Our latest custom Hero, the Kitsune Elementalist is based on the model Nona – Uni Mage from Midknight Heroes.
Inspired by the Guild Wars 2 Elementalist profession, the Kitsune Elementalist has self-augments called Attunements which last until a different Attunement is applied. This makes her very flexible and able to respond to a variety of situations. Excluding Water Attunement, it takes two actions to switch modes so she needs to plan ahead a little. She shouldn’t just consider the action she wants to take now, but also the augment she will end up with. Note that the augment is applied immediately, so for example, her Lava Font action will cause Fire status.
The Healing Rain potion is quite a strong heal, however there are downsides. It can only be used by the Kitsune Elementalist and only during her turn, so it may not be available the moment you need it. Additionally, it puts her into Water Attunement which is the weakest of the augments. Healer only procs if you roll a potion and Have a Heart only procs if you miss and rolled hearts. In our playtesting this rarely happened and so we couldn’t rely on it.
When playing her I found myself switching modes almost every turn. Unlike her GW2 inspiration, she is easy to use.
This model is Eiko – Uni priestess from Midknight Heroes. I’m using her as a proxy for the Springtime Druid.
This proxy uses the same rules as the Springtime Druid, but I modified her original Spring Bloom ability so that it can now affect enemies in arcade mode.
I also made cards for our homebrew Hero inspired by Guild Wars 2’s Mesmer. My husband painted the models for this one.
These are for personal use only, original copyright holder for Super Dungeon is Ninja Division. Likes/shares/comments are appreciated!
This model is the first I’ve painted from the Midknight Heroes range (Sakura). I’m using her to represent my homebrew Hero for Super Dungeon, the Changeling Infiltrator. I was inspired by the black and white look of the Changelings from D&D so I tried to implement a monochrome colour palette (excluding her creepy eyes). It was hard to get the camera to pick up the different grey tones, so unfortunately they look very similar in the picture.
I picked this model because of her cute mask and the fact that she is unarmed, but I did need to use putty to fill the hole in her back where she would normally have two sword scabbards.
The character concept is a Hero that blends in with the monsters to cause trouble behind enemy lines. She’s weaker than the average Hero, in fact she can’t even do basic attacks; and if she gets sprung there’s a high chance she could die, but the mischief she can get up to makes her worth it. No basic attacks means you will need to plan her turn out carefully to get the most use. She can use the monsters to kill each other, otherwise she will have to rely on a treasure card offensive action, or Mastery to get some firepower. She can avoid enemy attacks to deep-strike behind enemy lines, she won’t get bogged down in doorways or jumped by surprise spawnings, she can simply ignore the enemies and they will ignore her. She has an offensive action that can target spawning points and this action can use any offensive stat. This makes her useful for collecting spare equipment, and even respeccing by switching gear midway through the game. She can compel Heroes and enemies, and she has a weaker version of Sweetheart Candy’s Love Arrow ability (Candy’s range is 8 vs the Changeling’s 2 and metamorphosis requirement).
She’s been play-tested a lot, in fact this is her third iteration, but I think she’s nicely balanced at this point. We’ve had some fun moments, such as getting a Boo Booty to destroy a spawning point and using Mastery to borrow the Virtuous Blade’s Rallying Blade action to prompt her allies to fight in her stead. If she cannot get into position for Mastery her equipment can feel like a waste and when she breaks her metamorphosis she draws a lot of enemy fire. I think she gets the most benefit in a larger game where she can fill a “flex-slot” and have more options for Mastery.
I also made some homebrew Challenge cards for The Destroyer dungeon boss. The older Legends bosses didn’t seem as strong as the more recent releases due to the lack of a Challenge deck, so, I’ve made my own. The themes for The Destroyer are: no heals, respawns or armor increases; only damage and more damage. I used another hard-hitting boss as a starting template and modified the cards to reflect The Destroyer’s Explore-mode abilities. We’ve done a few playtests so far and while the difficulty is higher than without them, I think it is still in line with modern bosses such as Elrik the Lich King and Professor Cackle-Clink.
These are for personal use only, original copyright holder for Super Dungeon is Ninja Division.