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* MinionMaster: the most prominent example among the starting classes. Not only the Mindthief has several summonable allies to choose from, but she can also use them directly through her other abilities.

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* MinionMaster: TheMinionMaster: the most prominent example among the starting classes. Not only the Mindthief has several summonable allies to choose from, but she can also use them directly through her other abilities.
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* StatusInflictionAttack: Another specialization of hers. Mindthief can, and usually does, overwhelm her opponents with a number of various Status Ailments (Poison and Muddle are the most frequent, though definitely not exclusive), weakening the enemies almost to the non-threat level, so that her teammates or summons can safely deal with those. Alternatively, she has a number of SituationalDamageAttack abilities that deal increased damage to the target for every ailment it is affected by, quickly taking them out of their misery.
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[[center: [-[[Characters/{{Gloomhaven}} Main Index]] | Starting Classes | [[Characters/GloomhavenUnlockableClasses Unlockable Classes]] | [[Characters/GloomhavenExpansionClasses Expansion Classes]] | [[Characters/GloomhavenNonPlayableCharacters Non-playable Characters]]]]-]

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[[center: [-[[Characters/{{Gloomhaven}} Main Index]] | Gloomhaven Starting Classes | [[Characters/GloomhavenUnlockableClasses Gloomhaven Unlockable Classes]] | [[Characters/GloomhavenExpansionClasses Expansion Forgotten Circles and Jaws of the Lion]] | [[Characters/FrosthavenStartingClasses Frosthaven Starting Classes]] | [[Characters/FrosthavenUnlockableClasses Frosthaven Unlockable Classes]] | [[Characters/GloomhavenNonPlayableCharacters Non-playable Characters]]]]-]

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* DesperatelyLookingForAPurposeInLife: After retiring from the party, the Cragheart tends to just sit around and drink, not having much else to do with themselves.



* AllOfTheOtherReindeer: Other Vermlings aren't fond of the Mindthief because she spends too much time with the other races. As such, when she looks for aid for her town, they are not that receptive and so she must go to the humans.



* KleptomaniacHero: She's pretty good at looting, and her unique hood, which she can pass along to the party if they protect her from the guard, allows any player to change a Loot 1 action (loot all spaces around the player) into a Loot 2 (loot all spaces up to two spaces away).



* TheHighwayman: after leaving the group of the adventurers, she resorts to this.

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* TheHighwayman: after leaving the group of the adventurers, she resorts to this. She'll let the team go without a hitch because she knows how tough they are.



* ItMayHelpYouOnYourQuest: On her search for knowledge, she is able to disarm a powerful censer that was summoning powerful creatures. She offers the censer as payment, as its magic can be useful in adventuring.



* GogglesDoNothing

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* GogglesDoNothingGogglesDoNothing: He sports a pair of cool looking goggles. They offer him neither benefit nor drawback.
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Up To Eleven is a defunct trope


* DemonSlaying: This seem to be her main motivation. 'Demons' in Gloomhaven are essentially [[{{ElementalEmbodiment}} Elemental Embodiments]] for all intents and purposes, except foreign to this world, so the Spellweaver spends her career and subsequent retirement fighting fire with fire (or water, or any other element at her disposal).

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* DemonSlaying: This seem to be her main motivation. 'Demons' in Gloomhaven are essentially [[{{ElementalEmbodiment}} [[ElementalEmbodiment Elemental Embodiments]] for all intents and purposes, except foreign to this world, so the Spellweaver spends her career and subsequent retirement fighting fire with fire (or water, or any other element at her disposal).



* HerdHittingAttack: If her abitity isn't a [[{{Projectile Spell}} magic missile]], it's usually this. One late-game spell in particular [[{{UpToEleven}} explicitly hits the entire room she's in]] (which usually covers 1/3 of the current scenario), effectively serving as a GameBreaker.

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* HerdHittingAttack: If her abitity isn't a [[{{Projectile Spell}} [[ProjectileSpell magic missile]], it's usually this. One late-game spell in particular [[{{UpToEleven}} explicitly hits the entire room she's in]] in (which usually covers 1/3 of the current scenario), effectively serving as a GameBreaker.

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Alphabetization fix


* MightyGlacier: Cragheart has a high HP growth and can take the Fortitude perk to benefit from heavy armor without the drawbacks, but their deck has very few options for going early in a round, or for moving more than the standard two hexes without items.



* MightyGlacier: Cragheart has a high HP growth and can take the Fortitude perk to benefit from heavy armor without the drawbacks, but their deck has very few options for going early in a round, or for moving more than the standard two hexes without items.
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* MightyGlacier: Cragheart has a high HP growth and can take the Fortitude perk to benefit from heavy armor without the drawbacks, but their deck has very few options for going early in a round, or for moving more than the standard two hexes without items.
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Gradual Grinder is being merged to Damage Over Time, cut for misuse


* GradualGrinder: She is able to [[StatusInflictionAttack inflict]] all kinds of status ailments on her enemies, vastly decreasing the threat they pose, or even completely neutralizing them. There are a few abilities that deal direct damage in her sleeve, but [[SituationalDamageAttack these usually require the target to be doused with negative effects anyway]] for their maximum effect.

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* AnchoredAttackStance: In the Cragheart's ability deck there's a number of cards that significantly boost the power of all their attacks for a turn - though, you usually have to forgo moving this turn in order to use them.



* DoNotRunWithAGun: In the Cragheart's ability deck there's a number of cards that significantly boost the power of all their attacks for a turn - though, as these are the Bottom abilities which usually provide movement instead, that means that by default, you have to remain stationary in order to use them.


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* TrapMaster: One of the few characters that's able to set-up traps during the course of the game.
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* OneHitKill: Quite a few of his abilities remove the target from play outright, without even considering their health or defenses. Several others ''just'' deal a ton of damage to a single target at once, which often provides the same result in practice. Unlike the similar abilities of other starter characters, these usually do not require certain conditions or elaborate set-up to work.

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* OneHitKill: Quite a few of his abilities remove the target from play outright, without even considering their health or defenses. Several others ''just'' deal a ton of damage at once to a single target at once, enemy, which often provides the same result in practice. Unlike the similar abilities attacks of other starter characters, these his usually do not require certain conditions or elaborate set-up to work.

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* OneHitKill: Quite a few of his abilities remove the target from play outright, without even considering their health or defenses. Several others ''just'' deal a ton of damage to a single target at once, which often provides the same result in practice. Unlike the similar abilities of other starter characters, these usually do not require certain conditions or elaborate set-up to work.



* MarkOfShame: Their chest was broken when they were exiled - hence, the class name.

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* MarkOfShame: Their chest was broken shattered when they were exiled - hence, the class name.



* HerdHittingAttack: If her abitity isn't a [[{{Projectile Spell}} magic missile]], it's usually this. One late-game spell in particular [[{{UpToEleven}} explicitly hits the entire room she's in]] (which usually covers 1/3 of the current scenario).
* HeroicSecondWind: Among the starting characters, Spellweaver posesses the shortest hand of ability cards, and most of them are one-use only, getting Lost afterwards (rather than simply Discarded to be retrieved back later). However, one of her starting cards allows her to take all her Lost cards back, all but doubling the firepower that she may dish out over the course of the game.

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* HerdHittingAttack: If her abitity isn't a [[{{Projectile Spell}} magic missile]], it's usually this. One late-game spell in particular [[{{UpToEleven}} explicitly hits the entire room she's in]] (which usually covers 1/3 of the current scenario).
scenario), effectively serving as a GameBreaker.
* HeroicSecondWind: Among the starting characters, Spellweaver posesses the shortest hand of ability cards, and most of them are one-use only, getting Lost afterwards (rather than simply Discarded to be retrieved back later). However, one of her starting cards allows her to take all her Lost cards back, all but doubling the firepower that she may dish out over the course of the game.scenario.
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* DoNotRunWithAGun: In the Cragheart's ability deck there's a number of cards that significantly boost the power of all their attacks for a turn - though, as these are the Bottom abilities which usually provide movement, that means that by default, you have to remain stationary in order to use them.

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* DoNotRunWithAGun: In the Cragheart's ability deck there's a number of cards that significantly boost the power of all their attacks for a turn - though, as these are the Bottom abilities which usually provide movement, movement instead, that means that by default, you have to remain stationary in order to use them.

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* DoNotRunWithAGun: In the Cragheart's ability deck there's a number of cards that significantly boost the power of all their attacks for a turn - though, as these are the Bottom abilities which usually provide movement, that means that by default, you have to remain stationary in order to use them.



* ChemistryCanDoAnything: Besides the technology expert, the Tinkerer also acts as an alchemist or a potion master; among his milti-colored bottles there are [[{{HealingPotion}} Healing Potions]], [[{{ThrowDownTheBomblet}} explosive bombs]], and toxic poisons of all kinds.

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* ChemistryCanDoAnything: Besides being the resident technology expert, the Tinkerer also acts as an alchemist or a potion master; among his milti-colored bottles there are [[{{HealingPotion}} Healing Potions]], [[{{ThrowDownTheBomblet}} explosive bombs]], and toxic poisons of all kinds.
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* ElementalPowers: Mindthief is aligned with [[{{AnIcePerson}} Ice]] and [[{{CastingAShadow}} Darkness]].
* GradualGrinder: She is able to inflict all kinds of [[{{StatusAilment}} Status Ailments]] on her enemies, vastly decreasing the threat they pose, or even completely neutralizing them. There are a few abilities that deal direct damage in her sleeve, but [[{{SituationalDamageAttack}} these usually require the target to be doused with negative effects anyway]] for their maximum effect.

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* ElementalPowers: Mindthief is aligned with [[{{AnIcePerson}} [[AnIcePerson Ice]] and [[{{CastingAShadow}} [[CastingAShadow Darkness]].
* GradualGrinder: She is able to inflict [[StatusInflictionAttack inflict]] all kinds of [[{{StatusAilment}} Status Ailments]] status ailments on her enemies, vastly decreasing the threat they pose, or even completely neutralizing them. There are a few abilities that deal direct damage in her sleeve, but [[{{SituationalDamageAttack}} [[SituationalDamageAttack these usually require the target to be doused with negative effects anyway]] for their maximum effect.



* StatusBuff: Mindthief's unique mechanics. She can use one of the several different abilities to augment all of her melee attacks - including the simple default one - making them much stronger, or inflicting a nasty StatusAilment with every hit, or doing something else. Once applied, the bonus remains active for the entire scenario, until replaced with another one or voluntarily turned off by the player to retrieve the card back.

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* StatusBuff: Mindthief's unique mechanics. She can use one of the several different abilities to augment all of her melee attacks - including the simple default one - making them much stronger, or inflicting [[StatusInflictionAttack inflicting]] a nasty StatusAilment status ailment with every hit, or doing something else. Once applied, the bonus remains active for the entire scenario, until replaced with another one or voluntarily turned off by the player to retrieve the card back.

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* MechanicallyUnusualClass: Cragheart possesses not just one, but ''two'' unique mechanics that force them to stand out among the rest of the character. For one, a lot of their abilities deal [[{{FixedDamageAttack}} "true" damage]], which bypasses shields and negates retaliation abilities, and does not use the modifier deck (notably, they're also the only character that can [[{{CollateralDamage}} harm their own allies]] by these effects). The other specialization allows Cragheart to interact with the obstacles you frequently encounter on the scenario map, either creating them at will, or destroying them, or using them as weapons against the enemies. Depending on the circumstances, Cragheart can either lock a group of enemies in a tight bottleneck, or crush through a labyrinth of walls or bookshelves, essentially SequenceBreaking the entire scenario.

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* MechanicallyUnusualClass: Cragheart possesses not just one, but ''two'' unique mechanics that force them to stand out among the rest of the character. For one, a lot of their abilities deal [[{{FixedDamageAttack}} "true" damage]], which bypasses shields and negates retaliation abilities, and does not use the modifier deck (notably, they're also the only character very few characters that can [[{{CollateralDamage}} harm their own allies]] by these effects). The other specialization allows Cragheart to interact with the obstacles you frequently encounter on the scenario map, either creating them at will, or destroying them, or using them as weapons against the enemies. Depending on the circumstances, Cragheart can either lock a group of enemies in a tight bottleneck, or crush bulldoze through a labyrinth of walls rocks or bookshelves, essentially SequenceBreaking the entire scenario.room.



* YouDirtyRat: both she and her minions frequently inflict Poison.

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* YouDirtyRat: both she and her minions frequently inflict Poison.Poison, playing the stereotype straight.



* GlassCannon: Most of the time, Scoundrel initiates the battle round by acting on the highest initiative, running otwards her chosen target, and [[{{AlphaStrike}} hitting it like a truck]]. After that, she leaves herself highly vulnerable, since enemies always target the closest and the quickest of the available targets.

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* GlassCannon: Most of the time, Scoundrel initiates the battle round by acting on the highest initiative, running otwards dashing towards her chosen target, and [[{{AlphaStrike}} hitting it like a truck]]. After that, she leaves herself highly vulnerable, since enemies always target the closest and the quickest of the available targets.


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* SmokeOut: One of her starting cards. It can be used either defensively (turning invisible), or offensively (forcing a certain enemy to relocate).


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[[center: [-[[Characters/{{Gloomhaven}} Main Index]] | Starting Classes | [[Characters/GloomhavenUnlockableClasses Unlockable Classes]] | [[Characters/GloomhavenNonPlayableCharacters Non-playable Characters]]]]-]

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[[center: [-[[Characters/{{Gloomhaven}} Main Index]] | Starting Classes | [[Characters/GloomhavenUnlockableClasses Unlockable Classes]] | [[Characters/GloomhavenExpansionClasses Expansion Classes]] | [[Characters/GloomhavenNonPlayableCharacters Non-playable Characters]]]]-]
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[[foldercontrol]]
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* GlassCannon: Most of the time, Scoundrel initiates the battle round by acting on the highest initiative, running otwards her chosen target, and hitting it like a truck. After that, she leaves herself highly vulnerable, since enemies always target the closest and the quickest of the available targets.

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* GlassCannon: Most of the time, Scoundrel initiates the battle round by acting on the highest initiative, running otwards her chosen target, and [[{{AlphaStrike}} hitting it like a truck.truck]]. After that, she leaves herself highly vulnerable, since enemies always target the closest and the quickest of the available targets.
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* GlassCannon

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* GlassCannonGlassCannon: Most of the time, Scoundrel initiates the battle round by acting on the highest initiative, running otwards her chosen target, and hitting it like a truck. After that, she leaves herself highly vulnerable, since enemies always target the closest and the quickest of the available targets.



* SituationalDamageAttack: most of the time, this character deals additional damage to an enemy who's been pulled away from their allies, and/or is currently adjanced to Scoundrel's another party member. This represents her reliance on flanking and backstabs, rather than proper fighting.

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* SituationalDamageAttack: most of the time, this character deals additional damage to an enemy who's been pulled away from their allies, and/or is currently adjanced to Scoundrel's another party member. This represents her reliance on flanking and backstabs, backstabbing, rather than proper fighting.fighting fairly.
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* DemonSlaying: This seem to be her main motivation. 'Demons' in Gloomhaven are essentially [[{{ElementalEmbodiment}} Elementals]] for all intents and purposes, so the Spellweaver spends her career and subsequent retirement fighting fire with fire (or water, or any other element).

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* DemonSlaying: This seem to be her main motivation. 'Demons' in Gloomhaven are essentially [[{{ElementalEmbodiment}} Elementals]] Elemental Embodiments]] for all intents and purposes, except foreign to this world, so the Spellweaver spends her career and subsequent retirement fighting fire with fire (or water, or any other element).element at her disposal).
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* OurGnomesAreWeirder: The Quatril as a whole seem to be the similar to the [[{{DungeonsAndDragons}} D&D]] (or Videogame/WorldOfWarcraft) gnomes - they're small, quick-thinking, and technologically advanced; Tinkerer himself provides a perfect example. Their brown hairless skin, bug-like eyes, and "thin spider-like fingers", though, create the impression of the race being vaguely insectoid in nature.

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* OurGnomesAreWeirder: The Quatril Quatryl as a whole seem to be the similar to the [[{{DungeonsAndDragons}} [[{{TabletopGame/DungeonsAndDragons}} D&D]] (or Videogame/WorldOfWarcraft) gnomes - they're small, quick-thinking, and technologically advanced; Tinkerer himself provides a perfect example. Their brown hairless skin, bug-like eyes, and "thin spider-like fingers", though, create the impression of the race being vaguely insectoid in nature.

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