Color of Madness Datamine

Color of Madness

Note – spoilers are unmarked except for the new bosses!

General

  • Added 2 new currencies, Comet Shards and (spoiler) Memories

  • Nomad Wagon now has a second window which sells all CoM trinkets except the locket

  • Modifies quests per week by the following amounts: 1, 1, 2, 2, 3, 3, 3, 3

  • Added exchange from Shards to Heirlooms

    • 3 Shards = 1 Bust

    • 6 Shards = 1 Portrait

    • 3 Shards = 1 Deed

    • 3 Shards = 2 Crests

  • Added new provision – Shard Dust

    • Costs 3 Comet shards, 6/9/12 available depending on quest length

    • Stack limit: 6

    • 12 available for Shrieker, 15 available in DD3

    • Cannot be used when Virtuous

    • First use:

      • +2 SPD, +15% DMG (1 Battle)

      • -10% Virtue Chance, +10% Stress (1 Quest, unremovable)

      • +10 Stress

    • Second use:

      • +2 SPD, +15% DMG (10 Rounds)

      • -10% Virtue Chance, +20% Stress (1 Quest, unremovable)

      • +20 Stress

    • Third use and beyond:

      • +2 SPD, +15% DMG (10 Rounds), +10% CRT (5 rounds)

      • +40 Stress

  • Added new affliction – Refracted

    • Only afflicts heroes who have been to the Farm

    • Buffs:

      • -15% All Resists except Deathblow

      • -10% MAX HP

      • +20% Stress

      • -5 SPD

      • +15% Bleed/Blight Chance

      • Ignore Stealth

    • Act-outs:

      • Nothing: 25/41 chance

      • Stress Bark: 3/41 chance

      • Change position: 3/41 chance

      • Attack ally (also inflicts 5/3 Horror): 1/41 chance

      • Mark self: 3/41 chance

      • Consume Item: 3/41 chance

    • Consume item: randomly uses consumable inventory items such as Holy Water or Bandages. Does not use items that aren’t usable in combat. Priority of items as well as which items can be consumed can be set in the inventory files; at the moment all consumable items have equal priority.

    • Reaction act-outs

      • Block Heal + Stress Bark: 33%

      • Block Buff + Stress Bark: 33%

      • Comment when hit + Stress Bark: 33%

      • Comment when ally is hit + Stress Bark: 33%

      • Comment when ally hits + Stress Bark: 33%

      • Comment when moved + Stress Bark: 15%

      • Comment on curio interaction + Stress Bark: 33%

      • Comment when trap triggered + Stress Bark: 33%

      • Block effect + Stress Heal: 33%

      • Refuse food in camp: 33%

      • Refuse to use camping skill: 33%

      • Block camping skills: 33%

  • The stagecoach now has a second tab for Shard Mercenaries – level 6 heroes who will only do the Endless quest and take 10% of your Shards earned at the end. The Shard Mercenary quirk cannot be removed or replaced and you can only have 6 of these mercenaries on your roster. They do not take a roster slot.

  • Heroes who die in Endless mode will return Refracted after one week rather than dying permanently.

Quests

  • Kill 20 Enemies (Apprentice)

    • 2 XP

    • 3000 gold

    • 12 Comet Shards

    • Common trinket x2

    • Repeatable

  • Kill the Miller (Veteran)

    • 6 XP

    • 6750 gold

    • 30 Comet Shards

    • Rare trinket x2

  • Endless (level 0 internally, meaning no stress on entry at any level, but enemies are Champion level)

    • Reward Thresholds:

      • Level 1

        • 8 XP

        • 9000 gold

        • 9 Crests

        • 20 shards

      • Level 2

        • 12 XP

        • 16000 gold

        • 15 Crests

        • 45 shards

        • Rare trinket

      • Level 3

        • 16 XP

        • 24000 gold

        • 24 Crests

        • 70 shards

        • 1 Memory

        • 40/40/20% chance of Rare/Very Rare/Ancestral trinket

      • Level 4

        • 20 XP

        • 40000 gold

        • 30 Crests

        • 115 shards

        • 1 Memory

        • 40/40/20% chance of Rare/Very Rare/Ancestral trinket

Crystalline Trinkets

  • Acidic Husk Ichor – Flagellant: 

    • -25% MAX HP

    • +30% DMG

    • +30% Bleed Chance vs Husk

    • +25% Healing Received when HP below 20%

  • Ashen Distillation – Plague Doctor

    • +20 DODGE

    • +25% Blight Chance

    • +20% Healing Received if Medicinal Herbs in inventory

  • Broken Key – Abomination

    • +15 ACC

    • +35% Stun Chance

    • +10% Stress

  • Cluster Pendant

    • +25% Shards Given

    • +15% Stress

  • Coat of Many Colors

    • On Monster Kill: -2% Stress, +2 ACC (2 Battles, self only, DoT kills count if the equipped hero’s DoT specifically kills it, removed if unequipped)

    • On Hero Death: Stun Party (120% base), +25 Stress to Party

  • Crystal Pendant

    • +15% Shards Given

    • +15% Stress

  • Crystalline Gunpowder – Highwayman

    • +20% DMG

    • +3 SPD

    • -15% Stun Resist

  • Dirge For The Devoured – Jester

    • +25% Stress Healing Done

    • +25% DMG if Laudanum in inventory

    • +10% Stress

  • Heretical Passage – Vestal

    • +20% Healing Done if Holy Water in inventory

    • +25% DMG vs Husk

    • +25% DMG vs Eldritch

    • +10% Stress

  • Huskfang Whistle – Houndmaster

    • +50% Bleed Chance if Dog Treats in inventory

    • +40% Stress Healing Done when Guarding

    • -10 DODGE

    • +66% Guard Duration

  • Keening Bolts – Arbalest

    • +20% DMG

    • +8% CRT Ranged Skills

    • On Attack: +3 Stress (25% chance)

  • Lens of the Comet

    • Ignore Stealth

    • -20% Virtue Chance

    • +5% CRT if Shard Dust in inventory

  • Mask of the Timeless – Bounty Hunter

    • +2 SPD

    • +15 DODGE

    • +5% Stress

  • Miller’s Pipe

    • On Monster Kill: -2 Stress

    • On Monster Kill: Blight other Monsters (120% base), 2 pts/3 rds

    • On Hero Death: +45 Stress to Party, Party gets -20% PROT/-2 SPD (Quest long)

  • Mirror Shield – Man-at-Arms

    • +10 DODGE

    • +30% Damage Reflection (direct damage only)

    • +20% Stun Resist

  • Non-Euclidean Hilt – Crusader

    • +15% Max HP

    • 5% chance to randomly target

    • +25% Stun Chance if Holy Water in inventory

    • On Attack: Blight (120% base) 2 pts/2 rds

  • Petrified Amulet – Leper

    • +10 ACC if Bandage in inventory

    • +15% MAX HP

    • -15% Bleed Resist

  • Petrified Skull – Occultist

    • +40% PROT vs Husk

    • -20% Healing Received

    • +30% PROT vs Eldritch

    • +15% MAX HP

  • Smoking Skull – Antiquarian

    • +35 DODGE if Shard Dust in inventory

    • -15 ACC

    • -15% Blight Resist

  • Spectral Speartip – Shieldbreaker

    • +15% DMG

    • 5% chance to randomly target

    • +20% Blight Chance

    • +15% MAX HP

  • Thirsting Blade – Hellion

    • +15 ACC

    • -20% Bleed Resist

    • +2 SPD

    • +10% CRT vs Bleeding

    • On Miss: 5 DMG to self

  • Topshelf Tonic – Grave Robber

    • +15 DODGE if Medicinal Herbs in inventory

    • +3 SPD

    • -20% Blight Resist

    • +50% Blight Duration

  • Mildred’s Locket – Keepsake

    • The Reaping: -100% DMG Received

    • +40% Blight Resist

    • +3 SPD

    • +40% DMG vs Miller

    • Spoilers: Causes the Miller to be “Afflicted”

  • Prismatic Heart Crystal – Thing

    • +35% Blight Chance vs Thing

    • +35% Bleed Chance vs Thing

    • +15% CRT vs Thing

  • Thing’s Crystalline Fang – Thing

    • +10% Stun Chance if HP above 41%

    • +40% Stun Chance if HP below 40%

  • Thing’s Phase Shifting Hide – Thing

    • -15% Stress if HP above 41%

    • -50% Stress if HP below 40%

  • Thing’s Mesmerizing Eye – Thing

    • +4% CRT if HP above 41%

    • +10% CRT if HP below 40%

Quirks

  • Some new quirks cannot be acquired if anyone else on your roster has them (“Singleton” quirks), aside from, for example, the Shard Hungry Recruit and other such “event quirks.”

  • Quirks marked as boss quirks work like Shrieker quirks – you can acquire them at the end of a run on which you kill the Thing From The Stars (random miniboss). All boss quirks are also Singleton quirks.

  • Boss quirks cannot be replaced by new quirks unless removed.

  • Positive Quirks:

    • Twilight Dreamer – Singleton

      • Ignore Stealth

      • Cannot be replace by new quirks

    • Luminous

      • +2 SPD

      • +5 DODGE

      • Incompatible with Fading

    • Scythemaster

      • +15% DMG vs Husks

      • Cannot be replaced by new quirks (must be removed in Sanitarium)

    • Husk Slayer

      • +10 ACC vs Husks

      • +5% CRT vs Husks

      • Cannot be replaced by new quirks (must be removed in Sanitarium)

    • Prismatic Eye – Boss Quirk

      • +8 ACC

    • Prismatic Precision – Boss Quirk

      • +4% CRT

    • Prismatic Speed – Boss Quirk

      • +3 SPD

    • Prismatic Force – Boss Quirk

      • +15% DMG

    • Prismatic Calm – Boss Quirk

      • -30% Stress

    • Prismatic Purity – Boss Quirk

      • +25% Blight Resist

    • Prismatic Healing – Boss Quirk

      • +25% Bleed Resist

    • Prismatic Solidity – Boss Quirk

      • +25% Stun Resist

    • Prismatic Stability – Boss Quirk

      • +25% Move Resist

    • Prismatic Isolation – Boss Quirk

      • +25% Debuff Resist

    • Natural

      • +20% MAX HP if not wearing trinkets

      • +20% Healing Received if not wearing trinkets

      • +3 SPD if not wearing trinkets

    • Fairweather Fighter

      • +20% DMG if HP above 99%

    • Hot to Trot

      • +20 ACC on First Round

      • +25% DMG on First Round

      • +5% CRT on First Round

    • Daredevil

      • +15 DODGE if HP below 25

    • Musical

      • +25% Stress Healing Received from Inspiring Tune

    • Spiritual

      • +25% Healing Received from Vestal

      • Incompatible with Gothic

    • Gothic

      • +25% Healing Received from Occultist

      • Incompatible with Spiritual

    • Hippocratic

      • +20% Healing Done

    • Gifted

      • +20% Healing Received

  • Negative Quirks:

    • Fading

      • -2 SPD

      • -5 DODGE

      • Incompatible with Luminous

    • Ashen

      • -10% Bleed/Blight Resist

    • Germaphobe

      • -10 ACC vs Blighted

    • Nervous Bleeder

      • -10 ACC when Bleeding

    • Perfectionist

      • +5 Stress on miss

    • Risktaker

      • +10% DMG

      • -10 DODGE

    • Antsy

      • +20 Stress if idle in town

    • Impostor Syndrome

      • 4% chance to ignore command

    • Tone Deaf

      • -20% Stress Healing Received from Inspiring Tune

    • Scientific

      • -20% Healing Received from Vestal

    • Ascetic

      • -20% Healing Received from Occultist

    • Infirm

      • -20% Healing Received

    • Bad Healer

      • -20% Healing Done

  • Diseases:

    • Grey Rot

      • +20% MAX HP

      • -10 ACC

      • -10% DMG

    • Sky Taint

      • +20% Stress

      • -20% Bleed/Blight Resist

Districts

  • Spoiler District – The Mill – costs 10 Memories, disables hunger checks

  • Geologic Studyhall – Costs 125 Comet Shards, Increases Gem stack limits by 1

  • Tainted Well – Costs 99 Comet Shards, gives Holy Water and Laudanum new buffs

    • Holy Water Resist buffs from 33% to 45%

    • Laudanum gains -40% Stress buff

  • Miasmal Orchard – Costs 99 Comet Shards, gives Herbs and Antivenom new buffs

    • Herbs gains 25% Disease Resist buff

    • Antivenom gains 33% Blight Resist buff

Town Events

  • The Lights

    • Extra Shard gain from quests this week (seems to be double?)

  • Shard Harvest

    • Gain 25 Shards

  • Shard Hungry Recruit

    • Option to pay 20 Shards for a recruit with Twilight Dreamer, Tough, and Steady

  • They Made a Tonic

    • Option to pay 30 Shards to cure all diseases on your roster

  • Crystalline Focii

    • Option to pay 50 Shards for roster-wide 50 point stress heal

Mashes

  • New miniboss in base game areas: The Thing From the Stars – stalks one area at a time and may be fought at random if you take a quest there (50% chance)

  • Wave mashes for Endless mode added for all dungeons except Courtyard

  • Darkest Dungeon mashes will not show up until DD2 is completed

  • Hamlet mashes will not show up until relevant town event quest is completed

Lights

  • Endless mode has varying lights with different effects (similar to Bloodlight in the Courtyard)

  • Light level is always counted as 100 for purposes of “if torch above/below X” buffs

  • Light effects that apply to all of the following:

    • +10% Stress Chance

    • +10% Stress

  • The Farmstead’s Miasma (Default)

    • Heroes:

      • -10% Healing Received

      • +10% Stress

  • Gleaming Light (Red)

    • +6 Stress on transition

    • Heroes:

      • +15% Bleed Chance

      • +15% Healing Done

    • Monsters:

      • +15% Bleed Chance

      • +5% CRT

  • Blazing Light (Blue) 

    • +6 Stress on transition

    • Heroes:

      • +20% DMG vs Marked

      • +20% Debuff Chance

    • Monsters:

      • +3 SPD

      • +10% PROT

  • Haunting Light (Green)

    • +6 Stress on transition

    • Heroes:

      • +15% Blight Chance

      • +10% Stress

    • Monsters:

      • +15% Blight Chance

      • +10 DODGE

  • Splendorous Light (Yellow)

    • +6 Stress on transition

    • Heroes:

      • +15% Virtue Chance

      • +20% Stress Healing Done

    • Monsters:

      • -10% Bleed Resist

      • -10% Blight Resist

      • -35% Healing Received

Curios

  • Stockpile

    • Hand Loot:

      • 4/14 chance of 3 Antivenom

      • 4/14 chance of 3 Holy Water

      • 4/14 chance of 3 Herbs

      • 2/14 chance of 4 Food

    • Key Loot:

      • 1/5 chance of Trinket loot table (chances vary by difficulty)

      • 4/5 chance of Food (3/9 chance of 2 food, 3/9 of 4, 2/9 of 6, 1/9 of 8)

  • Stockpile (same name/graphics as above one)

    • Hand Loot:

      • 4/14 chance of 3 Bandages

      • 4/14 chance of 3 Laudanum

      • 4/14 chance of 3 Herbs

      • 2/14 chance of 4 Food

    • Key Loot:

      • 1/5 chance of Trinket loot table (chances vary by difficulty)

      • 4/5 chance of Food (3/9 chance of 2 food, 3/9 of 4, 2/9 of 6, 1/9 of 8)

  • Fresh Harvest

    • 100% heal on curio activator

  • Rotted Fare

    • 100 point stress heal on curio activator

  • Plentiful Bounty

    • 70% heal on all heroes

  • Corrupted Harvest

    • 60 point stress heal on all heroes

  • Mildred

    • Gives her locket if not acquired (technically, 1000/1008 chance)

    • If locket acquired:

      • 2/8 chance of Trinket loot table (chances vary by difficulty)

      • 3/8 chance of Gems loot table (chances vary by difficulty)

      • 3/8 chance of Shards (5/10/20 by difficulty)

  • Gleaming Shards

    • 5/10/20 shards, depending on difficulty

  • The Miller’s Hearth

    • Triggers Camping

  • Celestial Cornerstone

    • Initiates waves

Monsters (Boss spoilers marked)

  • Brief note on notation – for targeting, “~” means the move is AOE, “@” means it targets allies, and no targeting listed means it’s a self buff or other move that doesn’t target heroes or other monsters

  • Miller Fight Spoilers – Frozen Farmhand

    • Created by the Miller (and life linked to him)

    • Type: Husk

    • 18/25/35 HP

    • 0 DODGE, 35% PROT

    • 1/2/3 SPD

    • 50% Stun/Bleed/Debuff Resist, 0% Blight/Move Resist (gains 20% to all at Vet and another 20% at Champ)

    • While alive, heroes cannot Guard

    • Automatically guards the Miller whenever not stunned (not an action, inherent)

    • The Soil Thaws

      • Launch from 1234

      • Turns back into a farmhand and refills HP

    • Hollow Keening

      • 82.5/92.5/102.5 ACC

      • Launch from 1234, target 1234

      • Horror 3 pts for 3 rds

    • AI: Uses Hollow Keening twice then has a 50/50 chance to use either move each turn; targets heroes completely at random

  • Crystalline Aberration (Seeds of Madness)

    • Corpses created when fighting in the farm (corpses turn into this after a round)

    • Type: Husk

    • 5/6/7 HP

    • -20 DODGE

    • -4/-4/-3 SPD

    • 200% Stun Resist, 100% Bleed Resist, 200% Move Resist, 0% Blight/Move Resist

    • When killed, heals hero (2/3/5 pts)

    • Unstable Resonance

      • 10-15/3-5/20-25 DMG

      • Cannot crit

      • 92.5/97.5/102.5 ACC

      • Launch from 1234, target 1234

      • Blight (100/110/120%) for 2/2/3 pts for 3 rds

      • Horror 3 pts for 3 rds

      • Kills the crystal

    • Explosive Undoing

      • 2-4/11-16/4-6 DMG

      • Cannot crit

      • 92.5/97.5/102.5 ACC

      • Launch from 1234, target ~1234

      • Horror 3 pts for 3 rds

      • Kills the crystal

    • AI: Uses either move entirely at random

  • Farmhand

    • Type: Husk/Human

    • 12/17/22 HP

    • 8/16.75/28 DODGE

    • 2/3/4 SPD

    • 20% Stun Resist, 50% Blight Resist, 20% Bleed/Debuff Resist, 10% Move Resist (gains 20% to all at Vet and another 20% at Champ)

    • Buffs active Foremen by 1/2/3 SPD for 2 rds when a Farmhand spawns

    • Sow the Seeds

      • 1-1/1-2/2-3 DMG

      • Cannot crit

      • 85.5/91.75/103 ACC

      • Launch from 1234, target 1234

      • Blight (100/120/140%) for 2/3/4 pts for 3 rds

      • +10 Stress

    • Pause From Labour

      • Launch from 1234

      • Heal 4/5/7 HP

      • +3/4/5 SPD for 2 rds

    • Ceaseless Labour

      • 3-5/4-7/5-9 DMG

      • 2/7/9% CRT

      • 77.5/83.75/95 ACC

      • Launch from 1234, target 12

    • Riposte

      • 2-4/3-5/4-7 DMG

      • 0/4/6% CRT

      • 92.5/98.75/110 ACC

      • Launch from 1234, target 1234

      • Must be enabled by Foreman

    • AI: Will only use Pause from Labor if under half health (60% at Champion/Darkest), and even then chance is below 10%; mostly uses attacks. Higher chance to target marked heroes with Ceaseless Labour (scales with level). Pause from Labor has a 2 round cooldown.

  • Foreman

    • Type: Husk/Human

    • 26/36/47 HP

    • 0/8.75/20 DODGE, 15% PROT

    • 3/4/5 SPD

    • 20% Stun Resist, 50% Blight Resist, 20% Bleed/Debuff Resist, 20% Move Resist (gains 20% to all at Vet and another 20% at Champ)

    • Stir The Rabble

      • Launch from 1234, target @1234

      • Gives target +10/10/15% Blight Chance, +50% Blight Duration, Activate Riposte (2 rds), +3 SPD (2 rds)

    • No Trespassers

      • 5-9/7-12/9-16 DMG

      • 2/7/9% CRT

      • 82.5/88.75/100 ACC

      • Launch from 1234, target 1234

      • Bleed(100/120/140%) for 2/3/4 pts for 3 rds

      • Mark Target for 3 rds

      • +20% Stress (100/120/140%) for 3 rds

    • Many Hands

      • Launch from 1234, target @1234

      • Gives target +1/2/2 SPD, +20/22/22% PROT

    • AI: Stir the Rabble and Many Hands each have a 2 round cooldown. Will only use Stir the Rabble on Farmhands. Will always use Stir if off cooldown and a Farmhand is alive, as a bonus action. 66% chance to use No Trespassers and 33% to use Many Hands. Will not use No Trespassers on marked targets.

  • Endless spoilers- The Sleeper

    • Type: Husk

    • Size 4

    • 225 HP

    • 0 DODGE, 30% PROT

    • 6 SPD

    • 140% Stun Resist, 70% Blight Resist, 140% Bleed Resist, 100% Debuff Resist, 240% Move Resist 

    • Appears in Endless after several waves 

    • The Sleeper Awakens

      • 16-20 DMG

      • 3% CRT

      • 120 ACC

      • Launch from 1234, target ~1234

      • +20 Stress 

    • The Sleeper Stirs

      • 7-11 DMG

      • 19% CRT

      • 100 ACC

      • Launch from 1234, target 1234

      • Blight (100%) for 4 pts for 5 rds

      • Horror 3 pts for 5 rds

    • AI: Randomly chooses between its 2 moves; 1 round cooldown on The Sleeper Awakens

  • Sleeper’s Dream

    • Type: Husk

    • Stats don’t actually matter, this just comes in to teleport you forward if you start trying to stall. 500 HP, immune to just about everything, 99 SPD.

  • The Miller

    • Type: Poor Soul

    • Size 2

    • 2 actions per round

    • Note – All enemies that can spawn in this fight are lifelinked to the Miller. Not listed under their entries to avoid spoilers.

    • 95/143/181 HP

    • 5/13.75/26.25 DODGE, 20% PROT

    • 4/5/6 SPD

    • 75% Stun Resist, 40% Blight Resist, 200% Bleed Resist, 40% Debuff Resist, 50% Move Resist (gains 20% to all at Vet and another 20% at Champ)

    • The Harvest

      • 2-4/3-5/4-7 DMG

      • Cannot crit

      • 97.5/103.75/115 ACC

      • Launch from 1234, target 1234

      • Moves Miller back 2

      • Gives Miller +15/20/25% PROT (2 rds)

      • Heals Miller for 10/15/20 HP

      • Heals target for 3/5/7 Stress

    • Winter’s Breath

      • Turns a Farmhand into a Frozen Farmhand

    • The Reaping

      • 5-8/6-10/8-14 DMG

      • 2/8/10% CRT

      • 97.5/103.75/115 ACC

      • Launch from 1234, target ~1234

      • Does -75/65/50% DMG to rank 4, -40/30/20% DMG to rank 3, and -20% DMG to rank 2

    • Immortal Beloved

      • 1-1/2-2/2-2 DMG

      • Cannot crit

      • Over 200 ACC (doesn’t really matter due to being a first round free action)

      • Launch from 1234, targets holder of Mildred’s Locket

      • Debuffs Miller’s PROT by 20% for 3 rds

      • Buffs target’s Stress Resist by 15% for 3 rds

    • The Master Beckons

      • 3 separate moves

      • Summons 2 Farmhands, 2 Scarecrows, or 2 Sleeper’s Heralds

      • Launch from 1234

    • AI: Long cooldowns on each move (shortest is The Harvest at 4). Will always use The Harvest if any hero is over 50 stress, targeting that hero, if Miller’s HP is under 70%. Otherwise, has an extremely high chance to summon farmers if none are on the field, a high chance to use his other 2 summon moves, and if none of these are available (or at a low chance even if they are), he’ll use The Reaping. He will not summon if all 4 slots are full. If there is no Frozen Farmhand on the field, he will always use Winter’s Breath (50/50 chance if he also has The Harvest off cooldown). Immortal Beloved is a bonus action used at the start with a 5 action cooldown, triggered by having Mildred’s Locket.

  • Plow Horse

    • Type: Husk/Beast

    • Size 2

    • 20/28/36 HP

    • 5/13.75/25 DODGE, 15% PROT

    • 7/8/9 SPD

    • 50% Stun Resist, 20% Blight Resist, 20% Bleed Resist, 40% Debuff Resist, 60% Move Resist (gains 20% to all at Vet and another 20% at Champ)

    • Trample

      • Only usable after Paw The Ground

      • 2-4/3-5/4-7 DMG

      • Cannot crit

      • 92.5/98.75/110 ACC

      • Launch from 1234, target ~1234

      • Moves Plow Horse forward 4 and destealths it

      • Shuffle Party (100/120/140% base)

      • Does -45% DMG to rank 4, -30% DMG to rank 3, and -15% DMG to rank 2

    • Rearing Strike

      • 3-7/5-9/6-12 DMG

      • 4/9/11% CRT

      • 87.5/93.75/105 ACC

      • Launch from 1234, target 12 (33% chance to hit both)

      • Stun (100/120/140% base)

      • Bleed (100/120/140% base) for 1/2/3 pts for 3 rds

    • Paw The Ground

      • Launch from 1234

      • Moves Plow Horse back 4

      • Stealths for 2 rounds

      • Enables Trample

    • Beastial Scream

      • 102.5/108.75/120 ACC

      • Launch from 1234, target 1234

      • +8/5/8 Stress

      • Horror 5/6 pts for 3 rds (Vet/Champ)

    • AI: Has a 1 turn cooldown on Rearing Strike. Has a 2/7 chance to Strike, 4/7 to Paw then Trample, and 1/7 to Scream. Horse will target marked heroes more with Strike (chance increases with level) and will not target stunned heroes with Strike (unless it rolls the 33% chance to hit 2 targets).

  • Sleeper’s Herald

    • Type: Husk

    • 6/8/11 HP

    • 0/8.75/20 DODGE, 45% PROT

    • 1/2/3 SPD

    • 100% Stun Resist, 100% Blight Resist, 100% Bleed Resist, 60% Debuff Resist, 20% Move Resist (gains 20% to all at Vet and another 20% at Champ)

    • Spawns with permanent Riposte with -40% DMG penalty to the listed DMG value, and +0/2/4% CRT

    • Reality Bend

      • 1-2/1-2/1-3 DMG

      • 0/5/7% CRT

      • 92.5/98.75/110 ACC

      • Launch from 1234, target 1234

      • -25% Healing Received (100/120/140% base) for 2/3/4 rds

      • -10/11/12 ACC and +35% Random Target Chance (100/120/140% base) for 2 rds

      • +8 Stress

    • Riposte

      • 3-5/4-7/6-8 DMG

      • 2/7/9% CRT

      • 87.5/93.75/105 ACC

      • Launch from 1234, target 1234

      • +20% Stress (85/105/125% base) for 3 rds

    • AI: 66/75/80% chance to target marks.

  • Scarecrow

    • Type: Husk

    • 12/17/22 HP

    • 15/23.75/35 DODGE

    • 6/7/8 SPD

    • 60% Stun Resist, 25% Blight Resist, 200% Bleed Resist, 40% Debuff Resist, 10% Move Resist (gains 20% to all at Vet and another 20% at Champ)

    • Spawns with Stealth (2 rds)

    • Haunting Revelation

      • 1-3/2-4/2-5 DMG

      • 6/12/14% CRT

      • 87.5/93.75/105 ACC

      • Launch from 1234, target 1234

      • Horror 3/4/4 pts for 3 rds

    • Flail The Crops

      • 3-7/5-7/6-12 DMG

      • 0/6/8% CRT

      • 87.5/93.75/105 ACC

      • Launch from 1234, target 12

      • Blight (100/120/140% base) for 2/3/4 pts for 3 rds

    • Roots

      • Champion only

      • 4-6 DMG

      • 7% CRT

      • 100 ACC

      • Launch from 1234, target 234

      • -5 SPD and -12 ACC (140% base) for 2 rds

    • Shard of Life

      • Champion only

      • Launch from 1234, target @~1234

      • Heal over Time 5 pts for 2 rounds

    • AI: Haunting Revelation has a 2 round cooldown. 50/50 chance to use its 2 non-Champion moves if both are off cooldown. Flail the Crops has a 66/75/80% chance to target marks. For the Champion version, 6 round cooldown on Roots and 3 round cooldown on Shard of Life; chooses randomly between all 4 moves but will not use Shard of Life unless at least 3 monsters are alive.

  • Endless spoilers – Aberrations

    • Part of phase 1 of the Fracture/Sleeper fight

    • “Spout” form:

      • Lifelinked to Fracture

      • 25 HP

      • 4 SPD

      • No actions

      • 240% Stun Resist, 105% Blight Resist, 130% Bleed Resist, 80% Debuff Resist, 40% Move Resist

    • “Seedling” forms:

      • Lifelinked to Fracture

      • 35 HP

      • 20% PROT

      • 3 SPD

      • No actions

      • 240% Stun Resist, 100% Blight Resist, 140% Bleed Resist, 70% Debuff Resist, 65% Move Resist

    • “Seed” forms:

      • Lifelinked to Fracture

      • 30 HP

      • 15% PROT

      • 5 SPD

      • 1 action

      • 240% Stun Resist, 100% Blight Resist, 140% Bleed Resist, 70% Debuff Resist, 65% Move Resist

      • Eternal Blossom

        • 6-23 DMG

        • 6% CRT

        • 115 ACC

        • Launch from 1234, target ~1234

        • Kills Seed

        • If Black Seed: Horror 3 pts for 6 rds, -75% Healing Received for 2 rds

        • If Yellow Seed: Blight (140% base) for 5 pts for 3 rds

        • If Red Seed: Heals Fracture equal to damage done

        • If Purple Seed: Stun (140% base)

      • AI: Explodes when it gets a turn.

    • Grey Seed:

      • Lifelinked to Fracture

      • 30 HP

      • 5% PROT

      • 2 SPD

      • No actions, autoguards Fracture

      • 85% Stun Resist, 85% Blight Resist, 100% Bleed Resist, 40% Debuff Resist, 75% Move Resist

  • Fracture

    • Type: Husk

    • 115 HP

    • 0 DODGE, 20% PROT

    • 6 SPD

    • 140% Stun Resist, 120% Blight Resist, 240% Bleed Resist, 90% Debuff Resist, 140% Move Resist

    • Slow the Sands

      • 2-4 DMG

      • 7% CRT

      • 85 ACC

      • Launch from 1234, target ~1234

      • -2 SPD (130% base) for 2 rds

    • Skill/AI summary – Starts with a bonus action that summons 3 sprouts (only at the start, never again). Has 2 actions per round and uses them to spawn and grow seeds (1 new sprout or 1 seed upgrade per action). Each seed has 3 phases – sprout, seedling, seed. Seed forms (except Grey) explode if they get their turn. Seeds are fully healed when they grow a level. Has extremely low chance to use Slow the Sands. Transforms into The Sleeper on death or when under 20% HP, clearing marks on itself when doing so.

  • Roaming miniboss spoilers – The Thing From The Stars

    • Type: Eldritch

    • 106/148/191 HP

    • 5/13.75/25 DODGE

    • 2/3/4 SPD

    • 3 actions per round

    • 85% Stun Resist, 40% Blight Resist, 33% Bleed Resist, 40% Debuff Resist, 25% Move Resist (gains 20% to all at Vet and another 20% at Champ)

    • Gives Prismatic quirks after the run is over

    • Phase Gnaw

      • 3-5/5-6/6-8 DMG

      • 2/7/9% CRT

      • 92.5/98.75/110 ACC

      • Ignores PROT

      • Launch from 1234, target 12

      • +14 Stress

      • 20/22/25% chance to inflict Sky Taint

      • Blight (110/130/150% base) for 5/6/7 pts for 3 rds

    • Return To The Stars

      • 202.5/208.75/220 ACC

      • Launch from 1234, target ~1234

      • 5/7/9 DMG to The Thing (ignores PROT)

      • Cures The Thing

      • +7 Stress (60% chance)

      • Summons Crystalline Aberrations (CoM Corpses)

      • On first use, buffs itself (permanently) with the following (all only apply if HP below 45%:

        • +6 SPD

        • +80% PROT

        • +40% DMG

        • +15% CRT

    • Vorpal Strike

      • 6-9/9-12/11-16 DMG

      • 10/11/12% CRT

      • 97.5/103.75/115 ACC

      • Launch from 1234, target 1234

      • +9 Stress

    • Paralysing Shard

      • 1-1/2-2/2-2 DMG

      • 6/12/14% CRT

      • 97.5/103.75/115 ACC

      • Launch from 1234, target 1234

      • +11 Stress

      • Stun (115/135/155% base)

    • Weakening Shard

      • 1-1/2-2/2-2 DMG

      • 6/12/14% CRT

      • 102.5/108.75/120 ACC

      • Launch from 1234, target 1234

      • +11 Stress

      • -20% Stun/Blight/Bleed/Debuff Resist (115/135/155% base) for 4 rds

    • Transfixing Shard

      • 1-1/2-2/2-2 DMG

      • 6/12/14% CRT

      • 97.5/103.75/115 ACC

      • Launch from 1234, target 1234

      • +11 Stress

      • -4/5/6 SPD, -25% DMG (115/135/155% base) for 4 rds

    • AI: 2/7 chance each to use Vorpal Strike and Phase Gnaw, 1/7 chance for the 3 Shard attacks. On round 2, uses Return To The Stars as a bonus action; uses it each round thereafter, without self buffing on uses after the first. Targets randomly 50% of the time and marked targets 50% of the time. All Shards have a 1 turn cooldown. Will not use Paralysing Shard if at least 2 heroes are stunned nor will it use it against stunned heroes.

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