7 stress.
*- Prayer: Time unit cost is now 3. All party members heal 7 stress, other religious party members
also gain +10% protection, and the Vestal gains +5% crit.
*- Sanctuary: Time unit cost is now 3. All party members heal 5 stress. Prevents night time ambush.


Creature and their features:
--------------------------------
As with the hero section above this is split into global changes which affect all the creatures and
specific alterations to each creature type. If you don't see a creature listed in this list then it is
exactly the same as it is in the base game.

*- Creature protection levels were lowered across the board. I felt the 'jump' in protection between
level 1 and 3 was pretty large and the change to how equipment/skills are locked to current hero
resolve level, instead of resolve level + 1 ensures they can still survive a round at level 3. As
such almost all creatures that have prot saw it reduced somewhat.
*- Accuracy is slightly higher, by roughly 2% overall.
*- The dodge rating may be slightly higher or lower depending on the creature. Where it was more than 2%
it will be noted down below.
*- Critical chances are generally higher than the base game by 1 or 2% but there are a few occasions where
they are lower by the same.
*- Monster damage is generally higher by 1 minimum and/or maximum point but there are a few occasions where
they are lower by the same.
*- There is now a 72/75/78% chance that a hero will suffer 3/4/4 points of stress damage when damaged by a
creature at levels 1/3/5. That's correct � all creatures cause stress damage in this mod. Every one.
*- All 'melee' creatures lost their ability to attack if they are in the 4th rank, with the exception of
the Brigand Cutthroat. Hopefully this will encourage occasional use of movement skills.


Brigand Blood Letter:
-----------------------------
*- Whip Party no longer causes increased stress damage to those hit. It can now crit 6/8/10%.
*- Punishment no longer causes increased stress damage to those hit. It can now crit 8/10/12%
*- Point Blank Shot no longer causes a self speed debuff.
*- Hit points decreased slightly.
*- Gained 10% protection at level 3, retained at level 5.

Brigand Cutthroat:
------------------------
*- Slice and Dice no longer causes a bleed resistance debuff. It now causes a dodge -2/4/6 debuff to
those struck instead.
*- Shank can no longer reach the 4th rank in the hero's formation.
*- The Weak Attack they have from the 4th rank can no longer target the heroes 3rd or 4th ranks,
damage was reduced by �, and this no longer grants any buff to the cutthroat.

Brigand Fusilier:
-------------------------
*- Blanket Fire no longer causes a dodge debuff.
*- Rushed Shot no longer moves the Fusilier backwards.

Carrion Eater:
-------------------------
*- Hit points increased by 1/2/2.

Large Carrion Eater:
-------------------------
*- Tentacle Devour inflicts slightly more maximum damage 2/3. It also now causes a weak blight effect
on the hero struck for 5 rounds.
*- Hit points increased by 10/12.

Crone:
-------------------------------
*- Curse of Vulnerability no longer marks the target, only inflicts 1 point of damage.
*- Embrace the Dark now marks the target's struck.
*- Fetid Censer can no longer disease those struck. It inflicts 5 point of stress damage when
it hits instead of 10.
*- Defense lowered by 3/5 points.
*- Hit points increased by 2 points at level 3.

Cultist Brawler:
---------------------------
*- Rend for the Old Gods can now be used from the 3rd rank in formation. The debuff applied has
been changed to be a bleed resistance debuff.
*- Now has 5/10/15% protection.
*- Hit points reduced by 1 point at level 1 and 3 points at level 3.
*- Speed increased by 1 point at level 5.

Cultist Witch:
---------------------------
*- Stressful Incantation can now crit 8/10/12%. Stress damage lowered to 'Stress 1' at level 1 instead of
'Stress 2'. This ability no longer marks the target and only ever causes 1 damage.
*- Eldritch Push/Pull now causes 5 stress damage to the target.
*- Hit points reduced by 1 at level 1 and 2 points at level 5.
*- Speed decreased by 1 at level 1 and 3.

Ectoplasm:
---------------------------
*- Hit points increased to 11/17/21 at levels 1/3/5.
*- Cyokensis now causes 5 stress damage to the target.
*- Slime speed debuff removed. This ability now heals the Ectoplasm for 5 points at level 3, and for 7
points at level 5.
*- This creature always leaves a corpse, even on a crit.

Large Ectoplasm:
---------------------------
*- Slime Smack now causes 5 stress to the targets.
*- Cyokensis now causes 5 stress damage to the target.
*- Protection lowered to 15/20/25% at levels 1/3/5.
*- This creature always leaves a corpse, even on a crit.

Crab Warrior/Tank -
*- Arterial Pinch no longer has any debuff. Damage increased at level 5 from 1-3 to 3-5.
*- Damage from Tidal Slam increased to 5-10 at level 3.
*- Protection lowered at level 3 to 40%.

Pelagic Grouper:
---------------------------
*- Seaward Slash maximum damage lowered by 1/2/4 points.
*- Harpoon Fishing no longer pulls the target.
*- New Ability Fish Hook created. They can use this at level 3/5. It deals 3-5/4-7 damage, pulls
the target forward 2 and has a weak bleed effect. Crit chance is 6/8%. Usable only in the back
two ranks, and on the hero's back to ranks.

Pelagic Shaman:
---------------------------
*- Stress Cast no longer can affect a second target. This ability can now crit at levels 3/5 with
a 6/10% chance.

Fungal Artillery:
---------------------------
*- Escape Cloud can also cause Fungal Diseases at a slightly lower chance (10% instead of 15%).
*- Mark Target debuff affects both dodge and protection.
*- Speed increased by 1 point at all levels.
*- Protection lowered to 15/20/20%.

Fungal Zombies:
---------------------------
*- Groping Swipe no longer has a blight effect.
*- Protection lowered to (20%/25%/30%).
*- Speed increased by 1 point at all levels
*- Critical chance increased by 4% at all levels.
*- Hit points increased by 2/3.

Gargoyle:
---------------------------
*- Flurry of Claws crit chance increased by 4% at all levels. This ability no longer shuffles the
hero party, instead it lowers the protection on those hit by 5/10%.
*- Tail Lash will no longer be used if the Gargoyle is in the front rank.
*- Hit points increased by +5.

Ghoul:
---------------------------
*- Rend now attacks both the 1st & 2nd rank in the Hero formation. Chance to crit decreased by 4/3%
at level 3/5. This now applies a weak blight effect instead of a normal bleed. Damage lowered by
3/4 maximum at level 3/5.
*- Throw Skull chance to crit increased by 4% at level 5. Accuracy increased by +8% at all levels.
*- Howl can now crit 3/5%. This ability no longer applies The Worries.
*- Hit points increased by 11
*- protection lowered to 25/30%.
*- speed decreased to 5/7.

Jellyfish:
---------------------------
*- No longer has any debuff associated with its attacks.

Madman:
---------------------------
*- Accusation can now crit 4/7/10%. This ability now lasts for 16 turns instead of until camp.
Stress damage done is the same at levels 1 & 3, it increases at level 5.
*- Doomsay can now crit 2/4/6%. The stress damage this deals has been lowered to be 7/9/10.
*- Hit points increased by 3/6/3 points.
*- Defense lowered by 8% at all levels.
*- Attempted to give him a retaliate that causes 3 stress to the one who hits him. It is not working,
but present in the game file for him. I intend to get this working sometime in the future.

Maggot:
---------------------------
*- Hit points increased by 2/3/4 points.
*- Defense increased y 8 points at all levels.
*- Speed increased by 1 point at all levels.

Skeletal Arbalist:
---------------------------
*- Bayonet Jab no longer moves the arbalist back.
*- Crossbow Shot this no longer deals extra damage against marked targets.
*- Gained 1/4/3 hit points
*- Now has 10/15/15% protection.
*- Critical Chance increased to (totals 17/19/20%).

Common Skeleton:
---------------------------
*- Cudgel can no longer be used from the 3rd rank, instead weak cudgel is used there instead.
*- Gained 2/4/4 hit points.

Skeletal Courtier:
---------------------------
*- Tempting Goblet damage reduced by � at all levels. This ability can now crit at level 1. Chance
to crit is 8/10/12%. The debuff has been altered to inflict -10/20 Stress Receovery for 4 rounds
instead of applying a Crit penalty. This ability can not target the hero's 1st rank.
*- Knife in the Dark now has a weak bleed component to it.

Skeletal Defender:
---------------------------
*- Axe Strike chance to crit increased by 2% at level 1. This ability no longer lowers the stun/move
resistance of the hero hit, instead it lowers the protection by 5/8%.
*- Hit points increased by 3/5/5 points.
*- Protection levels are now 25/30/30%

Skeletal Militia:
---------------------------
*- Graveyard Slash chance to crit increased by 7/4/1% (13/15/16%).
*- Protection lowered to 10/15/15%.
*- Hit points increased by 2/3/2 points.

Skeletal Spearman:
---------------------------
*- Spear thrust chance to crit increased by 4% at all levels.
*- Impale only hits the hero's 1st three ranks, similar to breakthru or grapeshot blast.
*- Defense increased by 5/3.
*- Hit points increased by 4/2.
*- Now has 10/15% protection.
*- Speed decreased by 1 point.

Snail Urchin:
---------------------------
*- Hit points increased by 2 points at level 3 and 5.

Spider Spitter:
---------------------------
*- Spit � no longer usable from the 1st rank. No longer has any debuff associated with it. Can now
spit from the 2nd rank. Min/Max damage increased by 1 point at level 3.
*- Bite � can no longer reach the 4th rank in the hero's formation.

Spitter Webber:
---------------------------
*- Bite � can no longer reach the 4th rank in the hero's formation. This can now be used in the 3rd rank.
*- Web � no longer has any poison resist debuff associated with it.
*- Hit points increased by 2/3/3 points.

Swine Drummer:
---------------------------
*- Drum � stress damage dealt is 7 at all levels.
*- Speed reduced by 2 points at every level.
*- Hit points increased by 3 points at level 3/5.

Swine Reaver:
---------------------------
*- Ball and Chain � No longer pushes the target. Maximum damage increased by 2 points at level 3.
*- Butcher Cut � No longer can reach the 3rd rank in the hero formation.
*- protection levels are now 25/30/35% at levels 1/3/5.
*- Hit points increased by 5/3 at levels 3/5.

Swine Slasher:
---------------------------
*- Hook where it Hurts: This attack no longer has any debuff associated with it.
*- Hit points increased by 2/4/3 points.
*- Defense increased by 5 points at all levels.
*- Protection remains 33% at all levels.

Swinetaur:
---------------------------
*- Boar Rush: Damage changed from 8-15 to 10-19 at level 3.
*- Trot Retreat: Chance to hit increased by 60% so it actually might hit now. Damage changed from 0
to 2-3/3-4. It now targets the front three hero ranks.
*- Protection lowered to 25/30%.

Swine Wretch:
---------------------------
*- Hit points increased by 2 points at level 3.
*- Vomit no longer has a disease resistance debuff, instead it's chance to apply a disease increases
by 5% at levels 3 and 5 (to 38/43%).

Unclean Giant:
---------------------------
*- Tree Branch Smackdown: Critical chance increased to 15% at level 3. Maximum damage lowered by 6
points at level 3, and 12 points at level 5. This ability now has Push 2 instead of Push 1.
*- Poison Spores: This ability now has a 60% chance to hit a second target at level 3. Chance to crit
increased by 5% at all levels.
*- Confusion Spores: have no been altered but remember that taking damage causes stress damage now making
this even more annoying should he start spamming it. Chance to crit lowered to 5%.
*- Hit points lowered by 20 at level 3 and 29 points at level 5.
*- Gained 10% PROT at level 3 which is retained at level 5.

White Cell:
---------------------------
*- Defense lowered to 28.75%. I'd rather not have adjusted any of the DD creatures, but with the
accuracy reduction on the heroes this was required.

Shambler:
---------------------------
*- Protection lowered to 15/20/25% at levels 1/3/5.

The Prophet:
---------------------------
*- Chance to drop additional rubble reduced to 25/35/45%.

The Cannon:
---------------------------
*- Defense reduced to 0 at all levels.

The Flesh:
---------------------------
*- Forms can no longer strike additional targets at levels 3/5.
*- Healing forms heal has been increased to heal 6-10/8-12/12-16 damage.
*- Spine form can now use its attack if it spawns in the 4th rank.
*- All attacks cause stress when they hit.

Necromancer:
---------------------------
*- Speed lowered to 5/6/7.
*- All attacks also cause 5 stress damage.

The Swine X:
---------------------------
*- Cleaver attacks also cause 5 stress damage.

The Drowned Crew:
---------------------------
*- Fixed the Captain's Curse so that it actually can affect level 3/5 heroes by giving it a higher
percentage chance to apply (was only 100%).
*- Fixed Drink with the Crew to cause Stress 2 at levels 3 and 5.

The Collector:
---------------------------
*- Chance to crit with Life Steal lowered by 3% at all levels.



Quirks � the pros and cons
------------------------------------------
Negative quirks have been made worse in almost every instance, and positive quirks have been made
better, or reworked where lacking. Quirks that weren't specific about what they actually did
(kleptomanic, paranomania, etc) now tell you their percentage chance to interact with a curio, and which
ones they interact with.

*- Soft: Inflicts -10% max hit points instead of -5%.
*- Slow Reflexes: Inflicts -2 speed instead of -1.
*- Slow Draw: Inflicts -4% crit and -4 speed on the first round.
*- Quick Draw: Grants +4% crit and +4 speed on the first round.
*- Natural Eye: Grants +1% crit to ranged attacks in addition to +5 accuracy.
*- Lazy Eye: Inflicts -1% crit to ranged attacks in addition to -5 accuracy.
*- Torn Rotator: Inflicts -10% melee damage instead of -5%.
*- Scattering: Inflicts -15% ranged damage instad of -5%.
*- Deadly: Grants +2% crit instead of +1%.
*- Inaccurate: Inflicts -2% crit instead of -1%.
*- Resilient: Grants +15% Stress Recovery instead of +10%.
*- Ruminator: Inflicts -10% HP healed when healing people in addition to -10% stress recovered.
*- Thin Blooded: Inflicts -20% blight resist instead of -10%.
*- Thick Blooded: Grants +20% blight resist instead of +10%.
*- Sickly: Inflicts -20% disease resist instead of -10%
*- Robust: Grants +20% disease resist instead of +15%.
*- Anemic: Inflicts -20% bleed resist instead of -10%.
*- Clotter: Grants +20% bleed resist instead of +10%.
*- Shocker: Inflicts -20% stun resist instead of -10%.
*- Mercurial: Inflicts -10% debuff resist in addition to -5 to virtue chance.
*- Irrepressible: Grants +10% debuff resist in addition to +5 virtue chance.
*- Early Riser: +5 dodge, and +2 speed if light is above 75.
*- Night Owl: Decreases the chance the party is surprised by 20% at or below 25 light.
*- Nocturnal: -5 dodge and -2 speed if light is below 75.
*- Diurnal: Increases the chance the party is surprised by 20% at or below 50 light.
*- Lurker: Increases damage by 10% and dodge by 5 if light is below 25.
*- Last Gasp: Increases speed by 2 and crit by 3% if HP are below 65%.
*- Winded: Decreases speed by 2 and crit by 3% if HP are below 65%.
*- Stress Faster: Increases speed by 1 and decreases food consumed by 1 if stress is above 50.
*- Thantaphobia: +20% stress and -2 speed if HP are below 65%.
*- Backtracker: Renamed Cautious. Grants +15% to trap and move resist.
*- Clausterphobia: Stress damage suffered in corridors is still 10%, and -15% trap resist.
*- Stomach Cramp: Renamed Crohn's. -10% HP, -2% crit, reduces healing in camp by 20%.
*- Bulimic: Renamed Chagas. -5 Accuracy, -10% HP, -20% disease resist.
*- Spotted Fever: Renamed Typhus. -20% blight resist, -10% damage if light is about 75, +10% stress damage if light is above 75.
*- Dark Temptation: Now interacts with knowledge curios instead of Unholy.
*- Guilty Conscience: +10% Stress damage, -10% stress recovered. 35% chance to interaction with Worship curious.
*- Bloodthirsty: 45% chance to interact with torture curios. -10% bleed resistance.
*- Hieromania: 65% chance to interact with worship curios.
*- Ablutomania: Renamed Bibilomania. Now has a 25% chance to interact with knowledge curios instead of fountains. -15% debuff resistance.
*- Dacnomania: -10% to blight and bleed resists. Still 40% chance to interact with torture curios.
*- Egomaina: 30% chance to interact with reflective curios, -15% trap resist, and heals 10% less hit points.
*- Sitiomaina: Consumes an extra food in addition to it's 40% chance to interact with food curios.
*- Necromania: -15% disease resist in addition to 40% chance to interact with body curios.
*- Paranormania: Chance to interact with haunted curios increased to 65%.
*- Demonomania: +10% stress damage in the cove and warrens.
*- Hagiomania: +55% chance to interact with worship curios, +10% stress damage if light is above 75.
*- Known Cheat: Now has a 25% chance to loot/steal treasure curios.
*- Deviant Tastes: Now has a 35% chance to loot/steal torture curios. -10% bleed resist.
*- Unquiet Mind: Also includes +10% stress damage.
*- Witness: Also includes -10% stress recovered.
*- Faithless: Also includes -5% deathblow resist.
*- Bad Gambler: Now has a 20% chance to loot/steal scrounging curios. These are bags, torches, graves and may be some others as well.
*- Meditator: Grants -10% stress damage in addition to extra stress recovery.
*- Weapon Tinker: Renamed Weaponsmith. +5% damage, +1% crit, discounts upgrades by 40%.
*- Armor Haggler: Renamed Armorsmith. +5 protection, +1 speed, discounts armor upgrades by 40%.
*- Nymphomania: +10% HP.
*- Fast Healer: Heals 10% more hit points when healing people and +1speed.
*- Stout: +10% disease and debuff resist.
*- Gift of the Healer: +10% hit points healed when healed in addition to its normal camp recovery.
*- Ruins/Cove/Warrens/Wealed scrounger: Grants +10% scouting and -10% stress damage in the location.

Trinkets � Briefly touched upon.
-----------------------------------------
I haven't altered all of the trinkets yet, as I would need to test all of them extensively to ensure I
haven't unbalanced something horrifically. Many trinkets have seen their negatives removed (about half
of the common trinkets) or their positives switched. Almost all trinkets that were changed should prove
to be more powerful than they used to be.

I will quickly add that there are only three new trinkets added in this mod � the Medals. There are
three of them (uncommon, rare, very rare) and they increase the amount of resolve you gain along with
other small buffs. The idea being that these would help you accelerate heroes leveling in the later portions
of the game.


Contacting Me
-----------------------------
If you'd like to contact me for any reason you can reach me at [email protected].
I am not affiliated with nor work for Red Hook studios in anyway, I am merely a fan of the game that
has created a mod I enjoy, and maybe you'll like the changes as well. Any/all bug reports or glitches
will be fixed as soon as I am made aware of them, or discover them.