![]() ![]() ![]() increased stress gains from eldritch creatures). ![]() refusing to use a certain service in town for stress relief) to really bad (e.g. increases resistance to a status effect) to fairly inconsequential (e.g. These are an assortment of randomly-generated traits (which can be added to each time the character goes through a dungeon mission) that can range from useful (e.g. ![]() There's something else that also makes each character special, though, and that's their quirks. It's a pretty ambitious setup, and there's enough depth to it that my opinions on the class tier list changed quite a bit over the course of playing the game. While the classes can be grouped into traditional RPG categories like front-liners (crusader, hellion, man-at-arms, etc.), back-liners (arbalest, occultist, vestal, etc.), and hybrids (highwayman, jester, etc.), most of them can be shuffled around and still function quite well in atypical positions if their combat skills are set up for it, except for lepers and maybe flagellants. Each level zero character starts with a random 4 of their 7 combat skills unlocked (aside from the abomination, who starts with everything unlocked but can only access 3 skills aside from transform in either human or beast mode), along with some camping skills from a pool of common and class-unique options. These characters can be from any one of twelve classes: abomination, antiquarian, arbalest, bounty hunter, crusader, flagellant, grave robber, hellion, highwayman, houndmaster, jester, leper, man-at-arms, occultist, plague doctor, or vestal. New characters are generated randomly at the stage coach, which brings in anywhere from 2 to 6 fresh meat sacks per visit to town, depending on how much it's been upgraded. ![]()
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