Darkest Dungeon®

Darkest Dungeon®

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DESTRUCTOR 15 Sep, 2024 @ 12:47am
tf2 concepts and ideas of missing characters
At the moment in the workshop we have 2 of the 7 mercenaries in the game:
Engineer
sniper

Could someone make the remaining ones if they can?

some ideas:

doctor:
melee hit of 1 using one of his swords

music:
would be the taunt that would heal the entire group from 1 to 3

crossbow:
You deal 1 damage to any ally and then heal 5 health +5 stress

uber:
It needs recharging to be able to be used:
The medic and one ally take no damage during the next turn and do not receive any status or stress effects.

medical footstool:
Choose an ally each turn you heal 3 to 12 per turn and you fill a charge that is refilled equal to the life you heal
1% for each point of life healed


pyro:
flamethrower:
burn all those in front besides allies
For example:
X+0+0+0 0+0+0+0
0 X+0+0 0+0+0+0
0 0 X+0 0+0+0+0
0 0 0 X 0+0+0+0

flares:
burn an enemy in any area and illuminate the torch briefly

hack:
melee hit

gasoline canister:
attack all enemies
Hitting one of them causes them to burn and take damage every turn. Burning disables stealth.

spy:
There can be 3 of this character that can appear in the game (only changing the life and effects they may have)

1st version
ninja:
carry:
kunai:
It has only 5 health, kills the last monster in the line with 1 hit, criticizes the other enemies it attacks other than the last ones behind.
If disguised, kill any enemy with 1 hit.

gain +15 maximum health this fight for each enemy killed

duplicate:
passive ability is active at the beginning of each combat and once every 5 turns of yours

When you receive a fatal blow you become invisible and move behind everything and do not die


2nd version:
multiple faces

your eternal reward:
When you kill an enemy, no one can attack you
Kill the last monster in the line with 1 hit, critical other enemies that attack other than the last ones behind.
If disguised, kill any enemy with 1 hit.

3rd
the normal


everyone's skills

costume:
cannot be attacked until he uses some action against the enemy

invisibility:
lasts 1 turn can't be attacked until you use another ability 2 turns on recharge


gun:
low damage but ranged attack


Demoman:
passive skill
drunk:
decreased accuracy and speed but increased chance of critical hits

and with 2 secondary versions that can appear in the game and 2 strange versions to see

1st
demo knight:
great speed
The further back he is, the more chance he has to stun and critically hit.
melee hit

assault:
moves forward at 1st dealing critical damage and can stun the enemy


the skills of all classes


throw grenades:
ranged and area attack high critical chance

beer:
50% or 70% health recovery stunned for 1, 2, or 3 turns

strange versions to see:
They are the 2 normal versions but the melee weapon has a half-zatoichi katana:
If you use the melee weapon you cannot use any actions until you kill any enemy.
When you kill an enemy you recover 50% or 75% of your life

the other 2 versions carry ullapool caber as a melee weapon
When used it deals critical damage and moves you and the enemy 2 spaces back.
When used after the 1st use it does less damage
1 time per dungeon


heavy
a lot of life percentage has

sandwitch
50% healing to any ally but 100% to yourself

steak:
When using it you can only use it for 2 or 3 turns only in melee giving critical but being more vulnerable

shotgun

submachine gun and its versions:
normal:
4 hits per enemy

Natasha:
little damage but decreases speed and precision

brass titan:
increased damage but decreased speed and takes 1 turn to attack

tomislav:
1 turn increase in pressure when attacking

huo-long charring machine
activates 1 turn of burning thrust
increased damage against burned enemies small decreased damage

gloves:
festive:
When dealing critical damage it does no damage but stuns the ribal for 1 turn

warrior's paws:
increased damage but decreased health

normal gloves

soldier:
It has 3 versions that can appear and 3 normal sub versions

crazy jumper:
rocket jumper:
you disappear from combat and in the next turn you appear pushing the enemy
It does not hurt the enemy if you decide to attack directly and not yourself

passive object:
head crusher:

you remove 50% or 75% health from an enemy when you push them when spawning

gardening
After appearing and pushing when hitting an enemy you deal critical damage
damage reduction when attacking normal

sub versions
They have an ability that recharges as you deal damage:

banner of encouragement:
when charged for 2 or 3 turns it gives 100% critical

battalion reinforcement
when charged for 2 or 3 turns they cannot receive critical or fatal damage increased damage resistance
The soldier who has this item has 5% more total life

conchisador:
When charged for 2 or 3 turns, speed increases and health is healed equal to the damage done to the enemy.
The soldier who has this item has 2 healing per turn

strange version:
1 normal version but the melee weapon has katana of the half zatoichi:
If you use the melee weapon you cannot use any actions until you kill any enemy.
When you kill an enemy you recover 50% or 75% of your life

shotgun

melee:
normal shovel

equalizer:
90% decreased healing and increased melee damage the less health you have

escape plan:
90% healing decrease speed increase the less health you have 1 turn of mini criticals received after using it

scout:
passive has a lot of speed but with less life

several versions with different weapons:

melee weapons:

war fan:
75% damage decrease
Upon impact for 2 or 3 turns you mark him and cause him to receive critical damage

trirunic leaf:
Upon impact, you receive 5 bleed for 2 turns. If you fail, you receive it.

candy cane:
When you kill an enemy you will receive 3 to 5 food
takes more damage from area attacks

secret weapon:
sacred arrest:
It is the same as the basic melee weapon but when you hit an enemy, a message of a fish x1 x2 x3 appears at the top right for each consecutive hit to an enemy next to the enemy's name
When you kill with this weapon, a mini message of death by fish will appear at the top right

secondary weapon:
gun

!♥♥♥♥! the lifesaving drink
target and cannot take damage or status effects and cannot take attacks for 2 turns

criticism:
for 1 or 2 turns critical increase likewise

leje:
area attack 2 turns
Any damage you do to one of the enemies you gain that same amount of life
remove invisibility


main weapon:
cropped

cane dispenser:
damage reduction
push yourself and 1 enemy 1 space

retro shotgun
As you deal damage, a 100% critical bar fills for 2 turns.

devastating of the imberne:
decrease in carrier speed
For every damage he deals, his speed increases and he loses all speed gained if he receives damage