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Dungeon Master - Basic ability/character list

A topic by clypsiphaya created 24 days ago Views: 2,286 Replies: 9
Viewing posts 1 to 6
(10 edits) (+4)

Put this together while I was playing, because I was tired of trying to remember who had what ability to pair with which other character and so forth.  It's incomplete - I haven't finished the game yet - but hopefully it helps!  I'll update it when I can, as I discover new characters.

Notes:

- You can only use one Party Skill per fight, and they usually last until the end of the fight - however, there's a few of them that grant permanent bonuses until the end of your session, such as the main character's Nature's Fortress and Himari's Focus.

- The class names and such aren't official - just my best guess at their tabletop equivalents, provided mostly as shorthand for how they play within the context of the game.

- "Guaranteed" in this context simply means no RNG is involved - Damnation, for example, WILL add 15 damage to your total, without dice (or dice bonuses).

- The characters that add stacking bonuses to dice, such as the Druid main character class, Charlotte, and Himari, are ABSURDLY overpowered.  A stacking bonus to all rolls using a certain die type makes virtually every other Party Skill completely obsolete.  Depending on your luck with which die is selected on each use of the MC's ability, and/or which characters you pair with your booster character, I've had totals that can one-shot the secret boss.

======== MAIN CHARACTER ========

Fire Mage (Striker)

- Damnation (Party Skill): guaranteed 15 Damage
- Burning Fist (1 Mana): 1d12 Damage
- Finisher (passive): 1d12 Damage when you roll 10 or more dice in one turn

Druid (Defender)

- Nature's Fortress (Party Skill): permanent +3 bonus to random die type (stacks until end of session)
NOTE: tooltip on character selection screen is incorrect, as of this writing; the above is taken from the mechanic displayed in play.
- Nature's Wrath (1 Mana): 1d8 Damage, 1d4 Shield, 1d4 Healing
- Nature's Guardian (one-time bonus): +30 maximum Health

Arcanist (Controller)

- Arcane Beam (2 Mana): 5d4 Damage
- Mage (passive): recover 1 extra Mana per turn
- Scholar (one-time bonus): +1 maximum Mana

Defiler (Support)

- Draining Slash (2 Mana): 1d8 Damage, 2d4 Healing
- Leeching Burst (passive): 4d8 Healing when you roll 10 or more dice in one turn
- Binding Life (passive): 1d12 Healing at start of turn

Goblin (Gambler)

- Rage of the Small (passive): 25% chance for 5d4 Damage at start of turn
- Pack Tactics (passive): 25% chance for 5d4 Shield at start of turn
- Gobbo Jiggle (passive): 25% chance for 5d4 Healing at start of turn

======== DEFENDERS (Blue Shield) ========

Samantha (Paladin)

- Holy Bubble (Party Skill): gain 50 Shield
- Holy Protection (1 Mana): 1d4 Damage, 1d8 Shield
- Battle Cleric (passive): 2d4 Healing when you roll 5 or more dice in one turn

Phoenix (Barbarian)

- Berserker (Party Skill): 2d12 Shield, 5d4 Damage
- Critical Hit (1 Mana): 2 Damage, 25% chance for 3d12 Damage instead
- Fury Rush (passive): 50% chance for 1d12 Damage at start of each turn

Sofia (Lancer)

- Frozen Spear (3 Mana): 2d12 Damage, 4d8 Shield
- Ass of Duty (passive): 35% chance to boost a random Shield die by 3 at start of turn (stacks until end of session)
- Destroy and Protect (passive): 50% chance for either 2d8 Damage or 2d4 Shield at start of turn

======== SUPPORT (Green Heart) ========

Adrian (Priest)

- Mass Recovery (Party Skill): recover full Health
- Holy Touch (2 Mana): 2d8 Healing
- Priest (passive): +20 maximum Health per kill (stacks until end of session, can result in some bonkers maximum health)

River (Bard)

- Symphony (Party Skill): 50 Healing
- Shy (1 Mana): 2 Healing, 50% chance for 2d12 Healing instead
- Kiss (passive): 50% chance for 1d12 Heal at start of turn

Gabriel (Mystic)

- Refreshing Aura (Party Skill): +2 to all Healing dice (stacks until end of session)
- Artistic Slash (1 Mana): 1d4 Damage, 1d4 Healing
- Creative Solution (passive): 25% chance to recover 1 Mana at start of each turn

Ken (Holy Knight)

- Mega Smite (Party Skill): convert Healing into Damage (use AFTER dice are rolled, BEFORE pressing Start Combat)
- Crazy Heal (1 Mana): 1d4 Healing, 50% chance for 1d8 Healing instead, 25% chance for 1d12 Healing instead
- Super Shield (one-time bonus): +30 maximum Health

======== CONTROLLERS (Yellow Star) ========

Emma (Archmage)

- Discovery (Party Skill): recover 2 Mana
- Arcane Bolt (1 Mana): guaranteed 5 Damage
- Arcane Bubble (passive): gain 1d4 Shield at start of turn

Amelia (Druid)

- Tight Grip (Party Skill): Stuns enemy for one turn
- Nature's Guardian (1 Mana): 1d4 Damage, 50% chance for 1d8 Damage instead
- Wild Touch (passive): 1d4 Healing at start of turn, 50% chance for 1d12 Healing instead

Alice (Necromancer)

- Bone Shield (Party Skill): +2 to all Shield dice until end of Encounter
- Drain Life (1 Mana): 1d4 Damage, 50% chance for additional 1d8 Healing
- Summoner (passive): 1d4 Damage per unspent Mana point when Starting Combat, up to 5d4 Damage

Kate (Trickster)

- Second Wind (single use): recover your Party Skill (can only be used once per session)
- Backstab (1 Mana): 1d4 Damage; when Shield is higher than the enemy, 2d8 Damage
- Evasion (passive): 25% chance for 1d4 Healing per die rolled; 25% chance for 1d4 Shield per die rolled

Katarina (Noble)

- Command (Party Skill): 1d8 Healing at start of each turn
- Mad Assault (1 Mana): 1d4 Damage; 2d12 Damage instead, if used on the last Mana Point when Player Damage = 0 (in other words, when you've caused no other Damage this round - this means random chance damage like Roxy or MC Goblin will nerf it back to 1d4)
- Queen (one-time bonus): +30 maximum Health

======== GAMBLERS (White Dice) ========

Roxy (Loot Goblin) - NOTE: adding Roxy to the party will summon a secret boss!

- Slut (passive): 50% chance for 1d8 Healing at start of each turn
- Ass Jiggle (passive): 50% chance for 1d8 Damage at start of each turn
- Flash Tits (passive): 50% chance for 1d8 Shields at start of each turn

Josef (Accountant?)

- Investment (Party Skill): 4d4 Shields at start of each turn
- Risky Attempt (1 Mana): 50% chance for 2d12 Damage (no Damage on failed check)
- Gambler (passive): 50% chance for 2d12 Damage at start of each turn

======== STRIKERS (Red Crossblades) ========

Zhen (Mechwarrior)

- Kamezhenza (Party Skill): 50 Damage
- Z.H.E.N. Canon (4 Mana): 5d12 Damage
- Shield (passive): 50% chance for 1d12 Shield at start of each turn

Charlotte (Ranger)

- Scout (Party Skill): permanent +2 to d4 Damage dice (stacks until end of session)
- Headshot (1 Mana): 1d4 Damage, +2 per use during the same fight (check icon for amount of bonus damage)
- Arrow Rain (4 Mana): 6d4 Damage

Celeste (Archon)

- Something Angelic (Party Skill): +6 to d12 Damage dice (stacks until end of session)
- Destined Slash (2 Mana): 1d12 Damage
- Angelic Prediction (passive): 1d12 Damage when you roll 5 or more dice in one turn

Haniya (Wardancer)

- Caring Curse (Party Skill): reduces enemy Shield to 0
- Taking Spear (2 Mana): 1d4 Damage, 1d8 Damage, 1d12 Damage
- Shared Insight (Passive): 35% chance for +3 to a random Damage die type  (stacks until end of session)

Himari (Hexblade)

- Focus (Party Skill): permanent +4 to d8 Damage dice (stacks until end of session)
- Behind You (2 Mana): 1d8 Damage, -10 enemy Shields
- Counter Attack (passive): 3d4 Damage when you roll 5 or more dice in one turn

Toni (Monk)

- Destruction (Party Skill): Doubles current Damage (use AFTER dice are rolled, BEFORE pressing Start Combat)
- Combo Attack (1 Mana): 1d4 Damage; every fifth attack, 6d8 Damage (watch the counter on the skill icon)
- Exhaustion (passive): 50% chance to consume 1 Mana each turn

Anna (Pyromancer)

- Fire Rain (Party Skill): 1d8 Damage at start of each turn
- Fire Bolt (1 Mana): 1d4 Damage, 50% chance to return Mana cost
- Explosion (3 Mana): 4d12 Damage

The best party I've found with this mode so far is Arcanist, Charlotte, Hinaya, and Alice. You will mainly use Arcanist skill for damage, and Charlottes party skill as much as possible. It boosts 1d4 damage to high amounts because of Charlottes permanent +2 to 1d4 dice, plus Alice rolling up to 5 1d4 die based on your max mana, and Hinaya's chance to boost 1 of the 3 damage dice (d4, d8, or d12) by +3. By the end of the run, you'll have about +25 to +30 damage to 1d4 die, and since you roll somewhere around 20 dice per roll you one shot most enemies. If anyone has any other synergistic parties, let me know, I'm really enjoying this game mode.

I haven't unlocked anything you mentioned except the Arcanist, yet - I'm excited to try this combo out, and add their abilities to The List™.  My current mainstay is MC Druid (or whatever the Nature class is called, I don't remember if it's named properly), with Roxy, Anna, and Phoenix.  Nature's Fortress just keeps building those dice, and all three die types are covered for heavy damage.  d4 bonuses?  Spam Anna's Fire Bolt.  d8?  Nature's Wrath, bby.  d12?  Let Phoenix go nuts.  Choose Mana capacity/regen increases whenever possible, and watch the enemies fall to beeg numbers.

Yo my friend, I hope I don't bother. How exactly did you get Alice to join the games? I did her 'stealing' route to completion but she doesn't appear as an option to pick

I'm not sure what to tell you - I usually do the Sharing route, and the moment Adrian & the MC joined her for sexytimes in the club, she popped right up in Dungeon Master.

the Druid class will legitimately carry any run to completion on its own. Just pop your party skill and use your main attack non stop

Kate is nice to use to get an extra use of your party skill otherwise characters with passive skills are nice since you have no reason to use anyone else. Even Roxy who will make a harder final boss won't penalize you because druid is so overpowered you can 1 or 2 turn most enemies with having a surplus shield and incredible healing

(1 edit)

A particularly ugly combo I've found is MC Fire Mage, Celeste, Josef, and Haniya.  Stack Celeste's bonuses to d12s using Something Angelic each fight, and use either the MC's Burning Fist or Haniya's Taking Spear to generate enough dice to regularly trigger Celeste's Angelic Prediction.  Between that and Josef's chances for additional free d12 Damage dice, the numbers get pretty absurd.

How can a Katarina character use 2d12 attacks? Even with enough shields and using the last of the party's mana to cast a skill, she still rolls 1d4 damage.

Deleted 12 days ago

Yeah, that's on me - I misunderstood the way her Mad Assault ability works, and I've edited the guide to reflect that. The actual tooltip reads, "Deals 2d12 damage when used with the last Mana Point and Player Damage equals 0."  I originally thought that meant, "player has taken no damage," but I was wrong - it means, using it when you've dealt no other damage in the turn.

In other words, if you use it when your Damage rating for the round still reads 0, and you have only one Mana to spend, you'll do 2d12 instead of 1d4... which means you can't use other damage-dealing abilities in the round if you want to trigger that extra damage from Mad Assault.  Makes it a bit tricky to use.

Thank you for your reply.