master
a327ex 2021-04-13 22:12:29 -03:00
parent dd8540de54
commit 15dfd5a1c5
6 changed files with 260 additions and 30 deletions

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@ -905,3 +905,21 @@ Even slower day today, but I managed to get something done. I'm hoping I can fin
| Bard | The Bard's Song | every 8th attack consume the curse to deal 4X damage to affected enemies |
| Assassin | Toxic Delivery | poison inflicted from crits deals 8X damage |
| Host | Invasion | +100% critter spawn rate and spawn 2 critters instead |
# Day 56 - 13/04/21
Still slow... But I got something done :)
| Character | Classes | Description |
| --- | --- | --- |
| Carver | conjurer, healer | carves a statue that periodically heals 1 unit for 20% max HP if in range |
| Bane | voider, curser | creates a large area that curses enemies to take +50% damage |
| Psykino | mage, psyker, forcer | pulls enemies together for 2 seconds |
| Barrager | ranger, forcer | shoots a barrage of 5 arrows, each dealing X damage and pushing enemies |
| Character | Lv.3 Effect Name | Lv.3 Effect Description |
| --- | --- | --- |
| Carver | World Tree | carves a tree that heals twice as fast, in a bigger area, and heals 2 units instead |
| Bane | Nightmare | the area also deals X damage per second and slows enemies by 50% |
| Psykino | Magnetic Force | enemies take 4X damage and are pushed away when the area expires |
| Barrager | Barrage | every 3rd attack the barrage shoots 15 projectiles and they push harder |

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@ -244,6 +244,7 @@ function Seeker:update(dt)
self:calculate_stats()
self.stun_dmg_m = (self.barbarian_stunned and 2 or 1)
self.bane_dmg_m = (self.baned and 1.5 or 1)
if self.shooter then
self.t:set_every_multiplier('shooter', (1 - self.level*0.02))
@ -364,7 +365,7 @@ function Seeker:hit(damage, projectile)
if self.push_invulnerable then return end
self:show_hp()
local actual_damage = self:calculate_damage(damage)*self.stun_dmg_m
local actual_damage = self:calculate_damage(damage)*self.stun_dmg_m*self.bane_dmg_m
self.hp = self.hp - actual_damage
main.current.damage_dealt = main.current.damage_dealt + actual_damage
@ -468,6 +469,9 @@ function Seeker:curse(curse, duration, arg1)
end, 'launcher_curse')
elseif curse == 'bard' then
self.bard_cursed = true
elseif curse == 'bane' then
self.baned = true
self.t:after(duration, function() self.baned = false end, 'bane_curse')
end
end

View File

@ -154,7 +154,7 @@ end
-- Returns the elapsed time of a given trigger as a number between 0 and 1.
-- Useful if you need to know where you currently are in the duration of a during call.
function Trigger:get_during_elapsed_time(tag)
return self.triggers[tag].trigger/self.triggers[tag].delay
return self.triggers[tag].timer/self.triggers[tag].delay
end

View File

@ -182,7 +182,7 @@ function init()
['carver'] = green[0],
['bane'] = purple[0],
['psykino'] = fg[0],
['arbalester'] = green[0],
['barrager'] = green[0],
['highlander'] = yellow[0],
['sapper'] = blue[0],
['priest'] = green[0],
@ -226,7 +226,7 @@ function init()
['carver'] = 'green',
['bane'] = 'purple',
['psykino'] = 'fg',
['arbalester'] = 'green',
['barrager'] = 'green',
['highlander'] = 'yellow',
['sapper'] = 'blue',
['priest'] = 'green',
@ -267,10 +267,10 @@ function init()
['bard'] = {'curser', 'rogue'},
['assassin'] = {'rogue', 'voider'},
['host'] = {'swarmer'},
['carver'] = {'conjurer', 'curser', 'healer'},
['carver'] = {'conjurer', 'healer'},
['bane'] = {'curser', 'voider'},
['psykino'] = {'mage', 'psyker', 'forcer'},
['arbalester'] = {'ranger', 'forcer'},
['barrager'] = {'ranger', 'forcer'},
['highlander'] = {'warrior'},
['sapper'] = {'enchanter', 'voider', 'healer'},
['priest'] = {'healer'},
@ -311,10 +311,10 @@ function init()
['bard'] = '[purple]Curser, [red]Rogue',
['assassin'] = '[red]Rogue, [purple]Voider',
['host'] = '[orange]Swarmer',
['carver'] = '[orange]Conjurer, [purple]Curser, [green]Healer',
['carver'] = '[orange]Conjurer, [green]Healer',
['bane'] = '[purple]Curser, Voider',
['psykino'] = '[blue]Mage, [fg]Psyker, [yellow]Forcer',
['arbalester'] = '[green]Ranger, [yellow]Forcer',
['barrager'] = '[green]Ranger, [yellow]Forcer',
['highlander'] = '[yellow]Warrior',
['sapper'] = '[blue]Enchanter, [purple]Voider, [green]Healer',
['priest'] = '[green]Healer',
@ -372,10 +372,10 @@ function init()
['assassin'] = function(lvl) return '[fg]throws a piercing knife that deals [yellow]' .. get_character_stat('assassin', lvl, 'dmg') .. '[fg] damage and inflicts poison that deals [yellow]' ..
get_character_stat('assassin', lvl, 'dmg')/2 .. '[fg] damage per second for [yellow]3[fg] seconds' end,
['host'] = function(lvl) return '[fg]periodically spawn [yellow]1[fg] small critter' end,
['carver'] = function(lvl) return '[fg]carves a statue that periodically heals for [yellow]20%[fg] max HP in an area around it' end,
['bane'] = function(lvl) return '[fg]creates a large area that curses enemies to take [yellow]50%[fg] increased damage over time' end,
['psykino'] = function(lvl) return '[fg]quickly pulls enemies together and then release them with a force' end,
['arbalester'] = function(lvl) return '[fg]launches a massive arrow that deals [yellow]' .. get_character_stat('arbalester', lvl, 'dmg') .. '[fg] damage and pushes enemies back, ignoring knockback resistances' end,
['carver'] = function(lvl) return '[fg]carves a statue that periodically heals [yellow]1[fg] unit for [yellow]20%[fg] max HP if in range' end,
['bane'] = function(lvl) return '[fg]creates a large area that curses enemies to take [yellow]+50%[fg] damage' end,
['psykino'] = function(lvl) return '[fg]pulls enemies together for [yellow]2[fg] seconds' end,
['barrager'] = function(lvl) return '[fg]shoots a barrage of [yellow]5[fg] arrows, each dealing [yellow]' .. get_character_stat('barrager', lvl, 'dmg') .. '[fg] damage and pushing enemies' end,
['highlander'] = function(lvl) return '[fg]deals [yellow]' .. 6*get_character_stat('highlander', lvl, 'dmg') .. '[fg] AoE damage' end,
['sapper'] = function(lvl) return '[fg]periodically steals [yellow]5%[fg] max HP per second from nearby enemies and gain 25% increased movement speed' end,
['priest'] = function(lvl) return '[fg]heals all allies for [yellow]20%[fg] their max HP' end,
@ -419,7 +419,7 @@ function init()
['carver'] = '[green]World Tree',
['bane'] = '[purple]Nightmare',
['psykino'] = '[fg]Magnetic Force',
['arbalester'] = '[green]Ballista Sinitra',
['barrager'] = '[green]Barrage',
['highlander'] = '[yellow]Crosscut',
['sapper'] = '[blue]Enduring Sap',
['priest'] = '[green]Divine Intervention',
@ -463,7 +463,7 @@ function init()
['carver'] = '[light_bg]World Tree',
['bane'] = '[light_bg]Baneling Swarm',
['psykino'] = '[light_bg]Magnetic Force',
['arbalester'] = '[light_bg]Ballista Sinitra',
['barrager'] = '[light_bg]Ballista Sinitra',
['barbarian'] = '[light_bg]Berserk',
['sapper'] = '[light_bg]Chain Reaction',
['priest'] = '[light_bg]Divine Intervention',
@ -504,10 +504,10 @@ function init()
['bard'] = function() return '[fg]every 8th attack consume the curse to deal [yellow]' .. 4*get_character_stat('bard', 3, 'dmg') .. '[fg] damage to affected enemies' end,
['assassin'] = function() return '[fg]poison inflicted from crits deals [yellow]8x[fg] damage' end,
['host'] = function() return '[fg][yellow]+100%[fg] critter spawn rate and spawn [yellow]2[fg] critters instead' end,
['carver'] = function() return '[fg]carves a tree that heals in a bigger area and removes all buffs from enemies' end,
['carver'] = function() return '[fg]carves a tree that heals [yellow]twice[fg] as fast, in a bigger area, and heals [yellow]2[fg] units instead' end,
['bane'] = function() return '[fg]the area also deals [yellow]' .. get_character_stat('bane', 3, 'dmg') .. '[fg] damage per second and slows enemies by [yellow]50%[fg]' end,
['psykino'] = function() return '[fg]enemies pulled together are forced to collide with each other multiple times' end,
['arbalester'] = function() return '[fg]enemies hit by the arrow have defense decreased by [yellow]100[fg] for [yellow]4[fg] seconds' end,
['psykino'] = function() return '[fg]enemies take [yellow]' .. 4*get_character_stat('psykino', 3, 'dmg') .. '[fg] damage and are pushed away when the area expires' end,
['barrager'] = function() return '[fg]every 3rd attack the barrage shoots [yellow]15[fg] projectiles and they push harder' end,
['crosscut'] = function() return '[fg]two crosscutting areas of +100% size are created instead' end,
['sapper'] = function() return '[fg]sapped enemies permanently take [yellow]' .. get_character_stat('sapper', 3, 'dmg') .. '[fg] damage per second' end,
['priest'] = function() return '[fg]at the start of the round pick [yellow]3[fg] units at random and grants them a buff that prevents death once' end,
@ -551,7 +551,7 @@ function init()
['carver'] = function(lvl) return get_character_stat_string('carver', lvl) end,
['bane'] = function(lvl) return get_character_stat_string('bane', lvl) end,
['psykino'] = function(lvl) return get_character_stat_string('psykino', lvl) end,
['arbalester'] = function(lvl) return get_character_stat_string('arbalester', lvl) end,
['barrager'] = function(lvl) return get_character_stat_string('barrager', lvl) end,
['highlander'] = function(lvl) return get_character_stat_string('highlander', lvl) end,
['sapper'] = function(lvl) return get_character_stat_string('sapper', lvl) end,
['priest'] = function(lvl) return get_character_stat_string('priest', lvl) end,
@ -601,7 +601,7 @@ function init()
tier_to_characters = {
[1] = {'vagrant', 'swordsman', 'wizard', 'archer', 'scout', 'cleric'},
[2] = {'saboteur', 'sage', 'squire', 'dual_gunner', 'hunter', 'chronomancer', 'barbarian', 'cryomancer', 'beastmaster', 'launcher', 'bard', 'carver'},
[3] = {'outlaw', 'elementor', 'stormweaver', 'spellblade', 'psykeeper', 'engineer', 'juggernaut', 'pyromancer', 'corruptor', 'assassin', 'bane', 'arbalester', 'infestor', 'flagellant'},
[3] = {'outlaw', 'elementor', 'stormweaver', 'spellblade', 'psykeeper', 'engineer', 'juggernaut', 'pyromancer', 'corruptor', 'assassin', 'bane', 'barrager', 'infestor', 'flagellant'},
[4] = {'priest', 'highlander', 'psykino', 'lich', 'host', 'sapper', 'blade', 'plague_doctor', 'cannoneer'},
}
@ -643,7 +643,7 @@ function init()
['carver'] = 2,
['bane'] = 3,
['psykino'] = 4,
['arbalester'] = 3,
['barrager'] = 3,
['highlander'] = 4,
['sapper'] = 4,
['priest'] = 4,
@ -809,7 +809,7 @@ function init()
main = Main()
main:add(BuyScreen'buy_screen')
main:go_to('buy_screen', 22, {
{character = 'host', level = 3},
{character = 'barrager', level = 3},
})
--[[
main:add(Arena'arena')

View File

@ -279,6 +279,48 @@ function Player:init(args)
Critter{group = main.current.main, x = self.x, y = self.y, color = orange[0], r = random:float(0, 2*math.pi), v = 10, dmg = self.dmg, parent = self}
end)
end
elseif self.character == 'carver' then
self.t:every(16, function()
Tree{group = main.current.main, x = self.x, y = self.y, color = self.color, parent = self, rs = self.area_size_m*(self.level == 3 and 128 or 64), level = self.level}
end)
elseif self.character == 'bane' then
self.t:every(12, function()
self.dot_area = DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.area_size_m*128, color = self.color, dmg = self.area_dmg_m*(self.level == 3 and self.dmg or 0),
character = self.character, level = self.level, parent = self, duration = 8}
end)
elseif self.character == 'psykino' then
self.t:every(4, function()
local center_enemy = self:get_random_object_in_shape(Circle(self.x, self.y, 160), main.current.enemies)
if center_enemy then
ForceArea{group = main.current.effects, x = center_enemy.x, y = center_enemy.y, rs = self.area_size_m*64, color = self.color, character = self.character, level = self.level, parent = self}
end
end)
elseif self.character == 'barrager' then
self.barrager_counter = 0
self.attack_sensor = Circle(self.x, self.y, 128)
self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
local r = self:angle_to_object(closest_enemy)
self.barrager_counter = self.barrager_counter + 1
if self.barrager_counter == 3 then
self.barrage_counter = 0
for i = 1, 15 do
self.t:after((i-1)*0.05, function()
self:shoot(r + random:float(-math.pi/32, math.pi/32), {knockback = (self.level == 3 and 14 or 7)})
end)
end
else
for i = 1, 5 do
self.t:after((i-1)*0.075, function()
self:shoot(r + random:float(-math.pi/32, math.pi/32), {knockback = (self.level == 3 and 14 or 7)})
end)
end
end
end)
end
self:calculate_stats(true)
@ -717,7 +759,7 @@ function Player:shoot(r, mods)
elseif self.character == 'dual_gunner' then
dual_gunner1:play{pitch = random:float(0.95, 1.05), volume = 0.3}
dual_gunner2:play{pitch = random:float(0.95, 1.05), volume = 0.3}
elseif self.character == 'archer' or self.character == 'hunter' then
elseif self.character == 'archer' or self.character == 'hunter' or self.character == 'barrager' then
archer1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
elseif self.character == 'wizard' or self.character == 'lich' then
wizard1:play{pitch = random:float(0.95, 1.05), volume = 0.15}
@ -957,7 +999,7 @@ function Projectile:on_collision_enter(other, contact)
else r = 0 end
if other:is(Wall) then
if self.character == 'archer' or self.character == 'hunter' or self.character == 'barrage' then
if self.character == 'archer' or self.character == 'hunter' or self.character == 'barrage' or self.character == 'barrager' then
if self.ricochet <= 0 then
self:die(x, y, r, 0)
WallArrow{group = main.current.main, x = x, y = y, r = self.r, color = self.color}
@ -1029,7 +1071,7 @@ function Projectile:on_trigger_enter(other, contact)
end
if self.character == 'archer' or self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'hunter' or self.character == 'spellblade' or self.character == 'engineer' or
self.character == 'bard' or self.character == 'assassin' then
self.character == 'bard' or self.character == 'assassin' or self.character == 'barrager' then
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
if self.character == 'spellblade' then
magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.15}
@ -1101,6 +1143,10 @@ function Projectile:on_trigger_enter(other, contact)
for i = 1, 3 do HitParticle{group = main.current.effects, x = other.x, y = other.y, color = other.color, v = random:float(100, 400)} end
HitCircle{group = main.current.effects, x = other.x, y = other.y, rs = 12, color = fg[0], duration = 0.3}:scale_down():change_color(0.5, self.color)
end
if self.knockback then
other:push(self.knockback, self.r)
end
end
end
@ -1216,6 +1262,7 @@ function DotArea:init(args)
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end
end
end, nil, nil, 'dot')
elseif self.character == 'cryomancer' then
self.t:every(2, function()
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
@ -1233,6 +1280,27 @@ function DotArea:init(args)
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end
end
end, nil, nil, 'dot')
elseif self.character == 'bane' then
if self.level == 3 then
self.t:every(0.5, function()
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
if #enemies > 0 then
self.spring:pull(0.05, 200, 10)
buff1:play{pitch = random:float(0.8, 1.2), volume = 0.1}
end
for _, enemy in ipairs(enemies) do
enemy:curse('bane', 0.5)
if self.level == 3 then
enemy:slow(0.5, 0.5)
enemy:hit(self.dmg/2)
HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end
for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end
end
end
end, nil, nil, 'dot')
end
end
self.color = fg[0]
@ -1280,6 +1348,146 @@ end
ForceArea = Object:extend()
ForceArea:implement(GameObject)
ForceArea:implement(Physics)
function ForceArea:init(args)
self:init_game_object(args)
self.shape = Circle(self.x, self.y, self.rs)
self.color = fg[0]
self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08)
self.rs = 0
self.hidden = false
self.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function() self.spring:pull(0.15) end)
self.t:after(0.2, function() self.color = args.color end)
self.vr = 0
self.dvr = random:table{random:float(-6*math.pi, -4*math.pi), random:float(4*math.pi, 6*math.pi)}
if self.character == 'psykino' then
elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
self.t:tween(2, self, {dvr = 0}, math.linear)
self.t:during(2, function()
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
local t = self.t:get_during_elapsed_time('psykino')
for _, enemy in ipairs(enemies) do
enemy:apply_steering_force(600*(1-t), enemy:angle_to_point(self.x, self.y))
end
end, nil, 'psykino')
self.t:after(2 - 0.35, function()
self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
if self.level == 3 then
elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
for _, enemy in ipairs(enemies) do
enemy:hit(4*self.parent.dmg)
enemy:push(50, self:angle_to_object(enemy))
end
end
end)
end
end
function ForceArea:update(dt)
self:update_game_object(dt)
self.vr = self.vr + self.dvr*dt
end
function ForceArea:draw()
if self.hidden then return end
graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x)
graphics.circle(self.x, self.y, self.shape.rs, self.color_transparent)
local lw = math.remap(self.shape.rs, 32, 256, 2, 4)
for i = 1, 4 do graphics.arc('open', self.x, self.y, self.shape.rs, (i-1)*math.pi/2 + math.pi/4 - math.pi/8, (i-1)*math.pi/2 + math.pi/4 + math.pi/8, self.color, lw) end
graphics.pop()
end
Tree = Object:extend()
Tree:implement(GameObject)
Tree:implement(Physics)
function Tree:init(args)
self:init_game_object(args)
self:set_as_rectangle(9, 9, 'static', 'player')
self:set_restitution(0.5)
self.hfx:add('hit', 1)
self.color = orange[0]
self.heal_sensor = Circle(self.x, self.y, args.rs)
self.vr = 0
self.dvr = random:float(-math.pi/4, math.pi/4)
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.color = fg[0]
self.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08)
self.rs = 0
self.hidden = false
self.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function() self.spring:pull(0.15) end)
self.t:after(0.2, function() self.color = args.color end)
self.t:cooldown(3.33/(self.level == 3 and 2 or 1), function() return #self:get_objects_in_shape(self.heal_sensor, {Player}) > 0 end, function()
local n = n or random:int(3, 4)
for i = 1, n do HitParticle{group = main.current.effects, x = self.x, y = self.y, r = random:float(0, 2*math.pi), color = self.color} end
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
local units = self:get_objects_in_shape(self.heal_sensor, {Player})
if self.level == 3 then
local unit_1 = random:table_remove(units)
local unit_2 = random:table_remove(units)
if unit_1 then
unit_1:heal(0.2*unit_1.max_hp*(self.heal_effect_m or 1))
LightningLine{group = main.current.effects, src = self, dst = unit_1, color = green[0]}
end
if unit_2 then
unit_2:heal(0.2*unit_2.max_hp*(self.heal_effect_m or 1))
LightningLine{group = main.current.effects, src = self, dst = unit_2, color = green[0]}
end
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1}
else
local unit = random:table(units)
unit:heal(0.2*unit.max_hp*(self.heal_effect_m or 1))
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1}
LightningLine{group = main.current.effects, src = self, dst = unit, color = green[0]}
end
end)
self.t:after(10*(self.parent.conjurer_buff_m or 1), function()
self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
end)
end
function Tree:update(dt)
self:update_game_object(dt)
self.vr = self.vr + self.dvr*dt
end
function Tree:draw()
if self.hidden then return end
graphics.push(self.x, self.y, math.pi/4, self.spring.x, self.spring.x)
graphics.rectangle(self.x, self.y, 1.5*self.shape.w, 4, 2, 2, self.hfx.hit.f and fg[0] or self.color)
graphics.rectangle(self.x, self.y, 4, 1.5*self.shape.h, 2, 2, self.hfx.hit.f and fg[0] or self.color)
graphics.pop()
graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x)
-- graphics.circle(self.x, self.y, self.shape.rs + random:float(-1, 1), self.color, 2)
graphics.circle(self.x, self.y, self.heal_sensor.rs, self.color_transparent)
local lw = math.remap(self.heal_sensor.rs, 32, 256, 2, 4)
for i = 1, 4 do graphics.arc('open', self.x, self.y, self.heal_sensor.rs, (i-1)*math.pi/2 + math.pi/4 - math.pi/8, (i-1)*math.pi/2 + math.pi/4 + math.pi/8, self.color, lw) end
graphics.pop()
end
Turret = Object:extend()
Turret:implement(GameObject)
Turret:implement(Physics)

12
todo
View File

@ -72,14 +72,14 @@
* Bard [curser, rogue]: shoots a projectile that inflicts enemies hit with the bard's curse - Lv.3: The Bard's Song - every 5th attack consume the curse to deal massive damage to enemies affected
* Assassin [rogue, voider]: throws a piercing knife that inflicts poison - Lv.3: Toxic Delivery - poison inflicted from crits deals more damage
* Host [swarmer]: creates overlords that periodically spawn small critters - Lv.3: Invasion - increased critter spawn rate
Carver [conjurer, curser, healer]: carves a statue that periodically heals in an area - Lv.3: World Tree - carves a tree that heals in a bigger area and removes all buffs from enemies
Bane [curser, voider]: creates a large area that curses enemies to take increased damage - Lv.3: Nightmare - the area also deals DoT and slows enemies
Psykino [mage, psyker, forcer]: quickly pulls enemies together and then releases them with a force - Lv.3: Magnetic Force - enemies pulled together are forced to collide with each other before being released
Arbalester [ranger, forcer]: launches a massive arrow that pushes enemies back, ignoring knockback resistances - Lv.3: Ballista Sinistra - enemies hit by the arrow have massively decreased defense
* Carver [conjurer, healer]: carves a statue that periodically heals in an area - Lv.3: World Tree - carves a tree that heals in a bigger area and removes all buffs from enemies
* Bane [curser, voider]: creates a large area that curses enemies to take increased damage - Lv.3: Nightmare - the area also deals DoT and slows enemies
* Psykino [mage, psyker, forcer]: quickly pulls enemies together and then releases them with a force - Lv.3: Magnetic Force - enemies pulled together are forced to collide with each other before being released
* Barrager [ranger, forcer]: shoots a barrage of 5 arrows that knocks enemies back - Lv.3: every 3rd attack the barrage shoots 15 projectiles and they push harder
Highlander [warrior]: creates a small area that deals massive damage - Lv.3: Crosscut - two crosscutting areas of larger size are created instead
Sapper [enchanter, voider, healer]: periodically steals health from nearby enemies and gain increased movement speed - Lv.3: Enduring Sap - sapped enemies permanently take damage over time, even outside the sapper's area of effect
Priest [healer]: heals all units periodically - Lv.3: Divine Intervention - at the start of the round pick 3 units at random and grants them a buff that prevents them from dying once
Infestor [curser, swarmer]: curses enemies in an area for 6 seconds, they will release multiple critters on death - Lv.3: Infestation - triples the number of critters released
Infestor [curser, swarmer]: curses nearby enemies for 6 seconds, they will release multiple critters on death - Lv.3: Infestation - triples the number of critters released
Flagellant [psyker, enchanter]: periodically deals damage to self and grants a damage buff to all allies - Lv.3: Zealotry - deals damage to all allies instead and also grants a massive damage buff
Sets
Ranger = 8/8
@ -93,7 +93,7 @@
Psyker = 4/4
Healer = 5/5
Enchanter = 5/5
Curser = 6/6
Curser = 5/5
Swarmer = 4/4
10. Items