Plagued Dead

From VbGORE Visual Basic Online RPG Engine

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Plagued Dead is an online RPG currently still in early development phase created by Spodi. The main goals are to create a unique, mature-rated game focusing around the theme of zombies. The more original the game is, the better, while still maintaining the core RPG elements and concepts we have all grown to love.

Background Story

It all started in 2015 with the creation of the Global Organization of Human Enhancement, or GOHE, an organization dedicated towards bettering the human body through science. GOHE was created, supported and funded by majority of people around the world. The first products of the organization were advanced robotic limb replacements, allowing nearly the same functioning of a normal arm or leg for those who were missing one.

The robotic limb replacements were a huge success with billions of parts being sold world-wide. Though, people quickly started taking advantage of the powerful replacement limbs. People with injuries, deformations and even those of old age started buying limbs because they wanted to look and feel better.

With all of the success and publicity GOHE was getting, they pooled their earnings together along with money given to them by countries all around the world to expand their research and production. Within a few years, even more sophisticated body parts such as eyes, tongues, hearts and lunges had replacement pieces. It came to the point where anyone with enough money to buy new parts could buy a whole new body.

Though, this still wasn’t enough for people. The replacement body parts were as life-like as possible, with normal human limitations. They were banned to even attempt making body parts that exceeded those of typical humans. Everyone knew they had the power to do so, but all of those who even attempted were sent to jail for life.

Most people managed to be satisfied with normal body part replacements, too, until 2052. Everyone became bored of the body part replacements, and everyone wanted more. Quickly people started to ignore the law and let GOHE do their best, some for just curiosity on what they could do, but most for greed of being able to buy the ultimate strength.

Finally, it happened. GOHE released a line of body parts with super-human strength and recovery. It was first just released to the highest paying governments, but quickly fell in the hands of everyone in the world. Before long, anyone who could afford it became faster and stronger than any natural human has ever been.

As expected, crime sky-rocketed. Murder rates were at least 10 times higher than they were wore as modified humans were able to crush natural, unaltered ones, with minimal effort. It was too late to ban the technology, though, since it was already in the hands of people all over the world, from military to terrorists and even small-time town gangs. The world quickly started crumbling under GOHE’s creation as people grew a lust to use and abuse their science-given powers.

The scientists of GOHE were still not satisfied themselves either. They have created technology able to make the most crippled living person better than new, but it was just that which they felt limited by – they must be living. This lead to their ultimate, most controversial work attempted – to be able to resurrect the dead.

With all of the research they had done so far, this became a lot easier task then most would have imagined. The only road block that stood in their way was the human brain. It was far too complex for them to replicate, nor could they create anything like it. Weak simulations of human minds were made, but nothing that exceeded the intelligence of an average 8 year old. No matter how they looked at it, there was no solution in sight for making an even usable replication of the human brain, let alone transfer memory from a dead brain into that of a robotic one.

GOHE lived on, but the research came to a drastic halt. Most work on advancements of body parts was halted due to the destruction they have caused – very few scientists wanted to work on something that became a purely destructive tool. Work on the Human Revival project ended, too, with the exception of a small group of scientists, led by Dr. Dor Borgh. Dr. Borgh insisted on reviving humans. “I want to make my own personal undead army”, he joked with an obvious sense of seriousness.

In 2090, the first case of reviving a human from complete death was made – it was Dr. Borgh’s wife. Dr. Borgh’s co-workers were confused, never hearing of his wife’s death before. He just insisted it was very recent, and purely a coincidence. She showed no signs of intelligence. Her flesh was rotten and completely unable to heal itself. Many questioned whether he brought the dead to life, or just re-animated the dead. Her instincts were very primitive, consisting of basic and slow movement along with the constant need to feed. No matter how hard they tried, though, they could only get her to eat meat, preferably raw.

Private investigations went on to figure out how Dr. Borgh accomplished this task, and what happened to his wife. After a few weeks, they found that Dr. Borgh created a microscopic bacterium that lived in living creatures that can take over their body. The bacterium was too weak to take over a living body, but able to hide itself well enough to last in any creature its whole life, waiting for the day they drop to take them over.

Before anyone could learn of this dead-raising bacterium, Dr. Borgh already intentionally exposed it to the skies and seas, letting it replicate itself in the body of animals and spread itself all over. Because the bacterium had no problem living in any climate for well over a week without a host, it quickly spread across the world within a year.

Ever since that day, the dead have been rising back up, feasting off of the living. The world was in such horrible shape already from wars of all types brought up from the past creations of GOHE that the hordes of zombies had no problem raiding and conquering. To this day, the zombie infestation continues to spread. A few cities and military bases around the world are still struggling to survive, but most once heavily populated areas have now become abandoned. Most of the human population now consists of small, primitive villages spread throughout the world – the zombies seem to have trouble sensing small groups of people.

Many people have realized how little hope is left for mankind, and formed the Brotherhood of The Dead – a cult taking charge of the undead army, lead by Dr. Borgh. Rumors have been spread that he is working on strengthening his zombies, making them faster and stronger then before. No one is sure what he plans to do with such power, but one thing is certain – man kind will have to fight hard to survive.

General Game Mechanics

Stats and Skills

The user acquires all the stats their class to use when becoming that class. There are global stats, and class-specific stats. All stats use experience to raise them. When ever you gain experience, some experience is added to an experience pool which can be spent on stats or skills. The amount it cost to raise a stat raises exponentially, while skills have a single one-time constant cost.

Experience and Leveling

Leveling gives a small bonus to some stats depending on the class. Besides that, level states only a rough idea of how strong the user is. All experienced gain goes into a global experience pool that is used to determine the level, along with a spending experience pool that can be used to spend on stats and skills as explained above.

When fighting monsters, experienced isn't handled in the traditional sense of where the one who kills the monster gets all of the experience. Instead, every hit on a NPC will gain the user experience points. A value of 1 is always added to the equation so the user will always get 1 experience when hitting a NPC, which should prevent low-level characters from not gaining experience when attacking a high-defense NPC. The amount of experienced gain from hit is a combination of damage done plus how much defense the NPC has. This will make "kill stealing" for experience no longer a problem.


The account system will be the typical “multiple characters per account” system, where there is a primary account login used to manage the account as a whole, following by an individual login for each character. Only one character per account is allowed on at a time.

Depot and Bank

The bank is shared between all the characters on the account, so instead of an individual bank account for each character, there is one large account for everyone. This will allow gold and items to easily be transferred between characters without having to use the mailing system.

Critical Attacks

Critical attacks happen on a 5% chance per attack and can only happen on weapon-based attacks, such as normal attacks and weapon-based skills. A critical attack does 10% more than a normal attack, and ignores 80% of the target’s defense. These values can change with the Infiltrator’s Critical Attack stat. The chance of a critical attack will never be less than 5% and never more than 75%. Damage bonus is always between 125% and 300%.

Object / Skill Requirements

The usage requirements for everything are based off of the base value of stats, mostly either of secondary and/or class stats. No requirements are specifically made for certain classes directly, nor are there any requirements based off of level.

Public Chat Channels

A series of chat channels can be toggled on and off to select which type of public chat you want to participate in. Every channel can be toggled on or off. When toggled on, you will be able to talk with others in the channels. When off, you will not see any messages from those in that channel. Every channel is public to everyone in the game, so your location, level, class, etc has no effect on who your message reaches in that channel. Each different channel has a different color, along with the ID of the channel is displayed next to the message so you do not get confused where the message is coming from.

The following is a list of each of the channels, along with their descriptions:

  • Gossip - Talk about anything and everything that does not fit into the other channels.
  • Help - Ask any questions you have about the game from how to play to game strategies.
  • Group Search - Recruit users for your group.
  • Market - Buy and sell items.

Global Stats

Global Stats are stats used by all classes. Whether or not this applies to job characters, too, is yet to be decided.

Primary Stats

These stats directly alter (mod) secondary stats and class stats, and not much more. It is yet to be decided if primary stats will be used for much else. Which stats they mod is yet to be decided.

C Strength

C Agility

C Dexterity

C Intelligence

C Bravery - Modifies every secondary stat by 1/5th, but not class stats.

Secondary Stats

These stats hold the numbers that matter, and are quite specific to what they do. All secondary stats are modified by 4 primary stats, divided by 6. For example, on a secondary stat modified by the primary stats (Str/Str/Agi/Bra), every 3 points of strength would modify this stat by 1

Each primary stat is used the following number of times:

  • Strength (Str) = 7
  • Agility (Agi) = 8
  • Dexterity (Dex) = 5
  • Intelligence (Int) = 7
  • Bravery (Bra) = 9

C Weapon Skill - Increases damage done by weapon-based attacks and allows usage of better weapons. (Str/Str/Agi/Bra)

C Armor – Increases the user’s armor value, along with allows them to use better armor. (Str/Str/Agi/Bra)

C Accuracy – Increases the chance to hit a target. Most skill and spell based attacks will always hit. (Dex/Dex/Agi/Bra)

C Evade – Increases the change to dodge an attack. Most skill and spell based attacks can not be dodged. (Agi/Agi/Dex/Bra)

Perception – Increases the chance of seeing cloaked units and traps. (Dex/Int/Int/Bra)

C Regeneration – Increases the rate that energy is replenished. (Int/Int/Int/Bra)

C Recovery – Increases the rate that health is replenished. (Str/Str/Agi/Bra)

C Tactics – When attacked, moves some points in Accuracy to Evade, and when attacking, moves some points from Evade to Accuracy. Anywhere from a Tactics * 0.4 to Tactics * 0.8 is added to accuracy when attacking and evade when being attacked. (Agi/Agi/Dex/Bra)

Immunity – Increases resistance to negative magic spells, decreasing damage caused by them and their length of affect. (Int/Int/Str/Bra)



Jobs (lumberjacking, mining, crafting, etc) are all done through a single character bound to the account. When a job area is entered, the character is seamlessly changed to the job character. The name is retained as to not disturb any communications, but the stats, inventory, and physical look all change to that of the job character. The job character can not use anything unless specifically marked usable by the job character (that is, items marked with no class requirement still can not be used by the job character).

The job character consists of stats completely separate and unaltered by the primary characters, making more of a balance between character strength and amount of money they can bring in. In other words, you don’t have to have a level 100 Infiltrator just to be able to get lots of money.

Each kind of job consists of its own unique style, removing the “automation” from jobs. So instead of clicking a button to chop down trees, you may have to physically take your job character and kill tree monsters. All job areas can be reached by a low-level character. Throughout the gathering job areas, the monsters get harder but drop more / better items. For crafting jobs, the difficulty depends completely on the product trying to be made.

For gathering jobs, multiple people can be in the same job area at once, so parties can be made and job characters can work together to defeat stronger monsters for better rewards.


Stones and gems are gathered through entering a mine which will bring out your job character, then killing stone golems and collecting the materials they drop in their death. All golems will drop the material they are made out of (ie stone, iron, steel, etc), while only some will drop gems. Those that do drop gems have the gem visually applied to their sprite. Golems are quite heavily spread apart and very powerful, but drop a lot of materials. Rarely should someone be fighting more than one golem at a time. Materials gathered are used to either sell or use in blacksmithing.


Blacksmithing is done by entering a blacksmithing workshop building. Only one person can be fighting the battle at a time, so you can’t get together a bunch of job characters and easily get the best items in the game. When the skill is used to make or enhance the selected weapon or armor, the character is then warped to a small, blocked off area. People can view each other in the area, but skills can not be used from the outside so no outside help may be given. The amount of monsters summoned, along with what kind of monster(s) depends on the smithing job. Creating stronger items result in harder battles, either by having more monsters, or one very strong monster. If the user dies, the smithing is considered a failure and the user is warped back to the entrance of the blacksmith workshop. If they win, the same thing happens but they warp back with the new item. Each battle area is about 7x7, so cheap tactics such as attacking and running can not be used so easily. If possible, it’d be best to make instances out of the battle areas.

Herb gathering

Herb gathering is done in a similar manner as mining, but with plant monsters that are much more densely populated. It is started by entering a garden. Not all plant monsters drop herbs, and those that do don’t drop very much. Battles with plant monsters concentrate more on area attacks instead of powerful single target attacks. Materials gathered are used to either sell or use in alchemy.


Alchemy works in the same manner as smithing where only one character can be working for the goal at once, but instead of a small battle field they are warped to a large maze full of many monsters. The goal is not to kill the monsters but just reach the end. No matter how many monsters are chasing the user or how close they are to dead, the second they hit the end of the maze they win and get their reward. Because of the time it takes for the maze to be completed, the reward is often a very powerful potion or a lot of average potions. If possible, it’d be best to make instances out of the battle area along with randomly generate the maze, or randomly select a maze through a series of at least 50 pre-defined maze layouts.


Surround Hit – Inflicts the damage done to characters around the user when the user attacks.

Critical Attack – See Infiltrator’s skill of the same name.

Explosive Finish – Increase the chance of making a target explode after dying, damaging those around them (the user is not damaged). Chance is decreased by the target’s evade. Damage is also slightly increased. Lowest damage done is between 5% and 35% of the target’s maximum HP, while highest damage done is between 25% and 35% of the target’s maximum HP. The lower damage percent value is the only one that changes. The value is raised by this skill, and decreased by the target’s HP. Requires Scorched Tool to be active to use.

Speed – See Infiltrator’s skill of the same name.

Skill Types

Please keep in mind this is a list of the types of skills the job character will have, not the exact skills. For example, there will more than likely be multiple versions of each skill, differing in power, target area, etc.

Slow – Slows down the target’s movement and attack speed.

Ensnare – Makes the target unable to move, but can still attack.

Whirlwind – Attacks all monsters around the user at once.

Forest Fire – Burns a plant monster, catching it and anything it touches on fire until it dies. Using this skill ruins any chance of the monster dropping an item. Only usable when gathering herbs.

Dynamite – Throws a piece of dynamite at the target, exploding and causing very significant damage to it. Using this skill ruins any chance of the monster dropping an item. Only usable when mining.

Escape – Warps the user to the entrance of the job area.

Charged Attack – Charges up energy to be put into the next attack, increases the damage from the attack and number of consecutive attacks done. Amount of charges is limited, slight delay between charges, and being hit will cancel all charges.

Scorched Tool – Heats the tool up nice and hot, allowing Explosive Finish to be triggered. While Scorched Tool is active, the user’s health, stamina and mana all slowly decrease. Can be turned on or off.

Lunch Break – Kick back, drink a brewskie and relax. While active, the user can not attack, move, or use skills, but quickly regenerates HP and EP. Being attacked deactivates the skill. The skill must be active for 5 seconds before its effects kick in.


Each class has its own set of stats and skills that expand on that of the global set to give them their own unique fighting style.


Background (E)

Instead of physical strength, Engineers rely completely on the technology at their disposal to do their biddings. Defending themselves thick mechanical suits of armor, they attack with high-tech weaponry. Though, even though they have some weapons at their disposal, the energy required by the weapons makes them quite difficult to use so they rely on their robotic assistance instead as their primary source of destruction. Luckily for them, since no one else can figure out how high-tech weaponry, they can often acquire it for cheaper than expected.

Class Notes (E)

Engineers rely heavily on their robots and energy. Without energy, they are completely worthless, unable to inflict damage or even defend themselves. Engineers suffer an evade and speed penalty from their large, bulky armor. They have to concentrate on not being hit since they can not take the damage well like other classes. Instead, they rely on their robots taking the hits for them.

Class Stats (E)

Robotics: Increases the power of summoned robots, allowing them to live longer and fight harder.

Repair: Increases the amount the Engineer can repair their damaged robots.

Skills Types (E)

Create Robot: Creates and releases a robot that will follow the Engineer and fight for them. A variety of robots are available, but they all only deal damage and cannot perform skills such as buffs and healing. Only a few (around 4) robots can be summoned at once. Robots will constantly drain the Engineer's energy when summoned (this is done by reducing the amount of energy the Engineer replenishes).

Recall: Warps all of the Engineer's robots back to the Engineer.

Deassemble: Disables a robot created by the Engineer.

Energy Shield: Blocks damage dealt to the Engineer with a shield of energy, decreases the Engineer's energy instead of their health. Skill is either toggled on or off.

Squad Leader

Background (S)

When the world started coming to an end and everyone around was quickly being devoured by creatures of all sorts, a few strong, brave men stood up to whip everyone into shape, getting them to safety and protecting them on the way there. Squad Leaders concentrate more on helping their team mates and work best in a group, but have the ability to lay the hurt on anything when they need to.

Class Stats (S)

First Aid – Increases the benefits of health, mana and stamina regeneration items and skills. Also increases the amount of health a revived player starts with, along with decreases the revive's stun and no-heal times.

Commanding – Increases the benefits of command-based skills.

Sprite - Increases the mana and meditation of a summoned sprite, along with allows for summoning different, more powerful sprites.

Weaken - Increases the strength of the Squad Leader's weakening skills.

Skills Types (S)

Summon Sprite - Creates a sprite for the Squad Leader that casts a very selective set of spells / skills. The sprite uses its own mana, not the Squad Leader's. The sprite can not be attacked or touched, it just floats around the Squad Leader occupying zero space. The power of the sprite's skills are equal to that of the Squad Leader's. The sprite is just intended to assist the Squad Leader in using skills that are harder to maintain or that the Squad Leader lacks mana to use, such as healing or stunning.

Weaken - Lowers the target's stats, making them weaker. What stats are lowered depends on the weaken skill used. Only one weaken skill can be used on each character.

Iron Skin - Removes all ability for the Squad Leader to attack but increases their defense greatly.

Stun - Stuns the target for a short period of time (much better than the Infiltrator's stun).

Commands – Gives specific orders to all near-by group members, increasing their stats in certain categories. Only one command can be active at a time. Commands are triggered on and off - they do not have to be recasted. Those who leave the range of the Squad Leader lose the benefits of the command instantly.

Hologram – Creates an illusion of the Squad Leader to distract enemies. The illusion will not move from the position it was created. It can not be walked through. Holograms will attack, but they will do no damage. The hologram will either vanish after being attacked too much, or its life span runs out - which ever comes first.

Protect Party – Allows the Squad Leader to take the damage inflicted on their near-by party members. The Squad Leader takes the exact amount of damage that would have been dealt to the party member. The Squad Leader's defense does not have any effect on the damage received. Damage will only be taken if their HP is above 30% and the strike won't kill the Squad Leader.

Revive – Brings a recently deceased player back to life. The player brought back to life will have a stun on them after being brought back to life so they can't just right back into action like nothing happened. They will also not be able to be healed for a few seconds after being revived.

Reveal – Removes all hide and stealth states from any characters near the Squad Leader.


Background (I)

The Infiltrator is the ultimate assassin, luring enemies to them then picking them off one at a time. They cloak their bodies in the shadows or in disguise and attack their target’s weak points when their guard is down. Although the lack the ability to take down multiple enemies at once, they can easily take down anything and anyone one-on-one significantly stronger than them.

Class Stats (I)

Stealth – How great the Infiltrator can hide from their enemies along with how well their disguises work. The perception skill works against this skill. (Agi/Agi/Dex)

Critical Attack – Increases how well the Infiltrator can find their enemy’s weak spot, and how hard they can hit it. As this skill rises, so does the damage inflicted by a critical attack, chance of a critical attack and defense ignored when making a critical hit. The defense ignored, base damage done and chance of a critical is decreased by the target’s evade and armor skills. (Dex/Dex/Dex)

Speed – Increases the user’s movement and attack speed. If the user’s total speed exceeds the maximum speed, it will be reduced to the maximum. Above maximum speed, though, helps nullify the effect of speed reductions. (Agi/Dex/Dex)

Thievery – Increases chance to steal an item from a NPC when attacking with a melee attack. Only one item can be stolen per NPC, and only works on NPCs. Stealing an item has no affect on what is dropped. (Agi/Agi/Agi)

Skill Types (I)

Please keep in mind this is a list of the types of skills the job character will have, not the exact skills. For example, there will more than likely be multiple versions of each skill, differing in power, target area, etc.

C Hide - Take complete cover, completely immobile but with the best bonus to stealth. Increases stealth significantly. Hide can not be activated if attacked within the past 5 seconds.

Cloak – Blend into the shadows, increasing stealth while decreasing speed. After being attacked, the cloaking will come off. Cloak can not be activated if attacked within the past 3 seconds.

Remote Meat Car – Places a small remote control car with a piece of meat attached to it which can be used as a lure. While the car is out, the user may not move, attack or cast any skills. The car must remain in the screen of the user. The car can be detonated causing damage to all near by.

Stun – Stuns the target for a short period of time.

Blink – Teleport a short distance in the direction the character is facing. Can not be used over blocked tiles.

Grapple – Launches a hook into the target, inflicting mild damage, then drags the target to the front of the user.

Back Stab – If the target has their back turned to the user, this skill will make the user lunge towards the target and stab them in the back, inflicting heavy damage.

Mirror Image – Creates a dummy replica of the user. The dummy is stationary and can not attack, along with consists of low HP and defense. The dummy fades off automatically after a few seconds.

Flash – Flashes a bright light at the target, reducing their vision for a short period.

Mark – Shoots a bright marker onto the target, decreasing their stealth greatly. Marked target also appears on the user’s mini-map. The marker falls off and deactivates after a few minutes. The more the marked target moves around (rotates, moves, attacks or uses a skill), the faster it falls off.

Slow – Decreases the target’s speed, slowing down their movement speed.

Eagle Eye – Buff that increases the target’s accuracy and chance of a critical strike.

Trap – Puts a trap on the ground that will trigger when touched by an enemy, varying in affect such as damage, area-based damage, stun, slow, etc. Only a few traps may be placed at once, and many require at least a little time to place. If an enemy can see a trap with high enough perception, the trap will not go off when they step on it.

Charged Attack – Charges up energy to be put into the next normal attack or Back Stab, increases the damage from the attack and number of consecutive attacks done. Amount of charges is limited, slight delay between charges, and being hit will cancel all charges. Deadly when combined with Back Stab.


Background (R)

The Reavers are survivors of living years in run down, constantly assaulted cities and towns. They have watched everyone they have known that was too weak die in front of them by either criminals or zombies. They are the strongest of the bunch, and have seen too many gruesome and tragic deaths to care any more. With no firearms available to them, they have had to resort to beating the zombies in their own game of melee brute force. Stronger than the rest, they are able to wear thick armors and wield massive melee weapons – their favorite kind of weapon.

Class Notes (R)

Reavers have a Rage Counter that is unique to their class. The Rage Counter increases when they kill, attack, and get hit. Skills and items can also be used to raise the rage. With higher Rage, the Reaver’s mod stats will increase slightly. The higher the rage counter, the quicker it decreases and the more it takes to raise it, but the better the benefits from it are.

Class Stats (R)

C Rage – Increases the rate in which the Reaver’s Rage Counter raises, along with the bonuses given by the Rage Counter. (Str/Agi/Agi)

C Concussion – Increases the chance the Reaver has to stun an enemy for 2 second when hitting them. A target may only be stunned once every 5 seconds from a concussion. The concussion is only applied if the target does not already have a stun applied to them for more than the length of the concussion’s stun. (Str/Str/Str)

C Rend – Increases the chance to cause the target to start bleeding significantly, decreasing their HP over a short period of time. Also increases the damage caused by Rend and the length of the effect. (Str/Str/Agi)

C Blood Lust – Increases the amount of the Reaver’s health that is replenished after every kill, and the chance of it happening. No more than 5% of the Reaver’s health can be replenished per kill. (Agi/Agi/Agi)

Skill Types (R)

Please keep in mind this is a list of the types of skills the job character will have, not the exact skills. For example, there will more than likely be multiple versions of each skill, differing in power, target area, etc.

C Whirlwind – Attacks enemies on all sides of the Reaver, pushing them away.

C Warcry – A fearsome warcry that increases the Reaver’s rage and stuns all enemies in range for a short period.

C Rush – Sends the Reaver flying towards the enemy, instantly sending them at the enemy and striking them with great damage. The farther away the Reaver is, the more damage inflicted.

C Bash – Strikes the enemy with increased damage and pushes them multiple tiles away.

C Charge – Sends the Reaver charging towards their target or in the direction they are facing if without a target, striking all in the way. The Reaver will move either until a wall is hit, or a certain amount of tiles have been passed.

C Grab – Prevents the enemy from moving while the Reaver is next to the target at the cost of some stat decreases.

C Crack Armor – Strike the enemy’s armor, decreasing their defense but doing minimal damage.

C Exploding Finish – Strikes the enemy causing them to explode and damage those around them. Only works on enemies where the next normal attack would result in killing them. If the attack doesn’t kill them, a normal attack is performed with no penalties.

Throw – Hurls the faced opponent at the next closest enemy, inflicting damage and knocking back both targets. If no other characters are found, a normal attack is performed.

C Berserk – Decreases the Reaver’s defense and evade, but increases their accuracy, speed and damage. Adds a chance to automatically perform Exploding Finish without any cost. When active, the Reaver's energy will be slowly drained.

Rage Explosion – Takes all of the Reaver’s rage, sending it out in a large explosion damaging all enemies nearby, greatly healing the Reaver and slightly healing all party members nearby. The more rage the Reaver has, the more damage dealt and health recovered. Higher skill level and tactics level, the better the chance the Reaver has to automatically use the skill on an attack on them that would normally be one that would kill them.

Source Download

A much newer, more feature-filled source release has been put in place, and can be found as here a donation perk.

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