Occultist

To fight the abyss, one must know it.

Level: 35

HP: 5,000

Attack: 56

Sacrificial Stab: 85 (201)

Abyssal Artillery: 250 (366)

Defense: 42

Agility: 95 (125)

Skill: 98

Speed: 91 (86)

Movement: 6

Items:

Mentor’s Skull: An ancient skull, somehow unaffected by the decay of time. This unnerving skull is used as a medium to channel eldritch powers, whatever they may be. It is uncertain what eldritch power this skull connects to, but there are some things we are better off not knowing. Currently, this Skull channels base 250 Eldritch type damage (boosted by Psychic skills/resistances, cannot be resisted).

Dark Inquisition: The robes of a man who has known the abyss. These robes resist Dark and Eldritch damage. Since they are lightweight, they offer no defense, but boost the Agility of this unit by 20.

Occultist’s Knife: Physical weapons aren’t really the concern of the occultist, but it doesn’t hurt to be prepared. 85 Blade damage, and boosts the chances of CRIT activation by 10%.

Eldritch Killing Incense: Trinket. +10% CRIT chance and +25% damage vs Eldritch.

Evasion Incense: Trinket. +10 Agility and -5 Speed

Abilities:

Wyrd Reconstruction: Occultist Signature ability. 10% CRIT chance. This unit may use an action to heal an ally within 2 range. The unit will be randomly healed between 0-50% (multiples of 10%) of their maximum health. This healing has an 85% chance to inflict a bleeding status that lasts 3 turns on the ally. 3 exp

Abandon Hope: This unit may take an action to remove 3 Stress from themselves. All allies within 5 range will receive +1 Stress (75% chance) and/or +2 Stress (25%). 2 exp

Abyssal Artillery: +5 Hit, 10% CRIT chance. Once every four turns, this unit may take an action to summon Eldritch tentacles to attack all enemy units within 3 range. This attack will deal +3 Stress to all units affected by this ability. Deals 25% extra damage to Eldritch type units. 4 exp

Daemon’s Pull: +10 Hit. 1-3 range, 10% CRIT chance. This unit may pull the target towards themselves, and will remove any terrain (and terrain effects) along the path. This attack deals damage equal to half of the Abyssal Artillery damage. Deals +3 Stress. 4 exp

Dark Ritual: Once per day, this unit may take an action to heal an ally within 2 range 50% of their max HP, as well as removing any statuses or debuffs they may have. This will immediately change the map to nighttime and remove all sources of light on the map. This unit receives +2 Stress. 3 exp

Dark Strength: This unit may take an action to give themselves +3 Stress, and buff one ally within 2 range. This ally will deal 20% extra damage for the duration of the next battle. The effects of this ability are nullified at the end of the day. 3 exp

Death’s Door: Darkest Dungeon Ability. This unit, when it would take a lethal hit, has a 67% chance to survive the hit at 1 HP. While at 1 HP, however, they will have -10 Agility, Skill, and Speed, and will have -5 Agility, Skill, and Speed if they are reduced to 1 HP and then heal. 3 exp

Hands from the Abyss: +10 Hit, 1-3 range, 10% CRIT chance. This attack has an 80% Stun chance, and will remove all light within 2 range of the target (unless it is exceedingly bright, in which case it will reduce the light). If it is daytime, this attack will reduce the time until nightfall by 1 turn. 4 exp

Sacrificial Stab: 15% (25%) CRIT. Deals 50% extra damage to Eldritch type units. 2 exp

Unspeakable Commune: All allies receive +1 Stress at night with this unit. Stealth and ambush abilities used by hostile units are nullified against this unit and any ally within 5 spaces of this one at night. 1 exp

Vulnerability Hex: +15 Hit, 10% CRIT, 1-3 range. This unit may use an action to Mark a target for 3 rounds. If it hits, the unit will have -20 Agility (can stack). 3 exp

Weakening Curse: +15 Hit, 10% CRIT, 1-3 range. This unit may use an action to curse the target. If it hits, the unit will deal 20% less damage and have 20% less defense for the next 3 turns. These stat debuffs can stack. 3 exp

Proficiency:

3A Psychic/Knife: 60

1A Armor: 40

Weak to Blade. Resists bleeding, negative status effects.

CRIT: +25% healing skills

Caps:

HP: medium
Attack: 80
Defense: 60
Agility: 135
Skill: 140
Speed: 130

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