Classes and Starting Gifts
Gives each Starting Class a talisman, adds the 2 cut Starting Classes from the tech test, and replaces all the Starting Gifts to be far more useful.
Starting Classes and their talismans:
Vagabond – Arsenal Charm (Increased Equip Load)
Warrior – Veridian Amber Medallion (Increased Stamina)
Hero – Bull-Goat’s Talisman (Increased Poise)
Bandit – Dagger Talisman (Increased Critical Damage)
Astrologer – Graven School Talisman (Increased Sorcery Damage)
Prophet – Faithful Canvas Talisman (Increased Incantation Damage)
Samurai – Curved Sword Talisman (Increased Guard Counter Damage)
Prisoner – Primal Glintstone Blade (Reduces Spell Cost and Max HP)
Confessor – Crimson Seed Talisman (Increases healing from Crimson Flask)
Wretch – Blue Dancer Charm (Increases Damage with Lower Equip Load)
Enchanted Knight – Magic Scorpion Charm (Increases Magic Damage and Decreases Absorption)
Bloody Wolf – Crucible Feather (Increases I-Frames and Decreases Absorption)
New Starting Class: Enchanted Knight
Weapons:
– Iron Spear- Astrologer Staff- Carian Knight Shield
Armor:
– Carian Knight Helmet- Carian Knight Armor- Carian Knight Gauntlets- Carian Knight Greaves
Spells:
– Glintstone Pebble- Carian Slicer
Talisman:
– Magic Scorpion Charm
New Starting Class: Bloody Wolf
Weapons:
– Bastard Sword- Iron Roundshield
Armor:
– Raging Wolf Helm- Raging Wolf Armor- Raging Wolf Gauntlets- Raging Wolf Greaves
Talisman:
– Crucible Feather Talisman
New Starting Gifts
Daedicar’s Woe: Take double damage
Erdtree’s Favor: Increase HP, Stamina, and Equip Load
Lord’s Rune: Gain 50,000 Runes
3 Golden Seeds: Use to permanently increase Max Flask usage
Fanged Imp Ashes: Summons 2 Fanged Imps that deal Bleed damage (currently unchanged)
Companion Jar: Throwing pots deal bonus damage
4 Stonesword Keys: Used to unlock statues found throughout the world
Cerulean Amber Medallion: Boosts maximum FP
Opaline Hardtear: Put in Physick to boost absorption
Jar Shard: Boosts Weapon Art damage.