Binbin-Too_Many_Perks icon

Too Many Perks

Adds a lot of new Perks

Last updated 2 hours ago
Total downloads 350
Total rating 1 
Categories Mods
Dependency string Binbin-Too_Many_Perks-1.1.6
Dependants 0 other packages depend on this package

This mod requires the following mods to function

meds-Obeliskial_Essentials-1.3.0 icon
meds-Obeliskial_Essentials

Essential reference classes and methods for Across the Obelisk modding.

Preferred version: 1.3.0
meds-Obeliskial_Content-1.3.0 icon
meds-Obeliskial_Content

Enables custom content in Across the Obelisk.

Preferred version: 1.3.0

README

Too Many Perks

Summary

Long story short, this adds too many extra perks to the game.

Currently adds/modifies over 100 perks.

There are likely a good number of bugs that were not caught, simply because there are so many perks. If you do come across any bugs, please ping me in the modding #support-and-requests channel of the Discord

Thank to Stonewall, sara, JackRenoson, Voodoo, GCHero, ga7021, Corydonn, and Corrufiles for their opinions and help with testing/debugging.

List of Perks

Click Here for Long List of Perks

General

Perks for Experience

exp0: Start with 10 Experience. Gain 10 Experience on level up.
exp1: Start with 10 Experience. Gain 10 Experience on level up.
exp2: Start with 10 Experience. Gain 10 Experience on level up.
exp3: Start with 40 Experience. Gain 40 Experience on level up.

Perks for Max HP

health6b: Max HP -12. Gain 12 Max HP on level up.
health6c: Max HP +36. Lose 14 Max HP on level up
health6d: At the start of your turn, if you are at max HP, gain 2 Vitality.

Perks for Resistances

resistance5b: All Resistances -4%. Gain 4% to all Resistances on level up
resistance5c: All Resistances +12%. Lose 4% to all Resistances on level up
resistance5d: Maximum resistances for heroes and monsters are now 97%.

Perks for Gold

currency6b: Gain 125 gold on level up.
currency6c: For every 2,000 gold you have, gain +10% damage.
currency6d: Rerolling the shop costs 25% less.
currency6e: Divinations cost 15% less.

Perks for Shards

shards5b: Gain 125 shards on level up.
shards5c: Increases chance for cards to be corrupted by 2%.

Perks for Disarm

disarm1a: This hero is immune to Disarm.
disarm1b: Disarm on this hero cannot be dispelled unless specified, but increases all resists by 10%.

Perks for Silence

silence1a: This hero is immune to Silence.
silence1b: Silence on this hero cannot be dispelled unless specified, but increases all damage by 7.

Perks for Sight

sight1d: At the start of your turn, gain 1 Evasion for every enemy with 100 or more Sight charges.
sight1e: When a monster reaches 100 charges of Sight, Dispel Sight and Purge 3.

Perks for Fast

fast0b: Fast on this hero can stack, but loses all charges at the start of turn.
fast0c: Fast on this hero falls off at the end of turn.

Perks for Slow

slow0b: Slow on monsters can stack up to 10, but only reduces Speed by 1 per charge
slow0c: Slow on heroes can stack up to 10, but only reduces Speed by 1 per charge

Perks for Mark

mark1d: Once per combat, when an enemy reaches 10 Mark, apply 2 Taunt. mark1e: Every 2 Mark charges on enemies increases Piercing Damage by 3. Mark does not increase any other damage type.

Perks for Energy

energy2d: Significantly increases the damage dealt by some high cost cards. Reduces damage dealt by some low cost cards. Works best for single damage instances.

Physical

Perks for Shackle

shackle1a: +1 Charge applied
shackle1b: This hero is immune to Shackle.
shackle1c: Shackle cannot be prevented by Immunity or Buffer.
shackle1d: At start of your turn, gain Fortify equal to your twice your Shackles.
shackle1e: Shackle on this hero increases Dark charges applied by 1 per charge of Shackle.
shackle1f: Shackle on monsters increases all damage received by 0.5 per base Speed per charge of Shackle.

Perks for Mitigate

mitigate1a: At the start of your turn, gain 2 Mitigate, but only stacks to 5.
mitigate1b: Mitigate on this hero does not lose charges at start of turn and stacks to 12.
mitigate1c: At the start of your turn, gain 7 Block per Mitigate charge.
mitigate1d: Mitigate on this hero reduces incoming damage by 2 per charge, but loses all charges at the start of your turn.
mitigate1e: Mitigate on heroes and monsters increases damage done by 10% per charge.

Perks for Poison

poison2d: If Restricted Power is enabled, increases Max Charges to 300.
poison2e: Poison on heroes and monsters reduces Slashing resistance by 0.25% per charge.
poison2f: Poison on monsters reduces all resistances by 5% for every 100 charges.
poison2g: Once per turn, when a monster with Poison dies, transfer 50% of their Poison charges to a random monster.
poison2h: -1 Poison. When this hero applies Poison, deal indirect Mind damage to the target equal to 30% of their Poison charges.

Perks for Bleed

bleed2d: If Restricted Power is enabled, increases Max Charges to 300.
bleed2e: When this hero hits an enemy with Bleed, they heal for 25% of the target's Bleed charges.
bleed2f: Bleed on monsters reduces Piercing resist by 0.25% per charge.
bleed2g: When a monster dies with Bleed, all monsters lose HP equal to 25% of the killed target's Bleed charges.

Perks for Thorns

thorns1d: Cannot be purged unless specified.
thorns1e: When a monster with Thorns dies, transfer their Thorns charges to a random hero.

Perks for Reinforce

reinforce1d: Reinforce on this hero increases Block charges received by 1 per charge of Reinforce.

Perks for Block

block5b: If Restricted Power is enabled, increases Max Charges to 600.
block5c: At start of combat, apply 2 Block to all heroes.
block5d: When this hero gains Block, they deal 1 Blunt to themselves and a random monster.

Perks for Taunt

taunt1e: Taunt on this hero can stack and increases damage by 1 per charge.

Perks for Fortify

fortify1d: At the end of this hero's turn, gain 1 Reinforce for every 2 Fortify charges.

Perks for Sharp

sharp1e: If Sharp on a hero would increase a damage type, it increases it by 1.5 damage per charge. Sharp on heroes only stacks to 25.

Perks for Fury

fury1d: For all heroes, at the end of turn, spread 70% of Fury to adjacent heroes. Fury on heroes loses all charges at end of turn.

Perks for Crack

crack2d: Crack on monsters reduces Speed by 1 for every 5 charges.
crack2e: Crack on monsters reduces Lightning resistance by 0.3% per charge.

Perks for Burn

burn2e: Burn increases the damage dealt by Dark explosions by 0.5% per charge.

Perks for Chill

chill2e: Chill on monsters reduces Cold and Mind resistance by 0.5% per charge.
chill2f: At the start of your turn, suffer 3 Chill. Chill on this hero reduces Speed by 1 for every 10 charges
chill2g: Chill on this hero reduces Speed by 1 for every 3 charges but does not reduce Cold resistance.

Perks for Sparks

spark2d: Spark on this hero increases Lighting damage by 0.2 per charge.
spark2e: Spark deal Fire damage. Spark decreases Fire resistance by 0.5% per charge and Lightning resistance by 0.5% per charge.
spark2f: When you hit an enemy with Sparks, deal Lightning damage equal to 20% of their Sparks to their sides. spark2g: When this hero applies Spark, apply 1 Crack.

Perks for Insulate

insulate1d: Insulate on this hero prevents their Speed from being lowered by Chill.
insulate1e: Insulate on this hero increases Elemental damage by 10% per stack, but only increases Elemental resistances by 15%. Insulate on this hero stacks to 15.

Perks for Shield

shield5b: If Restricted Power is enabled, increases Max Charges to 300.
shield5c: At start of combat, apply 4 Shield to all heroes.

Perks for Wet

wet1d: Wet does not Dispel or Prevent Burn.

Perks for Inspire

inspire0d: If this hero ends their turn with 4 or more cards, gain 1 Inspire

Perks for Energize

energize1a: At start of your first turn, gain 1 Energize.
energize1b: Energize gives 2 energy per charge, but you can only have a maximum of 1 Energize.
energize1c: Energize increases all damage 1 per charge.
energize1d: If you end your turn with 4 or more energy, gain 1 Energize.

Perks for Spellsword

spellsword1a: Max stacks +2
spellsword1b: Spellsword on heroes reduces incoming damage by 2, but does not increase damage
spellsword1c: At the start of your turn, all heroes and monsters gain 1 Spellsword
spellsword1d: When this hero cast a Spell or Attack that costs 4 or more, gain 1 Spellsword

Perks for Powerful

powerful1d: If this hero gains Powerful when it is at max charges, gain 1 Vitality.

Perks for Paralyze

paralyze1a: +1 Charge.
paralyze1b: At the end of your turn, dispel Paralyze from all heroes.
paralyze1c: Once per enemy per combat, when an enemy reaches 100 Spark, apply 1 Paralyze.

Perks for Zeal

zeal1a: Zeal +1.
zeal1b: Zeal on this hero loses 3 charges per turn rather than all charges.
zeal1c: Zeal on all heroes can stack, but reduces Speed by 2 per charge.
zeal1d: Zeal on heroes and monsters increases all resistances by 0.5% per Wet charge.
zeal1e: When this hero loses Zeal at end of turn, deal indirect Holy and Fire damage to all monsters equal to 4x the number of charges lost.

Perks for Scourge

scourge1a: Scourge +1.

scourge1b: Scourge on heroes and monsters loses 3 charges per turn rather than all charges. // TODO: Replace with -1/dark explosion
scourge1c: Scourge on monsters can stack but increases all resists by 3% per charge.
scourge1d: Instead of Chill, Scourge deals 2 Shadow damage per Sight charge.
scourge1e: Scourge on monsters increases burn damage by 15%/charge

Perks for Weak

weak1a: Weak +1.
weak1b: Weak on monsters reduces the application of Auras and Curses by 20%.
weak1c: Weak cannot be prevented by Immunity or Buffer, but reduces damage and healing by 25% instead of 50%.
weak1d: This hero is immune to Weak.

Perks for Healing

heal5b: When this hero heals a character at Max HP, apply 2 Powerful. [Powerful application cannot be increased by modifiers]
heal5c: +35% Heal received.

Perks for Insane

insane2d: Crack on monsters increases Blunt damage by an additional 1 for every 40 charges of Insane on that monster.
insane2e: Insane on this hero increases the effectiveness of sharp by 1% per charge.
insane2f: At the start of their turn, heroes and monsters gain 1 Scourge for every 30 Insane charges on them.

Perks for Dark

dark2e: Dark explosions deal Fire damage. Dark reduces Fire resistance by 0.5% per charge in addition to reducing Shadow resistance.

Perks for Sanctify

sanctify2d: Every 5 stacks of Sanctify increase the number of Dark charges needed for an explosion by 1.
sanctify2e: At start of their turn, heroes gain 1 Zeal for every 20 Sanctify charges on them.

Perks for Decay

decay1d: Decay purges Reinforce on heroes and monsters.

decay1e: Every stack of decay increases the damage dealt by poison by 20%.

Perks for Courage

courage1d: Courage increases Shield gained by this hero by 1 per charge.

Perks for Vitality

vitality1d: Vitality on this hero dispels Poison.

Perks for Bless

bless1d: Bless on all heroes increases Slashing, Fire, and Holy damage by 3% per charge but does not increase damage by 1.

Perks for Stanza

stanza0d: On their first turn, this hero gains Stanza I.
stanza0e: On their first turn, this hero gains Stanza II. This hero cannot gain Stanza I or Stanza III

Perks for Regeneration

regeneration1d: Regeneration on heroes prevents 1 Vulnerable per charge

Installation (manual) - Needs updating

  1. Install Obeliskial Essentials and Obeliskial Content.
  2. Click Manual Download at the top of the page.
  3. In Steam, right-click Across the Obelisk and select Manage->Browse local files.
  4. Extract the archive into the game folder. Your Across the Obelisk folder should now contain a BepInEx folder and a doorstop_libs folder.
  5. Run the game. If everything runs correctly, you will see this mod in the list of registered mods on the main menu.
  6. Press F5 to open/close the Config Manager and F1 to show/hide mod version information.

Installation (automatic)

  1. Download and install Thunderstore Mod Manager or r2modman.
  2. Click Install with Mod Manager button on top of the page.
  3. Run the game via the mod manager.

Donation

Please do not donate to me