Darkest Dungeon®

Darkest Dungeon®

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Regional Brawlers
   
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General: Monsters
Class Mods: Skins
File Size
Posted
2.669 MB
8 Sep @ 10:09pm
1 Change Note ( view )

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Regional Brawlers

Description
Regional Brawlers
Zealot bodyguards to their acolytes, each brawler will guard his handler's dreams and plights to the very end.


Pelagic Brawler
  • More crustacean than human
  • Prowls the Cove
  • Eldritch & Human
  • +10% bleed resistance



Fungal Brawler
  • Little more than a fungal puppet
  • Inhabits the Weald
  • Eldritch & Human
  • +10% blight resistance
  • -5% bleed resist
  • can spread diseases



Ravaged Brawler
  • Mutilated by the swine
  • Escaping the Warrens
  • Human
  • On the brink of death: -3 health, diminished resistances, bleeding
  • +1 speed, his sight alone horrifies heroes
  • can spread diseases


Installation Requirements
Regional Enemy is a hard requirement for this mod to work. Without it, your game won't break, but these new brawler variants won't show up in your game.

Other regional enemies are recommended, but not required.

NOTE: Typically, new monster mods add new mashes to the game. However, because I am editing common enemies, I have to edit vanilla mashes. In order to do so, this mod requires my Regional Enemy mods which contains all the mashes to all current and future Regional Enemies I make.

Credits
This mod would not have been as polished without the kind contributions of:
  • TheAwkwardHeady for adding custom animations
  • Paizurix1 over at Nexus for fixing the hemorrhage fx to work as I originally intended

Legal Disclaimer
"Regional Brawlers" is not an official Red Hook Studios product or product modification, and Red Hook Studios Inc. is not responsible in any way for changes or damages that may result from using the mod. Furthermore, “Darkest Dungeon” and the Darkest Dungeon logo are trademarks of Red Hook Studios Inc. All content in the game is Copyright Red Hook Studios Inc. All rights reserved.


2 Comments
neIVIesis  [author] 13 hours ago 
Load order for individual monsters doesn't matter. However, the central "Regional Enemies" is the one that has the mashes, and has to be above other base monster mods.

Only patches would be loaded above that.
Asket401 21 hours ago 
This looks really cool and it's clear lots of work was put into this mod - I have 1 question though, does this mod (and the skeleton/acolyte ones) go above or below the central Regional Enemies mod?