#Idk random cool thread (of possible doom)

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warm drift
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Esoterist
70% base resistance, high damaging mid-range

  • Uses a tome as a weapon, main attack is a long range projectile that is immune to gravity and gains increased velocity in it's lifespan.
    Primary spells are:
  • multi hit "curse" attack.
  • movement spell launches up 3 blocks up before gliding forwards with meh speed but little minimum virtical drop-off (18 blocks effective distance) controlled with looking up or down "glide?".
  • high damaging FIREBALL!!
  • long range glowing effect with debuff "research".

Thaumaturge :
Boring support class that deals consistent damage and amplifies weakness, promoting the use of different tomes for different elemental damage.

  • "research" applies debuff that adds bursts of damage whenever you reach a certain % of your dps done as damage and increased the effectiveness of elemental weakness (rainbow weapons big nono must find solution).

  • NEEDS mirror that creates 1 (one) clone on movement spell that becomes "real" once you move or get damaged (sneaking instead consumes clone without moving you?).

  • FIREBALL becomes homing?

  • choosing trinkets that make you defensive/offensive/supportive (can only pick one).

  • "Curse" applies personal elemental weakness to every enemy and attacks for more ticks faster, (resource based on damage amplified?). enemies gain debuffs based on your trinkets once a threshold(?) is reached. (might change to different elemental damage done).

Scholar :
changes how spells attack for an adaptive playstyle, being able to swap between "mana gain", "burst" and "multihit" on all spells for unique attacks.

  • hitting enemies with "curse" makes letters attack others enemies nearby.

  • "dragonsbreath" attack with "multihit" enabled after casting fireball that burns targets and makes them explode on death.

  • "curse" with multihit attacks faster for a longer time but damage is reduced (only on main spell

#
  • gets "mana regeneration" spell type which do less damage but absorb mana into your tome, which will be consumed to half the spell cost (after multi use spells). new resource "pulse" to store the mana in (does not decay)

  • "burst" NEEDS a lot of "pulse" to cast but transforms attacks into hyper damaging spells (even movement spell) that cause a temporary cooldown on receiving "pulse"

Fleshmancer :
Summons Zombies with different roles to aid and protect in combat, defensive with self regen
zombies have very little health and take damage based on your health pool (before resistances)
10% of your hp or less = no damage
more than 50% = 2 damage
more than 100% = 5 damage
Zombies have limited vision and will not attack freely.

  • "fireball" loses some offensive capabilities, becoming a short-range "fissure", summoning two zombies with 6 hp where it impacts. (max 6 summons at once) uses 20% of your hp and 2 "flesh" (max 8) that regenerates on its own or on killing a mob. (3 zombie grooks with 4 hp with scholar)

  • hitting an enemy with "curse" summons a zombie knight from the ground with 15 hp and takes 4 flesh each to summon.

  • "knowledge" becomes a projectile and can now only affect one mob but your summons deal increased damage to it and can gain unlimited vision towards attacking it. shift casting "knowledge" makes zombies walk towards you and use their hp to give you instant health and regenerate some "flesh".

  • "glide" summons zombie seagulls with 1 hp that explode on death.

  • max summon cap increased

  • shift casting spells uses double the "flesh", health and summon space to summon more powerful forms (zombie -> feral zombie, zombie seagull -> corrupt eye, knight zombie -> zombie troll) there can only be 2 active at once.