These idea are not final. If you have feedback or ideas, please share them on our Discord.
Ability Slots:
- Tier 2 classes have 2 ability slots
- Tier 3 classes retain their tier 2 abilities and have 2 additional slots for a total of 4
- Each class will have at least 2 abilities
- In some cases, a slot may be used for 2 abilities by holding Shift (key can be changed) while pressing the hotkey to active the alternative ability instead.
- Tier 2 classes can therefore have up to 4 abilities
- Tier 3 classes can therefore have up to 8 abilities
Abilities should do one or more of the following:
- Have a risk/reward element
- Require skill or timing to use
- Create a new playstyle
- Provide utility or convenience
Definition of Channelling:
- Dramatically reduces movement speed
- Cannot attack or use items
- Cannot use most abilities
- Interrupted by taking damage or dying
- Interrupted by frozen, stoned, and silenced
- May require an upkeep cost (mana or resource)
2 Types of Damage Bonuses
- Increase/Decrease
- Same as equipment
- Additive multipliers
- All damage bonuses are inc/dec unless specified
- More/Less
- True multiplier that further scales inc/dec
- Additive with other more/less
- Example:
- 40% increase + 20% increase + 30% decrease + 50% more + 10% less
- effectively 30% increase and 40% more
- tldr; the effective 40% more multiplier added 52% of base damage because it had an increase to scale off of
- first, the increases/decreases
- (base 100%) + (40% + 20% - 30%)
- =(base 100%) + 30%
- =130%
- second, the more/less
- (base 100%) + (50% - 10%)
- =(base 100%) + (40%)
- =140%
- final damaged
- 130% x 140%
- =182% of base
Starting Class
Tier 1: Novice
- No abilities. Low, balanced stats. Power scales all damage types.
Close Range (not just melee)
Tier 2: Warrior
- Damage Scaling:
- any damage against nearby targets
- Resource: Poise
- Regenerates slowly (faster out of combat)
- Consumed when Guard prevents damage and gradually while holding Guard
- Scales with Vitality and level
- Ability 1: Guard
- Channelling ability
- Reduces 50% of incoming damage from hits (if you have enough Poise)
- Reduction is increased to 100% for the first 0.5 seconds to reward good timing
- Maximum damage prevented is equal to defense
- Ability 2: Endure
- very short duration buff
- grants immunity to knockback
- later grants a medium duration defense boost to self and nearby allies
- Ability 2 Alternate: Challenge
- Force an enemy to switch target to you
- You have 50% increased close-range damage against the target
- this is not 50% more damage, it an additive bonus
- The target deals 50% more damage to you
Tier 3: Blood Knight
- Has a Bloodforce mechanic that regenerates life when high, degenerates life when low, and gradually returns to a midpoint. Abilities drain the resource for powerful effects while simultaneously pushing towards degeneration. Bloodforce can be quickly filled at the cost of life. At any moment, the Blood Knight can focus on building up Bloodforce to sustain (and offset the life cost) or risk death to deal massive damage.
- Resource: Bloodforce
- Capacity is 100
- 50 is the base level. Every second, it increases/decreases by 1 towards 50.
- When <40, life degenerates
- When >60, life regenerates
- Generated when hitting an enemy at close range
- Ability 1: Sacrifice
- Consume life to generate Bloodforce
- Ability 1 Alternate: Blood Rage
- Toggles a status that drains Bloodforce to increase Damage and attack speed, but decreases defense
- Ability 2 and 2 Alternate: ???
- consume Bloodforce for powerful effects:
- These effects should be powerful enough to be worth the risk of spending life and/or incurring degeneration
- Maybe a skill to massively boost the damage of the next hit
- Maybe a wave that inflicts a strong bleed
- maybe a skill that takes both life and bloodforce to grant a stackable damage buff
Tier 3: Guardian (WIP)
- Tank class
- Passive to reduce/remove the slow from channelling (for Guard, but would synergize with any channelling ability)
- Passive to increase aggro from equipment
- Passive to grant additional aggro
- Ability Ideas:
- Barrier in front of player (moves with player) that pushes enemies and stops projectiles
- Hook on to one or more enemies. Pulls them in until they’re within a certain distance. Reduce damage from hooked enemies.
- Does not pull bosses or knockback-immune enemies, but still reduces damage from them
- Link to allies to take half of their damage for them
- Reflect incoming damage
- Force all nearby enemies to switch to target you
Tier 3: Berserker
- Front line speed class. High risk, high reward.
- Berserker has a Rage mechanic that increases movement/attack speed and decreases ability cooldowns. However, the Rage status also increases all incoming damage. Rage can be built-up and maintained through positioning, hitting nearby enemies, and the Warcry skill. To save themselves from all the extra damage that they take, the Berserker has an ability that makes them unkillable for a few seconds.
- Tier 2 Ability Notes/Upgrades:
- damage bonus from Challenge is increased
- Guard Dash
- Activating Guard pushes the player in the direction of the cursor (on activation, not while channelling)
- magnitude based on character movement speed stat (affected by agi)
- movement is added to current velocity
- can move upwards but gravity acts against
- Passive: Unstoppable
- Movement speed cannot be reduced below the base value (from slows, etc.) except by channelling
- Resource: Rage
- Increases when hitting a nearby enemy (any hit) up to once per second
- Slowly decays while there are no nearby enemies
- Ability 1: Warcry
- Generates a bit of Rage
- Apply a minor defense debuff to nearby enemies
- Has a chance to Challenge each affected enemy
- Ability 1 Alternate: Enter Rage
- Can only be used when rage is at least half full
- Grants a buff that:
- rapidly depletes rage resource and ends when depleted
- doubles Agility and Dexterity from both allocation and class bonus
- a massive movement and attack speed boost + decreases ability cooldowns
- downside: player takes 50% more damage
- Ability 2: Unrelenting
- Life cannot be reduced below 1 for 5 seconds (cannot die)
- 2 minute cooldown (cooldowns are reduced by Dexterity so Rage will decrease this)
Projectile (not just ranged)
Tier 2: Artillery
- Damage Scaling:
- any non-minion projectile
- Resource: Preparation
- this resource is consumed instead of ammo items (1:1) and throwing items (1:5)
- also consumed to reduce the mana cost of weapon attacks
- slowly refills when you have not used the resource recently
- Ability 1: Rapid Fire
- gain a brief boost to attack speed followed by a brief “Reload” debuff that prevents attacking, interrupts channelling, and prevents ability use
- Ability 1 Alternate: Pierce
- Toggle Ability
- Projectiles deal 20% less damage
- Projectiles pierce once
- A passive later adds up to 1 additional pierce per X many level
- Increases pierce count only up to the bonus value
- For example, if a projectile normally has 3 pierces and the bonus is 2 then it will not be affected. If a projectile normally has 1 pierce and the bonus is 2 then it will have 2 pierces (not 3).
- The purpose of this ability is to make non-piercing projectiles more viable (piercing weapons are generally better for invasions and multi-part bosses)
- Ability 2: Projectile Shower
- Channel ability with ongoing mana cost
- Creates weapon projectiles at the cursor aimed downward
- Projectile damage is reduced while rate of fire is increased
- Ability 2 Alternate: Trap
- launch a floating trap towards the cursor
- the maximum distance increases with level
- enemies that touch the trap are damaged and briefly held in placed
- bosses and enemies that are immune to knockback are slowed instead
- traps last a fixed duration
Tier 3: Sniper
- High damage, critical-focused, burst damage class that rewards good aim
- Tier 2 Ability Notes/Updates:
- Trap now causes the enemy to take triple damage from the next hit by this player
- Rapid Fire increases charge-up rate of Charged Shot
- Passive: Critical Force
- Critical hits with projectiles always pierce
- Passive: Longshot
- Projectiles gain damage the further they travel
- Passive: Overcrit
- Any critical chance beyond 100% increases damage instead
- Typically, this will only occur with Charged Shot and Final Shot when Precision is stacked high
- Resource: Precision
- Hits with Charged Shot generate 1 Precision (once per shot, not per target hit)
- Missing with Charged Shot reduces Precision by half
- Each Precision increases the base critical chance of Charged Shot and Final Shot by 5% up to 10 stacks (50% base crit)
- Stacking precision can virtually guarantee a critical hit
- Ability 1: Charged Shot
- Channelling ability
- Works with any weapon that has a projectile (that isn’t a minion)
- Press and hold the key to charge, release to shoot an empowered attack
- Damage and critical chance are increased based on the charge amount
- At max charge, the critical rate bonus is equivalent to rolling the critical check twice and taking the better roll (i.e., 2 chances to crit). Rather than reroll on a failed crit, the crit chance is just multiplied as follows before rolling:
- new_crit = 1 - (1-crit)^2
- this is the probability of not failing to crit twice
- Examples:
- 5% => 9.75%
- 20% => 36%
- 50% => 75%
- 75% => 93.75%
- Charge-up rate is based on weapon’s use speed
- An indicator is shown when charge reaches maximum
- No cooldown and low mana cost. This is the core ability of the Sniper so it can be used repeatedly as an alternative to holding down the fire button.
- weapon’s mana cost is added to the ability cost
- Average speed of charging to max should take a few seconds, but the multiplier should feel rewarding (worth the time not attacking) even when released earlier
- Ability 1 Alternate: Toggle Charged Shot
- Toggles switching regular attacks with the mouse to be Charged Shots (press and hold mouse, then release)
- Ability 2: Final Shot
- Shoots a single massively empowered projectile from the held weapon
- Scale with base use time so that faster weapons aren’t that much worse
- Prevents the use of any weapon (including abilities) for 3 seconds
- 30 seconds for the weapon type used (i.e., affects all weapons of the same type - e.g., all Minishark)
Tier 3: Tinkerer
- Projectile/minion hybrid class
- Partially scales minion damage in addition to non-minion projectile
- Tier 2 Ability Notes/Updates:
- Rapid Fire affects Gizmo as well
- Ammo resource is used for Gizmo resources
- Ability 1: customizable Gizmos
- Created by holding a weapon and using the ability. The Gizmo will copy the weapon (projectile, rate of attack, damage). Each Gizmo must use a different weapon. The weapons used by Gizmos cannot be used by the player. This includes all copies of that weapon.
- Example: Only one Gizmo can be created from a Minishark and doing so will prevent the player from using any Minishark while that Gizmo is deployed.
- Any weapon with a projectile (that isn’t a minion) will work
- Gizmos consume ammo from the player’s inventory
- If a mana-consuming weapon is used, then the player’s mana is consumed but the cost is reduced
- Up to 4 Gizmos can be deployed at once, but each requires a minion slot
- Each deployed Gizmo decreases the player’s final damage by 20% (80% reduction if the max number of Gizmos are deployed)
- Gizmos follow the player closely and attack the nearest target that they have line-of-sight to
- Gizmo damage is scaled by the type of the weapon in addition to minion bonuses
- Gizmos stop attacking while the player is dead, but are not destroyed. You’ll need to recreate them every time you enter a world but not every time you die.
- Ability 1 Alternate: Destroy Gizmos
- Destroy all active Gizmos
- Ability 2 : Command
- commands one Gizmo to fly to the targeted location (requires line-of-sight) and attack from there
- The Gizmo will stay there until the player is too far away or until commanded again
- Using the ability multiple times commands other Gizmos that are still following the player
- If all Gizmos have valid locations, then using the ability will command the least-recently-commanded Gizmo
- Ability 2 Alternate: Recall
- recalls all Gizmos to the player at once (they fly back to the player - not teleport)
- The penalties to offset the high damage are:
- Uses minion slots
- Greatly reduces player damage
- Requires several decent weapons
- Requires micro-managing of Gizmo placement when having them follow the player is not ideal
Tier 3: Chrono
- A time-based combo class that triggers bonus attacks by attacking at precise moments and can even jump back in time. This class is meant to be somewhat challenging to play, but has high potential.
- Mechanic: Combo Mechanic
- Shortly after each attack, you will be prompted to attack again. If you attack at the right time, your combo will increase by 1. If not, the combo breaks.
- At each multiple of 5 combo points, a flurry of bonus projectiles are unleashed
- Higher combo counts produce more projectiles
- Weapon use time (including the bonus from rapid fire) scales:
- the time between attacking and being prompted to attack again (the delay should be fairly short and slightly random)
- the time window during which attacking results in a combo
- Resource: Memories
- Every 3 seconds, the player’s location and combo count is recorded in a memory
- Up to 5 memories can be stored (15 seconds)
- Gaining a memory while at capacity erases the oldest memory
- The location of the most recent memory is marked
- Ability 1: Time Jump
- Jumps back to the most recent memory (consumes that memory)
- The player is teleported to the location
- The combo count is set to the value it had been at that time
- Can be used multiple times in a row to jump back in sequence, but the memories are consumes so you can run out of memories to jump to
- Ability 2: Redo
- Similar as Time Jump except half of the life lost is restored
- Also, it jumps back to the memory with the highest life and consumes the more-recent memories along the way
- Makes it worthwhile to keep an old memory in the queue, but doing so requires frequent jumps - makes it difficult to build combo
- 5 minute cooldown
- Example:
- The memory has 200 life and the player current has 20 life
- They have lost 180 life so they will gain 90
- The player’s new life amount will be 110
Trickery
Tier 2: Rogue
- Damage Scaling:
- all damage types with a bonus for close-range hits
- Mechanic: Attacks of Opportunity
- Additional damage when hitting an enemy from behind
- Additional damage when hitting an enemy that is not targeting you
- Mechanic: Sneak Attack
- Hitting a target while in stealth deals massive damage (removes stealth)
- The damage is increased relative to how close the target is to the player (closer = more damage)
- Ability 1: Stealth
- Toggle ability
- Drains mana while active
- Reduces movement speed (no reduction at later levels - might even gain a movement speed bonus)
- You cannot enter stealth if an enemy is nearby
- Reduces aggro, making enemies unlikely to target you
- Removed by taking or dealing damage
- Ability 2: Dodge
- Gain a burst of speed in the direction of the cursor
- Cannot be hit during the dodge
Tier 3: Shadow
- The Shadow can weave in an out of melee-range to easily re-stealth and trigger a sneak attack. They also have the utility of attacking from two locations at once.
- Tier 2 Ability Notes/Updates:
- Stealth no longer has a mana cost
- Passive: Cheat Death
- If you would die while you have a shadow then your life is instead reduced to 1, you are teleported to the shadow’s location, and the shadow is consumed
- 10 minute cooldown
- Ability 1: Shadow
- Creates a shadow at the current location
- Cast again to switch places with the shadow and gain Stealth
- also restores the Shadow’s life
- The Shadow can be targeted and destroyed by enemies
- You must be in Stealth to create a shadow
- Shadow vanishes if you move too far away
- Show a projectile return to the player to make it obvious that this has happened
- Draw an indicator with the direction of the shadow to make it more intuitive
- Ability 1 Alternate: Shadow Mirror
- Toggles a status that causes your Shadow to duplicate your attacks
- Reduces damage to 60% each
- Ability 2: Shadow Attack
- Attack all enemies near the Shadow once
- Requires line of sight between Shadow and enemy
- Melee attacks automatically hit
- Projectiles are launched towards the enemies from the Shadow
- Ability 2 Alternate: Shadow Trap
- Consume the shadow to inflict a status on nearby targets that holds them in place and reduces their defense
- Bosses and knockback-immune targets are slowed instead of held
Tier 3: Assassin
- The Assassin tries to get as much out of one Stealth as possible. They can whittle down their opponents with Covert Attacks from stealth and then finally break the Stealth with a massive Sneak Attack that inflicts a powerful poison. Assassins have both burst damage and damage-over-time. They specialize in getting into close-range and doing massive damage.
- Tier 2 Ability Notes/Upgrades:
- Sneak Attacks are now deal double damage and are always a critical hit
- Passive: Poison
- Critical hits inflict a damage-over-time poison based on the damage dealt
- A target can have several poisons at once
- Ability 1: Covert Attack
- An close-range attack that can only be used while in Stealth
- Does not break Stealth
- When hitting from behind, damage is doubled and critical is guaranteed
- Several seconds cooldown
- Ability 1 Alternate: Ambush
- Instantly move to the enemy nearest the cursor
- Ability 2: Poison Shroud
- Create a cloud of poison that inflicts poison on enemies at set intervals
- While in the shroud, you can enter Stealth even if enemies are nearby and Stealth has no mana cost
- Ability 2 Alternate: Instant Poison
- End all poisons on nearby enemies to deal half of the remaining damage-over-time instantly
Minion (pure minion stuff)
Tier 2: Summoner
- Summoner provides an early-game source of minion damage and a bunch of minion utility.
- Passive: Floating Sentry
- Allow all sentries to be placed in the air
- Ability 1: Name?
- Creates time-limited minions that scale with level/attributes
- Does not consume minion cap, but the max number of these is limited by cap (1/minion cap and 2/sentry cap)
- Example: If you have 3 minion slots and 1 sentry slot then you can have 5 of these
- Requires a short channel time (move slowly, but not attack or use items during this)
- Start off grounded and become flying at later level
- Maintaining several of these will consume a considerable amount of mana and require you to spend a lot of time channelling, which puts the player in danger
- The goal is for this to be a core ability early on, and act as filler for when you have a safe moment in later game
- Ability 1 Alternate: Sentry Mode
- A cycling toggle ability to convert minion slots into sentry slots at a 2:1 ratio (use multiple times to select number of slots to convert)
- This will allow players to build around sentries while wearing the standard minion armor if they so choose
- Ability 2: Target
- commands all minions to switch to the target nearest the cursor (some mod minion’s AIs might not work with this or might switch to another target instantly)
- Ability 2 Alternate: Recall
- teleports all minions (including sentries) to the player
Tier 3: Soul Binder
- Soul Binders have relatively few minions, but they are much stronger than normal. Their minions are also targetable/destroyable and the player takes damage if a minion dies. Soul Binders transfer life between themselves and their minions, and they can even consume a minion for a damage boost.
- Mechanic: Condense
- Reduce minion cap to increase minion damage
- Overall, damage is increased and less spread out
- Mechanic: Minion Souls
- Minions become targetable and can be destroyed, but deal 25% more damaged
- When a slot-requiring minion dies, the Soul Binder takes damage based on how much health the minion had
- Minion health is based on:
- Level
- Spirit attribute
- Number of slots that the minion uses
- Condense
- Minions must be summoned again if they die
- Sentries are included
- Minion life regenerates slowly while out of combat
- Ability 1: Share Life
- Consume some player life to heal the most injured minion
- Ability 1 Alternate: Siphon life
- Consume some life from the least injured minion to heal the player
- Ability 2: Consume Soul
- Consume your most injured minion (hurts player) to boost damage for a short time
- Ability 2 Alternate: Vampiric Soul
- Marks the enemy for a short times
- Minion hits against the target heal the most injured minion
- Long cooldown
- This ability will help the Soul Binder to sustain minions in difficult boss fights
Tier 3: Tactician
- A minion utility class with the ability to control their minions.
- Mechanic: Command Minions
- Commands can be issues to any minion that occupies minion slots or is a Sentry
- Minions can have 1 command at a time
- If the target of the command dies or is too far from the player, then the command ends
- When issuing a command, the least-recently commanded minion is selected prioritizing minions with no current command
- If possible a line will be drawn between the minion and the target
- Ability 1: Command (Location)
- Command one minion to the target location
- The minion is first teleported to the location and then constantly pulled back to the location (stronger pull the further they are)
- The AI continues to run normally, but the minion is confined to a location which generally forces it to target nearby enemies
- Ability 1 Alternate: Command (Enemy)
- Command one minion to the enemy nearest the location
- The minion’s target is constantly set to the targeted enemy (might not work for some AIs)
- This forces a minion to focus on the target and not switch targets unless the enemy is defeated or moves too far away
- Ability 2: Tactical Advantage
- Create a large zone that accelerates the movements of allies including minions
- Ability 2 Alternate: Unfavorable Terrain
- Create a small zone that increases damage taken by enemies
Utility (all damage types)
Tier 2: Traveler
- Damage Scaling:
- Resource: Rift
- Every 5 seconds, a Rift spawns near the player
- starts at 15 seconds and decreases with level
- Up to 10 Rift can be active and if another would spawn then it replaces the oldest
- starts at 3 and decreases with level
- Teleporting to a Rift is free and has no cooldown, but consumes the Rift
- Teleporting has a 50% chance of creating a Rift at the initial position
- Passive: Return
- For 1 minute after respawn, the Traveler can return to their place of death
- Press the alternate skill key and Up to trigger the effect (timer is shown as a status)
- Passive: Disruption
- Teleporting deals damage to enemies at both the initial and final positions
- If a Rift is consumed, then the damage is increased
- Ability 1: Teleport
- Teleport towards the cursor
- At higher level, does not require line-of-sight
- Longer cooldown in combat
- Ability 1 Alternate: Long-Range Teleport
- Teleports to a position in the direction of the cursor that is 10x the distance from the player to the cursor
- If that location is invalid, teleport to a nearby location
- Longer cooldown than basic teleport
- Longer cooldown in combat
- Ability 2: Instability
- Deal moderate area damage around the player
- Detonates nearby Rifts to deal additional area damage
- Rifts within range of a detonation are also detonated (chain reaction)
- Ability 2 Alternate: Place Teleporter
- Places up to 2 Teleporters
- Hold Up to place the secondary Teleporter
- While out of combat, any player can freely move between the Teleporters by pressing Up
Tier 3: Controller
- Tier 2 Ability Notes/Upgrades:
- Controller abilities have half cost and cooldown when placed on a Rift (consumes the rift)
- Instability (and detonations) trigger Controller abilities:
- Black Holes deal damage in a large area and knock enemies inward
- Force Fields deal damage in a large area and knock enemies outward
- Projectile variants destroy projectiles in the area
- Ability 1: Black Hole - Projectiles
- Creates a black hole which pulls nearby projectiles towards it
- Affects both friendly and hostile projectiles
- The pull is stronger towards the center
- Not strong enough to trap projectiles unless they are very slow or pass near the center
- The number is limited only by cooldown
- Ability 1 Alternate: Force Field - Projectiles
- Creates a force field which pushes away nearby projectiles
- Affects both friendly and hostile projectiles
- The push is stronger towards the center
- May completely deflect slow projectiles and those that pass near the center
- The number is limited only by cooldown
- Ability 2: Black Hole - Enemies
- Same as “Black Hole - Projectiles” but affects enemies instead
- Weaker pull
- Limited to 1 at a time
- Ability 2 Alternate: Force Field - Enemies
- Same as “Force Field - Projectiles” but affects enemies instead
- Weaker push
- Limited to 1 at a time
- These abilities do no push/pull minions, but can push/pull their projectile attacks
Holy
Tier 2: Cleric
- Healing
- Scales with the Spirit attribute and with equipment that grants status immunities (strong) or any kind of damage bonus (weak)
- Increases heal amounts as well as most buff/debuff effects
- Holy damage
- Scales with the Power attribute and with equipment that grants any kind of damage bonus
- When Smite is disabled, holy damage can only hit Demons and Undead
- Holy damage has low base values, but deals 50% more to Demons and 100% more to Undead
- Togglable Passive: Generosity
- When enabled, reduces final damage by 50% but triples healing
- Healing skills will be balanced under the assumption that this is enabled
- Togglable Passive: Smite
- Reduces healing by 50%
- Doubles holy damage
- Allows holy damage to hit any type of monster (Demons and Undead take additional damage)
- Togglable Passive: Holy Light
- Sanctuary grants a buff that creates light
- This is togglable just in case anyone doesn’t like the visual effect of the light
- Passive: Protection
- Sanctuary grants a buff that reduces the damage of the next hit taken
- Scales with healing
- Passive: Cleanse
- Heal cures any statuses that you are immune to
- Passive: Turn Undead
- Holy damage has a chance to instantly kill non-boss Undead
- The chance is increased based on the amount of damage and the target’s remaining life
- Ability 1: Heal
- Channelling charge-up ability
- Creates an expanding zone at the cursor location (location does not change while channelling)
- When released, heal any targets that were in the zone during charge-up (they do not have to stay in the zone)
- Targets who are still in the zone at release are healed for 20% more
- Heal magnitude scales with charge-up
- Also deals holy damage
- Ability 1 Alternate: Sanctuary
- Creates a long-duration zone that heals allies who are out-of-combat
- Allies in the sanctuary cannot be hit while out-of-combat
- Also increases mana regeneration
- Applies several buffs from passives
- Also deals holy damage
- Ability 2: Holy Barrage
- Channelling ability
- Rapid fire projectiles that deal minor holy damage
- Ability 2 Alternate: Barrier
- Create a barrier at the cursor location that deals holy damage and knocks back enemies
- The barrier is made up of segments with separate hit counts
Tier 3: Saint
- Healing/Offensive class
- Tier 2 Ability Notes/Upgrades:
- Heal leaves behind a field of the same size that periodically heals
- Mini-heals are periodically triggered on targets in the expanding zone while channelling
- Passive: Turn Demons
- Similar to Turn Undead but for Demons
- The chance is less than Turn Undead
- Ability 1: Divine Ray
- Channelling ability
- Fires a beam in the direction of the cursor that heals the first friendly player in its path and deals holy damage to the first enemy in its path
- Allows for faster healing/more damage than the Cleric Heal ability, but requires good aim and can hit only one target
- Ability 1 Alternate: Judgement
- Toggle ability, quickly drains mana while active
- Causes beams of light to shoot down from above
- Beams heal allies and deal holy damage to enemies
- Ability 2: Ascension
- The player flies, controlled by cursor position (unless they are already on a flying mount)
- The player takes 90% less damage
- The player gains a small aura that applies a powerful heal (does not target the Saint) and strong holy damage
- If Judgement is active, the rate of beams spawning is doubled
- Healing and holy damage are doubled
- Short duration, long cooldown
- Might add another ability
Tier 3: Oracle
- Buff/Debuff/Utility class
- Tier 2 Ability Notes/Upgrades:
- Heal leaves behind a field that increases the attributes of allies by 10% of allocated+class points
- Protection reduces the damage of one additional hit per 20 levels
- Barrier can block projectiles
- Passive: Clear Mind
- Healing life also restores a small amount of mana to the target
- Does not apply to self-healing
- Passive: Battle Sight
- Holy damage applies a stack of Vulnerability to the target
- Applies to all monster types even when Smite is disabled
- Stacks are consumed when the target takes non-holy damage to increase the damage taken
- Each stack increases damage taken by at least 5% (increased by healing)
- Holy Barrage is a simple way to apply several stacks. Holy Beam is the fastest way to build stacks, but requires the player to select both Saint and Oracle.
- Resource: Prophecy Charges
- Prophecy can store up to 3 uses (charges), displayed as a resource
- Recover one charge every 5 minutes (reduced by Dexterity same as a cooldown)
- Active 1: Prophecy
- Applies a powerful attribute-increasing buff to friendly players near the cursor
- Boosts one attribute (selected with another ability) by a large amount
- Scales with level and the Oracles own attributes (not counting bonuses)
- 10 minute duration
- Multiple attributes can be boosted, but the effects on a single attribute do not stack (i.e., cannot boost one attribute twice for double effect)
- Active 1 Alternate: Select Attribute
- Cycles between attributes for Prophecy
- no cost, no cooldown
- A crystal ball hovers beside the Oracle glowing with a colour that indicate the selected attribute
- Ability 2: Reveal
- All enemies in a large radius are illuminated
- If a boss is revealed, then all players have an indicator drawn pointing towards the boss
- Revealed enemies deal less damage for a few seconds
- Enemies that have been revealed have a 10% chance to drop loot twice (do not need to be revealed when defeated)
- Ability 2 Alternate: Destiny
- Nearby players are granted the Destiny status for 5 seconds
- If a player with the Destiny status would die, the status is consumed to prevent the death and heal the player (scales with healing)
- While active, Prophecy bonuses are doubled
- Long cooldown
Musical
Tier 2: Bard
- Resource: Harmonic Power
- Used to maintain Songs
- Capacity increases with level
- Songs
- toggle, songs drain Harmonic Power while active
- applies an effect around the player at fixed intervals (aura)
- Ability 1: Strum
- channel to generate Harmonic Power at the cost of mana
- cannot attack while channeling
- Ability 1 Alternate: Performer
- toggle, must be out of combat
- dramatically reduces all (non-song) damage dealt, but increases the radius and potency of all songs
- would be a toggle passive if I implement that system
- Ability 2: Song 1 (name TBD)
- Ability 2 Alternate: Song 2 (name TBD)
- Passive: Resonance
- the effects of all songs persist for a short time after a target leaves the area
- Passive : name TBD
- while strumming, song radius and effects are magnified
Tier 3: Minstrel
- Ability 1: Song 3 (name TBD)
- increases Agility (movement, dodge, jump, fly)
- might add speed to minions if it’s easy to implement
- Ability 1 Alternate: Song 4 (name TBD)
- Ability 2: Song 5 (name TBD)
- allies deal more damage
- enemies take more damage
- Ability 2 Alternate: Song 6 (name TBD)
- allies take less damage
- enemies deal less damage
- Passive: name TBD
- passively generate a little bit of Harmonic Power
- eventually, enough to maintain one or two songs
Hybrid (use multiple damage types together) (WIP)
Hybrid (tier 2) and Hybrid Prime (tier 3)
- Scales all damage types equally
- Toggle ability to allow damage bonuses from equipment to apply to all damage types (perhaps at 80% value?)
- Has a resource bar for each damage type except minion
- Using a weapon while you have its resource offers a large damage boost
- Using a weapon while its resource is depleted incurs a large damage penalty
- Every time that you use a weapon, its resource will deplete for a few seconds (not based on attack speed or damage dealt)
- When any 2 of the 4 resources are emptied, all 4 resources refill
- The desired effect is that players are rewarded for using multiple damage types (any combination of melee/ranged/magic/thowing) and penalized for using just one
- Trigger a buff on switching held item/weapon. The buff would only affect the new weapon and it would have a weapon-specific cooldown that is longer than the duration. This would reward players for switching weapons frequently while also preventing players from switching right back to the same weapon immediately. Overall, this would offer a way to keep damage up in the short term while you work on emptying the resources in the longer term.
- Some ideas for enhancing this through passives:
- When 1 resource is emptied, the other damage types gain a larger bonus
- Bonus defense while wielding a melee weapon when the melee resource is not empty
- Bonus mana regen when the magic resource is empty (replenish mana after you’ve used magic to empty the resource)
- Note re minions:
- Most minion weapons use a snapshot of the minion damage so including it here would be very overpowered (minions would keep the bonus after the resource is emptied)
- The class will still scale minion damage so you can use minions fairly well alongside the other damage types
Non-Combat Class
Tier 2: Explorer
- A tier 2 class with a max level of 100 (same as tier 3s)
- Power attribute scales fishing power
- Dexterity attribute scales tool use time (pickaxe/axe/hammer/etc)
- Will eventually gain bonuses such as spelunker effect
- Eventually, you’ll be able to gain non-combat xp, but in the meantime you can funnel your orbs into this class (it has fairly low xp requirements)
- Passives to boost build range and speed
- Maybe a resource-harvesting drone???
- When it has line-of-sight to a tree, it’ll fly over and whittle away at it
- When minerals are nearby, it’ll dig its way through the terrain to get to the mineral and then mine it
- Use chopping/mining power equal to best in inventory
- Collect resources for the player (maybe even have a capacity and fly back to owner when full to deposit)
Other/Old ideas (may or may not ever be implemented)
Elementalist
- Damage magic class
- Elemental attunement mini-game. Use the ability to start rotating through 4 elements (fire/water/earth/air). Use the ability again to select the current element. Each element grants a different buff for a duration.
- Selecting opposite elements consecutively (fire+water or earth+air) causes the buff to fail, the history to reset, and might consume life/mana.
- Once you have used all 4 elements at lease once without failing, you will trigger all 4 buffs together for an extended duration.
- Alternatively, the element system could instead store charges rather than trigger buffs. A second ability could be used to release the charges. Releasing charges could trigger large spell effects (meteors, etc). Still, there would be a max of 4 charges and opposite element charges could not be added consecutively. A unique effect would be triggered if you have all 4 elements. Duplicates of the same element would empower that elements effect (e.g., 2 fire + 2 earth = empowered fire and earth effects).
- A tornado ability that pulls monsters in (more suction the closer they are) and deals damage. An upgrade could add lightning. If the charge version of attunement is used then this could be the wind spell.
- Overall, this class offers primarily damage-focused effects at the cost of mana and attention.
- Attunement could be something that you prepare before a difficult fight. During boss fights, it might be challenging to get the attunement that you want with everything else going on.
Elementalist 2 (from Discord suggestion)
Elementalist could have 4 abilities (fire,wind,water,earth) the more he use one element, the more attune he is to that element, giving specific buff and debuff depending on the element: Fire attunement could increase damage by a lot but will cut health regen and reduce defence, Earth would bolster your defense and your health regen but slow you down, Water could increase all the mana variables at the cost of spell power , wind would greatly increase your movements but reduce your defence and, at once point, remove knockback immunity is any and increase knockback when hit
Sage/Seer
- Utility and/or buff and/or debuff class?
- Has a certain number of orbs. An ability is used to fire an orb to the targeted location. Using the ability when all orbs are already out launches the farthest away orb to the cursor location. An alternate ability recalls all orbs. When orbs are moving, they deal damage to anything they pass through.
- Other abilities would trigger on each fielded orb (e.g., create a debuff aura around each orb)
- Maybe a player-cented aura that boosts attributes of nearby allies? The abillity itself could be recast to cycle between the attributes so you could pick what kind of effect to grant? (this could be given to another class if not this one)
Minion Master (weak idea - need something better for making minions interactive) (WIP)
- Gains more control over minions
- An ability to teleport minions to the cursor
- An toggle ability that keeps minions near the player. This can be used to allow grounded ranged minions to be used in the air (e.g., tiki) or to keep minions together when moving.
- An ability that actively commands minions… possibly by throwing them at your enemies. This ability would have a per-minion cooldown. Perhaps the ability would select the minion nearest the cursor and then throw them in the direction that you move the mouse? The goal of the ability would be to have more control over which enemies are being dealt damage and to offer a new way of dealing minion damage. While a minion is being thrown, it would not be attacking normally. Minions with collision damage would lose this while being thrown to prevent dealing both hits. Distance travelled could increase the damage.
- If possible, these abilities will affect sentries
Sentry Class
- Passive (or toggle) to allow sentries to be placed in the air
- Ability that spawns several sentries in a vertical line that attack for a few seconds before disappearing. The sentry placed could be from whichever sentry weapon you held most recently.
Maybe a spirit/necromancer class?
Support
- toggle ability that converts damage bonuses of any weapon type into healing power to allow flexible itemization. This ability cannot be used with the hybrid ability that makes equipment affect all damage types.
- Maybe add a debuff/degen class?
- Maybe a support/minion class that has a healing minion
- An aura class? Might be utility instead of support depending on effect
- an ability that makes barriers around target, break all barriers in time to deal bonus damage (party of objective meant for difficult fights)