Drowned

## Overview

Drowned are one of the three zombie monsters. Specializing in evasive movement and tactical strikes, they can deal unparalleled damage with the right planning. However, they are the frailest of the zombie classes, sporting the lowest health and no arrow resistance but make up for it with the ability to sidestep Procs and high damage attacks with good timing, as well as sporting various potent crowd control effects to flee with after making a strike.

In summary, Drowned are rogues which can double as crowd controllers, using potent single strikes, well timed evasive action, and potent bombs to deal heavy damage quite consistently with the right timing, all while not totally giving up sustain power, due to their potent rebirth ability.

## Stats

Health: 15 Hearts (1.5 Rows)

Resistance: 60%

Base Speed: +30%

Depth Strider 3

Shrine Weight: 1

Proccable

## Tools

### Makeshift Sword

*"A cross between a runesword hilt and plank debris. The dead use anything of their fallen comrades."*

Base Attack: 15

Base Armor Shred: 15

### Blinding Snap

Can be used to create a small flash which damages survivors and inflicts Weakened Armor and Blindness.

Base Quantity: 0

## Abilities

### Bolstered Blows

Right clicking the Makeshift Sword will slowly empower the Drowned's blade. Bonus damage and armor shred will build over the course of 3 seconds, which will be inflicted on the first successful melee hit made within a window of 4 seconds. This ability can also inflict **Specials Disabled** with the help of the **Crippling Cuts Upgrade**. Empowered attacks always deal Shield Breaking damage.

Activated by **Right Clicking** the Makeshift Sword.

Cooldown: 12 Seconds

Empowered Duration: 4 seconds, or until 1 successful melee attack is made by the user.

Bonus damage and armor shred from the **Bolstered Blows Upgrade** charges linearly over 3 seconds.

Empowered Attacks will always Shield Break.

When the **Crippling Cuts Upgrade** is purchased, landing empowered hits will apply **Specials Disabled** at full duration regardless of when the attack is released.

### Slippery Sidestep

Sneaking or using the Offhand Key (F by default) as a drowned will prepare the user to dodge incoming attacks. Damage received while attempting to dodge will deal significantly less damage and be unable to instantly kill if affected by a Proc (will still deal regular bonus damage, albeit greatly cut due to the previous effect). Knockback received while dodging is also forced to apply in the direction the user is facing, great for breaking out of a combo chain. Poison damage, mainly from Elven Dagger, cannot be sidestepped.

Activated with **Offhand Key** or **Sneaking**.

Base Cooldown (Level 1): 14 Seconds

Base Duration (Level 1): 0.5 Seconds

Any **non-poison** damage is reduced by 75% while sidestepping.

Sidestepped hits will deal knockback in the direction the user is facing, rather than in the standard direction.

Sidestepped Proc hits will not instantly kill.

### Blinding Snap

Activated by **Right Clicking** the Blinding Snap items.

Cooldown: 3 Seconds

Cost: 1 Blinding Snap

Radius: 4 Blocks

Damage: 25

Armor Shred: 15

Hit survivors without Dark Vision are **Blinded** for 1.25 seconds.

Hit survivors are given **Weakened Armor 3** for 4 seconds.

### Resurrective Rebirth

On death, Drowned have a chance to respawn with full health at the location they died. At max level, the effect has a 100% to occur on the first death. The chance degrades by 30% per rebirth in succession, the chance resets to full when respawning from mob spawn. All abilities are fully off cooldown even when rebirthing, regardless of previous condition when killed. If you don't rebirth within 8 seconds of dying you lose opportunity to do so.

Immunity time on respawn: 1.25 Seconds

Chance Reduction per successive Rebirth: 30%

Rebirth Timer: 8 Seconds

### Slowing Strikes

Attacking survivors will inflict **Slowness** on them when this upgrade is purchased. For more info on this ability see the upgrade chart below.

### Accelerating Attack

Once unlocked, the Drowned gains the ability to build up speed to discharge into even more damaging melee strikes. Moving continuously at any speed greater than zero will slowly build up levels of the **Speed** potion effect. Any **Speed** effect can then be discharged in order to deal bonus damage and knockback for a single melee hit. While not moving, the subcharge will not increase but will be retained. Subcharge is also reset to 0% when an attack is made that consumes a **Speed** buff, or when dying. Subcharge is conversely not reset when making an attack **not** augmented with **Speed**.

Speed Charge Rate: 6 Seconds of movement.

When filled, the user is given a permanent **Speed 1** buff.

When filled with a **Speed 1** buff active, it is upgraded to **Speed 2**.

Charge is lost on death or when using a **Speed** enhanced attack.

**Any** **Speed** buff present will be consumed on a successful melee hit, making the attack deal bonus kb and damage.

+20% Damage per **Speed** level consumed.

## Upgrades

**Capstone Upgrade**
Gain the ability to discharge **Speed** buffs to deal +20% damage and bonus kb for each speed level spent
Gain the ability to slowly gain levels of **Speed** potion effects, up to **Speed 2**

**Infinite Upgrades**
 Upgrade Speed | Increases Speed stat by +4% per level. | 2000

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{\displaystyle attackStat = 15 + (bolsterAttack/2.4)}

 *You must deal at least [X] armor shred this life!* | Value from 4 to 9, said value can be decimal.

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{\displaystyle armorShredStat = 15 + (bolsterShred/2.4)}

 *You must hit survivors at least [X] times this life!* | Value from 4 to 9, said value can be decimal.

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20 Exp per quest point.