Wildermyth

Wildermyth

Drauven PCs V0.28.1 (BETA) - DLC Compatible!
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Hero of Wind  [developer] 2 Jul, 2022 @ 2:15pm
Drauven Traits and Features
Unique Drauven Traits:
While humans and Drauven are allies now, they still have several distinct differences. One of the biggest is their aging.


Drauven Aging:
Humans tend to get faster and more defensive around middle age, while becoming slower but more wise in their old age. Drauven, on the other hand, continue to grow bigger and bulkier as they age, losing speed and defense, but gaining armor and warding. They become much more resistant to incoming blows, but also become a lot easier to hit as time goes on.

Drauven Blood:
The supernatural healing rate of Drauven gives them access to a form of true healing and makes up for their poor agility. At the end of their turns, if a Drauven have taken any damage, they will heal up to 25% of their maximum health, rounded down. They can trigger their natural regen up to three times per battle.



New Abilities:
Drauven of every class get access to a few unique abilities and lose access to some other abilities to represent their differences with humans. (Note: These descriptions might be more detailed than their in-game counterparts. They try to contain all of the tiny details to cover all cases)



Common:
Battleyell:
As a turn-ending action, command an ally within 5 tiles to attack an enemy within their attack range with their weapon. (Some themes may act weird with this, but should always at least be able to use a melee strike)
Upgrade:
Command range is increased to 8 tiles.



Warrior:
Blooded Ferocity:
If at the start of your turn, you are still wounded, enter a rage that halves all incoming damage for one turn (subtracted damage is rounded down). Blooded Ferocity can activate once per battle.
Upgrade:
Blooded Ferocity can now activate 3 times per battle.

Concussive Blows:
All melee attacks delivered by you will Concuss the enemy for 1 turn. (Concuss: Lowers Accuracy and Defense by -20)
Upgrade:
Attacks will also now Hobble enemies for 2 turns. (Hobble: Lowers movement by 2 per stack)

Outrage:
Unleashing an inner rage, attack up to three enemies around you, dealing 1-3 (plus half of your Bonus Damage and Potency) damage for each hit.
Upgrade:
Deal +1 damage on all Outrage hits and can attack a fourth target as well.

Tailslap:
Use your tail to knock the target back up to 2.6 + Potency tiles away, dealing damage equal to 75% of current armor level.
Upgrade:
Knockback is increased by 50%, and +2 damage is added.



Hunter:
Cower:
Activate to gain Cowering for one turn. (Cowering: +60 defense, removed after an attack roll by you) Cost no actions and can be used after attacking. (Make sure to end the character’s turn whether or not you choose to use Cower) Can be used twice per battle.
Upgrade:
Can now be used 4 times per battle.

Prepared Shot:
End your turn by lining up a shot at any location within 4.6 + Bonus Range tiles. The first enemy that steps near there will be shot during their turn.
Upgrade:
Increases the size of Prepared Shots targeting zone.

Removed Ability: Ambush

Quickblade:
A swift-action attack that does 5-6 damage, plus half of your Bonus damage and Potency. Usable once per turn.
Upgrade: Adds +2 damage

Specterstep:
As a swift action, cloak yourself in Specterstep, gaining immunity against the next attack. Once Specterstep is broken, a two turn cooldown is started.
Upgrade:
Cooldown reduced to one turn. (Can use every turn)



Mystic:
Deeven Interfusion:
Several human interfusion options were removed and replaced by Deeven-specific spells, as shown below. These special interfusions change and adapt to the specific kind of scenery they are cast from, and whether or not the Deeven is specialized in using that scenery type.

(Blank spaces use the spell directly above it.)
Removed
Element
Added
Wild Grasp
Plant
Cord And Vines
Constrict
Textile
Discus
Rock
Fissure Bell
Bonelance
Bone
Fireleash
Open Blaze
Flamewings
Steal Fire
Lantern
Flare
Lantern (Flarable)

Cord and Vines:
Deal 1-3 + Spell and Potency damage to the target, pulling them 3 tiles in any direction, applying Hobble (2) to them. (Hobble: -2 Speed for each stack)
If Naturalist is present: The enemy becomes Pinned instead of Hobbled, and pull range is increased by 1. (Pinned: Cannot move)
If Naturalist+ is present: No benefit, Roots and Shoots is powerful enough.
If Mythweaver is present: Cord and Vines cost one action and does not end the turn.
If Mythweaver+ is present: All debuffs have an additional stack/turn duration applied.

Fissure Bell:
Launch a loud crack of thunder from rocks or bones, dealing 1-2 (plus Spell Damage and Potency) magic damage in a straight line. Additionally shreds 2 armor and severely damages all scenery caught in the blast.
No additional skills upgrade it, Discus and Bonelance don’t have any ability upgrades either.

Flamewings:
Send wings of fire flying outwards in a cone. Does 3-4 damage normally, or 1-2 if cast from a flare lamp. Also gains half of potency and spell damage as additional damage. If cast from a flarable lamp, all targets are also blinded.
If Elementalist is present: Scenery that Flamewings is cast from will not be damaged.

Blastingshard:
When withdrawing from an object, cause it to explode, dealing 0-2 damage (plus 66% of spell damage and 25% of the object’s health). The explosion radius scales with 50% of the object’s size. Shreds armor equal to potency.
Upgrade: An additional +1 base damage, damage also now scales with 125% of the object’s health. Shreds twice as much and pierces armor equal to potency.

Dragon Blood:
Natural healing is strengthened. The Drauven gains additional uses of Drauven Blood, equal to 1 + 1/3 Potency. Healing is also now 25% of max health rounded up instead of rounded down.
Upgrade: As a free action, can empower yourself or another Drauven with 2.6 tiles, increasing their regen to be 40% of their max health for the rest of combat. Also heals Poison, Blinded, and Deafening on usage. One use per combat.

Dragon Breath:
Let loose a wave of flames from your mouth as a turn-ending action. Deals 1-3 magic damage (plus half of spell damage and potency) and has a fire element stunt built in. Has a chance to leave some fire behind, and also gains +2 damage for every blaze interfused.
Upgrade:
Deals +4 damage for every blaze interfused per turn instead.

Fireshot:
Fire a small fireball at an enemy as a turn-ending action. Deals 1-2 magic damage (plus spell damage and potency) and pierces 1 warding. Has a fire element stunt built in.
Upgrade:Doubles stunt damage and potency damage of fireshot (currently bugged). Can now also channel a much bigger fireball, ending your turn by targeting a 1.6 plus 1/3 Potency sized area. This fireball will be fired at the start of the next turn for 3-6 magic damage (plus spell damage).
Last edited by Hero of Wind; 2 Jul, 2022 @ 2:16pm