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These idea are not final. If you have feedback or ideas, please share them on our Discord.

Ability Slots:

Abilities should do one or more of the following:

Definition of Channelling:

2 Types of Damage Bonuses


Starting Class

Tier 1: Novice


Close Range (not just melee)

Tier 2: Warrior

Tier 3: Blood Knight

Tier 3: Guardian (WIP)

Tier 3: Berserker


Projectile (not just ranged)

Tier 2: Artillery

Tier 3: Sniper

Tier 3: Tinkerer

Tier 3: Chrono


Trickery

Tier 2: Rogue

Tier 3: Shadow

Tier 3: Assassin


Minion (pure minion stuff)

Tier 2: Summoner

Tier 3: Soul Binder

Tier 3: Tactician


Utility (all damage types)

Tier 2: Traveler

Tier 3: Controller


Holy

Tier 2: Cleric

Tier 3: Saint

Tier 3: Oracle

Musical

Tier 2: Bard

Tier 3: Minstrel


Hybrid (use multiple damage types together) (WIP)

Hybrid (tier 2) and Hybrid Prime (tier 3)


Non-Combat Class

Tier 2: Explorer


Other/Old ideas (may or may not ever be implemented)

Elementalist

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

Minion Master (weak idea - need something better for making minions interactive) (WIP)

Sentry Class

Maybe a spirit/necromancer class?

Support