Wyrd Reconstruction Reduced rng and increased amount healed Hands from the Abyss Now usable from 3rd rank PLAGUE DOCTOR Base damage HP Dodge lvl 1: 7 9 25 10 lvl 2: 8 10 28 15 lvl 3: 9 11 32 20 lvl 4: 10 12 36 25 lvl 5: 11 13 40 30 Noxious Blast Blight damage increased, damage mod is -100% Plague Grenade Increased blight damage by 1.
- Darkest Dungeon Wyrd Reconstruction Medieval Total War Unit Guide Fallout New Vegas Best Builds Elder Scrolls Online Price Checker How To Open.img Files 8 Bit Drum Vst Half Life 2 Walkthrough Download Game Command And Conquer 4 Where Can I Find Dragon Armor In Skyrim Ableton Live 10 Crack Reddit.
- Wyrd Reconstruction is the most prominent and divisive part of the Occultist's skill set, being able to heal upwards of 30 health to bring anyone from the brink of death, or giving no heal and saddling the target with a bleed at the worst of times.
Darkest Dungeon: Occultist wallpapers for your PC, Android Device, Iphone or Tablet PC. If you want to download Darkest Dungeon: Occultist High Quality wallpapers for your desktop, please download this wallpapers above and click «set as desktop background». You can share this wallpaper in social networks, we will be very grateful to you.
“To overcome the abyss, it is necessary to know well. ”
~ Narrator
Occultist is a support class which has powerful debuff skills and is able to heal party members. He has quite a few lives, and he applied a little damage. Its Vulnerability Hex marks enemies and makes it a great companion for a mercenary, crossbowmen or trainers. Weakening Curse rapidly reduces damage to the enemy, a pair of stacks of the debuff, and your enemy is almost does not cause damage.
With Daemon’s Pull it can attract enemies to the last series, allowing your team to destroy the priorities quickly. As a bonus – it’s ability to cleanse the battlefield of corpses. Abyssal Artillery allow him to inflict damage on the rear ranks. In the front rows Occultist can use Hands From Below slightly reducing the level of light in exchange for a stunning two enemies. And finally, the most useful skill Occultist Wyrd Reconstruction – the ability of the treatment Occultist, it has a rather large spread and how can cure you completely and treat at 0 lives. This skill has a small chance to hang on to ally bleeding, but with all this it is quite a good source of treatment for the group.
Although Occultist does not much damage his ability to have a rather high chance of a critical hit. Sacrificial Stab has a base critical hit chance of 10% and can be a good tool to raise the morale of critical strikes. Just Occultist Increases damage inflicted by Eldritch (Mystic), which in turn is useful in the Bay
On vacation Occultist ability is quite strong, but have serious negative effects: it can cure an ally and to remove from it the effect of “death”, but your torch goes out; it can greatly reduce your stress, but all the rest of his teammates will have stress; it can increase the damage an ally by 20%, but at the same time get himself stress; and finally, it can prevent the night attack, but the group will receive the stress.
Overall Occultist it is a very specialized character under which it is necessary to select the group wisely. Depending on the composition of the expedition, it can be a very powerful ally, and practically useless member of the team.
~ Narrator
Occultist is a support class which has powerful debuff skills and is able to heal party members. He has quite a few lives, and he applied a little damage. Its Vulnerability Hex marks enemies and makes it a great companion for a mercenary, crossbowmen or trainers. Weakening Curse rapidly reduces damage to the enemy, a pair of stacks of the debuff, and your enemy is almost does not cause damage.
With Daemon’s Pull it can attract enemies to the last series, allowing your team to destroy the priorities quickly. As a bonus – it’s ability to cleanse the battlefield of corpses. Abyssal Artillery allow him to inflict damage on the rear ranks. In the front rows Occultist can use Hands From Below slightly reducing the level of light in exchange for a stunning two enemies. And finally, the most useful skill Occultist Wyrd Reconstruction – the ability of the treatment Occultist, it has a rather large spread and how can cure you completely and treat at 0 lives. This skill has a small chance to hang on to ally bleeding, but with all this it is quite a good source of treatment for the group.
Although Occultist does not much damage his ability to have a rather high chance of a critical hit. Sacrificial Stab has a base critical hit chance of 10% and can be a good tool to raise the morale of critical strikes. Just Occultist Increases damage inflicted by Eldritch (Mystic), which in turn is useful in the Bay
On vacation Occultist ability is quite strong, but have serious negative effects: it can cure an ally and to remove from it the effect of “death”, but your torch goes out; it can greatly reduce your stress, but all the rest of his teammates will have stress; it can increase the damage an ally by 20%, but at the same time get himself stress; and finally, it can prevent the night attack, but the group will receive the stress.
Overall Occultist it is a very specialized character under which it is necessary to select the group wisely. Depending on the composition of the expedition, it can be a very powerful ally, and practically useless member of the team.
http://tvtropes.org/pmwiki/pmwiki.php/DrinkingGame/DarkestDungeon Safari for mac os x 10.4 11.
Go To
General:
- Take a sip every time the Narrator uses the words 'dark', 'singular', 'terrible', 'horror,' or 'baubles.'
- Take a shot every time you send a hero to the Tavern.
- Take another shot if someone comes back with 'Tippler', or has the 'double vision' or 'moving sluggishly' debuffs.
- Take two shots if Alcohol-Induced Idiocy results in loss of Trinkets.
- Sip if you return to the Hamlet only to realize a hero you've sent for stress relief is still unavailable.
- Take a shot every time a hero gains an Affliction.
- Raise a toast instead if the hero gains a Virtue.
- Take a chaser when the team gets wiped anyways.
Advertisement:
- Take a shot every time a hero's quirk causes them to immediately activate a curio.
- Take another shot if the effects of the curio are negative.
- Take another shot if the Antiquarian is in your team and you miss out on their Antiques this way.
- Take another shot if a Kleptomaniac hero stole some very valuable loot or vital tools.
- Take a shot every time a hero gains a negative quirk or disease from a curio.
- Raise a toast if the hero gains a positive quirk or loses a negative one. You can do the same if a positive quirk becomes locked this way.
- Drink in frustration if the hero gained a situational positive quirk that displaced one of their more useful ones.
- Take a drink if a hero on Death's Door dies from blight or bleed because their turn went before your healer's.
- Splash half of it on your forehead if an Occultist inflicted it with Wyrd Reconstructionwhile healing 0 HP.
- Lick salt if they were guarded by another hero.
- When you relieve Stress with a Camp skill, take a shot to relieve some of your own.
- If you do so with the Hellion's Revel skill, take another shot to join the fun.
- When you're in the Ruins, take a sip every time a hero gains stress from the Bone Courtier's Tempting Goblet.
- Take another sip when the Bone Courtier dodges an attack or resists a stun.
Advertisement:
- When you're in the Warrens, take a sip every time a hero gains stress from the Swine Wretch's Vomit.
- Take another sip if they gain a disease from Vomit.
- When you're in the Cove, take a sip if a Thrall explodes on your party.
- Take a shot every time a hero levels up.
- Take another shot if a hero only gets negative quirks or diseases from leveling up.
- Take another shot when they die in their very next dungeon run.
- Chug if a quest ends in a Party Wipe.
- Drown your sorrows if it was a Down to the Last Play moment that did not work out for you.
- Drink every time a hero on Death's Door survives an attack somehow. Raise your glass and drink a toast if they make it through the battle.
- Sip if the hero gets killed on the first Deathblow check. This includes dying from a Blight or Bleed tick.
- And take a shot when they died simply because they went insane and refused EVERY ATTEMPT TO HEAL THEM.
- Take two sips if they hang on at 0HP, but also gained enough Stress to die from a Heart Attack.
- Take a shot if you encounter The Collector or The Shambler. You'll need it.
- If you have DLC enabled, add The Fanatic and The Thing from the Stars to that list.
- Take an additional shot if you intentionally summoned The Shambler.
- Take conciliatory one, if you didn't know what the Shambler's Altar is, and you randomly tested items until you got a 'result.'
- Take a celebratory drink if you win the battle. You'll need it, too.
Advertisement:
- If the Brigand Pounder misfires, take a moment to collect yourself, then drink.
- Take a sip if a hero resists getting charmed by the Siren.
- Drink in celebration if you find a Very Rare (or better) Trinket from random loot, spoils of combat, or Trinket Scrounge.
- Down a glass of wine if you find the Tempting Goblet.
- Take a sip if you discover a secret room.
- Drink in frustration if you have no keys for the Ancient Artifact.
- Take another sip if you earn a Head Trinket from it.
- Have a beer when you realize one of the patches nerfed it into a normal chest.
- Drink if you obtain an achievement from Yet Another Stupid Death, unless you were actively seeking them.
- Take a shot if the Hag or Fanatic kill a hero immediately after they're released from the pot or pyre.
- Take a sip every time a quest gets screwed over by the Random Number God in some other fashion (it doesn't have to be listed on this page). Caution: This might still kill you.
- If you're on Stygian or Bloodmoon difficulty, finish your drink if you lose due to the time or death limit.
- Down another drink if you lost while fighting the final boss.
If the player has the Dipsomania quirk:
- Take a shot every time someone lands a critical hit. If you like living dangerously, apply this rule for critical heals too. If you value your liver, don't use anything strong.
- Take a shot every time someone misses or dodges an attack. Again, don't use anything strong unless you want to put your liver on Death's Door.
DLC:
- Take a shot every time a hero gets infected with the Crimson Curse.
- Take another shot if getting infected with the Curse removes all Diseases on the hero.
- Take a sip along with an infected hero in your active party when they chug a vial of the Blood. (If it counted the inactive ones too you would likely die.)
- Take a shot in substitute for each missing blood vial in the inventory for your team of 'wasting' Crimson Cursed adventurers. Don't drink if that hero is holding the Rat Carcass.
- Take a sip every time a hero infected with the Crimson Curse does something to mess with your strategy.
- Take a shot if a craving hero interacts with a Wine Crate when you really needed it for Firewood.
- Raise a toast if your Flagellant miraculously saves the day during the Vvulf invasion. He seems surprisingly well-suited for the event.
- Raise a toast if your Flagellant demonstrates to be a One-Man Army, especially while he's Rapturous.
- Drink in celebration if you find a Crimson Court set trinket from an unexpected source.
- Drink in celebration if you find and rescue a hero from the Courtyard.
- Take a sip every time a you bring a Sycophant down to low health but it heals back to full before you can finish it off.
- Take a shot every time you are forced to abandon a team member while escaping a full wipe from the Fanatic.
- Take a sip every time a snake inflicts Damage Over Time on the Shieldbreaker.
- Take a shot every time the Shieldbreaker gains an affliction before the end of the dungeon. This is virtually guaranteed if you break camp.
- Take a sip whenever you get shuffled by a Plow Horse.
- Take a shot every time you can't destroy a Crystalline Aberration or one of the Fracture's crystal formations before it blows.
- Drink to celebrate whenever a hero gains a Prismatic Quirk.
The Butcher's Circus:
Darkest Dungeon Wyrd Reconstruction 2
- Take a sip if your match is rendered null from a desync. Take another if the desync happens while you had the upper hand.
- Take a sip if your opponent surrenders while still having 4 heroes alive.
- Take a sip if one of your heroes dies in the first round of actions.
- Sip again if this loss throws your strategy into disarray and you can't recover.
- Finish your drink if you surrender or lose without even killing an enemy hero.
- Take a sip if you notice your opponent is running a Stress team, because This Is Gonna Suck.
- Sip in frustration if the opponent went first and stunned a vital team member.
- Sip in frustration if an enemy hero remains on Death's Door against an attack with raised Deathblow chance.
- About hero skills, sip if:
- You use the Jester's Finale but it doesn't do enough damage to kill.
- An enemy Man-At-Arms uses Bellow for at least three turns in a row.
- An enemy Houndmaster uses nothing but Hound's Harry.
- An enemy Grave Robber uses nothing but Panic Darts.
- Sip if you lose two or more heroes to a heart attack chain reaction.
- Take a sip if your last remaining hero is against three or more enemies, and takes out at least two of them before going down.
- Raise a toast if you turn the tables and win despite the odds.