tModLoader Class Based RPG Mod

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Hiccup251

Skeletron Prime
This mod allows new characters to choose a class at the beginning of the game - you will start with a blank contract which can be crafted into a contract for any class. Choosing a class will have immediate effects on the character's stats and provide some starting gear. The chosen class will also cause certain stats to grow as the character progresses through the game and kills bosses. Classes now have a unique active ability, bound by default to 'Q'.


OPEN SOURCE: REPOSITORY HERE




IMPORTANT: In game, go to Settings>Controls, and then scroll to the bottom. Under Mod Controls, hit the 'return to defaults' button or bind the hotkey yourself. There's currently a bug with tModLoader that doesn't set hotkeys by default.

Generally speaking, bosses will provide one of two primary stats for a class. When killing the Wall of Flesh and entering hardmode, the character will double the class' starting stat changes. Killing the EoC, Lunatic Cultist, or Moon Lord will generally grant a small bonus to both primary stats, with the Moon Lord giving a larger bonus. To be clear, you will only see stat growth when killing each boss for the first time, so grinding is not a possibility.

So long as you use weapons and tactics suited to your class, your character will be considerably stronger using this mod, especially later in the game. As such, it might be a good idea to use some mods that add difficulty or to play in expert mode.

V0.4.3: Updated to tModloader V0.10. Warp knight ability now travels for only 3 seconds before initiating the teleport if it doesn't hit anything.
V0.4.2.6: Added Warp Knight, Ninja’s Death Mark cooldown 10 >> 15, duration 5 >> 3 sec, pop damage 25% >> 70% + 2%/level. Harpy feather damage scaling increased (exponent 1.6 >> 1.75); Demon fire damage scaling increased (1.6 >> 1.75), base damage decreased 17 >> 16; Sage special damage scaling increased (1.6 >> 1.75); Hallow mage shards damage scaling increased (1.6 >> 1.7); Savage bleed damage reduced by 30%; Monk fist scaling increased (1.6 >> 1.7).
V0.4.2.5: Fixed load error.
V0.4.2.4: Updated to tModloader v0.9.2.1.
V0.4.2.3: Updated to tModLoader v0.9.1, various minor bugfixes.
V0.4.2.2: Fixed Angel and Pharaoh abilities locking up in single player.
V0.4.2.1: Removed increased (infinite) rocket time from Explorer, compensated with better initial mining speed and no loss of damage.
V0.4.2: Updated to tModLoader v0.9.0.2
V0.4.1.2: Fixed Imp minion being broken for Soulbound.
V0.4.1.1: Bugfix for Soulbound active, where minions were not receiving the speed boost.
V0.4.1: Updated to tModLoader v0.8.2.1
V.0.4: Added Celestial, Voidwalker, Moth, and Monk classes. Conjuror active added. Blood knight and Tainted elf can’t be damaged by pre-HM vanilla enemies of their respective biomes after killing EoW/BoC, adjusted damage methods to add variance, synced a bunch of multiplayer things, rewrote damage formulae for a lot of actives to follow a smoother curve with level, Soulbound fixes and active buff.
V0.3.3.3: Updated to tModloader v0.8.2. Fixed Multiplayer bug where players were not leveling up, added dirt block recipe for Info Sheet and improved readability of stat output.
V0.3.3.1: Added Forgotten Journal Page and Character Info Sheet, fixed major bug where several contracts were assigning multiple classes.
V0.3.3: Added Angler class. More fixes for Demon, fix for knight active knockback.
V.0.3.2.4: Added Void Contract to allow removal of class in case of save/load error.
V.0.3.2.3: Multiplayer fixes for some active abilities that had issues.
V.0.3.2.2: Another Demon hotfix. Also fixed Dragoon not getting jump height.
V.0.3.2.1: Hotfix for Demon active ability issues, hopefully all resolved.
V.0.3.2: Actives for Knight, Sage, Savage, and Contracted Sword added. Dragoon and Chronomancer classes added. Bugfixes including broken Level Up text.
V.0.3.1: Actives for Dwarf, Ranger, and Marksman added. Fixed Pirate's Rum-Drunk buff. Demon's flames now ignore tile collisions for 1/4 second after firing.
V.0.3.0: Added active abilities to many classes, LEVEL UP! text upon killing a boss for the first time.
V.0.2.4: Added Dwarf, Blood Knight, Tainted Elf, Hallow Mage, Pharaoh, and Pirate classes, fixed Explorer mining speed issues.
V.0.2.3.1: Touched up Harpy aerial mobility and fixed angel and demon being able to equip wings.
V.0.2.3: Added Harpy, Angel, and Demon classes.
V.0.2.2: Added Merfolk and Werewolf classes, changed Eplorer starting gear.
V.0.2.1: Added Soulbound, Explorer, and Cavalry classes, fixed Fortress max health.
V.0.2: Added Ninja and Savage classes, updated other classes to include throwing damage in "all other damage."

Starting Items: Iron Broadsword
Choosing this class will grant: 5 defense, +5% melee damage, -10% all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +4 defense or +4% melee damage.
Active: Forces his will into the form of a shield for several seconds. The shield angles toward your cursor, damaging enemies based on defense, melee damage, and level, also destroying any hostile projectiles that hit it.
Starting Items: Zombie Arm
Choosing this class will grant: 5% melee speed, crit chance, and damage; -10% all other damage, -20 max mana.
Upon killing a boss for the first time, you will generally get a bonus of: +4% melee speed or damage.
Active: Enter a blood rage for 20 seconds, taking damage over time but gaining 10% melee crit, a 1.1x multiplier to your melee damage bonus, and 5% melee lifesteal. Damage taken over time is increased with level to compensate for lifesteal.
Starting Items: Full Iron Armor
Choosing this class will grant: 5 defense, 20 max life, 100% thorns, higher chance of being targeted, and -10% to all damage.
Upon killing a boss for the first time, you will generally get a bonus of: 4 defense or 20 max life.
Active: Stone self for 4 seconds, gaining massive damage reduction. When you break out of the stone, gain bonus damage for 6 seconds relative to the damage you took while stoned.
Starting Items: Mana Crystal, Amethyst Staff
Choosing this class will grant: +20 max mana, +5% magic damage, + 2 mana regen, and -10% to all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: 20 max mana or +4% magic damage.
Active: Charge a spell by holding the active key, reaching max charge in 2 seconds. Releasing the spell will fire 1-3 stars (based on charge) that scale with magic damage, charge (+66% at max), and level. Casting this spell costs 20 max mana, but the stars can be collected after they collide with a tile. Taking damage while charging will interrupt your concentration, giving you a reduced cooldown before you can attempt to cast again.
Starting Items: Ebonwood Sword
Choosing this class will grant: +5% melee and magic damage, +3 defense, and -20% to all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +3% melee and magic damage or +2 defense.
Active: Cut max mana in half for 10 seconds, adding your magic damage bonus to your melee damage.
Starting Items: Slime Staff
Choosing this class will grant: +5% minion damage, +1 max minion, -10% to all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +4% minion damage.
Active: Creates a crystal at the cursor location that slowly drains life from enemies. When it expires, the drained life is used to buff the damage of minions for the next 10 seconds.
NOTE: Bonus minion damage will not take effect for most mod minions that fire projectiles, because there is no generalized way to detect them. If any mod creators / anyone with the source for those mods wishes for compatibility, send me a list of projectile names to be included.
Starting Items: Wand of Sparking
Choosing this class will grant: +5% magic and minion damage, -20% to all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +4% magic or minion damage.
Active: Sacrifice all minions, gaining +10% magic damage each for 8 seconds.
Starting Items: Tungsten Shortsword
Choosing this class will grant: +5% melee and minion damage, -20% to all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +4% melee or minion damage.
Active: Sends a contracted spirit knight charging forward, knocking enemies back. Enemies may be carried back, struck several times. Each hit reduces enemy defense by 10% permanently (not including bosses).
Sprite done by @MenacingMerlin
Starting Items: Flintlock Pistol and 50 musket balls
Choosing this class will grant: +5% ranged and minion damage, -20% to all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +4% ranged or minion damage.
Active: Miniature portals gather above you over time. Use this ability to activate a portal at your cursor for 10 seconds. Portals shoot toward your cursor when firing a ranged weapon, dealing (40% + minion damage bonus / 5) of the base damage. For each portal active, lose 10% all damage. Maximum number of portals held and rate at which they spawn increase with level.
NOTE: Due to the way the Shoot() hook is set up, not all weapons will be compatible. This will hopefully be fixed in a later version of tModLoader.
Starting Items: Lead bow and 100 flaming arrows
Choosing this class will grant: +5% ranged damage and crit chance
Upon killing a boss for the first time, you will generally get a bonus of: +4% ranged crit or damage.
Active: Focus, granting +15% ranged crit chance and gaining a 20% chance to deal double damage when landing a critical strike. If you double your damage, you have another 20% chance to further double it, and so on.
Starting Items: Boreal wood bow with 100 wooden arrows and a Spear.
Choosing this class will grant: +5% melee and ranged damage, +5% move speed and max run speed, -20% to all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +3% ranged and melee damage, or + 3% move speed and max move speed.
Active: Step into another plane as you tune your senses. Enemies cannot hurt you for 5 seconds or until you try to use an item. During this time, you are invisible and can sense enemies and traps.
Starting Items: Iron bow with 100 wooden arrows and a wand of sparking.
Choosing this class will grant: +5% ranged and magic damage, +3 armor penetration, -20% to all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +3% ranged and magic damage, or +2 armor penetration.
Active: Imbues your ranged weapon, causing it to consume 1/3 of your current mana in exchange for great damage when firing. Number of imbued shots and damage bonus scale with level.
NOTE: Due to the way the Shoot() hook is set up, not all weapons will be compatible. This will hopefully be fixed in a later version of tModLoader.
Starting Items: 30 javelins.
Choosing this class will grant: +5% throwing damage and crit, +10% throwing velocity, -10% to all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +4% throwing damage, +4% throwing crit.
Active: Bleed yourself with a ritual knife, causing thrown weapons for the next 15 seconds to be covered in cursed blood. Enemies hit will, for 4 seconds, deal 20% reduced damage, take 10% more damage, and suffer a damage over time effect that scales with level, thrown damage, and thrown crit. The damage over time stacks up to 4 times, and each hit resets the debuff to 4 seconds.
Starting Items: 100 shuriken.
Choosing this class will grant: +5% melee and throwing damage, +5% throwing velocity, reduced chance of being targeted, -20% to all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +4% thrown damage and velocity or +4% melee damage.
Active: Throws a shadowy shuriken that marks its target for death. After 3 seconds, the mark activates, dealing 10 + (70% + 2%/level) of the damage it took while bearing the mark.
Starting Items: Slime staff.
Choosing this class will grant: +5% minion damage, -10% all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +4% minion damage.
Special: Minion damage bonus calculated as (1 + .5(max minions - 1)) (minion damage bonus). Can only summon one minion.
Active: Curses the player for 10 seconds. During this time, your minion doubles its speed (and projectile fire rate) and deals +(10+3*level)% bonus damage.
NOTE: Bonus minion damage will not take effect for most mod minions that fire projectiles, because there is no generalized way to detect them. If any mod creators / anyone with the source for those mods wishes for compatibility, send me a list of projectile names to be included.
Starting Items: Hook, Mining Helmet, 20 Spelunker glowsticks.
Choosing this class will grant: +1 block placement range, +20% jump speed boost, movement speed, and max run speed, +1 life regen, +60 wing time, +20% pick speed.
Upon killing a boss for the first time, you will generally get a bonus of: +1 block placement range, +1 life regen, +5% jump speed boost; +5% movement speed, and max run speed, +30 wing time, +5% pick speed.
Active: Teleports the player as if a teleportation potion had been used.
Starting Items: Fuzzy Carrot.
Choosing this class will grant: +5% melee, ranged, and magic damage, +2 defense.
Upon killing a boss for the first time, you will generally get a bonus of: +2% melee, ranged, and magic damage, and +1 defense.
Special: Only gets these bonuses while mounted.
Active: Charges forward, damaging enemies based on horizontal speed. Damage scales with level and melee damage.
Starting Items: Jellyfish necklace.
Choosing this class will grant: +6% melee, ranged, and magic damage, +4 defense, +2 life regen, increased gravity and fallspeed, 30% increased movespeed and max run speed.
Upon killing a boss for the first time, you will generally get a bonus of: +3% melee, ranged, and magic damage, and +1 defense.
Special: Only gets these bonuses while in water or in rain; takes 10% extra damage and has halved regen when not in water.
Active: Calls rain for a few minutes, allowing the player to gain combat bonuses even when out of water. Note that rain will have no effect if you are below the surface.
Starting Items: Shackle.
Choosing this class will grant: +5% melee damage and speed, +2% melee crit, +3 defense, +1 life regen, + 5% movespeed and max run speed.
Upon killing a boss for the first time, you will generally get a bonus of: +2% melee damage and speed, +1 defense, +1% movespeed and max run speed; half of the bosses also grant +1% melee crit.
Special: Turn into a werewolf at night. Only gets these bonuses at night.
Active: Become a werewolf even during the day for 2 minutes. When the time expires, melee damage is slightly weakened for 1 minute.
Starting Items: 50 Rotten Eggs.
Choosing this class will grant: +4% thrown and ranged damage, -10% all other damage, increased handling while flying.
Upon killing a boss for the first time, you will generally get a bonus of: +2.5% thrown and ranged damage, or +5/6 seconds air time, +.6 (~8.5%) max horizontal flight speed, and increased handling while flying.
Special: Has wings with base air time of 2 seconds and base max speed of 7. Only gets bonuses while in the air. Takes 20% extra damage and has 30% reduced movespeed while on the ground.
Active: Fires a spread of feathers. Damage, speed, and number of feathers increases with level. Damage scales with the higher of Ranged and Thrown damage bonus.
Starting Items: Angel Halo.
Choosing this class will grant: +5% minion and magic damage, -10% all other damage, increased handling while flying.
Upon killing a boss for the first time, you will generally get a bonus of: +4% minion and magic damage, or +.5 seconds air time, +.4 (6.4%) max horizontal flight speed, and increased handling while flying.
Special: Has wings with base air time of 1 second and base max speed of 6.25. Has 10% reduced max health before buffs and equipment.
Active: Shine with holy radiance for 10 seconds, healing yourself and nearby players and damaging nearby enemies over time. Damage, healing, and effect size increase with level. Damage and healing scale with magic damage.
Starting Items: Obsidian Skull.
Choosing this class will grant: +5% melee and magic damage, -10% all other damage, increased handling while flying.
Upon killing a boss for the first time, you will generally get a bonus of: +4% melee and magic damage, or +.5 seconds air time, +.4 (6.4%) max horizontal flight speed, and increased handling while flying.
Special: Has wings with base air time of 1 second and base max speed of 6.25. Has 20% reduced max mana before buffs and equipment.
Active: Tiny, demonic flames gather near the Demon over time. These flames can be fired toward the cursor, but will also strike enemies they contact while hovering near the player. Damage, max number, and spawn rate of flames scale with level. Damage scales with magic damage.
Starting Items: 30 Bombs, Flare gun, 30 Flares, Ginger beard.
Choosing this class will grant: +5% melee, throwing and ranged damage, +3 defense, +20 max life.
Upon killing a boss for the first time, you will generally get a bonus of: +4% melee, throwing, and ranged damage, or +2 defense and 20 max life.
Special: Only gets these bonuses when in the Cavern layer. Mines 10% faster.
Active: Take a swig of a hardy Dwarven Stout, granting you your class bonuses for a time even if you aren't underground, but losing some defense. Gain damage and temporary max life if also in the cavern layer. This buff overrides Tipsy.
Starting Items: Shadewood sword, 10 crimson seeds.
Choosing this class will grant: +5% melee damage, +1 life regen, -10% all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +2% melee damage, or +.5 life regen.
Special: Bonuses triple in Crimson, with the added bonus of accelerated natural life regen.
Active: Channels terrible power into a roar that damages and knocks back nearby enemies, spreading crimson. Damage scales with level and melee damage.
Starting Items: Ebonwood bow, 50 unholy arrows, 10 corrupt seeds.
Choosing this class will grant: +2% ranged crit, + 6% ranged* and arrow* damage, -10% all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +1% ranged crit and +3% ranged* and arrow* damage.
Special: Bonuses with an asterisk * are only active in the corruption. Note that ranged and arrow damage scale multiplicatively.
Active: The next arrow fired will be an empowered unholy arrow that deals double damage and corrupts tiles it strikes.
Starting Items: Amethyst staff, 10 hallowed seeds.
Choosing this class will grant: +5% magic damage, +1 mana regen, +1 mana regen*, +2 magic crit*, reduced mana regen delay*, -10% all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +2% magic damage or +1 mana regen.
Special: Bonuses with an asterisk * are only active in the hallow. Other bonuses are tripled in Hallow.
Active: Fires a stream of crystal shards over a brief period that convert tiles struck to Hallow. Damage, speed, and number increase with level.
Starting Items: Pharaoh vanity set, Flying carpet.
Choosing this class will grant: +10% magic damage, +10 max mana*, +15% mana cost, -10% all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +3% magic damage, +4% mana cost, +5 max mana*.
Special: Bonuses with an asterisk * are only active in the desert. Magic damage bonus tripled in desert.
Active: Calls a miniature sandstorm around himself, granting magic damage boost as if he were in the desert. If the ability is used in the desert, magic damage bonus is further multiplied by 1.3x for the duration. Enemies caught in the sandstorm will take magic damage and be knocked back slightly.
Starting Items: Buccaneer vanity set, Flintlock pistol, 24 musket balls.
Choosing this class will grant: +4% melee speed and damage, +4% ranged damage, +10 fishing skill, +6% melee* and bullet* damage, -20% all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +2% melee damage and speed, +4% melee damage*, or +2% ranged damage and +4% bullet damage*.
Special: Bonuses with an asterisk * are only active by the Ocean.
Active: If near the ocean, calls cannon fire to rain down upon the earth. Number and damage of cannonballs scale with level, damage scales with ranged. If too far from the ocean for support, instead drinks a bottle of rum for melee and bullet bonuses (though defense also takes a hit), scaling with level. This buff overrides Tipsy.
Starting Items: Spear.
Choosing this class will grant: +5% melee damage, 1.3x jump speed and max fall speed, 1.1x movespeed and max run speed, -10% all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +4% melee damage, or 1.15x jump speed and max fall speed, 1.05x movespeed and max run speed.
Special: Deals more melee damage and takes less damage while falling, scaling with velocity. Takes no fall damage.
Active: Charge up a powerful leap, maxing charge at 2 seconds. Jump height scales with level, charge, and jump speed. Bonuses normally gained while falling are significantly increased for this leap, and max fall speed is multiplied by 1.5x.
Starting Items: Gold Watch.
Choosing this class will grant: +5% magic damage, +3 mana regen bonus, - 10% all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +4% magic damage, or + 2 mana regen bonus.
Active: First cast: Tear a gap in time at your location for 10 seconds. 2 seconds must pass before the second cast.
Second cast: Return to the gap in time with a massive explosion, dealing huge damage scaling from magic damage, magic crit, and level. The level scaling of this ability is considerably higher than that of most other abilities. In addition to this damage, any wounds received since tearing the gap in time are healed. No effect if you are already at or above the health you had when tearing the gap.
Starting Items: Angler hat, Reinforced fishing pole, Bug net.
Choosing this class will grant: +10 fishing skill, -10% all damage.
Upon killing a boss for the first time, you will generally get a bonus of: +5 fishing skill.
Active: Throw a piece of magic shark bait. The enemy hit by the bait will attract a shark, regardless of any nearby water (don't ask how). The shark leaps up, chomping on the enemy (and anything nearby), knocking it up into the air and dealing damage scaling with level and fishing power. This includes current bait and fishing rod in the calculation. The shark deals half damage on the way down.
Starting Items: Fallen Star.
Choosing this class will grant: +20 max mana, +1 bonus level, -10% all damage.
Upon killing a boss for the first time, you will generally get a bonus of: +20 max mana or +1 bonus level.
Active: Toggled; while active, drains 15 mana/sec. Stars expand their orbit to double the distance, gaining vastly increased speed and damage.
Special: Constantly orbited by stars that deal damage and have crit chance based off the player's highest damage/crit stat (excludes minion damage) and level. Starts with 1 star, gains a new star for every 3 levels. Stars do not proc enemy piercing invincibility, akin to luminite bullets. Orbit distance increases with level to accommodate additional stars.
Starting Items: Ebonwood Sword.
Choosing this class will grant: +5% melee and magic damage, +10 max mana, -20% to all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +10 mana or +3% melee and magic damage.
Active: Teleport toward cursor location, with max range increasing with level, dealing area damage around your new location. If cast again within 10 seconds, damage increases by 33% and mana cost increases by 20, stacking indefinitely. After 3 stacks, player will start taking damage (+1/20 max hp, stacking up to 1/5 max hp) on cast. Base mana cost of 15. Base cooldown of 8 seconds, -.5 sec/level (min 1 sec). Damage scales with level and the higher of player magic and melee damage and the higher of magic and melee crit chance.
Starting Items: Flask of Poison.
Choosing this class will grant: +1 bonus level.
Upon killing a boss for the first time, you will generally get a bonus of: +2/3 seconds air time, +.6 (~9.6%) max horizontal flight speed, and increased handling or +1 bonus level.
Active: Toggled ability. While inactive, generates a stock of poison spores up to a max that scales with level. While active, flapping your wings will release poison spores, consuming the stock built up. Spores are also generated while active, but at a very slow rate. Spores fall slowly downward, damaging and poisoning enemies touched for 4 seconds. Damage of spores and poison scales only with level.
Special: All damage inflicted on enemies applies a multiplier any DoT effects on that enemy. Multiplier scales with level. Class starts with Wings with base air time of 1.5 sec and base max speed of 6.25.
Starting Items: None.
Choosing this class will grant: +10% melee damage, +5% melee crit, +8 defense, +1 life regen, enhanced natural regen speed.
Upon killing a boss for the first time, you will generally get a bonus of: +6% melee damage and +3% melee crit chance, or +6 defense, +1 life regen, and enhanced natural regen speed.
Active: A short range palm strike enhanced by the Monk's intense willpower. The first enemy struck will be sent flying back, damaging any enemies in its path. The enemy is stunned for the duration of the knockback. Damage of both the strike and enemy collision scales with melee damage and level. Knockback speed scales with level. Collision damage is increased by enemy damage. If the enemy would be killed by the palm strike, it instead deals 1 damage and kills the enemy at the end of its knockback. Strike deals 2x damage to enemies immune to its effects (immune to knockback).
Special: Bonuses are only active if the player is wearing no armor (head, chest, legs), even in vanity. Additionally, damage taken is reduced by (2*level)%, calculated before defense.
Starting Items: Spear
Choosing this class will grant: +5% melee and magic damage, -20% to all other damage.
Upon killing a boss for the first time, you will generally get a bonus of: +2% melee and magic damage.
Active: Fire a bolt toward your cursor. If it hits an enemy, you warp to that enemy, gaining brief invulnerability and a considerable melee damage buff. If it hits terrain, you warp to the terrain and regain 30% of your missing mana. Damage, melee buff magnitude, and cooldown improve with level.
More niche classes that afford certain styles of play may be added.
Download Here
or on the mod browser
 
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nice! maybe there should be a ninja class, too, with bonuses like being ignored by monsters, higher melee speed/damage, throwing damage, etc.
 
It's built for tModLoader v.8.0.0, the current version.
Okays i'll start a play through in a couple on mins o.o i dunno i think you may have gone a bit overboard with the damage reductions.. also maybe consider a yoyo only class? So like minus damage for not using anything that doesn't have a yoyo?
 
Updated to the latest version, and added Savage (throwing) and Ninja (melee and throwing).

Due to the way this mod saves and loads data, it's possible that you'll lose your class when updating. I added some code to avoid crashes if data is lost, at least. If you do lose your class, you should be able to get a new one by using a cheat mod to get a new contract, and then going back and killing any bosses you already killed.

That said, I'm pretty sure there won't be any issues. My characters from the last version retained their class and levels through the update.
 
Nice mod. Ideas in the Spoiler.

I would change the Contracted Sword into a Mercenary...

I would also make the Ranger a Ranged/Summon hybrid and make an Arbalest or Soldier into the Ranged/Melee hybrid. You know, uniformed men with riffles on arm and shortswords under their belts?

Rogue or Bandit are viable names for Ranged/Thrown hybrid. They love stealing stuff through any means at low risk if possible.

You're also missing a Jack-of-all-Trades-and-Master-of-None class, usually a Bard or Freelancer. Making that one gain a 1% bonus to all damage would suffice.

Seeing as you chose an offensive, speed and defensive variants of melee classes, perhaps doing the same to other classes would fare well as well?

For example:
#A ranged class which lowers attack speed, but increases damage and penetration each level (Sniper)
#A ranged class with lower base damage than usual, but continually increasing attack speed and velocity (Artillery)
#A summon class which concentrates power on a single minion and cant summon more than one (Avatar/Cultist)
#A magic class that gives up magical power in exchange for increased mana regen and lower mana cost (Sorcerer)
#A magic class that thrives for absolute power at the cost of vast mana (Diabolist/Wizard/Warlock)
#A melee class that gives up defense, movement speed and attack speed in exchange for massive power and penetration (Barbarian)
#A melee class with lower defenses and attack power, but good movement speed and great critical strike (Assasin)
#A melee class that sacrifices atk and speed for some defense and life regen (Paladin)
#A class that becomes stronger without armor or accesories equipped (Monk)
#A ranged class that gives up damage for decreased ammo consumption and increased chance of arrows dropping as items when used (Hunter)
#A class that gives up on combat bonuses in exchange for increased Mining Speed, Tool Power, and Movement Speed (Explorer/Adventurer)
#A class that thrives on trade and increased drop rates in exchange for being frail (Merchant)
#A class that gains addional stats all around, but only while mounted (Cavalier/Cavalry)
 
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I have a problem, i just defeated EoC with fortress class and my stats were extremely high (talking about 200000+ HP)
 
I have a problem, i just defeated EoC with fortress class and my stats were extremely high (talking about 200000+ HP)
Well, I made a pretty big error there just by leaving off a "2". The update for killing EoC was giving +10 max HP per frame forever, since I was changing statLifeMax instead of statLifeMax2. I've fixed it for the next update, thanks for reporting this.
 
So...some random thoughts.

When I think of a "Savage", I think of a tribal hunter armed with a spear and javelins. Whereas, to me Ninjas are more generalists, shown using everything from blowguns and straightswords to grenades and "ninja magic". I personally think it might be more thematic, therefore, to make the Savage the Melee Hybrid class, and give the Ninja a speed buff and high crit chance with all weapons, at the cost of not being good with any (jack of all trades, master of none). For a purely throwing class, you could have a Grenadier, and perhaps an Anarchist/Firebrand as a hybrid throwing-summoner class (on the idea that they they summon an "angry mob" of minions)?
 
New update up, adding the Soulbound, Explorer, and Cavalry classes. The Soulbound is a pure summoner class that gets big damage boosts for having high max minions, but can only summon one. The Explorer gains mobility, mining speed, and life regen in exchange for damage. The cavalry gains defense, melee, ranged, and magic damage, but only while mounted.

So...some random thoughts.

When I think of a "Savage", I think of a tribal hunter armed with a spear and javelins. Whereas, to me Ninjas are more generalists, shown using everything from blowguns and straightswords to grenades and "ninja magic". I personally think it might be more thematic, therefore, to make the Savage the Melee Hybrid class, and give the Ninja a speed buff and high crit chance with all weapons, at the cost of not being good with any (jack of all trades, master of none). For a purely throwing class, you could have a Grenadier, and perhaps an Anarchist/Firebrand as a hybrid throwing-summoner class (on the idea that they they summon an "angry mob" of minions)?

I don't really agree with your first couple points, at least not enough to change anything. I do like the Anarchist idea, though - it could start with several molotovs.
 
New update up, adding the Soulbound, Explorer, and Cavalry classes. The Soulbound is a pure summoner class that gets big damage boosts for having high max minions, but can only summon one. The Explorer gains mobility, mining speed, and life regen in exchange for damage. The cavalry gains defense, melee, ranged, and magic damage, but only while mounted.



I don't really agree with your first couple points, at least not enough to change anything. I do like the Anarchist idea, though - it could start with several molotovs.


You placed the Cavalry inside the Explorer...

How about a class related to the ocean, getting swimming, additional breathing, bonuses on water and minuses on dry land? Diver? Submariner? Sailor?

Oh and fishing power!
 
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you mean like a mermain or mermaid?
Huh, there's an idea. I could potentially have a merman and werewolf class, where the merman always looks like a merman and gets the relevant water bonuses, and the werewolf behaves as if it were always wearing a moon charm. Could be pretty cool for roleplaying purposes, maybe give them even greater bonuses in water/at night.
 
The one problem I can see with a water set is that it would be pretty situational for normal play. Cavalry works because there's such a wide variety of mounts that you can have one for any environment, pretty much. Water would be limited on when you could use it, so you'd mostly be taking penalties - meaning the bonuses would likely either be less than useful for when you get them, or so powerful that building a boss arena to take advantage of them could be unfair...possibly. Balance is tricky. The other problem is the need for "quality of life" buffs to make water survivable for a specialized class would either make water-based accessories obsolete, or the accessories would make them obsolete. Admittedly not as big a deal since most classes have equipment that they eventually grow out of.

Giving explorers an extra jump/jump height in water might be something, though. Not full swim ability, but the ability to get themselves out more easily. That, or longer breath meter. I know, they're kind of stacked heavily as-is, but since it's mostly non-combat stuff, giving them a bit easier time getting to the loot and materials to compensate only seems fair.
 
The one problem I can see with a water set is that it would be pretty situational for normal play. Cavalry works because there's such a wide variety of mounts that you can have one for any environment, pretty much. Water would be limited on when you could use it, so you'd mostly be taking penalties - meaning the bonuses would likely either be less than useful for when you get them, or so powerful that building a boss arena to take advantage of them could be unfair...possibly. Balance is tricky. The other problem is the need for "quality of life" buffs to make water survivable for a specialized class would either make water-based accessories obsolete, or the accessories would make them obsolete. Admittedly not as big a deal since most classes have equipment that they eventually grow out of.

Giving explorers an extra jump/jump height in water might be something, though. Not full swim ability, but the ability to get themselves out more easily. That, or longer breath meter. I know, they're kind of stacked heavily as-is, but since it's mostly non-combat stuff, giving them a bit easier time getting to the loot and materials to compensate only seems fair.

Ultimately, this is a role-playing mod. While balance is a point, it's already the case that the classes focusing on damage for one class will always be stronger than the hybrid classes at peak. That's fine; they should be rewarded for their inflexibility. If I were to add a Merman class, it would be much the same way. With greater benefits than any other class while in water, they have high peak power in exchange for inflexibility - that's often how roleplaying happens.

Anyway, making some accessories obsolete isn't an issue. There's always competition for accessory slots, and no class should feel as if their bonuses are wasted simply because there's an accessory that does the same thing - it just means that they can use that slot for something else.

For explorers, I'm considering replacing the rope with a hook. The big draw of the class is having an easier time mining/exploring, especially early on when it's more tedious. A starting hook would mean that the primary goal is to go mine some iron/lead and get yourself an early grappling hook, which is really all you need for spelunking.
 
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