File information

Last updated

Original upload

Created by

jam

Uploaded by

TheNoodleGod

Virus scan

Safe to use

About this mod

A myriad of buffs to the skills that I thought were a bit weak, compared to others.

Permissions and credits
Auntie:
+Speed Debuff to flashpowder
It's like a stun but worse.

Arbalest:
+Base damage
+Trap disarm chance
+rallying flare gives party wide ACC bonus
+blindfire moves back 1
I thought her damage was always extremely underwhelming as a combat class. It also didn't make sense that she wouldn't be able to deal with traps. Traps are machines. A crossbow is a machine. The flare also came across as kinda useless.

Bounty Hunter:
+Caltrops hits both ranks 3 and 4
There was little point in using it otherwise
Crusader:
+Battle heal heals more, gives +Prot buff
Crusader can now be semi competent at healing, given a healing trinket or two. The +PROT buff also struck me as a very paladin-ish thing to have.

Flag:
+Rain of sorrows does half base damage
+Exanguinate bleed damage increased slightly, increased damage and crit chance
+Reclaim HoT increased slightly (can heal for prime numbers now!)
Rain of sorrows hitting two targets never made up for the total lack of base damage and the weaker bleeds. Exanguinate also struck me as not really being particularly stronger than the regular plain attack.
Reclaim also got increased to be less worthless early on. I rejiggered it to be able to heal numbers like 5 or 8 in 3 turns, although it might look weird in the tool tip. It's no more weird than healing for 2 turns, though.

Grave Robber:
+Toxin Trickery gives a minor +crit bonus
+Poison dart blight damage increased slightly
Toxin trickery always felt like a pretty boring use of a turn. Now you get a little extra for your troubles. The poison dart is also a little stronger.

Helion:
-Barbaric Yawp stun chance decreased
It was super OP, self debuff or no.

Highwayman:
+Pistol Shot damage increased, Damage vs marked increased, crit chance increased
+Grapeshot blast adds a -dodge debuff
+Tracking shot works multiple times per round, marks target
-Duelist Advance initial damage decreased slightly
Rank 3 gunslinger highwayman should be a little more viable now

Houndmaster:
+Hound harry damage increased slightly, Bleed damage increased.
I don't know why they nerfed the houndmaster's weakest ability.
Jester:
Honestly I don't know what to do with him.

Leper:
+Revenge shuffles forward one (+A new sprite!)
+Stress healing moved to solemnity
+Bleed/Blight/Debuff/Move resist moved to withstand
+Purge now does half damage, applies a speed debuff, and has a small chance to stun
It was really awkward having your heals and your resists seperated into two different abilities. Now if you want to resist incoming stuff, you do that, and if you want to recover from attacks, you do that. Purge was useless previously, as 90% of rank 1 enemies either don't care about being moved or have high move resist. Now it will at least do some damage at the same time. Revenge also always felt like a waste of a turn. The idea now is that leper comes Back with a Vengeance after he's shuffled

Man at Arms:
+Bellow and Retribution can be used in rank 4, retribution damage increased
Tried to make rank 4 MaA a little more viable. Retribution also always sounded good on paper but was so weak compared to the highwayman. Now he should get some damage out for his trouble.

Occultist:
+Hands from the abyss now can be used in rank 3
+Vulnerability hex now adds a -PROT debuff too
I don't think I ever used hands from the abyss until recently, because occultist is a *mage*. He wears *robes*. He looks so out of place in the front lines.
Vulnerability hex was also pretty boring and only ever worth it for the mark synergy. Now it should be viable even without a bounty hunter or whatever on your team

Plague Doctor
+Minor HoT added to battlefield medicine
-Heal capped at 1
The +heal was never something that ever needed leveling up. Now, the +HoT will inure people against future DoT's, and prevent them from bleeding out.

Vestal:
+Illumination now marks targets, has increased accuracy
+Hand of light does slightly more damage
Illumination should now actually hit the targets you're trying to stop missing.

**currently the arbalest reshuffle, leper sprite, auntie speed debuff and any flagellant change isn't working. I'm working on it.