Custom Scout Class: Pirate

By BJZSN, in Descent: Journeys in the Dark

I really like the idea. A pirate Scout sounds funny.

A few things. I see the primary weapon has bleed, so I assume this class is intended for a whole expansion owner, or at least SoN. If so, maybe Burning could fit more and passing the bleed to "One-Eyed Presicion", just saying.

If you allow me, here is what I think and can be changed to make it more balance and themathically-wise.

Starting Weapon: Flint-Lock Pistol
Ranged, Exotic, 1-Handed
Blue/Yellow/Green
Surge Surge: +2 Damage
Surge: Burn
Surge: +1 Range
After resolving an attack with this weapon, unequip it .
+Just like the card "Battle Tome" from MoB, you have a powerful weapon but cannot use it at full potential and break early encounters.
+I think that if you considered still equipped but flipped (unsuable) will make (at least me) the weapon useless and I will sell it bacuse it costs me an action to use it. It's like saying that I'll become stun before (or after) using it. If you want to stop the abuse of it (doble attacking) maybe unequiping it could solve the things. Remember that in order to equip a weapon, it has to be done before the performing action step.
Starting Trinket: Treasure Map
Gain +1 Knowledge even while this card is exhausted. When a travel card is played you may exhaust this card and test Knowledge, if pass choose and resolve the event of the card.
+I think that if you are using a map, you will still need to know how to read it.
1XP Skill: Loot and Trade
During the shop ping step, you may exhaust this card and spend 25 gold. If you do, draw an additional 2 cards from the current Acts shop deck.
You may exhaust this card when perform ing a search action to look at the top 3 cards of the search deck. Take one and shuffle the rest of the cards back into the search deck.
At the start of your turn you may choose to become Doomed and Cursed to refresh this card, if not, the card remains exhausted.
+In Descent cards refresh (this is the key word for unexhaust).
+I thing neglecting the hero his skill for the rest of the encounter could decrease buying it at all.
+Dooming and cursing the hero will balance the ability but also fit themathically by chasing Cursed/Doomed treasures.
+Give the option to decide when to use the skill rather that at the very first moment of doing the search.
1 XP Skill: Gunblade 1 Fatigue
[Action]: Exhaust this card when you resolve an attack with a Ranged weapon, to immediately perform an attack with a Melee Weapon against the same target .
[Action]: Exhaust this card when you resolve an attack with a Melee weapon and immediately perform an attack with a Ranged Weapon against the same target .
+Changed the exp cost beacuse basically allows you to perfom an additional attack.
+Made it cost an action for balancing propuses.
+I don't know if the attack will target the same target or another target.
2 XP Skill: Well Armed
Place one of your hero tokens on up to two one-handed weapons (except relics) . Each item with your hero token on it, changes it "Equip Icon" to "Other". You may equip an additional 2 "Other" item card. These items can only be equipped by the Pirate.
+I think this is some sort of Inscribe Rune but allowing the hero to pass by the equipment limitation. Perhaps writting it like that could help.
+Made it cost 1 more exp point for balancing propuses.
2XP Skill: Grenado 2 Fatigue
Action: Exhaust this card and perform a Ranged attack targeting a monster within 3 spaces of you and in your line of sight rolling the following dice: BR
The attack gains Blast, Surge: Pierce 1 and Surge: The target monster is stunned (even if you didn't deal any damage)
If th e attack misses, after the attack is resolved, the target monster and each figure adjacent to it suffers 1 damage.
+No need to say that if the attack misses the effect applies after resolving the attack beacuse if any attack misses the attack inmediately ends without resolving any further step, thus resolving the attack.
3XP Skill: One Eyed Precision
Gain +1 Awareness and +1 Stamina (even while this card is exhausted).
Action: Exhaust this card and perform an attack with a Ranged weapon. Before rolling dice test Awareness and add 2 shields to the results. If you pass, ignore range and treat any X as a blank result. Additionally, the target is bleeding . If you fail, the attack gains - 2 Range.
+This is you a personal point of view for themathically reasong. A perfect shot will mean that you hit a critical area.
+Increase the range sustraction by 2 beacuse as a high cost skill, probably the hero will have a good weapon to cover the range.
* - * - * - * - * - * -
In general I liked the class, the theme and the skill. Those are my opinions for the skills and the ones I didn't mentioned I consider them to be perfect.
Very creative :D Make me want to create my own fan-made classes too. :rolleyes:

Bleed? Burn? I've got a better idea matey!

Seeing as he has access to more trinkets with Well armed, how about giving him an extra trinket to start with, namely:

Jolly Roger Flag (or some more descent'y name)

Exhaust this card (during a move action?) and choose one monster in your line of sight. That monster is Terrified.

edit: I guess just Pirate Flag would do :P

edit 2: too bad this is a scout class! I'm staring at One Fist that I just got in the Everdark pack and thinking he'd be perfect :D

Edited by Atom4geVampire

Starting Weapon: Flint-Lock Pistol
Ranged, Exotic, 1-Handed
Blue/Yellow/Green
Surge Surge: +2 Damage
Surge: Burn
Surge: +1 Range
After resolving an attack with this weapon, unequip it .
+Just like the card "Battle Tome" from MoB, you have a powerful weapon but cannot use it at full potential and break early encounters.
+I think that if you considered still equipped but flipped (unsuable) will make (at least me) the weapon useless and I will sell it bacuse it costs me an action to use it. It's like saying that I'll become stun before (or after) using it. If you want to stop the abuse of it (doble attacking) maybe unequiping it could solve the things. Remember that in order to equip a weapon, it has to be done before the performing action step.

That's a better way to represent reloading without overly restricting it, thats for sure. You're right, flipping the card over makes it a little too hard to use for a starting weapon of all things.

Starting Trinket: Treasure Map

Gain +1 Knowledge even while this card is exhausted. When a travel card is played you may exhaust this card and test Knowledge, if pass choose and resolve the event of the card.
+I think that if you are using a map, you will still need to know how to read it.

Agreed, like the flavor.

1XP Skill: Loot and Trade

During the shop ping step, you may exhaust this card and spend 25 gold. If you do, draw an additional 2 cards from the current Acts shop deck.
You may exhaust this card when perform ing a search action to look at the top 3 cards of the search deck. Take one and shuffle the rest of the cards back into the search deck.
At the start of your turn you may choose to become Doomed and Cursed to refresh this card, if not, the card remains exhausted.
+In Descent cards refresh (this is the key word for unexhaust).
+I thing neglecting the hero his skill for the rest of the encounter could decrease buying it at all.
+Dooming and cursing the hero will balance the ability but also fit themathically by chasing Cursed/Doomed treasures.
+Give the option to decide when to use the skill rather that at the very first moment of doing the search.

Great rewording, works better than what I had.

1 XP Skill: Gunblade 1 Fatigue
[Action]: Exhaust this card when you resolve an attack with a Ranged weapon, to immediately perform an attack with a Melee Weapon against the same target .
[Action]: Exhaust this card when you resolve an attack with a Melee weapon and immediately perform an attack with a Ranged Weapon against the same target .
+Changed the exp cost beacuse basically allows you to perfom an additional attack.
+Made it cost an action for balancing propuses.
+I don't know if the attack will target the same target or another target.

I'm a bit confused on the wording of this skill. So basically as an action, after performing an attack action I get a free attack action. But that requires an action by the skill description, which means there's no change in action economy. I must be missing something. Can you show me what I'm missing? Thanks!

2 XP Skill: Well Armed
Place one of your hero tokens on up to two one-handed weapons (except relics) . Each item with your hero token on it, changes it "Equip Icon" to "Other". You may equip an additional 2 "Other" item card. These items can only be equipped by the Pirate.
+I think this is some sort of Inscribe Rune but allowing the hero to pass by the equipment limitation. Perhaps writting it like that could help.
+Made it cost 1 more exp point for balancing propuses.

I'd like to try and keep the skill at 1XP. But if I can get rid of Grenado for another skill I'll probably go with this suggestion.

2XP Skill: Grenado 2 Fatigue

Action: Exhaust this card and perform a Ranged attack targeting a monster within 3 spaces of you and in your line of sight rolling the following dice: BR
The attack gains Blast, Surge: Pierce 1 and Surge: The target monster is stunned (even if you didn't deal any damage)
If th e attack misses, after the attack is resolved, the target monster and each figure adjacent to it suffers 1 damage.
+No need to say that if the attack misses the effect applies after resolving the attack beacuse if any attack misses the attack inmediately ends without resolving any further step, thus resolving the attack.

Thanks for the rewrite! Though it's the skill I'm leaning towards removing, the proofreading certainly helps.

3XP Skill: One Eyed Precision

Gain +1 Awareness and +1 Stamina (even while this card is exhausted).
Action: Exhaust this card and perform an attack with a Ranged weapon. Before rolling dice test Awareness and add 2 shields to the results. If you pass, ignore range and treat any X as a blank result. Additionally, the target is bleeding . If you fail, the attack gains - 2 Range.
+This is you a personal point of view for themathically reasong. A perfect shot will mean that you hit a critical area.
+Increase the range sustraction by 2 beacuse as a high cost skill, probably the hero will have a good weapon to cover the range.

I like the Range -2 change, with the counterbalance that you can Bleed with the skill.

Good job tweaking the skills! Maybe you should consider your own class sometime.

Edited by BJZSN

Oh, you are rigth, sorry, as you put Gunblade originally is good.

About replacing "Grenado" what about another thing comon in pirates:

2XP Skill: Remove scurvy 3 fatigue

You may exhaust this card at the start of your turn to discard 1 Condition.

+Remove a condition...like that common desease Pirates had...

+The huge fatigue cost balances the skill (IMO).

2XP Skill: Rum drinker

Exhaust this card to recover fatigue up to your stamina value. When you refresh this card, you must test [Willpower], if fail, you are Deseased and Stunned.

+You drink rum to become focus and have more power and energy hahahaha :rolleyes: but of course, every drinking time has its downside... :ph34r:

+Perhaps only becoming Deseased will do, but I will leave Stun to avoid abusing (you can't stack conditions but can spam this skill), OR,

+Adding this at the start of the skill: " You cannot exhaust this card if you are Deseased ".

2XP Skill: Parley? 2 fatigue

At the start of your turn, you may exhaust this card. While this card is exhausted, you cannot target monsters for attacks and monsters cannot target you for attacks.

+You know, that pirate agreement of chopping peoples heads off. Neither you nor them can attack each other. Why figthing for the treasure?

+This can even sustitute "Swashbuckler" as the protecting skill.

+This allows you, as the scout to go around doing searches and objetives by the cost of your damage.

* - * - * - * - * - * - * - *

You know, I think I will indeed create some fan made classes. You inspired me :D

2XP Skill: Parley? 2 fatigue

At the start of your turn, you may exhaust this card. While this card is exhausted, you cannot target monsters for attacks and monsters cannot target you for attacks.

+You know, that pirate agreement of chopping peoples heads off. Neither you nor them can attack each other. Why figthing for the treasure?

+This can even sustitute "Swashbuckler" as the protecting skill.

+This allows you, as the scout to go around doing searches and objetives by the cost of your damage.

Waaaaay too OP to me. This would basically mean that most of Quests where heroes have to fetch things might be done without other heroes interfering :D

2XP Skill: Parley? 2 fatigue

At the start of your turn, you may exhaust this card. While this card is exhausted, you cannot target monsters for attacks and monsters cannot target you for attacks.

+You know, that pirate agreement of chopping peoples heads off. Neither you nor them can attack each other. Why figthing for the treasure?

+This can even sustitute "Swashbuckler" as the protecting skill.

+This allows you, as the scout to go around doing searches and objetives by the cost of your damage.

Waaaaay too OP to me. This would basically mean that most of Quests where heroes have to fetch things might be done without other heroes interfering :D

Yeah that's true. But I like his suggestions since they're pretty thematic. They can always be tweaked, I just need ideas to work with.

Starting Weapon: Flint-Lock Pistol
Ranged, Exotic, 1-Handed
Blue/Yellow/Green
Surge Surge: +2 Damage
Surge: Burn
Surge: +1 Range
After resolving an attack with this weapon, unequip it .
+Just like the card "Battle Tome" from MoB, you have a powerful weapon but cannot use it at full potential and break early encounters.
+I think that if you considered still equipped but flipped (unsuable) will make (at least me) the weapon useless and I will sell it bacuse it costs me an action to use it. It's like saying that I'll become stun before (or after) using it. If you want to stop the abuse of it (doble attacking) maybe unequiping it could solve the things. Remember that in order to equip a weapon, it has to be done before the performing action step.

That's a better way to represent reloading without overly restricting it, thats for sure. You're right, flipping the card over makes it a little too hard to use for a starting weapon of all things.

Maybe only unequipping it after a hit (like the boomerang). A miss represents a jam in this case, and a wasted action is already pretty rough. I would also remove the burn on surge so it is more compatible with people that don't have LotW and it needs a little nerf imo.

Oh, you are rigth, sorry, as you put Gunblade originally is good.

About replacing "Grenado" what about another thing comon in pirates:

2XP Skill: Remove scurvy 3 fatigue

You may exhaust this card at the start of your turn to discard 1 Condition.

+Remove a condition...like that common desease Pirates had...

+The huge fatigue cost balances the skill (IMO).

2XP Skill: Rum drinker

Exhaust this card to recover fatigue up to your stamina value. When you refresh this card, you must test [Willpower], if fail, you are Deseased and Stunned.

+You drink rum to become focus and have more power and energy hahahaha :rolleyes: but of course, every drinking time has its downside... :ph34r:

+Perhaps only becoming Deseased will do, but I will leave Stun to avoid abusing (you can't stack conditions but can spam this skill), OR,

+Adding this at the start of the skill: " You cannot exhaust this card if you are Deseased ".

2XP Skill: Parley? 2 fatigue

At the start of your turn, you may exhaust this card. While this card is exhausted, you cannot target monsters for attacks and monsters cannot target you for attacks.

+You know, that pirate agreement of chopping peoples heads off. Neither you nor them can attack each other. Why figthing for the treasure?

+This can even sustitute "Swashbuckler" as the protecting skill.

+This allows you, as the scout to go around doing searches and objetives by the cost of your damage.

* - * - * - * - * - * - * - *

You know, I think I will indeed create some fan made classes. You inspired me :D

For Rum Drinker, I would increase the risk. Because of you get all the fatigue, you can probably do all these things before the OL player can react to them. So I would add 1 shield for every 2 fatigue recovered. I would also change the penalty to stunned and immobilized. Stunned is just awful, and the Pirate has the ability to get around immobilized with the rope swing if he has some fatigue left.

Wouldn't (alcohol) poisoned make more sense? (not that I like the skill :P )

Thanks for the suggestions everyone. I took a liking to Rum Drinker the most so incorporating the current suggestions for it, I've made up my own wording for it:

2XP Skill: Dirty Grog
Exhaust this card at the start of your turn and recover Fatigue up to your Stamina. Then test Willpower. If you fail, you are Stunned. While this card is exhausted, your Speed is halved (rounded down) and you cannot suffer Fatigue to gain movement points.
I made the restriction that you had to activate it at the start of your turn, just as kind of a small nerf to it. I also felt that regardless of any tests made, the hero should still suffer something. So I made the wording a pseudo-Immobilize, where you can still move, but it's severely hampered. I don't see any 'major' problems with it, I only hope it's balanced well enough.

Thanks for the suggestions everyone. I took a liking to Rum Drinker the most so incorporating the current suggestions for it, I've made up my own wording for it:

2XP Skill: Dirty Grog
Exhaust this card at the start of your turn and recover Fatigue up to your Stamina. Then test Willpower. If you fail, you are Stunned. While this card is exhausted, your Speed is halved (rounded down) and you cannot suffer Fatigue to gain movement points.
I made the restriction that you had to activate it at the start of your turn, just as kind of a small nerf to it. I also felt that regardless of any tests made, the hero should still suffer something. So I made the wording a pseudo-Immobilize, where you can still move, but it's severely hampered. I don't see any 'major' problems with it, I only hope it's balanced well enough.

The Pirate can still use Rope Swing though. That overcomes the movement penalty in the same way a Knight can still advance or a Skirmisher can Carve A Path despite being immobilized.

If I was a Pirate with high willpower, I would probably spam the s*** out if it:p using up all the stamina before you turn ends, getting refreshed at the start.

Edited by Ceasarsalad101

Changed Swashbuckler so you have to activate it for each seperate attack, removed exhaust.

Making the following changes to the cards after work today:

Changing Dirty Grog so that additionally it must be exhausted, and while it's exhausted apply -2 to all attributes.

Changing Flint-Lock Pistol so its surge abilities are Surge: +1 Damage and Surge: +1 Range

I just finished a campaign with this class. I thought I would provide some feedback. I was excited about this class because I like the pirate theme. Overall, I found the class to be a good and it did not seem overpowered. I used the following skills:

Duelist - For some reason it did not activate much this campaign

Well-Armed - I purchased this to work in conjunction with Gun Blade

Gun Blade - This was the skill I used the most. I was lucky to find one handed weapons I could use initially. Once the pirate had well-armed it was much easier to use.

Rope Swing - This helped multiple times to get the pirate beyond an obstacle. Although I never used it to move another hero.Very useful skill.

Swashbuckler - Seen some use.

Loot Trade - I used it at least once an encounter. Definitely helped to improve the party's gold count and find more chests. I only used the during shopping step once due to a poor draw.

Dirty Grog - I purchased this card but I never used it because I was not completely clear on how you intended for it to work. Does the rest action still count as an action? If it does, I am not sure how much this card helps.

Thanks again for working on this class.

Dan Howell

Hey everyone, a friend of mine made a Scout class for Descent and I felt like balancing it to work for a campaign setting. I've made several changes including changing some skills altogether but I do like some of the ideas in it. There are a few skills that I feel need work on but I'm tapped out on ideas right now, so I thought I'd get some community input to help with the matter.

Okay the class is done and here's a link for the finished cards:

https://www.dropbox.com/sh/ms0wzjzkxkpvs79/AAAeIH8gnS1LnE9_12d8e-1ha?dl=0

thank you for your ideas... mine are still at heroquest for i dont find an italian version of the game in the stores (i need it for my gf and child to come)

I just finished a campaign with this class. I thought I would provide some feedback. I was excited about this class because I like the pirate theme. Overall, I found the class to be a good and it did not seem overpowered. I used the following skills:

Duelist - For some reason it did not activate much this campaign

Well-Armed - I purchased this to work in conjunction with Gun Blade

Gun Blade - This was the skill I used the most. I was lucky to find one handed weapons I could use initially. Once the pirate had well-armed it was much easier to use.

Rope Swing - This helped multiple times to get the pirate beyond an obstacle. Although I never used it to move another hero.Very useful skill.

Swashbuckler - Seen some use.

Loot Trade - I used it at least once an encounter. Definitely helped to improve the party's gold count and find more chests. I only used the during shopping step once due to a poor draw.

Dirty Grog - I purchased this card but I never used it because I was not completely clear on how you intended for it to work. Does the rest action still count as an action? If it does, I am not sure how much this card helps.

Thanks again for working on this class.

Dan Howell

Hey Dan, thanks for trying out the Pirate, sounds like it worked out for you. Sorry about the late reply, been busy with a bunch of different things this past few months.

Duelist - Did you play him as a Melee or Ranged attack character? Obviously relying on Ranged attacks makes the skill less useful. I had considered giving the card a slight buff as it's true that it may not trigger often (must not do too strong a buff, it 'is' a starting skill).

Well Armed - Good choice on the synergy with Gun Blade. How did you feel about the skill allowing 4 Other items equipped? Was it too strong or not an issue?

Gun Blade - I figured this card would be a favorite for the class. Hopefully the restriction of switching from Melee to Ranged attacks made the card balanced.

Rope Swing - Glad you liked this one cause I certainly do. This skill was tricky to write cause I felt that there were many situations where the skill would be too strong. While it does get around Immobilize, you only travel 3 spaces, you can only use it once per turn, and it requires an action. Did you find that it was too strong in particular?

Swashbuckler - This card to me feels too much like the Thiefs skills. I do like it, it's just not terribly original. I may revamp this cad in the future.

Loot and Trade - The second part of this card is a nice bonus. I actually originally wrote this card up with the first part of the skill being emphazised. Admittedly the first part of the skill is more useful for the 2nd act since you don't get a chance to go through the entirety of the Act 2 shop deck.

Dirty Grog - How the card works is you still perform a rest action as normal. But instead, you can exhaust this card to immediately recover fatigue up to your stamina instead of waiting until the end of your turn. I agree that it is limited in its use since it still takes an action to rest (which makes using the fatigue recovery for extra movement kind of null). This one was tricky because I felt it was tough to balance it correctly. A rest that immediately recovers Fatigue can be broken in certain situations imho. Regardless, I've considered reworking this skill in the future.

Any suggestions are appreciated, thanks for trying the class out!

Edited by BJZSN

Checking out the Pirate now. A few changes on this one, plus a new 1-Handed Melee weapon albeit a weak one. Mostly posting this now so I can look at it later.

Changed Loot and Trade to be a new skill altogether. Not sure if the skill is a touch too weak or not, so I was hoping for some user input. Anyways, here it is:

1XP Skill: Loot and Trade 0 Fatigue

Draw an additional card when drawing cards for each shop step (even while this card is exhausted).

Exhaust this card when you fail an attribute test to reroll the test if the value of the attribute being tested is equal to or less than the number of face up or face down search cards you have.

Subtract 1 Shield from the results.

Changed Loot and Trade to be a new skill altogether. Not sure if the skill is a touch too weak or not, so I was hoping for some user input. Anyways, here it is:

1XP Skill: Loot and Trade 0 Fatigue

Draw an additional card when drawing cards for each shop step (even while this card is exhausted).

Exhaust this card when you fail an attribute test to reroll the test if the value of the attribute being tested is equal to or less than the number of face up or face down search cards you have.

Subtract 1 Shield from the results.

Even though I didn't playtest it (nor did I do with any of your classes so my feedback is more theoretical:).I would say it is too strong for a 1 xp card, and here is why.

First, drawing 2 search cards every time is very strong since it effectively doubles the amount of search tokens on the map without needing to travel to them all. This means that when there are 4 search tokens, very common in a 4 hero game, that you can take 2/3 of the entire deck (12 search cards in total) and almost always draw the treasure chest. The Treasure Hunter can also almost always draw the treasure chest, but the TH can only keep one card and therefore can't loot as much gold as the Pirate.

Second, after two search actions the Pirate can practically reroll every attribute test, and since those attributes have a 3 or 4 and a shield is subtracted he will very likely pass it (-1 shield means those 3 and 4 are now a 4 and 5). Every turn.

Even if the Pirate searches only once, he still gets to reroll the attributes of 2 and 1 and then subtracts one shield making that attribute a 2 or 3 which is also has a good chance of success since an attribute of 3 is the tipping point (roughly 70% success rate).

I would suggest to nerf both these effects by halving the amount of gold or putting one card back to the top of the search deck. For the second effect I would suggest removing the ability to subtract a shield from the dice roll. Or instead, you could have the search action/ reroll cost fatigue and/or make it a 2 or 3 xp skill depending on how many nerfs you apply.

I hope this helps a bit!

Edit: nvm I can't read:p

Edited by Ceasarsalad101

Its about drawing shop items, not search cards

Changed Loot and Trade to be a new skill altogether. Not sure if the skill is a touch too weak or not, so I was hoping for some user input. Anyways, here it is:

1XP Skill: Loot and Trade 0 Fatigue

Draw an additional card when drawing cards for each shop step (even while this card is exhausted).

Exhaust this card when you fail an attribute test to reroll the test if the value of the attribute being tested is equal to or less than the number of face up or face down search cards you have.

Subtract 1 Shield from the results.

Even though I didn't playtest it (nor did I do with any of your classes so my feedback is more theoretical:).I would say it is too strong for a 1 xp card, and here is why.

First, drawing 2 search cards every time is very strong since it effectively doubles the amount of search tokens on the map without needing to travel to them all. This means that when there are 4 search tokens, very common in a 4 hero game, that you can take 2/3 of the entire deck (12 search cards in total) and almost always draw the treasure chest. The Treasure Hunter can also almost always draw the treasure chest, but the TH can only keep one card and therefore can't loot as much gold as the Pirate.

Second, after two search actions the Pirate can practically reroll every attribute test, and since those attributes have a 3 or 4 and a shield is subtracted he will very likely pass it (-1 shield means those 3 and 4 are now a 4 and 5). Every turn.

Even if the Pirate searches only once, he still gets to reroll the attributes of 2 and 1 and then subtracts one shield making that attribute a 2 or 3 which is also has a good chance of success since an attribute of 3 is the tipping point (roughly 70% success rate).

I would suggest to nerf both these effects by halving the amount of gold or putting one card back to the top of the search deck. For the second effect I would suggest removing the ability to subtract a shield from the dice roll. Or instead, you could have the search action/ reroll cost fatigue and/or make it a 2 or 3 xp skill depending on how many nerfs you apply.

I hope this helps a bit!

Edit: nvm I can't read:p

Ha! Yeah double search for 1XP would be awesome (not for an Overlord such as myself)!