Barony: Deserters & Disciples
Turning Wheel LLC
The Deserters & Disciples DLC is here to further add to the myriad ways you can approach Barony's deadly dungeons! This time we're bringing FIVE new races and classes, each introducing rich, fun, and unique mechanics to Barony for the first time.
Configuration requise
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Exigences recommandées
À propos de ce jeu
The Deserters & Disciples DLC is here to further add to the myriad ways you can approach Barony's deadly dungeons! This time we're bringing FIVE new races and classes, each introducing rich, fun, and unique mechanics to Barony for the first time.
Like before, monster races have a preferred class that can also be used by humans. Your new races can either use their signature class, or play as any of the stock classes from Barony! When you finish the game as a monster race, you'll unlock its signature class for any race to play. As always, you can wear monster skins as a costume without any gameplay changes if you prefer. Don't worry, you can still play with anyone who doesn't own the DLC.

The Salamander
The Salamander's heart blazes with magical fire, getting hotter as they rampage! When cold, they are stony and tough. A hot salamander burns bright with glorious radiance. Watch out for flaming breath!
The Paladin
The Paladin can add holy light to their claymore's powerful strikes, perfect for banishing undead and demonic foes. Their Holy Symbol can be used to protect themselves and allies before a fight.

The Dryad
The Dryad grows magical foliage to plant shrubs, healing friendlies and producing nutritious nuts to eat. Their natural magic provides defensive thorns and roots in battle!
The Scion
The Scion shows off the three new schools of magic with equal skill. Summoning the durable Earth Sprite as a guardian, the Scion also wields the powerful Archon Scepter, rechargeable by sacrificing spells.

The Myconid
The Myconid grows a defensive cap that can be used to plant mushroom traps, doubling as a fungal food source! The mushrooms' toxic spores help weaken enemies for a decisive takedown (or escape)!
The Hermit
The Hermit uses debilitating spells on foes to empower their homemade shillelagh, taking down foes with a mystical bonk! Their beloved duck pet is always nearby, distracting enemies and even diving for fish!

The Gremlin
Gremlins are short, wily, and mischievous. The only race in this DLC who Shopkeepers refuse to trade with! They get an extra boost from vandalizing the dungeon.
The Sapper
The Sapper starts with the Frypan, showing off the new Cooking feature. With a powerful flail, flammable greaseballs, and the Booby Trap spell, Sappers have a penchant for destruction.

The Gnome
Gnomes have a nose for gold, which also inspires their magical potential. However, they won't get as physically mighty as other races. While they're distrusted by everyone, their ability to fashion jewels may help to make friends!
The Bard
The Bard plays magical music to enhance their party with instruments that each provide a different inspirational buff. Their deadly rapier allows them to parry and riposte with expert finesse!
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