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Darkest dungeon mod renaming skills
Darkest dungeon mod renaming skills









darkest dungeon mod renaming skills

Now you get a weak attack, but can also follow it up with a move forward or backwards. I think it adds a lot to the Highwayman build, generally making the class slightly more versatile. I envision the Highwayman pulling a derringer out of nowhere, firing a shot, and then following it up with Grapeshot_Blast or Pistol_Shot from the pistol in his other hand. Take Aim now is a free skill used at the start of a turn, I would call it something like “Derringer_Blast”, and with the Highwayman buff removed (I’ve played with it still build into the attack). While I don’t use it on the Occultist build I like to play with (I replace skills with evoker and mesmer skills), I do use it on other classes I think are under powered, with powers that are rarely used. Used as it is here, when the Occultist has “Wyrd_Reconstruction” selected as a power, he can use it “for free” once, and then may use any other power he has selected (of the remaining three), or he can move. Do it by adding the following text to the info file of the specific power of the character…which I found in the More Darkest mod tacked onto Wyrd Reconstruction…Ĭombat_skill. Somewhere in the modding threads above, I saw actionjack (spelling?) our modding character class master asking how you could get someone to do two actions in a round.











Darkest dungeon mod renaming skills