Posted July 25, 2020
So, this game has Hardcore Mode (any hero that perishes does not come back), and you can adjust the music volume, what is welcomed.
You start with a Barbarian, and 2 healing potion:
Stats:
Attack: 3 (this means it can deal 1-3 DMG per hit)
Type: physical (the other two damage type is magic and chaos)
Range: 1
Accuracy: 60%
Defence: 40%
Movement: 5
Life (Max HP): 7 - yes, this game has much more variety on HP and DMG!
Sanity: 50%
Courage: 80%
Perception: 40%
Abilities: (each ability you can use once per mission, all abilitis and skills have 3 ranks)
Throwing Axe:
1) 1-2DMG
2) +1DMG
3) 2 use
Fear of Steel:
1) +1 Attack (meaning maximum damage)
2) +2 Attack
3) +10% accuracy
Man to Man
1) causes a one-on-one fight for 2 rounds
2) the fight lasts until one falls
3) +1 Attack on victory (I wonder if this is permanent, because if it is, you should get this right after Dungeon 1)
Skills: (these are repeated uses, as far as I can tell, passive stuff)
Counter Attack:
1) 10% trigger
2) +1 DMG
3) +2 DMG
Tactics:
1) +1 Throwing Axe dmg
2) enemies not dying when Fear of Steel is used become afraid
3) 50% trigger a third strike on Double Attack (the text says Double Strike, but that's obviously false text)
Double Attack:
1) you'll strike once more after every 5 attack
2) after 4 attacks
3) after 3 attacks
Rage:
1) +2 attack if your HP is below 2
2) below 3
3) below 4
-------------------
Once you delt with the first dungeon you get access to 5 more heroes:
Knight:
Stats:
Attack: 2
Type: physical
Range: 1
Accuracy: 60%
Defence: 60%
Movement: 5
Max HP: 6
Sanity: 50%
Courage: 50%
Perception: 50%
Abilities:
???:
1) heal party ALL member 1 HP
2) 2
3) 3
Healing:
1) heals ANY 1-2 HP (self only?)
2) 3-4
3) 5-6
Divine Shield:
1) absorbs 3 incoming DMG (lasts until room left)
2) 6
3) 7
Mass Bless:
1) gives extra DMG to all party members (I assume next strike, if permanent that's the most broken ability ever)
2) 2
3) 3
Seal of the Forsaken:
1) enemies can not defend
2) 2 use
3) 100% accuracy of attacks (for self only?)
Resurrection:
1) resurrects party member with 1 HP, 0 action (works under Hardcore)
2) action refilled
3) max HP
Skills
Sacrifice:
1) when get hurt 50% trigger 1 heal of an ally (does not work if the damage is absorbed, eg. by Divine Shield)
2) 100%
3) if dead, lowest HP party member gets fullheal (obviously mostly useless in Hardcore)
Break Magic:
1) every successful hit breaks 1 enemy magic shield
2) also deals 1 DMG per shield destroyed
3) drains the magic shield for self
-------------------
Dark Monk:
Stats:
Attack: 2
Type: chaos
Range: 1
Accuracy: 70%
Defence: 60%
Movement: 4
Max HP: 3
Sanity: 70%
Courage: 70%
Perception: 50%
Abilities
Dark Fate:
1) kills target enemy
2) also does lifedrain
3) can use twice
Voices of Madness:
1) monster attacks nearest other monster
2) can use twice
3) can use thrice
Chaos Wave:
1) 1 magic DMG to all enemies (on sight)
2) 2 DMG
3) wave created at each hero
Friend from the past:
1) it's your old Charm-spell. Enemy breaks free after 1-3 action
2) 2-4 actions
3) 4-6 actions
Armageddon:
1) deals 1 magic DMG to everyone in room
2) 2 DMG
3) no DMG to self
Skills:
Step to the Dark:
1) 20% evade
2) counter-attacks the enemy
3) 50% evade
Prayer to the Dead:
1) +1 Fate to self (Fate means you stay alive after a hit that'd defeat you)
2) +2
3) +1 to allies
Swap::
1) swaps himself with a friedly character in 5 hexes
2) can use on enemy
3) normal teleport
-------------------
Archer:
Stats:
Attack: 2
Type: physical
Range: 4
Accuracy: 70%
Defence: 0%
Movement: 5
Max HP: 5
Sanity: 50%
Courage: 50%
Perception: 50%
Abilities:
Traps:
1) 2 use, 1 DMG
2) 5 use
3) 2 DMG
(the trap skill is useless unless enemies follow you through screens/rooms)
-------------------
Wizard:
Stats
Abilities
Firewall:
1) creates damaging hex(?maybe from wall to wall, in direction of the shortest distance) doing 1 DMG when enemy can pass through.
2) when enemy ends turn on it
3) when cast
Lightning Storm:
1) strikes 1 lightning 3-5 DMG
2) 2 lightning, 2nd with 2-3 DMG
3) 3 lightning, 3rd with 1-2 DMG
(I assume this is how it works)
Inferno:
1) 2 DMG on target, 1 on all other "around it" (nearby hexes? diagonaly too? whole room?)
2) 4, 2
3) 6, 3
(I assume this is how it works)
Invisibility:
1) makes the party invisible for 1 tunr
2) 2 turns
3) 3 turns
Tornado:
1) releases a projectile which deals 2 DMG to every enemy in its line
2) 3 DMG
3) 4 DMG
Illusions:
1) creates 1 clone of the wizard which can't cast spells, and lasts until all hero leaves the room
2) 2 clones
3) 3 clones
Frozen:
1) freezes all enemy in a 3*3 place for 1 turn
2) 4*4
3) deals 1 DMG when ends
Skills
Anti-magic:
1) 1 magic shield for self (I thinkn at start of each dungeon, does not stack)
2) 2
3) for all party
-------------------
Dwarf:
Stats:
Attack: 2
Type: physicall
Range: 1
Accuracy: 60%
Defence: 60%
Movement: 6
max HP: 6
Sanity: 30%
Courage: 50%
Perception: 70%
Abilities:
Taunting Barrels:
1) places down a barrel, which the enemy passing by must destroy (basicaly it looses its turn)
2) 2 barrels (not clear if use twice, or two barrel the same time, same location...)
3) 4 barrels
Trap:
1) 1 trap
2) traps gain second charge
3) 2 DMG
Skills:
Detect Traps:
1) from 1 hex
2) 2 hexes
3) whole room
Disarm Trap:
1) 50%
2) 70%
3) 90%
Gold Digger:
1) every time you pick up gold, you find 4-8 more
2) 8-12
3) 12-16
Deflect:
1) if you block a ranged physical attack, it gives 50% to deflect it back
2) 100%
3) also works for magic attacks
Shield Block:
1) getting hit triggers 40% chance to block the next attack
2) 60%
3) 80%
Counter Bash:
1) 40% to stun the enemy for 1 turn counterattack
2) 60%
3) 80%
You start with a Barbarian, and 2 healing potion:
Stats:
Attack: 3 (this means it can deal 1-3 DMG per hit)
Type: physical (the other two damage type is magic and chaos)
Range: 1
Accuracy: 60%
Defence: 40%
Movement: 5
Life (Max HP): 7 - yes, this game has much more variety on HP and DMG!
Sanity: 50%
Courage: 80%
Perception: 40%
Abilities: (each ability you can use once per mission, all abilitis and skills have 3 ranks)
Throwing Axe:
1) 1-2DMG
2) +1DMG
3) 2 use
Fear of Steel:
1) +1 Attack (meaning maximum damage)
2) +2 Attack
3) +10% accuracy
Man to Man
1) causes a one-on-one fight for 2 rounds
2) the fight lasts until one falls
3) +1 Attack on victory (I wonder if this is permanent, because if it is, you should get this right after Dungeon 1)
Skills: (these are repeated uses, as far as I can tell, passive stuff)
Counter Attack:
1) 10% trigger
2) +1 DMG
3) +2 DMG
Tactics:
1) +1 Throwing Axe dmg
2) enemies not dying when Fear of Steel is used become afraid
3) 50% trigger a third strike on Double Attack (the text says Double Strike, but that's obviously false text)
Double Attack:
1) you'll strike once more after every 5 attack
2) after 4 attacks
3) after 3 attacks
Rage:
1) +2 attack if your HP is below 2
2) below 3
3) below 4
-------------------
Once you delt with the first dungeon you get access to 5 more heroes:
Knight:
Stats:
Attack: 2
Type: physical
Range: 1
Accuracy: 60%
Defence: 60%
Movement: 5
Max HP: 6
Sanity: 50%
Courage: 50%
Perception: 50%
Abilities:
???:
1) heal party ALL member 1 HP
2) 2
3) 3
Healing:
1) heals ANY 1-2 HP (self only?)
2) 3-4
3) 5-6
Divine Shield:
1) absorbs 3 incoming DMG (lasts until room left)
2) 6
3) 7
Mass Bless:
1) gives extra DMG to all party members (I assume next strike, if permanent that's the most broken ability ever)
2) 2
3) 3
Seal of the Forsaken:
1) enemies can not defend
2) 2 use
3) 100% accuracy of attacks (for self only?)
Resurrection:
1) resurrects party member with 1 HP, 0 action (works under Hardcore)
2) action refilled
3) max HP
Skills
Sacrifice:
1) when get hurt 50% trigger 1 heal of an ally (does not work if the damage is absorbed, eg. by Divine Shield)
2) 100%
3) if dead, lowest HP party member gets fullheal (obviously mostly useless in Hardcore)
Break Magic:
1) every successful hit breaks 1 enemy magic shield
2) also deals 1 DMG per shield destroyed
3) drains the magic shield for self
-------------------
Dark Monk:
Stats:
Attack: 2
Type: chaos
Range: 1
Accuracy: 70%
Defence: 60%
Movement: 4
Max HP: 3
Sanity: 70%
Courage: 70%
Perception: 50%
Abilities
Dark Fate:
1) kills target enemy
2) also does lifedrain
3) can use twice
Voices of Madness:
1) monster attacks nearest other monster
2) can use twice
3) can use thrice
Chaos Wave:
1) 1 magic DMG to all enemies (on sight)
2) 2 DMG
3) wave created at each hero
Friend from the past:
1) it's your old Charm-spell. Enemy breaks free after 1-3 action
2) 2-4 actions
3) 4-6 actions
Armageddon:
1) deals 1 magic DMG to everyone in room
2) 2 DMG
3) no DMG to self
Skills:
Step to the Dark:
1) 20% evade
2) counter-attacks the enemy
3) 50% evade
Prayer to the Dead:
1) +1 Fate to self (Fate means you stay alive after a hit that'd defeat you)
2) +2
3) +1 to allies
Swap::
1) swaps himself with a friedly character in 5 hexes
2) can use on enemy
3) normal teleport
-------------------
Archer:
Stats:
Attack: 2
Type: physical
Range: 4
Accuracy: 70%
Defence: 0%
Movement: 5
Max HP: 5
Sanity: 50%
Courage: 50%
Perception: 50%
Abilities:
Traps:
1) 2 use, 1 DMG
2) 5 use
3) 2 DMG
(the trap skill is useless unless enemies follow you through screens/rooms)
-------------------
Wizard:
Stats
Abilities
Firewall:
1) creates damaging hex(?maybe from wall to wall, in direction of the shortest distance) doing 1 DMG when enemy can pass through.
2) when enemy ends turn on it
3) when cast
Lightning Storm:
1) strikes 1 lightning 3-5 DMG
2) 2 lightning, 2nd with 2-3 DMG
3) 3 lightning, 3rd with 1-2 DMG
(I assume this is how it works)
Inferno:
1) 2 DMG on target, 1 on all other "around it" (nearby hexes? diagonaly too? whole room?)
2) 4, 2
3) 6, 3
(I assume this is how it works)
Invisibility:
1) makes the party invisible for 1 tunr
2) 2 turns
3) 3 turns
Tornado:
1) releases a projectile which deals 2 DMG to every enemy in its line
2) 3 DMG
3) 4 DMG
Illusions:
1) creates 1 clone of the wizard which can't cast spells, and lasts until all hero leaves the room
2) 2 clones
3) 3 clones
Frozen:
1) freezes all enemy in a 3*3 place for 1 turn
2) 4*4
3) deals 1 DMG when ends
Skills
Anti-magic:
1) 1 magic shield for self (I thinkn at start of each dungeon, does not stack)
2) 2
3) for all party
-------------------
Dwarf:
Stats:
Attack: 2
Type: physicall
Range: 1
Accuracy: 60%
Defence: 60%
Movement: 6
max HP: 6
Sanity: 30%
Courage: 50%
Perception: 70%
Abilities:
Taunting Barrels:
1) places down a barrel, which the enemy passing by must destroy (basicaly it looses its turn)
2) 2 barrels (not clear if use twice, or two barrel the same time, same location...)
3) 4 barrels
Trap:
1) 1 trap
2) traps gain second charge
3) 2 DMG
Skills:
Detect Traps:
1) from 1 hex
2) 2 hexes
3) whole room
Disarm Trap:
1) 50%
2) 70%
3) 90%
Gold Digger:
1) every time you pick up gold, you find 4-8 more
2) 8-12
3) 12-16
Deflect:
1) if you block a ranged physical attack, it gives 50% to deflect it back
2) 100%
3) also works for magic attacks
Shield Block:
1) getting hit triggers 40% chance to block the next attack
2) 60%
3) 80%
Counter Bash:
1) 40% to stun the enemy for 1 turn counterattack
2) 60%
3) 80%
Post edited July 26, 2020 by twillight