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Weekly Update: 11/7/2018 - Room Overhauls and Weekly Update Announcement

Hey guys, this Weekly Update is going to cover some room changes. First I wanted to cover an announcement I have regarding Weekly Updates. I've been slacking on getting these out on time, mostly because I've gone back to school and I still have work on top of that. My time has been devoted primarily to both those things while programming has been something I do in my spare time. Progress is still being made, but just at a little slower pace. Weekly Updates did take up quite a bit more time than I expected, and as a result I think I'm going to shelf them for now. In replacement I'm going to go back to occasional updates that I was doing before I announced the Weekly Updates. Hopefully you guys understand! Okay, now on to the actual content. I'm covering 3 major room changes: the shop, gambling room, and stat check room.

The shop has changed the least of the three, but there are still some tweaks. I liked how the shop is handled in the legacy version, where 2 Weapons, Armor, and Offhands are spawned for each character. That way you'll only get items that could help you in the game. The current shop is like that but 8 more items spawn, 7 Consumable Potions and 1 Backpack Fittings.


This is the shop in the legacy version. Nothing wrong with it, I'm actually pretty happy with its current position.


And this is the new shop. Same amount of items, but with 8 more on top of that.

The only other different thing about the shop is the destroying multiplier. You could normally destroy items at any time for their gold value. But now you only get 50% of the gold when destroying, but you get 100% if you're in a shop.

Next is the Gambling Room. The legacy version is very boring, you just click a play button and you get a chance to win something. Since the worst thing that could happen is not winning anything, I found myself spamming the play button until I ran out of gold. It was boring and doesn't involve any thought. So now I made it more interactive, and you can only play it once. When you play you pick from 3 choices. 2 choices are rewards and 1 is harmful.


This is the gambling room in the legacy version.


And this is the new gambling room, prior to selecting the option to play.


This is when you choose to play the game.

Finally we have the Stat Check Room. This one got an overhaul that I've wanted to implement for a long time. The old room is relatively boring, where you use the context of the description to determine which stat is being checked, and from there you just pick the character with the highest stat in the hope that it's greater than the hidden stat. The room is now more nuanced, where instead of having a stat that you're trying to beat, there's a stat you want to be as close as possible to. The room description is much more important. Sometimes the hidden stat is a low value, so you'll want to pick the character with a low value! The closer you are to the actual stat, the greater the reward.


This is the stat check room in the legacy version


And this is the new version.

And that covers it! Again, thank you all for being so patient with me throughout this journey to full release! A playable demo is going to be available very soon, I just need to flesh out a few more rooms! That's it for this final Weekly Update, occasional updates are definitely going to still come out, so stay tuned for the next one!

Weekly Update: 10/25/2018 - Playable Demo Soon!

Hey guys! Just wanted to apologize (again) for the late update. There's been some personal problems I've been dealing with on top of going back to school and work, so the updates have come a bit later. But I did want to announce something exciting, a playable demo coming out soon!

The demo will showcase the new overhaul of the game, but is going to be stripped down compared to the current game. There won't be any combat as a result of me not yet at the part where I'm coding spells. The framework of combat is implemented, it's just the rest of it. Right now I'm tackling rooms, and once I get a decent amount of rooms programmed I'll release the demo. You'll be able to go through the whole character creation process and will be able to start, save, load, and progress through the game. There just won't be combat nor an ending, but other than that almost everything else will be in there!

This is just a short update to announce an exciting event. Right now the demo release date is unknown, but I'm really hoping to get it out within a month. I lost motivation a little while ago and I'm getting back into programming again so right now it's full steam ahead!

Sorry for no Weekly Updates recently

Just wanted to address the lack of Weekly Updates. The big class changes updates were a lot more work than I was expecting, plus on top of that I recently took a 5-day long vacation. Since then work has been a little hectic on top of an overal lack of motivation to work on my game really put me in a rut for a few weeks.

I'm starting to get back into the groove of things and hope that by Wedensday I'll be able to get an update out for you guys. Again, thanks for all your patience, I promise I'm going to try to make full release worth the wait!

Weekly Update: 10/9/2018 - Sharpshooter, Herbalist, Hunter, and Brewer Changes (Parts 7 8 of 8)

We're in the final stretch! I want to apologize again because I intended for this post to go live yesterday but my sleep deprivation caught up to me and I dropped like a sack of rocks much earlier than usual. But beyond these small hiccups we're finally at the end! This post is covering all the Archer changes, and again any old changes that are removed will be striked through, and any new changes are going to be bold.

Archers were a tricky beast to tackle in the start. They're supposed to be the balanced fighters, having an almost equal assortment of both damaging and support spells. As a result some of them kinda turned into not-so-good-mage and not-so-good-warrior. I tried to fix that by giving them stronger buffs, stronger damaging abilities, and more unique talents that set them apart from the other classes.

Sharpshooter

The Sharpshooter is all about Blinds. Those things can be annoying when you're trying to fight, missing all your attacks and hearing that awful, sad Miss sound! True Shot has been buffed to remove all Blinds from all Allies! And an upgrade lets you make your party immune to Blinds for a short time! Beyond that nice utility move, his damaging abilities have been tweaked, and his Passive Spell Keen Eye makes him a very nice damage dealer.

Actives
Zero In
  • Deals 115% 100% Attack Damage and forces Allies to target the Enemy for 2 turns, but they get Exposed by 30% for the duration (only activates if 2 or more Enemies are Alive)
  • Cost: 35 40 Mana, Cooldown: 5 4 Turns
  • Upgrade: +15% Initial Damage +20% Expose
  • Upgrade: +20% Damage Expose Additionally grants Allies 35% Pierce against the Target for the duration
True Shot
  • Deals 115% 100% Attack Damage, removing all Blinds from you Allies and making your Party Immune to Blinds for 3 turns
  • Cost: 25 35 Mana, Cooldown: 3 5 Turns
  • Upgrade: +10% +20% Initial Damage
  • Upgrade: Additionally reduces the Target's Accuracy by 50% for 3 turns Additionally Heals any Ally by 20% of their Maximum Health if they were Blinded
Focus
  • Provides each Ally with 30% Accuracy and Quickness for 3 4 turns
  • Cost: 40 35 Mana, Cooldown: 5 Turns
  • Upgrade: +20% Accuracy and Quickness
  • Upgrade: Additionally provides each Ally with +25% Quickness for the duration Additionally provides increased Damage Dealt equal to half the current percent over the duration
Headshot
  • Deals 130% Attack Damage with a 50% chance to Cripple the Target's Maximum Health by 35% for 3 turns
  • Cost: 40 Mana; Cooldown: 7 Turns
  • Upgrade: +20% Initial Damage
  • Upgrade: +25% Cripple Chance
Blind Fire
  • Deals 75% Attack Damage 2 times to random Targets
  • Cost: 30 Mana, Cooldown: 3 Turns
  • Upgrade: +1 Damage Hit
  • Upgrade: Consecutive hits on the same Target deals bonus Damage equal to 15% of their Maximum Health


Passives
Eye Gouge
  • 20% Blind for 3 turns on Attack
  • Upgrade: +10% Blind
  • Additionally grants a 50% chance to Bleed by 20% for the duration
Blind Recovery
  • Blinds applied to you are 30% weaker
  • Upgrade: +20% Blind Reduction
  • Upgrade: Additionally reduces the Duration of these Blinds by 1 turn
Steady Aim
  • +20% bonus Accuracy
  • Upgrade: +10% Accuracy
  • Upgrade: +10% Critical Strike Chance
Keen Eye
  • You gain 1% Damage Dealt per 1% Accuracy above 100% (does not reduce Damage Dealt if below 100% Accuracy)
  • Upgrade: +20% bonus Accuracy
  • Upgrade: Additionally grants +0.5% Critical Strike Chance per 1% Accuracy above 100% (does not reduce Crit Chance if below 100% Accuracy)


Infinites
Blinding Strike Shot: +1% Chance to Blind by 35% for 2 turns on Attack per level

Sharp Eye Lock On: +1% +1.5% bonus Accuracy per level

Sharp Arrows: +1% Chance to convert Attack Damage Dealt to Piercing Damage per level Rapid Fire: +1 Swiftness per level

Herbalist

I've wanted to change the Herbalist for a while now. His poison abilities were a tad too similar and his healing wasn't that great. Now he has 2 offensive abilities that stand up on their own, and two healing abilities that deal powerful healing over time as well as Cleansing their target! On top of that giving each Ally Health and Mana Regen with Healing Herbs, and making all applied Poisons stronger with Poison Infusion make him an extremely useful support unit with strong offensive abilities to back them up.

Toxic Poison Shot
  • Deals 100% 85% Spell Damage and Poisons by 15% 25% for 3 2 turns
  • Cost: 35 Mana, Cooldown: 4 Turns
  • Upgrade: +20% +15% Initial Damage
  • Upgrade: +10% Poison Potency Additionally grants a Sap for 50% of the Poison Damage Dealt for the duration
Herbal Remedy
  • Heals an Ally by 30% 15% of their Maximum Health over 4 turns and increases their Health Regen by 10% for 3 turns
  • Cost: 50 Mana, Cooldown: 7 5 Turns
  • Upgrade: +20% +10% Maximum Health Heal
  • Upgrade: Additionally removes any Bleeds, Hemorrhages, Cripples, Blinds, or Poisons currently afflicting the Ally +5% Health Regen
Deadly Poison
  • Applies a strong Poison on the Target, dealing Spell Damage equal to 30% of their Maximum Health over 3 turns
  • Cost: 50 Mana; Cooldown: 5 Turns
  • Upgrade: +20% Total Poison Damage
  • Upgrade: Health Saps for the duration instead of Poisoning
Poison Cloud
  • Poisons every Enemy by 20% for 2 turns
  • Cost: 25% Mana (15 minimum), Cooldown: 5 Turns
  • Upgrade: Additionally Mana Poisons by 20% for the duration
  • Upgrade: Additionally sets every Enemy's Health Regen to 0% for the duration
Experimental Potion
  • Provides 3 random chosen 20% Buffs for 3 turns, choosing from a Damage Shield, Damage Buff, Accuracy Buff, Crit Chance Buff, or Quickness Buff
  • Cost: 35 Mana; Cooldown: 5 Turns
  • Upgrade: +15% Potency
  • Upgrade: Additionally provides Instant Kill Chance and Debuff Resistance equal to the current percent
Cleansing Balm
  • Cleanses an Ally of all Debuffs and Heals them by 6.5% of their Missing Health per Debuff removed
  • Cost: 50 Mana, Cooldown: 5 Turns
  • Upgrade: +3.5% Missing Health Heal per Debuff
  • Upgrade: Additionally Restores 5% of their Maximum Mana per Debuff Removed


Passives
Natural Resistance
  • +4.5% Health Regen and +20% Debuff Resistance
  • Upgrade: +3% Health Regen
  • Upgrade: +15% Debuff Resistance
Poisonous Armor Poison Infusion
  • 35% 50% Chance to apply a 10% 15% Poison for 2 turns when Attacked
  • Upgrade: +5% Poison Potency Attacking a Poisoned Enemy grants a 20% chance to increase its Duration by 1
  • Upgrade: The Herbalist gets an additional 35% chance to Bleed for 2 turns equal to the current Poison multiplier All applied Poisons are 35% stronger
Healing Herbs
  • Grants all Party members 5% bonus Health Regen
  • Upgrade: +2.5% Health Regen
  • Upgrade: Additionally grants all Party members +5% bonus Mana Regen


Infinites
Healing Herbs: +0.3% Health Regen per level Second Wind: +0.5% Health Regen for 5 turns when brought below 35% Health once per Combat per level

Sapping Strike: +1% Chance to Health Sap by 15% on Attack for 2 turns Poison Cure: +1% Chance to ignore Poisons applied to you, instead Healing by 10% of your Maximum Health per level

Poisoning Strike: +1% Chance to Poison by 20% on Attack for 2 turns Supplements: +1% Damage Dealt and Damage Reduction for 1 turn on Heal per level

Hunter

The Hunter had some good ideas. Critter Hunter is a spell that's meant to be targeted against low Health targets, and Beast Hunter is meant to be used on high Health targets. I changed them slightly but kept that idea in mind. Tracking Shot is his new big spell, basically marking an enemy to follow up with a very powerful Attack. Relentless Hunter grants him deceptive damage and self-healing, and his other abilities have been changed slightly to make him a very nice addition to any party.

Actives
Ensnare Trap
  • Deals 50% Attack Damage 65% Spell Damage to every Enemy and Disarms each hit for 2 1 turn
  • Cost: 50 65 Mana; Cooldown: 5 4 Turns
  • Upgrade: +25% Initial Damage Grants a 50% chance to increase the Disarm duration by 1
  • Upgrade: Additionally Slows every Enemy by 35% for 3 turns Grants a 25% chance to Stun instead of Diarming for the duration
Critter Hunter
  • Deals 65% 100% Attack Damage, and if the Enemy has the lowest Current Health of all Alive Enemies they get Hunted for 3 turns, Exposing by 25% and on Death the Source Heals by 20% Stunning for 1 turn if the Target has the lowest Current Health of all Enemies (only Stuns if there are 2 or more Enemies)
  • Cost: 50 Mana; Cooldown: 5 3 Turns
  • Upgrade: +15% Healt +20% Initial Damage
  • Upgrade: The Kill additionally Restores Mana equal to the current percent Additionally reduces the Target's Damage Dealt by 50% for 3 turns if the Stun activates
Beast Hunter
  • Deals 80% 100% Attack Damage, increased by 40% if the Target has more Maximum Health than you the Damage gaining 1% Pierce per 25 Maximum Health the Target has
  • Cost: 35 50 Mana; Cooldown: 3 Turns
  • Upgrade: +30% Conditional Damage +0.25% Pierce Multiplier
  • Upgrade: Additionally Cripples by 20% for 3 turns (Cripple applies before Initial Damage) -5 Maximum Health Threshold
Jugular Strike
  • Inflicts 15% Health and Mana Hemorrhage on the Target for 2 turns
  • Cost: 40 Mana; Cooldown: 5 Turns
  • Upgrade: If the Target is below 50% Health bost Hemorrhages are stronger by 10%
  • Upgrade: Reduces the Target's Damage Dealt by 25% for 3 turns
Tracking Shot
  • Deals 100% Attack Damage, your next Attack on the Target gaining 50% Pierce and dealing bonus Damage equal to 15% of their Maximum Health
  • Cost: 40 Mana; Cooldown: 4 Turns
  • Upgrade: +25% Pierce
  • Upgrade: +10% Maximum Health Damage


Passives
Hunter's Glory
  • 10% Chance to Instantly Kill Enemies below 15% Health on Attack
  • Upgrade: +5% Instant Kill Chance
  • Upgrade: +10% Health Threshold
Relentless Hunter
  • Attacking deals bonus Damage equal to the Target's Maximum Health
  • Upgrade: +2.5% Maximum Health Damage
  • Upgrade: Additionally Heals you by 10% of the Target's Maximum Health on Attack
Bullseye
  • Attacking applies a stack of Bullseye (up to 5 3) onto the Target for 3 2 turns, Health Crippling them by 10% per stack
  • Upgrade: +5% Cripple per stack
  • Upgrade: +2 Turn Duration +2 Maximum Stacks


Infinites
Thrill of the Hunt: +1% bonus Damage Dealt to Targets below 50% Health per level +2.5% Damage Dealt for 3 turns on Kill per level

Big Game: +0.5% of Target's Maximum Health converts to bonus Damage on Attack Bounty +5 Gold on Kill per level

Disarming Strike: +1% Chance to Disarm for 2 turns on Attack Titan Takedown: +1% Pierce against Bosses per level

Weekly Update: 10/8/2018 - Assassin, Marauder, Duelist, and Ninja Changes (Parts 5 6 of 8)

First off I wanted to apologize for being late on my Weekly Updates, the past few days were quite busy for me. But don't worry, I'm going to post all the Rogue and Archer changes today to complete the week! Instead of doing 4 more posts of 2 classes each, I'm going to post all Rogues on this post and then make another post later today for all Archers! Any old content that has been removed will be striked through, and any new content that has been added will be bold.

Alright so due to popular demand, I've had to think really hard on how to make rogues more powerful. They were the red headed step child, not quite as powerful as warriors but not as useful for buffing/debuffing like archers or mages. So they were stuck in a weird center point with a couple of them having very specific roles, like the Ninja allowing you to target untargetable enemies. So I tried my hecking best to make rogues more powerful, more useful, and more fun to play!

Assassin

The Assassin had a decent idea that is easy to grasp, it's literally in the name. He kills enemies, but not just kills them, he Instantly Kills them! Assassinate is now a very straightforward Killing spell, not giving a chance to Kill but a guaranteed one on low health enemies. His drawbacks are that he doesn't have any damage reduction abilities and he doesn't have many debuffing spells.

Actives
Sharp Blade
  • Deals 65% Pierce Damage Deals 75% Attack Damage with 50% Pierce
  • Cost: 35 30 Mana, Cooldown: 2 3 Turns
  • Upgrade: +35% +25% Damage Dealt
  • Upgrade: -10 Mana Cost +25% Pierce
Mercy
  • Deals 100% Attack Damage and if the Target is below 30% Health the Assassin gains a 20% chance to Instantly Kill them Deals Attack Damage equal to 40% of the Target's Missing Health
  • Cost: 35 50 Mana, Cooldown: 5 4 Turns
  • Upgrade: +20% Health Threshold +25% Missing Health Damage
  • Upgrade: +15% Instant Kill Chance Additionally Exposes the Target by 35% for 3 turns
Reave
  • Deals 115% Attack Damage plus bonus Damage equal to 15% of the Target's Maximum Health
  • Cost: 35 Mana; Cooldown: 4 Turns
  • Upgrade: +10% Initial Damage
  • Upgrade: +10% additional Maximum Health Damage Dealt if the Target is below 50% Health
Assassinate
  • Instantly Kills an Enemy below 20% Health (turns to a 50% chance against Bosses, otherwise dealing a Basic Attack)
  • Cost: 75 Mana, Cooldown: 6 Turns
  • Upgrade: +15% Health Threshold
  • Upgrade: Additionally grants a 50% chance to Critically Kill, bypassing Instant Kill Immunity
Quell the Weak
  • Deals 100% Attack Damage, Exposing the Target by 35% if they are below 50% Health
  • Cost: 40 Mana; Cooldown: 5 Turns
  • Upgrade: +25% Initial Damage
  • Upgrade: If the Target is between 50% and 75% Health their health is set to 50% (by taking Divine Damage)
Pinpoint Focus
  • For 3 turns all Allies gain 30% Critical Strike Chance and Critical Damage
  • Cost: 50 Mana, Cooldown: 5 Turns
  • Upgrade: +20% Critical Strike Chance and Critical Damage
  • Upgrade: Additionally provides 25% Pierce for the duration


Passives
Lethal Blows Lethality
  • +10% Instant Kill Chance
  • Upgrade: +5% Instant Kill Chance Additionally grants +15% Critical Strike Chance
  • Upgrade: The Assassin gains Instant Kill Immunity Additionally grants +15% Pierce
Weak Point
  • 20% Attack Damage Dealt converts to Pierce Damage
  • Upgrade: +15% Pierce Damage
  • Upgrade: +10% Critical Strike Chance
Expose Weakness
  • Dealing a Basic Attack Debuffs the Target for 2 turns, making them take bonus Damage equal to 15% of their Missing Health on Attack
  • Upgrade: +10% Missing Health Damage
  • Upgrade: +1 Turn Duration


Infinites
Pierce: +1% Attack Damage Dealt converts to Pierce Damage per level Breach: +1.5% Critical Damage per level

Lucky Strike: +1% Critical Strike Chance per level Instill Fear: -1% Attention for 2 turns on Kill per level

Killing Strike: +0.25% Instant Kill Chance per leve Assassin's Gift: +0.02% permanent Instant Kill Chance on Kill per level

Marauder

The Marauder is basically the opposite of the Assassin. The Assassin is built around instant burst damage with few debuffs, but the Marauder is a little slower with many debuffs as well as Sunder, granting bonus damage per debuff the target is afflicted by. I liked the idea of making an enemy Bleed with Laceration followed by Deep Cuts for the Shatter, so that stayed in as well as many other aspects of his old character, but just better now!

Actives
Laceration
  • Deals 100% Attack Damage and Bleeds the Target by 10% 25% for 2 turns
  • Cost: 25 35 Mana, Cooldown: 4 Turns
  • Upgrade: +25% +15% Initial Damage
  • Upgrade: +5% Bleed potency Hemorrhages instead on Bleeds
Deep Wounds Deep Cuts
  • Deals 100% 75% Attack Damage and Shatters the Target for 3 turns if Laceration is active, converting all Damage Taken to Divine Damage
  • Cost: 35 50 Mana, Cooldown: 5 Turns
  • Upgrade: +25% Initial Damage Additionally Exposes the Target by 25% for 5 turns if the Shatter activates
  • Upgrade: -20 Mana Cost Additionally increases the Bleed/Hemorrhage Duration of Lacertaion by 2 turns
Shred
  • Deals 100% Attack Damage and Exposes the Target by 20% for 3 turns reduces the Target's total Defense by 30% for 3 turns
  • Cost: 35 40 Mana, Cooldown: 4 5 Turns
  • Upgrade: +15% Expose +20% Defense Reduction
  • Upgrade: Additionally deals bonus Damage equal to 3 times the Target's total Defense before Reduction
Sunder
  • Deals 100% Attack Damage, increased by 15% 12.5% per Debuff on the Target
  • Cost: 30 35 Mana, Cooldown: 2 3 Turns
  • Upgrade: +25% Initial Damage +7.5% Damage per Debuff
  • Upgrade: +10% Damage per Debuff Additionally grants the total Damage 10% Pierce per Debuff


Passives
Infectious
  • Reduces the Target's Healing Taken by 30% for 3 2 turns on Attack
  • Upgrade: +20% Healing Taken Reduction
  • Upgrade: +2 Turn Duration Additionally sets the Target's Mana Regen to 0% for the duration
Mercenary
  • Attacking deals bonus Damage equal to 5% of your Gold (bonus Damage cannot exceed 10% of the Target's Maximum Health)
  • Upgrade: +2.5% Gold Multiplier
  • Upgrade: +5% Damage Cap Party Kills grant an immediate 100 Gold


Infinites
Thief: +2 Gold gained when Attacking Targets below 35% per level +1% Gold Multiplier per level

Exposing Strike: +1% Chance to Expose by 20% on Attack for 3 turns per level Weak Targets: +1.5% Damage Dealt to Bleeding or Hemorrhaged Enemies per level

Bleeding Strike: +1% Chance to Bleed by 20% on Attack for 2 turns per level Double Strike: +1% Damage Dealt deals additional Damage per level

Duelist

The Duelist was a strange character, having a sort of half-Assassin kit and half Marauder kit. I was trying to aim for a class that could fight one-on-one even against Bosses, which is why he had Titan Takedown. But that was a Kill ability as well, which to me seems not too fitting for what I actually want him to be. So instead of Titan Takedown, he has Challenge. This makes the Duelist and the Challenged target unable to take outside Damage, a true one-on-one fight. If the Duelist kills the target while Challenging them, he gets permanent stat bonuses! A decent chunk of his other abilities have stayed about the same, but with some tweaks.

Actives
Assault
  • Deals 100% Attack Damage and applies a stack of Assault (up to 5 3) onto the Target for 3 turns, each stack granting Assault 20% bonus Damage per stack, removing all stacks if Assault is used on another Target bonus Damage equal to 10% of the Target's Maximum Health per stack
  • Cost: 10 25 Mana, Cooldown: 0 Turns
  • Upgrade: +15% Damage per stack +2 Maximum Stacks
  • Upgrade: -5 -10 Mana Cost
Unfair Advantage
  • Deals 75% Attack Damage, increased by 2% per 3% extra Maximum Health the Target has than the Duelist, capped at 50% bonus Damage 1% per 1.5% of the Target's Current Health Percent
  • Cost: 30 40 Mana, Cooldown: 3 Turns
  • Upgrade: +1% Damage Multiplier +25% Initial Damage
  • Upgrade: +35% Bonus Damage Cap -0.5% Current Health Percent Multiplier
Titan Takedown
  • Deals 100% Attack Damage and gives a 10% chance to Instantly Kill the Enemy, increasing by 1% per 50 Missing Health, capped at 50% total chance
  • Cost: 50 Mana; Cooldown: 7 Turns
  • -15 Missing Health threshold
  • If the Target is a Boss this deals 35% bonus Damage
Challenge
  • For 3 turns you an the Target cannot Heal, cannot Shroud, and can only Damage each other. Killing the Target while Challenging them grants you a permanent 2.5% Critical Strike Chance
  • Cost: 50% Mana (20 minimum), Cooldown: 6 Turns
  • Upgrade: Additionally grants +2% Pierce on Challenge Kill
  • Upgrade: Additionally grants 25% Damage Reduction while Challenge is active
Hack and Slash
  • For 2 turns the Duelist deals bonus Damage equal to 10% of the Target's Maximum Health on Attack Your next 2 Attacks deal bonus Damage equal to 10% of the Target' Maximum Health
  • Cost: 30 50 Mana, Cooldown: 5 Turns
  • Upgrade: +5% Maximum Health Damage +1 Attack
  • Upgrade: +1 Turn Duration +5% Maximum Health Damage


Passives
Counter
  • 30% Chance to Reflect 30% Damage Taken
  • Upgrade: +20% Chance
  • Upgrade: +20% Damage Reflection
Thresh
  • 30% Chance to reduce Armor by 20 for 2 turns on Attack
  • Upgrade: +20% Chance
  • Upgrade: +15 Armor Reduction
Quell the Weak
  • +20% Damage Dealt to Targets below 50% Health
  • Upgrade: +15% Damage Dealt
  • Upgrade: Additionally grants 25% Damage Reduction against Enemies below 50% Health


Infinites
Counterattack: +1% Chance to Reflect 35% Damage Taken per level Focused Strikes: +2% Damage Dealt on Attack if the Target was Attacked by you on your previous turn per level

Crippling Strike: +1% Chance to Health Cripple by 25% for 3 turns on Attack per level Deadly Crits: +1% Target's Maximum Health converts to bonus Damage on Crit per level

Health Damage: +1% Current Health converts to bonus Damage on Attack per level Revenge: +1% Pierce against the last Enemy that Damaged you per level

Ninja

The Ninja is a good one, he didn't need many changes. I emphasized the personal Shroud, getting rid of Final Strike in favor of Deep Shroud. Deep Shroud also takes the place of Concealment, being his only ability that now increases the duration of Shrouds. His other abilities have mostly stayed the same, he didn't need many changes since his idea is pretty simple to grasp.

Actives
Shadow Shroud
  • You become Untargetable for 3 turns
  • Cost: 25 30 Mana, Cooldown: 5 Turns
  • Upgrade: +2 +1 Turn Duration
  • Upgrade: Additionally Heals by 35% of your Missing Health over the duration
Shadow Strike
  • Deals 100% Attack Damage or 100% Piercing Damage if you're Shrouded, gaining 65% Pierce if you're Untargetable but revealing you in the process
  • Cost: 25 Mana, Cooldown: 3 4 Turns
  • Upgrade: +15% Shroud Damage Shrouding immediately Reduces the Cooldown of Shadow Strike by 2 turns
  • Upgrade: This spell no longer removes Shrouds Shadow Strike now Reduces the Duration of your Shrouds to 1 turn instead of removing them
Ninja Instinct
  • Deals 120% 100% Attack Damage, this Spell can target Untargetable Enemies
  • Cost: 25 30 Mana, Cooldown: 2 3 Turns
  • Upgrade: If the Target was Untargetable the Ninja Shrouds for 2 turns If the Target was Untargetable the Damage increases by 25% and its Cooldown is reduced by 2 turns
  • Upgrade: Additionally removes all Shrouds from the Target
Final Strike
  • Deals 100% Attack Damage, or 150% Attack Damage if the Ninja is below 40% Health
  • Cost: 40 Mana; Cooldown: 6 Turns
  • Upgrade: +25% Conditional Damage
  • Upgrade: The Ninja additionally Heals by 50% of the Damage Dealt if below the threshold
Deep Shroud
  • All Shroud Durations on your are increased by 2 turns
  • Cost: 35 Mana, Cooldown: 3 Turns
  • Upgrade: Additionally increases your Accuracy and Critical Strike Chance by 25% for 3 turns
  • Upgrade: Additionally Purges all Debuffs from you


Passives
Elusive
  • Taking Damage grants a 15% chance to Shroud for 1 turn You gain a 10% chance to ignore Damage Taken
  • Upgrade: +10% +5% Chance
  • Upgrade: If the Ninja is below 50% Health when the Shroud activates he Heals for 20% of his Missing Health Additionally caps your Attention to 15
Concealment
  • You gain 20% Attack Damage Dealt while Shrouded
  • Upgrade: +15% Damage Dealt
  • Upgrade: Shrouds last 1 turn longer Additionally provides 5% Health and Mana Regen while Shrouded


Infinites
Pinpoint Strike: +1% Critical Damage per level Lingering Shroud: -1% Attention for 2 turns after a Shroud ends per level

Evasive: +1% Chance to Shroud for 2 turns when taking Damage below 20% Health per level Blur: +1% Chance to Shroud for 1 turn when Damaged per level

Death Damage: +1% Missing Health converts to bonus Damage on Attack Shroud Stabs: +0.5% Enemy's Maximum Health deals Attack Damage when an Enemy Shrouds per level