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Damage: ((1d3+3)+((0.5*(self.PHYSICAL_DAMAGE_BONUS+self.POTENCY))*(1+self.theme_bear_upgrade)))+self.theme_bear_upgrade
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Damage: ((1d3+2)+attacker.PHYSICAL_DAMAGE_BONUS)+attacker.POTENCY
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Damage: ((1d3+2)+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_crow_upgrade)))+self.theme_crow_upgrade
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Damage: ((1d3+4)+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_crow_upgrade)))+self.theme_crow_upgrade
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Damage: (1+1d3)+floor(((attacker.PHYSICAL_DAMAGE_BONUS+attacker.POTENCY)/2))
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Damage: (1d3+((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5))+(self.theme_fire_upgrade*2)
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Damage: ((2+1d4)+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_fire_upgrade)))+self.theme_fire_upgrade
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Damage: (((1d3+3)+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_foothill_upgrade)))+self.theme_foothill_upgrade)+target.distanceTo.targetTile
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Damage: ((1d4+3)+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_gem_upgrade)))+self.theme_gem_upgrade
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attacker.PHYSICAL_DAMAGE_BONUS+1d5
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Damage: (1d5+attacker.PHYSICAL_DAMAGE_BONUS)+attacker.POTENCY
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Health: 2+floor(((attacker.PHYSICAL_DAMAGE_BONUS+attacker.POTENCY)/2))
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Initial Damage: ceil((1+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)/4)*(1+self.theme_green_upgrade))))+self.theme_green_upgrade
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Damage: (((1d4+3)+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_morthagi_upgrade)))+self.theme_morthagi_upgrade)+target.distanceTo.targetTile
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Damage: ((1d5+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_morthagi_upgrade)))+self.theme_morthagi_upgrade)-self.throughShotTargetNum
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2
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Damage: ((1+1d2)+floor(((attacker.PHYSICAL_DAMAGE_BONUS+attacker.POTENCY)/2)))+self.theme_scorpion_upgrade
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Damage: ((1d3+1)+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_shadow_upgrade)))+self.theme_shadow_upgrade
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Damage: ((1d3+3)+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_shadow_upgrade)))+self.theme_shadow_upgrade
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Damage: max(1,(floor(((attacker.PHYSICAL_DAMAGE_BONUS+attacker.POTENCY)/2))-1))
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Damage: (4+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_skeleton_upgrade)))+self.theme_skeleton_upgrade
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Poison: (1+floor((attacker.POTENCY/3)))+(self.theme_skunk_upgrade*2)
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Damage: (1d4+attacker.PHYSICAL_DAMAGE_BONUS)+attacker.POTENCY
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Damage: ((1d5+((0.5*(self.PHYSICAL_DAMAGE_BONUS+self.POTENCY))*(1+self.theme_star_upgrade)))+self.theme_star_upgrade)-self.throughShotTargetNum
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Damage: (3+ceil(((((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_storm_upgrade))/1)))+self.theme_storm_upgrade
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Damage: (3+ceil(((((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_storm_upgrade))/1)))+self.theme_storm_upgrade
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2
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Range: ((0.6+(self.POTENCY/3))+self.themePiece_storm_rightLeg)+self.themePiece_storm_leftLeg
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Damage: (((1d4+3)+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_tree_upgrade)))+self.theme_tree_upgrade)+target.distanceTo.targetTile
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Damage: (((1d4+5)+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_tree_upgrade)))+self.theme_tree_upgrade)+target.distanceTo.targetTile
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1
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Damage: (1d3+((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5))+(self.theme_vine_upgrade*2)
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Damage: ((1d4+3)+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_wolf_upgrade)))+self.theme_wolf_upgrade
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Damage: (1d3+floor((((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)/4)*(1+self.theme_wolf_upgrade))))+self.theme_wolf_upgrade
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Damage: ((2+1d3)+(((self.PHYSICAL_DAMAGE_BONUS+self.POTENCY)*0.5)*(1+self.theme_wolf_upgradeBite)))+self.theme_wolf_upgradeBite
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