More Starting Loadouts

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Author: Kaige

Last revision: 28 Mar at 13:04 UTC (6)

File size: 862.59 KB

On Steam Workshop

Description:

Adds additional starting origins for your leader, clarifies what exactly you get from the various origins, and balances a few of the origins.

The tooltips for loadouts have been corrected to no longer say they give you a sword/axe/hammer & shield; the sword & shield is the default loadout for all heroes, being given a sword & shield is being given nothing.

Name
Champion Culture / Wizard King
Effects
1-Handed Weapon + Shield
All
Helmet, Mount, Vigor 1
Anvil Guard
Industrial
Barbed Shield, Taunt
Arcanist
Mystic
Arcfire Orb, Spell Channeling
Berserker
Barbarian
Greataxe, Berserker’s Rage
Blackguard
Dark
Lance, Dark Surge
Bladed Mace
Mystic
Mystic Mace, Leather Armor, Fighting 1
Blight Orb
Barbarian, Wizard King
Poison Orb, Mount, Restore
Blight Staff
Barbarian, Wizard King
Staff of Blight, Magecraft 1
Bow
Barbarian, Dark, Feudal, High
Bow, Mount, Archery 1
Captain
All Champions
Battleaxe, Inspiring Presence
Cleric
Feudal, High, Wizard King
Horn of Plenty, Bless
Crossbow
Industrial
Crossbow, Mount, Archery 1
Cryomancer
Dark, Wizard King
Frost Orb, Freezing Blast
Druid
Barbarian, Wizard King
Staff of Blight, Sap Strength
Fire Orb
Industrial, Mystic, Wizard King
Fire Orb, Mount, Restore
Fire Staff
Industrial, Mystic, Wizard King
Staff of Fire, Magecraft 1
Frost Orb
Dark, Mystic, Wizard King
Frost Orb, Mount, Restore
Frost Staff
Dark, Mystic, Wizard King
Staff of Frost, Magecraft 1
Geomancer
Industrial, Wizard King
Runed Leggings, Quake
Godir Bow
Wizard King
Godir Bow(-4 Physical Damage, +4 Spirit Damage), Mount, Archery 1
Godir Greataxe
Wizard King
Godir Greataxe(-6 Physical Damage, +6 Spirit Damage), Leather Armor, Fighting 1
Greataxe
Barbarian
Greataxe, Leather Armor, Fighting 1
Greatsword
Feudal
Greatsword, Leather Armor, Fighting 1
Greathammer
High, Industrial
Greathammer, Leather Armor, Fighting 1
Heavy Magelock Rifle
Reaver
Heavy Magelock Rifle, Archery 1
Hunter
All Champions except Mystic
Crossbow for Industrial/Reaver, Bow for all other cultures, Giant Slayer
Knight
Feudal
Lance, Inspiring Killer
Lance
All Champions
Lance, Mount, Fighting 1
Lightning Orb
Mystic, Wizard King
Lightning Orb, Mount, Restore
Lightning Staff
Mystic, Wizard King
Staff of Lightning, Lightning Evocation
Necromancer
Dark, Wizard King
Frost Orb for Dark, Poison Orb for Wizard King, Raise Undead
Overseer
Reaver
Fire Orb, Subdue
Pistol & Sword
Reaver
Pistol & Sword, Mount, Sprint
Pyromancer
Reaver, Wizard King
Staff of Fire, Flamestrike
Reaver Halberd
Reaver
Reaver Halberd, Leather Armor, Fighting 1
Rogue
Dark, Feudal, Industrious, Reaver
Crossbow, Flanker
Spirit Orb
Feudal, High, Wizard King
Spirit Orb, Mount, Restore
Spirit Staff
Feudal, High, Wizard King
Staff of Spirit, Magecraft 1
Sun Priest
High
Spirit Orb, Mending Awakening
Tyrant
All Champions
Mount, Intimidation Aura
Veteran
All Champions
Pike(-2 Physical Damage), Watchful
Wildspeaker
Barbarian, Wizard King
Poison Orb, Conjure Animal, Caretaker

The changes to Godir Bow & Godir Greataxe were to match the Godir Sword, which already does less physical damage in exchange for some spirit damage (It also gives the Godir weapons a unique flair)

Staves were switched to having Magecraft 1 and Orbs were switched to Restore because having a Single Action (Staff) + another Single Action (Restore) sucks. Staves also work better with the Full Action magic attacks like Lightning Evocation or Frostfire Detonation

Mystic Heroes will no longer be generated with Bow builds, but can have Fire Orb or Frost Staff builds, and in general more Mystic heroes will have magic related builds.

Unique skills from backgrounds (like Dark Surge, Flamestrike, Bless, etc.) no longer count for unlocking access to high level skills.

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