Difference between revisions of "Dark and Gritty"
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There are two principal effects from Dark and Gritty:<br> | There are two principal effects from Dark and Gritty:<br> | ||
1) Critical hits' normal effects instead give you a longer lasting debuff (see below). This can be prevented by the [[Category:Prevents_Bad_Injuries|"prevents bad injuries"]] equipment effect.<br> | 1) Critical hits' normal effects instead give you a longer lasting debuff (see below). This can be prevented by the [[Category:Prevents_Bad_Injuries|"prevents bad injuries"]] equipment effect.<br> | ||
− | 2) You fight a special recurring villain with special drops[[Category:Villain_Encounter_modifiers|Villain encounter modifiers]] still apply. If normal villain encounters are enabled, they are replaced by the special villain and will resume after unequipping the | + | 2) You fight a special recurring villain with special drops[[Category:Villain_Encounter_modifiers|Villain encounter modifiers]] still apply. If normal villain encounters are enabled, they are replaced by the special villain and will resume after unequipping the talisman. |
− | The special recurring villain has a special effect usually tied to a critical hit. | + | The special recurring villain has a special effect usually tied to a critical hit, in addition to the longer debuff. |
* Single Dragon- Deals take a large amount of additional damage on a crit. | * Single Dragon- Deals take a large amount of additional damage on a crit. | ||
* Colonel Cologne- Starts with an aura that causes your weapon attacks to hit yourself instead, and your sidekick may attack you instead of acting. This can be removed by a spell that deals fire damage (Elementalist skills), or possibly may be prevented at the fight start by having certain skills (suspect it may be The Fire Within at 10 SP). The effect can be reintroduced on a crit. | * Colonel Cologne- Starts with an aura that causes your weapon attacks to hit yourself instead, and your sidekick may attack you instead of acting. This can be removed by a spell that deals fire damage (Elementalist skills), or possibly may be prevented at the fight start by having certain skills (suspect it may be The Fire Within at 10 SP). The effect can be reintroduced on a crit. |
Revision as of 18:16, 24 March 2024
Dark and Gritty is an effect given by certain talismans (see below).
There are two principal effects from Dark and Gritty:
1) Critical hits' normal effects instead give you a longer lasting debuff (see below). This can be prevented by the equipment effect.
2) You fight a special recurring villain with special drops still apply. If normal villain encounters are enabled, they are replaced by the special villain and will resume after unequipping the talisman.
The special recurring villain has a special effect usually tied to a critical hit, in addition to the longer debuff.
- Single Dragon- Deals take a large amount of additional damage on a crit.
- Colonel Cologne- Starts with an aura that causes your weapon attacks to hit yourself instead, and your sidekick may attack you instead of acting. This can be removed by a spell that deals fire damage (Elementalist skills), or possibly may be prevented at the fight start by having certain skills (suspect it may be The Fire Within at 10 SP). The effect can be reintroduced on a crit.
- The Split starts with 50% to all damage resistances, and loses this resistance when he is de-leveled enough (by gadgeteer skills? Stun gas and shock grenade are effective with 1 or 2 uses). He will also increase his foe toughness on a crit and can regain his damage resistance if he does this enough.
- Snakemonger- Poisons you, causing you to receive acid damage every round on a crit.
The villain will start at a "Villain level" of level 1 every time you equip the amulet. Defeating the villain increases their villain level by 1, also increasing their difficulty level (seems to affect all their stats, but especially their critical rate- at villain level 20, they may crit you every other turn). Losing to the villain, and also causes them to share their passive ability with random enemies.
- Most villain levels drop their consumable item.
- The first equipment drop is given instead of the consumable, once per retcon, when defeated at villain level 5. It has a level requirement of 5.
- The second equipment drop is given as above at villain level 10. It has a level requirement of 10.
- The final equipment drop is given as above at villain level 20. It has a level requirement of 20.
- The Eternal Grit merit badge is given when defeating the villain at villain level 100.
Critical Hit Debuffs
- Fatigued (30 minutes)
- Lethargic (30 minutes)
- Flustered (30 minutes)
- Internal Injuries (60? minutes)
- Needs Stitches (60 minutes)
- Concussed (45? minutes)
Sources
- Cabochon's jewel
- Judge's photo
- knight's badge
- Lead Foot's rabbit
- Power Brain's circlet
- Twilight Devil's glasses