Update 2.0.1 now live on the default branch
Notes
Bugfixes
Overhauls
Additions
Changes
Class Changes
- After a long time in development I'm proud to announce the next update is live for The Labyinth! This update includes major changes to the stat, effect, and spell code.
- The notes below go into all the details but here's the summary: preparing attacks/spells and hovering over valid targets now show much more accurate damage numbers. This takes away a bunch of micromanaging with effects and streamlines combat even further
- The status effect code has been rewritten and works much more efficiently
- Finally, there are TONS of spell reworks. Scroll to the Class Changes below to view them all, but every class has had some tweaks and some have had major changes!
Bugfixes
- Fixed the quick/beginner start not selecting random classes from the seed
- Fixed an issue where the game would throw an error if you hovered over a very specific position on the statistics page during combat
- Fixed an issue with a final boss's unique buff not working properly (can't go into specifics without spoiling the boss)
- Fixed several enemy spells that could potentially freeze/crash the game
- Fixed the Dragon Slayer's Sacrifice second upgrade not increasing the Divine Damage Dealt
- Fixed the Hunter's Tracking Shot throwing an error if you killed the target with the second cast
- Fixed the Knight's Forceful Impact dealing bonus damage by 10% of your Max Health instead of the proper 15%
- Fixed being able to use the White Mage's Burst Heal endlessly if you had the second upgrade unlocked
- Fixed the Assassin's Assassinate dealing more damage to Bosses if their health percent was below the health threshold
- Fixed the Herbalist's Supplements not activating
- Fixed the Cursed Room's Shroud on enemies not making them untargetable
- Fixed description typos with several spells
Overhauls
- Overhauled damage/healing calculation. The game now keeps track of reduction/increase numbers to accurately reflect how much damage/healing you will deal when you target a character with them
- Quick summary of the changes: Damage/healing reduction effects have remained the same, but increase effects have been nerfed. Reduction effects stack multiplicatively (which has always been the case), but increase effects now stack additively
- Reduction effects stack multiplicatively. For example let's say you have two effects that reduce damage taken by 20% each. You might think that gives +40% total reduction (20% + 20%) but that's incorrect. Multiplicative stacking means you actually gain only +36% damage reduction (100%
- 0.8
- 0.8 = 64%)
- Increase effects stack additively. For example let's say you have two effects that increase damage dealt by 20% each. These add together for +40%, easy peasy. This is a nerf because, before, these effects would grant an actual gain of +44% damage dealt (100%
- 1.2
- 1.2 = 144%)
- Reduction effects are stronger than increase ones due to how the percentages work. For example if a target takes 25% less damage and you deal 25% more, the two 25%'s don't cancel each other out and the target actually takes 93.75% damage (100%
- 0.75
- 1.25 = 93.75%)
- Quick summary of the changes: Damage/healing reduction effects have remained the same, but increase effects have been nerfed. Reduction effects stack multiplicatively (which has always been the case), but increase effects now stack additively
Additions
- Added damage reflection statistics. This way all damage reflection gained will be consolodated into a single stat
- Added a Critical Damage Reduction statistic. There are some effects that reduce critical damage taken and I wanted a stat to reflect this
- Added an enemy stat difficulty curve as you win combat encounters. Enemy stats will gradually get higher if you win encounters without losing a lot of Health (indicating that the encounter wasn't difficult or you managed your resources effectively). I'm testing this feature in the hopes to maintain game difficulty for more skilled players
Changes
- Updated the status effect code, this came with a couple changes
- The code has been revamped and reorganized to prevent some issues that have been popping up occasionally
- Effect descriptions have been updated if they have a multiplier value change to show both the multiplier and the flat change this represents. For example, Health Bleeds deal damage based on Missing Health, so a 10% Health Bleed will now read "-10% Missing Health Spell Damage per turn (-VALUE)" instead of just "-VALUE Spell Damage per turn"
- The code has been revamped and reorganized to prevent some issues that have been popping up occasionally
- Spell descriptions in combat now also show the cost when you have a spell queued and hover over a valid target
- You can now quit combat at any time instead of having to occasionally wait
- Most enemy spells have been tweaked with the idea to make the late-game encounters more difficult
- Made the Cursed Room unable to spawn on the first floor of a Short run
- Pierce now reduces the effectiveness of the target's Attack Damage Reduction instead of just reducing the target's effective Defense. This is a buff since Pierce now goes through all Attack Damage Reduction from every effect
- For example, a target has 25% Attack Damage Reduction and you have 25% Pierce. Your Pierce increases the target's Attack Damage Taken to 81.25% (75% + 25%
- 25% = 81.25%)
- Attack Damage Dealt can still be reduced if you are Weakened, even if you have Pierce, since Pierce doesn't reduce the effectivess of Weakens
- Having a negative Defense value (such as from being debuffed) acts as being Exposed, increasing Attack Damage Taken by up to 100%
- Adjusted item specials to reduce the power of Spell Damage based ones and increase the power of Attack Damage based ones since Spell Damage is inherently stronger than Attack Damage
- Some stat change sources no longer activate post-stat-change effects (for example dealing Reflection Damage won't activate effects that apply after you deal damage). These stat changes will only apply pre-stat-change effects (such as Damage Reduction). This is to prevent possible recursion in rare scenarios
- This is a temporary change to fix a current problem that I hope to fix in the future. I want to tweak my stat code to be more consistent with damage and effects and to prevent these kinds of issues
- This is a temporary change to fix a current problem that I hope to fix in the future. I want to tweak my stat code to be more consistent with damage and effects and to prevent these kinds of issues
- Changed the way spells show their description to prevent them from being so verbose when fully upgraded
- Updated the game guide to relay current information that this update changed
- Combat shows more info if you somehow manage to damage allies or heal enemies (the game originally ignored these fringe cases)
Class Changes
- Changes that have been removed will be crossed out, changes that have been added will be bold
- Berserker
- Active: Raging Strike - Deals 75% Attack Damage, increased by 25% of your Missing Health
- Upgrade: If cast below 50% Health, the initial Damage instead deals 125% Divine Damage
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- Active: Collateral Damage - Deals 250% Attack Damage
- Upgrade: Instantly resets the Cooldown if this Kills the Target +100% Damage, but +1 Cooldown
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- Active: Channel Anger - Grants +50% Maximum Health and Steals 75% of each Ally's Attention +50% Mana Cost Reduction and Health Cost Reduction for 3 turns
- Upgrade: Heals by 25% Maximum Health after the Health increase Additionally grants +1 Cooldown Reduction for the duration
- Upgrade: Additionally reduces your Health and Mana Costs by 50% for the duration Additionally makes your damaging Spells deal bonus Divine Damage equal to 20% of the target's Max Health
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- Passive: Berserk - Grants +1% Damage Dealt per 1% 1.5% Missing Health
- Upgrade: Additionally grants +1% Lifesteal per 3% 2.5% Missing Health
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- Passive: Numbness - Grants +10% +25% Damage Reduction when below 80% 75% Health
- Upgrade: Additionally grants +15% Damage Reduction +50% Critical Damage Reduction when below 60% 50% Health
- Upgrade: Additionally grants +25% Damage Reduction Instant Kill Immunity when below 40% 25% Health
- Active: Raging Strike - Deals 75% Attack Damage, increased by 25% of your Missing Health
- Templar
- Active: Smite - Deals 100% Spell Damage, increased by 10% of the target's Max Mana
- Cost: 75 Mana; Cooldown: 4 5 turns
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- Active: Cleanse - Casting on self removes all Debuffs from each party member, casting on an enemy removes all Buffs from all enemies
- Upgrade: Casting on self additionally restores each party member by 10% Missing Mana per Debuff removed incrases the duration of each party member's Buffs by 1
- Upgrade: Casting on an enemy additionally prevents Buffs from being applied for 3 turns increases the duration of each enemy's Debuffs by 1
- Active: Smite - Deals 100% Spell Damage, increased by 10% of the target's Max Mana
- Dragon Slayer
- Active: Sacrifice - Spends 15% Health to deal 100% Attack Damage plus bonus Divine Damage equal to 100% of the Health spent
- Cost: 15% Health (25 30 minimum); Cooldown: 3 turns
- Upgrade: +15% initial Damage +50% Divine Damage multiplier
- Upgrade: +50% Divine Damage multiplier -1 Cooldown, but +10% Health Cost and +20 minimum Cost
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- Active: Tunnel vision - Deals 100% Attack Damage and adds a stack to Tunnel Vision that reverts at the end of combat. Each stack grants Tunnel vision +15%, but also +5% Health Cost (up to 50%)
- Upgrade: Every second stack grants a single 0-Cooldown use an additional +25% Damage
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- Active: Bloody Death - Instantly Kills the next enemy that Kills you within 3 turns
- Upgrade: Additionally increases Attention by 250 sets each ally's Attention to 0 for the duration
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- Passive: Dragon's Blessing - Killing enemies with greater Max Health than you grants a permanent +2 Bonus Damage
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- Passive: Onslaught - 2 times per combat on Kill, all Cooldowns are Refreshed Killing enemies with your Spells resets the Cooldown of a random Spell
- Upgrade: +1 Refresh Charge These Kills additionally reset Slay's bonus Damage activation
- Upgrade: Additionally increases the Damage of your Spells by 20% for the rest of Combat Casting a Spell reduces the Cooldown of each other Spell by 1
- Active: Sacrifice - Spends 15% Health to deal 100% Attack Damage plus bonus Divine Damage equal to 100% of the Health spent
- Knight
- Active: Forceful Impact - Deals 75% Attack Damage, increased by 15% of your Max Health
- Cost: 15% 20% Health (50 minimum); Cooldown: 4 5 turns
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Active: On Your Feet - Heals an ally by 15% of your Max Health
- Cost: 50 10% Health (50 minimum); Cooldown: 4 turns
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- Active: Defend the Flanks - Grants +20% Damage Reduction for 3 turns, increased by 5% 7.5% per alive enemy
- Cost: 50 Mana; Cooldown: 4 5 turns
- Upgrade: +2.5% +5% per alive enemy
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- Active: Fortress - For 2 turns, grants Untargetable to your allies and grants you +50% Debuff Resist
- Cost: 35 50 Mana; Cooldown: 5 turns
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- Passive: Resilience - Heals by 3% Max Health when Buffed
- Upgrade: Additionally reduces the Duration of Debuffs applied to you by 1 grants +25% Damage Reduction for 2 turns when Debuffed
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- Infinite: Divine Shield - Grants +1.5% +1% Divine Damage Reduction per level
- Active: Forceful Impact - Deals 75% Attack Damage, increased by 15% of your Max Health
- Arcane Mage
- Active: Divine Blast - Deals Divine Damage equal to 30% of the target's Max Health. Bosses take half damage
- Upgrade: Additionally deals a bonus 15% Maximum Health Divine Damage to a random enemy (cannot be the main target) If this Kills the target, reduces the Cooldown by 2
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- Active: Melter - Drains 30% Mana from each enemy and deals Spell Damage to the target equal to half 30% of the Mana drained
- Upgrade: Additionally Silences each enemy for 1 turn +20% Damage
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- Active: Arcane Form - For 5 turns you can only cast Spells but are granted Silence Immunity, +100% Mana Cost Reduction, and +2 Cooldown Reduction. This can only be used once per combat
- Cost: 100% Mana (200 minimum); Cooldown: 8 0 turns
- Upgrade: Additionally increases the Damage of your Spells by 35% grants +25% Damage Dealt, including Divine Damage, for the duration
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- Passive: Arcane Training - While Silenced, Attack Damage Dealt converts to Spell Damage At the start of combat, increases each enemy's Mana Costs by 50% for 2 turns
- Upgrade: Additionally restores 25% Maximum Mana when Silenced increases each enemy's Cooldowns by 2 for the duration
- Upgrade: Additionally grants +50% Damage Reduction for 2 turns when Silenced reduces Damage Taken from Spells cast onto you by 50% for the duration
- Active: Divine Blast - Deals Divine Damage equal to 30% of the target's Max Health. Bosses take half damage
- White Mage
- Active: Energy Blast - Deals 100% 75% Spell Damage, increased by 15% 10% of your Missing Mana
- Cost: 10% Mana (15 minimum) No Cost; Cooldown: 1 turn
- Upgrade: +10% +5% Mana multiplier
- Upgrade: Increases the Damage by 10% 5% of the target's Max Health every second Cast
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- Active: Energy Shield - Grants each party member +50% Damage Reduction for 3 turns
- Cost: 25% Mana (100 minimum); Cooldown: 5 6 turns
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- Active: Burst Heal - Heals a party member by 25% Missing Health. This can only be cast once per turn
- Upgrade: Can be cast more than once per turn, but subsequent casts permanently reduce your Max Mana by 5% 20
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- Passive: Divine Protection - When a party member takes Damage greater than 5% of their Max Health, Heals them by 6.5% Missing Health 5% Max Health
- Upgrade: +3.5% Heal Additionally grants each party member +25% Damage Reflection
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- Passive: Mystic Magic - Grants each party member ally +15% Mana Cost Reduction
- Upgrade: Additionally grants each party member ally +1 Cooldown Reduction
- Active: Energy Blast - Deals 100% 75% Spell Damage, increased by 15% 10% of your Missing Mana
- Blood Mage
- Active: Infusion - Deals Spell Damage to each enemy equal to 15% of their Max Health (deals half Damage to Bosses) and Heals you by 35% of the total Damage dealt
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- Active: Bleed Out - Spends 25% Health to deal Spell Damage equal to 200% of the Health spent
- Cost: 25% Health (25 50 minimum); Cooldown: 2 turns
- Upgrade: If this Kills the target, grants +25 +1 Constitution
- Active: Infusion - Deals Spell Damage to each enemy equal to 15% of their Max Health (deals half Damage to Bosses) and Heals you by 35% of the total Damage dealt
- Shaman
- Active: Death Hex - Debuffs an enemy for 6 8 turns, dealing Divine Damage equal to 100% of their Max Health over the duration Instantly Killing them if the duration ends. Basic Attacks and Spell casts on the target reduce the current duration by 1
- Cost: 150 25% Mana (100 minimum); Cooldown: 7 5 turns
- Upgrade: +50% Health multiplier If the Debuff is Resisted, instead deals 50% Divine Damage
- Upgrade: Each turn grants a 1% chance to Instantly Kill per 2% of the target's Missing Health If successfully Killed, Death Hex reapplies to a random enemy for free
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- Active: Black Cloud - Increases the duration of each Enemy's Debuffs by 2 Exposes each enemy by 35% for 3 turns
- Cost: 25% Mana (50 minimum) 150 Mana; Cooldown: 5 turns
- Upgrade: +1 duration Additionally Weakens each enemy by 35% for the duration
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- Active: Mass Heal - Heals each party member by 20% 25% Missing Health
- Cost: 25% Mana (50 100 minimum); Cooldown: 4 5 turns
- Upgrade: +15% Heal +25% Heal on party members below 50% Health
- Upgrade: Increases the Heal by 10% of the ally's Max Health if they're below 50% Health Additionally restores each ally by 25% Missing Mana
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- Passive: Deep Chant - Each turn, adds a stack of Deep Chant (up to 5 10) that lasts until your next Heal the end of combat. Healing Dealt is increased by 10% 5% per stack
- Upgrade: +5% Healing Dealt per stack, but -5 max stacks
- Upgrade: If all 5 stacks are used at once, Heals each party member by 25% Max Health When max stacks are reached, grants an additional +25% Healing Dealt
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- Infinite: Vengeful Spirits - +2% Damage Reflection while below 50% Health Taking Damage grants a +1% chance to put each of the source's Spells on Cooldown per level
- Infinite: Deeper Energy - Grants +20 +25 Max Mana, +1 Intelligence, then +0.25% Mana Regen, on a rotation, per level
- Active: Death Hex - Debuffs an enemy for 6 8 turns, dealing Divine Damage equal to 100% of their Max Health over the duration Instantly Killing them if the duration ends. Basic Attacks and Spell casts on the target reduce the current duration by 1
- Marauder
- Active: Laceration - Deals 100% Attack Damage and Bleeds by 20% 25% for 2 turns
- Upgrade: +1 duration Additionally increases the duration of each of the target's Debuffs by 1
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- Active: Shred - Deals 100% Attack Damage and reduces the target's Defense by 50% for 2 turns
- Cost: 40 50 Mana; Cooldown: 5 turns
- Upgrade: Increases the Damage by 3 2 times the target's Defense (calculated before the reduction)
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- Active: Sunder - Deals 100% Attack Damage, increased by 12.5% 15% per Debuff on the target
- Upgrade: +7.5% +10% Damage per Debuff
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- Passive: Infectious - Reduces the target's Healing Taken by 50% for 1 turn on Attack
- Upgrade: +25% Healing reduction Additionally reduces Healing Dealt by 50% for the duration
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- Passive: Mercenary - Basic Attack Damage is increased by 10% of your Gold (capped at 15% of the target's Max Health)
- Upgrade: Party Kills grant +75 Gold Grants an immediate, one-time +1000 Gold
- Active: Laceration - Deals 100% Attack Damage and Bleeds by 20% 25% for 2 turns
- Assassin
- Active: Sharp Blade - Deals 100% Attack Damage with 50% Pierce
- Cost: 30 50 Mana; Cooldown: 2 3 turns
- Upgrade: +25% initial Damage +25% Pierce
- Upgrade: +25% Pierce If you pass a Critical Strike check, instead deals 200% Damage
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- Passive: Lethality - Grants +10% Instant Kill Chance Grants Sharp Blade and Mercy a 25% chance to Instantly Kill non-boss targets if they go below 30% Health after taking Damagep
- Upgrade: Additionally grants +15% Critical Strike Chance +20% Health threshold
- Upgrade: Additionally grants +20% Pierce If activated, refunds the Mana cost of the Spell
- Active: Sharp Blade - Deals 100% Attack Damage with 50% Pierce
- Duelist
- Active: Hack and Slash - Within 3 turns, your next 2 Basic Attacks actions against enemies deal bonus Divine Damage equal to 10% 15% of the target's Max Health
- Upgrade: +1 Attack +1 duration and +1 action
- Upgrade: +5% +10% Max Health multiplier
- Active: Hack and Slash - Within 3 turns, your next 2 Basic Attacks actions against enemies deal bonus Divine Damage equal to 10% 15% of the target's Max Health
- Ninja
- Active: Shadow Shroud - For 3 turns, grants Untargetable and Heals by 45% of your Missing Health over the duration
- Upgrade: +1 turn duration Can be cast on an ally, but only grants them Untargetable for 1 turn
- Upgrade: Additionally Heals by 45% Missing Health over 3 turns Additionally reduces the current Cooldown of your other Spells by 1
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- Active: Shadow Strike - Deals 100% Attack Damage, increased to 250% 200% if you're Untargetable. Removes all Shrouds
- Cost: 25 50 Mana; Cooldown: 4 turns
- Upgrade: Additionally reduces the Cooldown of Shadow Shroud by 2 turns if you're Shrouded +50% conditional Damage
- Upgrade: Reduces the duration of your Shrouds to 1 instead of removing them Grants the Damage +50% Pierce if you're Untargetable
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- Active: Ninja Instinct - Deals 100% Attack Damage. This can target Untargetable enemies
- Cost: 30 35 Mana; Cooldown: 3 turns
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- Passive: Shroud Vision - You can Basic Attack enemies that are Untargetable, but these Attacks deal 50% less Damage
- Upgrade: -25% Damage Reduction These Attacks additionally restore 20% Missing Mana
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- Infinite: Shroud Stab - When an enemy Shrouds they take +0.5% Max Health Attack Damage Going Untargetable deals Attack Damage to a random enemy equal to +0.5% of their Max Health per level
- Active: Shadow Shroud - For 3 turns, grants Untargetable and Heals by 45% of your Missing Health over the duration
- Sharpshooter
- Active: Zero In - Deals 100% Attack Damage and, if there are at least 2 alive enemies, Exposes the target by 50%, but grants Untargetable to each other enemy, for 2 turns
- Upgrade: Resets the Cooldown if the target is Killed while active +1 duration
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- Active: True Shot: Deals 100% Attack Damage and removes all Blinds from each party member
- Cost: 50 Mana; Cooldown: 5 turns
- Upgrade: Additionally deals +15% bonus Damage per total Blinds removed
- Upgrade: Additionally makes each party member immune to Blinds for 2 turns
- Follow Up - Deals 100% Attack Damage, increased to 150% if cast on the same target as your last Spell
- Cost: 50 Mana; Cooldown: 2 turns
- Upgrade: +20% initial Damage and +25% bonus Damage
- Upgrade: If the condition is met, Cripples by 25% for 3 turns
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- Active: Focus - Each party member gets Cleansed of Blinds and is granted +30% Accuracy and Quickness for 3 turns
- Upgrade: +20% Accuracy and Quickness
- Upgrade: Additionally grants Damage Dealt equal to half the current percent Blind Immunity for the duration
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- Passive: Steady Arm - Grants each party member +20% +15% Accuracy
- Upgrade: +15% +10% Accuracy
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- Infinite: Rapid Fire - Grants +1 Swiftness Each turn, deals +1.5% Attack Damage to a random enemy per level
- Active: Zero In - Deals 100% Attack Damage and, if there are at least 2 alive enemies, Exposes the target by 50%, but grants Untargetable to each other enemy, for 2 turns
- Herbalist
- Active: Poison Shot - Deals 80% 100% Spell Damage and Poisons by 25% for 3 turns
- Cost: 35 50 Mana; Cooldown: 4 3 turns
- Upgrade: +20% initial Damage Additionally Mana Poisons by 25% for the duration
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- Active - Poison Cloud - Poisons each enemy by 20% for 2 turns
- Cost: 25% Mana (50 minimum); Cooldown: 5 turns
- Upgrade: Additionally Mana Poisons by 20% for the duration
- Upgrade: Additionally sets Health Regen to 0% for the duration
- Active: Toxic Cloud - Sets each enemy's Health and Mana Regen to 0% for 5 turns
- Cost: 25% Mana (50 minimum); Cooldown: 5 turns
- Upgrade: Additionally Hemorrhages Health and Mana equal to the respective Regen lost for the duration
- Upgrade: Additionally Blinds by 25% for the duration
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- Active: Cleansing Balm - Cleanses a party member's Debuffs and Heals by 6.5% 7.5% of their Max Health per Debuff removed
- Cost: 50 65 Mana; Cooldown: 5 turns
- Upgrade: +3.5% Heal per Debuff Additionally reduces this Spell's Cooldown by 1 per 2 Debuffs removed
- Upgrade: Additionally restores 5% Max Mana per Debuff removed Additionally increases the duration of the target's Buffs by 1
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- Passive: Poison Infusion - Taking Attack Damage applies a 10% 15% Poison for 2 turns
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- Infinite: Second Wind - Once per combat, Heal by +1% Max Health when brought below 35% 25% Health per level
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- Infinite: Poison Cure - +1% chance to resist Poisons applied to you, instead Healing 10% Max Health if it were a Health Poison or restoring 10% Max Mana if it were a Mana Poison restoring 10% Max Mana, per level
- Active: Poison Shot - Deals 80% 100% Spell Damage and Poisons by 25% for 3 turns
- Hunter
- Active: Tracking Shot - Deals 100% Attack Damage and allows your next Tracking Shot to be cast for free on the same target with +50% +100% Damage
- Cost: 40 50 Mana; Cooldown: 1 turn
- Upgrade: Additionally increases the second cast's Damage by 20% 25% of the target's Max Health
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- Active: Critter Hunter - Deals 100% Attack Damage, if at least 2 enemies are alive and the target has the lowest Health among them, Stuns for 1 turn increased by 1% per 2% difference between the target's Max Health and the enemy with the greatest Max Health
- Upgrade: +20% +25% initial Damage
- Upgrade: Additionally reduces the target's Damage Dealt by 50% for 3 turns if the Stun activates -0.5% Max Health multiplier
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- Active: Beast Hunter - Deals 100% Attack Damage, increased by 1% per 15 of the target's Max Health (capped at 350% total Damage)
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- Active: Trap - Deals 65% Spell Damage to each enemy and Disarms for 1 turn Buffs a party member for 3 turns, dealing 100% Attack Damage to enemies that target the party member with an action
- Upgrade: Grants a 50% chance to increase the duration by 1 +1 Buff duration
- Upgrade: Grants a 25% chance to Stun instead of Disarming Additionally Heals the party member by 50% of the Damage Dealt
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- Passive: Bullseye - Basic Attacks apply a stack of Bullseye (up to 3) for 2 turns, Crippling by 6.5% 15% per stack
- Upgrade: +3.5% +10% Cripple
- Upgrade: +2 maximum stacks At max stacks, permanently reduces the target's Max Health by the total Cripple
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- Infinite: Titan Takedown - +1% +2% Damage Dealt and Damage Reduction against enemies with greater Max Health than you per level
- Active: Tracking Shot - Deals 100% Attack Damage and allows your next Tracking Shot to be cast for free on the same target with +50% +100% Damage
- Brewer
- Active: Intoxicate - Deals 100% Spell Damage and reduces Quickness and Accuracy by 30% 50% for 3 turns
- Upgrade: +20% +25% Debuff multiplier
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- Active: Drink Up - Grants a party member +50% Damage Reduction for 3 turns
- Cost: 40 50 Mana; Cooldown: 4 1 turn
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- Active: Full Rounds - Grants each party member +10% Health and Mana Regen for 3 turns
- Cost: 50% Mana (100 minimum); Cooldown: 6 5 turns
- Active: Intoxicate - Deals 100% Spell Damage and reduces Quickness and Accuracy by 30% 50% for 3 turns