Class Rework

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Author: Manvod

Last revision: 26 Apr, 2022 at 04:32 UTC (1)

File size: 1.79 MB

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Description:

This mod changes the balance of all game classes, except classes from the DLC.
– All resistances are changed. Characters gain increased resistance to stun, move, debuff, poison, and bleed effects if they apply these effects themselves.
– Armored heroes (Arbalest, Bounty hunter, Crusader, Leper and Vestal) now have PROT-bonus +10%. It can be increased to 20%.
– Many of the classes changed damage values. Most of the characters began to beat harder (except leper – his damage was reduced).
– Also reworked many of the skills – changed the modifiers for damage and critical strike chance, effects, starting and target positions.
– The range of attacks now depends on the type of weapon. Heroes with short one-handed weapons are able to strike only positions 1-2 from positions 1-2 (except for the attacks with moving forward, which can have a greater range). The attack radius for heroes with two-handed weapons (crusader, leper and hellion) extended – those heroes can strike positions 1-3.
The type of weapon also affects enemy attacks. Enemies will no longer be able to sit in the back rows, beating our heroes with clubs and daggers. Using a melee attack from 3-4 positions, monsters have to move forward.
– Changed the system of obtaining quirks:
Many quirks that before (contrary to logic) coexisted, became incompatible. Photo-maniac will not be afraid of the light, but also can not become a night owl. Beast slayer can’t get zoophobia. A hero who prefers only to pray will not be able to benefit from the use of a brothel or gambling hall.
Some manias also will conflict to each other – for example, a hero who loves cleanness will not be interested in rotting corpses. A character who believes in his own obsession will stay away from sacred objects. Ego-maniac will not suffer from a complex of guilt.
Characters also will not get bonuses or penalties to skills which they do not have. A hero fighting only with melee weapons will not gain range quirks. A character who cannot heal, will not receive quirks related to healing.
Some classes will be immune to certain quirks. Crusader and vestal will not be afraid of the undeads, because they used to fight with them; houndmaster will not be afraid of beasts and so on. Religious heroes can’t become faithless.
Some positive quirks will appear with increased chance.

Basic changes for class skills:
Abomination
– Gains resistance to a deathblow in the form of beast
– Manacles – disorients the target
– Rake – causes bleeding
– Rage – inflicts additional damage, move hero forward & increases the Rake damage

Antiquarian
– Kris stab – moves hero forward & increases DMG
– Festering vapours – poisons all enemies
– Fortifying vapours – heals a little better, but no longer increases bleeding resistance
– Invigorating vapours – increases DMG & SPD of one target
– Flashpowder – reduces ACC of all enemies. Can be used only 3 times per battle.

Arbalest
– Suppressing fire – hits 3 enemies instead 2, but no longer weakens the target
– Sniper mark – reduces DEF & PROT of target
– Bola – reduces SPD of target
– Battlefield bandage – increases bleed resistance, but no longer reinforces healing
– Flare – instead stress-healing – increases ACC of allies

Bounty hunter
– Collect bounty – hits two targets with increased damage vs humans
– Target tag – reduces DEF & PROT of target
– Finish him – does the same thing as before done the "collect bounty" – increases damage vs marked targets & humans
– Come hither – clears corpses
– Uppercut – deals more damage vs stunned targets
– Caltrops – hits all enemies

Crusader
– Zealous accusation – hits 1 enemy instead 2, marks target & reduces its SPD
– Bulwark of faith – increases stress resistance
– Battle heal – heals all the party and increases deathblow resistance
– Holy lance – hits 3 targets & inflicts additional DMG vs unholy. Weakens the hero (reduces DMG and SPD).
– Inspiring cry – instead healing – increases DMG, ACC & crit chance

Grave robber
– Pick to the Face – moves hero forward & deals more damage, removes corpses
– Toxin trickery – heals hero. Can be used only 3 times per battle.

Hellion
– Iron swan – hits enemy at position 1 with additional damage & moves hero backward
– Barbaric yawp – stuns all enemies, but with less chance. Also has the chance to de-stress allies.
– If it bleeds – inflicts more DMG vs bleeding targets
– Adrenaline rush – causes stress. Can be used only 3 times per battle.
– Bleed out – strikes 2 enemies.

Highwayman
– Wicked slice – ignores guard
– Pistol shot – inflicts more DMG vs bleeding targets
– Point blank shot – deals slightly less damage & moves the hero backward 2 positions instead of 1. Weakens the hero (reduces DMG and DEF)
– Take aim – allows the hero to ignore invisibility during all the battle
– Duelist advance – deals a lot of extra damage, moves the hero 2 positions forward, marks the hero and increases his DEF

Houndmaster
– Hounds harry – inflicts more DMG vs beasts
– Whistle – reduces DEF & PROT of target
– Howl – additionally removes stun
– Lick wounds – heals a little worse, but increases the hero’s damage

Jester
– Solo – additionally reduces the DMG of all enemies. Can be used only 1 time per battle.
– Inspiring Tune – gives a bonus to stress-healing & removes stun

Leper
– Chop – deals additional DMG vs humans
– Hew – hits 3 targets & inflicts additional DMG vs humans
– Purge – deals a lot of extra damage to enemy at position 1. Weakens the hero (reduces DMG and ACC)
– intimidate – reduces enemies ACC & crit chance

Man-at-Arms
– Crush – ignores protection
– Bellow – additionally has the chance to de-stress allies
– Bolster – additionally increases SPD
– Repost now can stun enemy

Occultist
– Weakening Curse – marks target, reduces more DMG than before, but no longer reduces PROT
– Vulnerability Hex – no longer reduces DEF – instead of this marks target and increases the chance of a critical hit
– Hands from the Abyss – hits a random target, stuns the enemy, heals the hero

Plague Doctor
– Incision – instead bleeding – deals more damage vs poisoned targets
– Blinding gas – stuns all enemies, but with less chance & destealth them
– Battlefield Medicine – heals much better

Vestal
– Mace bash – ignores protection
– Judgement – strikes 2 enemies with damage bonus vs unholy
– Divine Grace – gives a «stacking heal» bonus
– Divine Comfort – relieves stress from the party, but heals a little worse
– Hand of Light – now it is only the buff for allies. Increases ACC & DMG of 1 target, removes marks.
– Illumination – debuff without any damage. Reduces ACC & crit chance of all enemies. Can be used only 3 times per battle.

This mod is not an official Red Hook Studios product or product modification, and Red Hook Studios Inc. is not responsible in any way for changes or damages that may result from using the mod. Furthermore, “Darkest Dungeon” and the Darkest Dungeon logo are trademarks of Red Hook Studios Inc. All content in the game is Copyright Red Hook Studios Inc. All rights reserved.

Continuation of the mod with heroes of the DLC can be found at this link: "Class Rework for DLC"
And this is the mod with trinkets, specially altered for "Class Rework": "Trinkets Rework"
And mod with trinkets for "Crimson Court": "The Crimson Court Trinkets Rework"

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Revisions:

Old revisions of this mod are available below. Click the link to download.