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Morrow

Kept the debtors' cells. Let them all out, and kept the chain. Hooks the worst of them and holds it down.

Skill: Hook

Hook2

Rip away half the target's armor, stun it a turn and deal 160% power. A boss is stunned once a battle, then weakened 2 turns.

In this order: half the target's armor is torn away, it is stunned for its next turn, then Hook deals 160% of your power as a physical blow, which the armor left soaks. Hook can't stun the same enemy again until it has taken a turn. A boss is stunned only once a battle (and not at all once a Warden set's armor break has stunned him); every later Hook weakens him for 2 turns instead. Like every skill it costs mana only: it has no cooldown and does not end your turn.

Passive: Iron Grip

Strikes tear 20% of the target's armor away, and hit stunned, weakened or armorless enemies 40% harder.

Every strike he lands first tears away a fifth of the target's armor, rounded up, before the strike is rolled. Then, if the target is stunned, frozen, weakened or has no armor left, the strike hits 40% harder. Hook counts too: it stuns or weakens before it hits, so under Iron Grip a Hook that stuns or weakens its target deals 224% of his power.

Specialization: Chainlash

Hook sweeps every enemy, the others at 60%. Only its target is stunned.

Hook also lashes every other enemy for 60% of its blow (96% of his power, soaked by armor). Only the target loses half its armor and is stunned, by the same rules as before.

A specialization replaces the passive; you play one or the other. Morrow's opens when Morrow's own best floor is 20 or deeper, and you switch it in the hero's details at hero select. The Daily Descent and the Season Descent always use the base passive.

Holding them down

The first time it matters on a run with Morrow, the game tells you:

HOOK stuns what it catches. Throw it at the Heavy that is coming.

Base stats

Morrow starts every run with +26 health, +6 armor, +3 power, +5% crit chance, +50% crit damage, +3 mana, a Rusty Shortsword and 30 gold (more with the Endurance trial or the Pilfered Crown). Everything else comes from gear. What each number does is on the stats page.

Good with

Hero select names three sets that suit Morrow. Any hero can wear any set; these are a starting point.

Relicguard Hold, then strike.

  1. 2+20% armor, +10% power.
  2. 3Guarding charges your next attack: +60% damage on every strike.
  3. 5Guarding also strikes your target once.

Warden Break their guard.

  1. 2+20% pierce.
  2. 3Strikes shred 25% of the target's current armor.
  3. 5The first time an enemy's armor breaks, it is stunned.

Rimeglass Freeze them solid.

  1. 2Strikes apply 1 chill. 3 chill freezes: the enemy skips its turn.
  2. 3+40% armor. +50% damage to frozen enemies.
  3. 5Frozen enemies below 25% health shatter.

What the bosses say

Each boss has one line kept for Morrow, said once, at the start of a fight.

BossThe line
The TallymanWarden Morrow. You opened my cells. Every debtor you freed is on your account now.
The Rat KingJailer. We remember your keys. We ate the lock of cell nine.
The Old SowJailer. You let them all out with their savings. I wanted those.
Mother BrineYou unlocked the cells, jailer. I lock nothing. I only keep.
The Drowned OrganJailer. Your prisoners sing in my choir now. They count the bars for you.
The HermitJailer. I locked myself in. You cannot let me out.
AvaraxMy jailer. Did you think the cells were for them? They were for you.

Unlocking Morrow

While locked, hero select says: "Beat all three Wardens to unlock." Slay each of the three Wardens once: the Vault Warden, the Reliquary Warden and the Hoard Warden, each behind a forked stair of its own depth. Two of them wait past floor 10, so he needs the full game. The Wardens are counted on every battle won, a Daily Descent's too but not a seed-code run's, and he joins you when a normal run ends.

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Written from the game's own rules, version 2.24.1. Spotted something wrong? Tell us on Discord.