Fighter Perks: Difference between revisions

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'''Fighter Perk''' '' "/c fighter_perk" ''  
'''Fighter Perk''' '' "/c fighter_perk" ''  
* Gloom Gamble: in an area with a gloom, they can 'reroll' the gloom for another. Might be better, might be worse, might be the same! (Note: Creatures that have already spawned with the previous gloom won't change glooms. Only the new ones spawned).  
* Gloom Gamble: in an area with a gloom, they can 'reroll' the gloom for another. Might be better, might be worse, might be the same! (Note: Creatures that have already spawned with the previous gloom won't change glooms. Only the new ones spawned).  
*When not in gloom area now applies a random effect, as if they were in a gloom for 1 turn
* When not in gloom area, the perk power applies a random boom effect, as per the L5 bonus, for 1 turn
 
* Gloom Walkers become Magic Projectors in gloom areas. Interval between beams is 20 seconds, 75% hit chance. Damage is 2d6, Damage type and visual determined by the gloom (should generally be opposite of the gloom, but at the minimum not something the gloom grants damage immunity to)




'''Level 1'''  
'''Level 1'''  
* 5% random elemental damage immunity each rest  
* 5% random elemental damage immunity each rest  
* Gloom Walkers become Magic Projectors in gloom areas. Interval between beams is 20 seconds, 75% hit chance. Damage is 2d6, Damage type and visual determined by the gloom (should generally be opposite of the gloom, but at the minimum not something the gloom grants damage immunity to)
'''Level 5'''
'''Level 5'''
* +1 random elemental damage each rest
* +1 random elemental damage each rest
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