Morrow
Kept the debtors' cells. Let them all out, and kept the chain. Hooks the worst of them and holds it down.
Skill: Hook
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.
- A stunned enemy skips its next turn, and its bleed and poison wait with it.
- Hook can't stun the same enemy twice in a row: it must take a turn first. Two enemies can be held turn about.
- A boss is stunned by the first Hook of the battle only. Every Hook after weakens him for 2 turns: he deals 30% less, and Iron Grip still counts him.
- Hook tears half the target's armor before it hits, and Iron Grip tears a fifth more with every strike, so armored enemies come apart quickly, and armorless ones take Iron Grip's 40%.
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.
- 2+20%
armor, +10%
power. - 3Guarding charges your next attack: +60% damage on every strike.
- 5Guarding also
strikes your target once.
Warden Break their guard.
- 2+20%
pierce. - 3Strikes shred 25% of the target's current
armor. - 5The first time an enemy's
armor breaks, it is stunned.
Rimeglass Freeze them solid.
- 2Strikes apply 1
chill. 3 chill freezes: the enemy skips its turn. - 3+40%
armor. +50% damage to frozen enemies. - 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.
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.
Written from the game's own rules, version 2.24.1. Spotted something wrong? Tell us on Discord.