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Popup Dungeon Wiki
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=== The Statistics Tab === First of all, your new creation will need a name and possibly unique names based on rank. You can add a unique name for each rank, which will overwrite the entity's name during combat and they are automatically used as ''tags'' to search for your enemy. ==== Celestial Supporter or Clockwork Berserker? - The right Skins & Roles ==== Next up comes the role and (optionally) skin selection, which will set some basic strengths and weaknesses for your enemy, making it easier for players to know what they're up against. The smuggler for example, is simply a '''''rogue''''' which means he has increased ''back power, critical chance, speed, health and armor penetration'', but reduced ''support''. You can play around with some other roles or apply a skin to see how his stats change - you could make him a ''watchful'' rogue and increase his back and flank defense (at the cost of the other statistics of course). You can find a complete list of all strengths and weaknesses set by these at the end of the article. ==== Fleshing out the details - Strengths & weaknesses ==== Similar to hero creation (LINK), you can also choose up to 3 additional strengths and weaknesses to further tune your creation to your liking. Our unshaven friend has increased aim for example because he only relies on ranged attacks while his deficient back defense is somewhat compensated by his reactive [Shoot First] which turns him towards any potential attacker. Specific types of power can't be set for weaknesses, only the positional powers which affects all abilities. This is slightly more restrictive than heroes which can also get mundane power and magical power as a weakness. You can also choose one additional strength or weakness for each rank, with the option to set it as active at only this specific rank (for example, a novice fighter could lack initiative). It is important to remember that the strengths and weaknesses will increase with the entity's base power and thus by rank: A legendary marksman has an automatic '''mobility weakness''', rendering it '''immobile''' at ''legendary'' if not accounted for! Experimenting with the different settings and their consequences might take some time, but it will also lead to much more satisfying results. ==== Executing orders - About the A.I. settings ==== At last, you can set a general A.I. behavior, choosing how aggressive (attacking enemies or staying away from them) and supportive (using friendly abilities on oneself or other allies) your creation shall be. For most cases, the standard settings will probably suffice (and you don't have to consider them at all if you're only creating a player-controlled or passive entity). [[File:Enemy creation smuggler.png|thumb|Our legendary rogue is a good example of growing complexity and building up a combo: His back shot is hard to trigger at first, but combining it with [What's that?] allows him to set the stage perfectly. At last, his [Cheap Shot] reaction can trigger as well when turning an enemy away, thus combining three abilities into a devastating attack combo.]]
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