#Hey Despot, I got class Ideas
1 messages · Page 1 of 1 (latest)
Honestly, these ideas are a little shitty... maybe... IDK
first of all is bad news, whatever class idea is, it wont be added in game, i would say it ended adding new content (but its just me) so next my thoughts would be like imagine if its added
i guess you arent think about PvP, because if we do, it will break any thinking of what we want to use to run PvE because its surely worse then your classes in case of economy. when newbies luck just appear the only thing it done is forcing all using it or have big disadventage, now its close to useless and its close to unreal making an option instead of necessary or useless.
so in case of PvE like directors cut i would say its like healers, but even better, 1 food for full HP just let you having 100 food and undying team so...
my favourite thing in those ideas is Herbalism because it uses level system at least in some way. everything else is kinda debatable, looks like you had 1 idea and to make it worth class tried to add something ordinary
We need more support classes.
we only have two right now...
Healers and Eggheads
Other classes can support other classes...
i would say that its a great thoughts about game in general, like make humans interact with everything that is not humans, but wont make better in practice
shooters give attack speed for all team
tricksters give evasion
But only Healers and Eggheads can innately support for all
But a mutation is needed for tricksters, and that's a 3rd-biome mutation
But we have very few ways to get more tokens, and we need a class about this
so there we go, the Harvesters!
as i said about newbies luck, sometimes better it to stay that way
i mean we already have practice example what will happen, and i am sure it will be same
why its bad?
I honestly don't know what you are talking about...
i am saying that it can work in directors cut that is made for devs to do anything in PvE only, but surely not in PvP that is thing that made some people play more then 1k hours in game, so in theory with a few conventions it can work, but not further
I'm coming up with more mutations for harvesters, also their Event is in the third biome, where you have to tame a mantrap with a treat made by the agricultural master
Right now, the third biome has only three events, neither of which are classes I like
Fencers die too easily, Fighters make things so hard on healers, and Throwers are just not my thing
i like theorycrafting about despots game, the whole #1024967812155969546 is mine ideas lol, but also i want it make work in regular mode, or made PvP better. i mean its not bad to think about something that wont make regular game better, but for me its like pet dragons mode for minecraft: not bad to exist, but not in vanilla
Do you like the idea of HARVESTER?
in theory with a few conventions it can work in directors cut
i would say that its a great thoughts about game in general
But it also has a direct boost in income on your way to PVP, and the support they can give is absolutely absurd...
On a scale of 0-10, what would you rate Harvester?
Like about how many tokens can you get without needing to buy any food throughout the whole run because your harvesters make the food for your whole team?
in case it can exist PvP 0, it would make it worse
in case its only on directors cut, 7, because why not
Oh, Harvesters are gonna be awesome in KotH
its looks like you dont want to read my big messages, it will mess up PvE for forcing players using them
Like they have access to summoning MANTRAPS!!! the chunkiest unit in the game
aside despot himself
Look to agriculture... it can be powerful!
yeah, unit that has 40k base health and can be increased by summon health up to 500k health that is close to full meganewbie
Do you see the big deal?
look at the balance, it can be broken
But they are expensive for a REASON, they are made to PROFIT!
I mean, the goal of King of the Hill is to get the most broken build ever, right?
do you think everyone always use one class is good?
No, Harvesters are not solo-carriers, because they simply don't have the DPS to suffice, they do have high mana and HP though
its not? i mean most powerful isnt meant broken, this game able players get worse build, but the one who can deal with stronger better so it can win
Plus Mantraps are a formidable threat to fencers and tricksters... do you agree?
for like 5 seasons currently using around 5 tanks for mass taunt is very big adventage, there is no player i know that like the thing that every build use it, its only 5 units with only 1 mutation that make pain for every GM
yes, and fencers and tricksters currently one of the weakest classes in PvP
But the strongest part of Harvesters is locked behind the third biome for a reason
Those cabbages don't mess around
if we talk about PvP, how it change anything?
Mana regeneration, extra max mana... Tolerance...
If your mantrap eats an enemy, then it may just keep on eating them up...
plus it's so easy to make that 40K base health monster a total titan-sized force
so? i am not saying they are bad because weak, i am saying they are bad because will be necessary because so strong, and you keep saying why they strong
Why do you think that... clearly we need an easier way to farm resources, and the ones we got are either all up to luck or just inefficient
do you agree that you want as much as possible tokens for PvP?
Absolutely, that's the whole plan to get as much mutations, because that's Despot's decrees
so if player wants to get tokens, and he will has harvesters, what reason to not use them?
And don't even worry about food with Harvesters, because they can make it for you...
They are expensive to begin with, but the price will pay for itself
We need a better resource-providing class, as Newbie's luck is a good start, is simply not enough... we need to begin farming
like the common Harvester costs 10 tokens, which is SO much in Director's cut btw
ok, lets imagine hammer class, ok it worth x2 from fencers from example, and they will has ability to just do 99999 damage
they are strong, you want it, you will oneshot final boss. but what making it good for game? it will be the only class you use, it will make anything useless
Harvesters, once again...
DPS is not their preference
They like to support allies and make resources for you to use
And when you can, get that Mantrap to max potential...
Beehives are probably your best bet for DPS, but that all relies on your enemy
it example of making something necessary, its not fun when you forced using something
newbies luck is good start
it was very bad start
You can totally not use Harvesters, but just to be sure, you will be leaving behind a potentially better build
yes, but you want as much tokens you can do, so what reason to not use
anything necessary is bad in game with lots of options
But even the ones who can't attack all that much, can just supply enough resources for you to succeed... we don't need to live, we don't need to fight, we just need to provide you with the tools to success...
That's basically the Harvester
It can be tough working with us, especially since we're going to be under attack pretty much all the time, but let's persevere, and endure the pain so we can collect the grain
currently game is puzzle of making PvE the way you get to PvP and get the most resources, you want to destroy the way it makes puzzle, and just force player take class because it will make better result then anything, i am not telling it can beat game itself, i am telling there is no reasons to not use them what is bad
In my Opinion, Newbie's luck is the best mutation in the game... especially in Director's cut, where Newbies are so much better there, not just as infinite ammo for Hail Satan, but also as cannon fodder
You can just get 20 newbies in DC, and you can just keep getting 3+ tokens every new room
But we can do better, with harvesting!
Other than the Mantrap...
thats was happen to newbies luck when it wasnt useless
What the F**K? The heck is wrong with people?
But Mantrap in PVP?... man that's tempting...
looks like you are greenhorn or just dont like PvP itself
I'm not a newbie... i'm an ametuer
because i can see that you are not understand what makes PvP interesting for those people
Harvesters are good on the way to PVP, and they're not useless there... because of the Mantrap...
If they existed, people would like to run Harvesters only for the Mantraps...
worst seasons was when something broken appear and it was necessary to use for PvP, cleansable delayed pain, 99% evasion healers, 2k damage volley, newbies luck, oneshot hail satan and lots of things that i am not remember
they wont like use something they was forced to use
Mantraps are so annoying and the tankiest regular enemy in the game, no other enemy tops them...
And they're not forced to use Harvesters, it's their choice, and they may get a better build without them, WHO KNOWS?
you are saying things that i am not disagree with, i am saying its bad for game itself
you wont get better build because you will has less tokens
you can use harvesters till the end and just sacrifice, so in result you just get more tokens then other way to play
But in that time of getting more tokens, you may lose all your humans, so it rarely works in your favor without anything to defend them
Plus it's just one token, and a small chance to even get it...
dude we have players that can beat game with only chainsaw do you think they wont get option of saving harvesters?
You may not get enough to pay off your funds to Harvesters at the time you beat Despot
Plus Harvesters are melee, and chainsaw and harvester share one common weakness,
There is no good source of food other than food rooms
why its bad again
btw hunger mode dont have a food rooms
also we have no food mode, how they will interact with this mode?
Food is an important resource, and you need it to continue... without a solid source of food, you're run's just F**ked...
and Who plays No food mode anyway?
half GMs that dont care about meta as i know
okay, grandmaster...
or newbies that dont like this mechanic at all
I put my heart into this class, and now you're treating it as trash, not because it's bad, but because it's too good for it's own good
That's what i'm hearing from you?
thats what you hear, but i didnt said
What did you say... are they just bad?
they wont fit PvP is what i say, they can do in DC that dont have it
but they can help you get there...
in fact, that's all they do, is help...
in some cases, Harvesters can come in KotH with "Mantrap Builds"
Because, let's be real, Despot loves his cabbages :)
And Harvesters often deal with agriculture, and their event require's you to tame a Mantrap and bring it back to the Agriculture Master's farmland
i played game when newbies luck was meta, and it was very bad times, and if harvesters will be available in modes with PvP, they will make same situation: they are necessary, or not worth to use in any cases, depends on numbers like how much tokens and how often
But they don't give the crappy items, they just like grow crops to feed the team, or to sell for Tokens
Just like real life farmers
Also there is another whole thread about a fourth biome extension to the 12 level campaign, turning into a 18-level campaing with gemstones, spiders, worms, and sea monsters
the only reason why death knight isnt meta, because making lots of tanks isnt very helpful, and DK itself not very strong, but mantrap has strong magic damage that can scale with player upgrades, and his health scales can be so damn huge, so only thing it can exist is 20 units for mantrap what is very bad because harvesters not doing anything themselfs, you dont want them in PvP
It's not completely reliable, but it's not horrible...
yeah i saw it, and i though i will just put message here and message in it, didnt though you will fight for your child that much
You think that one's trash as well?
because I have a STRONG feeling you're saying yes...
i will say in thread about it
What do you mean about that?
to finish i want to repeat that harvesters can make PvE some new ways to play, but they will broke the game like newbies luck did if you let PvP with it. i am sure someone else will read your idea and gives some thoughts about it
Is Harvesters not a bad class after all?
I mean, it will attempt to help you there
it's not guaranteed, but it will also never happen
Here is how the event is played...
So you walk into a room where a neat house and farm were set up very carefully...
Human-1 - Wow, this place looks neat! How do they manage to live here?
A mantrap sneaks up to Human-2, who is his/her turn to talk now...
Human-2 - I honestly don't know, is there anyone ho-AACH!
The mantrap licked Human-2, but it doesn't chew or swallow... but the humans retaliate and kill the mantrap but then they find out that mantrap didn't harm Human-2
Human-2 - I don't mean to be creepy but, he never chewed once, in fact, he was hugging me with the tongue and cradling me...
then the Master Harvester arrives, and he is pissed...
Master Harvester - What the hell? How dare you kill my pet!
Human-1 - Oh shit, my bad, we didn't know it was yours...
Master Harvester - Well, it's not the end for my world though... as there is a habitat full of these mantraps on this level...
Human-2 - He liked me...
Master Harvester - Yeah, he's a good boy, he only puts humans in his mouth to cuddle with them, he may be a man-eater, but he's never swallowed a soul in his life...
Human-3 - We'll get a new one for you...
Master Harvester - take this treat that I made, I know it's a large slab of meat, but trust me, Mantraps love those...
Human-1 - I'm sorry for misunderstanding...
Master Harvester - Don't care, I just need a new Mantrap, he was getting kinda old anyway, his leaves were starting to wilt away... so thanks for ending his suffering early...
The humans then find the room where the mantraps live, and they see a bluish-green mantrap, one that didn't look like the rest...
Human-2 - Hey, I have something for you!
Human-1 - Don't do it, it's gonna eat you!
Human-2 doesn't listen and hands the slab of meat to the Mantrap, he eats the human and the slab, but he only swallowed the slab, and spat the human out!
Human-2 - That was kinda ticklish... anyways, he should see us as friends now, let's get him to the farmer...
The humans head back to the farmer with the mantrap...
Master Harvester - Hey look at that! A brand new young creature! how was the time walking him over to me...
Human-2 - Oh we've became the best of friends, I don't think that I ever had a more powerful pet than this one, let alone one ever...
Human-2 turns to the mantrap...
Human-2 - alright buddy, I guess this is goodbye... I'll miss you...
The mantrap licked Human-2 and spat him out instantly, saying that he'll miss Human-2 as well, before heading to the farmer...
Master Harvester - Thank you Human-2 for your service, and I have a couple stuff to reward you. Would you like 60 tokens, a beautiful lesson in agriculture, or perhaps your buddy back...
You have three choices...
Tokens: "I'll take the tokens please, take care of my friend well!"
Mutation: "Please give us the lesson, I love agriculture!" You get the Tamed Mantrap Mutation
Keep the buddy: "Really? Thank you so much! sniff You heard that, buddy, let's keep going together!" You keep that mantrap, and it's named after Human-2, and uses the mutations and class of Human-2
Harvesters also have these mutations
Snake Agility
Healthy Fat
Blitz
Thick Skin
Magical Blood
Attack Bonus
Herculean Power
Bash (Shares with Tanks, Fencers, Eggheads)
Last Chance
Ressurection
Second Chance
Cleansing
Mana Burn
Tolerance
Reinforcement (Shares with shooters)
Intimidation (shares with shooters)
Splash (Shares with shooter)
Compensation
Magical Mirror
Magic shield (Stronger on this class, 1000 damage blocked for only 25 mana)
Unique to Harvesters
Meat Recycling - When this unit kills an enemy, gains one food per level
Poisonous Ivy - When attacking, poisons enemies, dealing 300 magic damage every 0.5 seconds for 10 seconds
And there are three mutations that make them offensive units...
The first - "Food Poisoning" where Harvesters run up to enemies and feed them with poisonous food pieces that although increase their armor by 5 for 5 seconds, they take 750 magic damage every 0.5 seconds over 15 seconds...
Next is - "Force Feeding" where Harvesters run up to enemies and stuff them with food, decreasing their attack speed, attack and mana by 50% for 5 seconds costing 2 food and 20 Mana...
the last one is "Mana Harvesting" where Harvesters will spend 200 mana every 30 seconds to burn 40 mana off of enemies in an area (as big as Demoralizing Blow)...
The first two can be found as early as level 5, while the third one is found in levels 9+
@dawn horizon do you see that Harvester's are not totally useless in PVP?
So Harvesters pretty much have the same stuff like Healers and shooters, but a mix between them
Here is another class Idea...
TITANS!!!
High cost, high stats, and most importantly, larger hitboxes!
Common - Robot-Suit, 20 tokens
Attack: +180 + 4%*lvl
Hp: +630 +10%*lvl
Armor: +59
Movement Speed: -30
Attack Speed: -40%
Range: 2
Hitbox: 1x1 tile
Uncommon - Classical Car, 35 tokens
Attack: +80 + 6%*lvl
Hp: +980 +15%*lvl
Armor: +79
Movement Speed:+10
Attack Speed: +200%
Range: 6
Hitbox: 2x2 tiles
Rare - Gigaton Hammer, 55 tokens
Attack: +230 + 8%*lvl
Hp: +1430 +20%*lvl
Armor: +99
Movement Speed: -60
Attack Speed: -80%
Range: 4
Hitbox: 2x2 tiles
Epic - Artillery Bunker, 75 tokens
Attack: +480 + 15%*lvl
Hp: +2930 +30%*lvl
Armor: +149
Movement Speed: -75
Attack Speed: -90%
Range: 20
Ability - "Battery Blast" - Attacks strike in a colossal size area, but once the spot is locked, it cannot be changed, and takes 2 seconds to shoot
Ability - "Risky Management" - If this unit dies, it will explode, dealing 4000 magic damage to everything that's 5 tiles nearby, and you cannot get this item back
Hitbox: 3x3 tiles
Legendary - War Factory, 100 tokens
Attack: +480 + 20%*lvl
Hp: +4930 +50%*lvl
Armor: +199
Movement Speed: -75
Attack Speed: -40%
Range: 4
Ability - "Assemble Machinery" - Automatically summons Juggernaught every 18 seconds, THE Drone every 6 seconds, Model 8 every 48 seconds, and Octoboss every 144 seconds for no mana each... at the start of the battle, all abilities begin in cooldown
Ability - "Tedious Subscription" - Every time you enter a room, you lose 4 tokens, once this unit dies, you cannot get their item back, and if you don't have enough tokens, this unit will lose 8% of its current hp for each token you're missing
Hitbox: 4x4 tiles
Basically, once you have this, you have to pay 4 tokens as upkeep
Class ability - "Omega Reinforcement"
Requirements: 2/3/4/5 unique Titans items on humans at any given time...
Everyone gets 25%/60%/90%/125% more attack, 20/40/70/100 more armor, 100%/250%/400%/600% more health and -25%/-40%/-65%/-95% to incoming healing
Poisonous Ivy: dealing 300 magic damage every 0.5
Food Poisoning: 600 magic damage every 0.5
and you did it again, different number in same thing
lets take least one, 300 damage 20 times is 6000 damage for single unit
mages has around 300*3 (3 is count of mages) damage for lightning and its cooldown around 8 seconds
so your ability makes 20 times more damage then ability that already exist in game
and i wish you read it after thread with new enemies because you made number mess again
if you made all 5 items there is only 15 free space left, like if its support units like their bonus says, what they can support that should has THAT low space, octoclaws is debatable thing but with its size it gives adventage that can worth in in some cases, so it even makes more options instead of buy all 5 always, but in your case i see that you just want big guys in your team and dont care what it will be, and i will say about numbers because you wrote them, model 8 every 48 seconds?! you know it has 800 health and 20 damage right? even if player do summon upgrades we has damn tentacle with 0 cooldown and it cost only 3 space
i see you love despots game, you spending time writing it, you farming hours in steam staying afk with it, and i am really sad that my colleagues didnt write some support by some reason, and i am not telling you to stop all the concepts or something, i am saying that all those numbers not necessary in such concepts and i wont be able to say 80% of my critic if you just say boss slighly more HP then boss of this floor should have because its not moving for example and it WONT make concept worse i would even say that 100% balanced numbers are the same or worse then such figurative expressions
But in this expansion, Despot get's a new form only found on level 18, Despot 10000...
And he expands your army space to 9x9, but has a cap of 54 humans...
Plus it's nice if we have Ultimate classess...
Oh, Titans have the same mutation types as shooters (weaker and worse overall)
And they don't have a class event... @dawn horizon
Also the Harvester's Class event is basically played like this...
You kill a mantrap that licked one of your humans, only to find out that was not only friendly, but also a pet!
Then the farmer asked you to bring a new mantrap to him, using a special slab of meat that he cooked just for them to eat... and marks the location of the Mantrap Patch...
Once you give the slab to the mantrap, the mantrap eats the slab, but also accidentaly eats the human giving it to him as well... but he immediately spat the human out gently, but swallowed the slab of meat... That human also saw the mantrap swallow while it was inside, but he/she keeps it a secret until they return to the Farmer
Food poisoning does cost mana and food, but does a lot more magic damage (750 compared to 300) for a duration of 15 seconds instead of 10
Also War factory Model 8s have 2000 HP and 50 attack compared to normal ones
You're talking like you're selling them lmao
I suggest to re-name despot's game into harvesters' game lmaoo
Why did you put your heart into indie game imbalanced class idea 🥀
what why
Yo I'm kinda late at this topic but anyway
'they're good for regular mode but bad for player vs player mode'
'no they're good for regular mode'
'this is what i'm saying, they're good for regular mode but bad for player vs player mode'
'so you think it's horrible? it's not because they're good for regular mode'
cycled for 10 times
istg i'm just re-reading the same things for about a half of an hour
(i'll keep going)
my only thought all this time was 'imagine what Dayemon would do with that class...'
The idea itself is cool but imbalanced. Me personally thinking that you don't need faming in, you know, battle simulator. Kinda don't fit the game. But I'm not really playing it so I don't think I have a full right to say anything
D3k would MAYBE make it work in second game mode with a change of some mechanics and adding new things, but DG rather no than yes
Finally
A DGs fanfiction
I wanna see this
Nooo I want an event 💔
imagine 5 humans dies because after killing despot there is only 49 space for 54 humans...
49 havesters go brrrrr
Once you return to the farmer, you turn in the mantrap you tamed... but the human actually loved the mantrap, it was a nice pet...
three rewards
Tokens: 60
Agricultural lesson: Obtain the "Tamed Mantrap" mutation
Buddy: You get your buddy back that you have tamed
Herbalism - When Harvesters level up, you gain 4 food (level up to gain food)
Agricultural - When Harvesters collect tokens, you gain units of food equal to the amount of tokens collected (A source of food production)
Healthy Food - Harvesters can assist other humans like Healers, feeding them with a carrot that boosts their armor, attack, attack speed and movement speed by 25% for 10 seconds costing 1 food and 10 Mana, cooldown - 10 seconds (Powerful Pill, but food related)
Medicinal Roots - Harvesters can feed injured humans medicinal roots costing 1 food and 10 mana to cleanse their statuses and heal them to full HP, cooldown - 10 seconds (Cleansing, but food related)
Tamed Mantrap (EVENT MUTATION) - Every 14 Harvesters spend 150 Mana to summon Mantrap every 65 seconds. (Special Agricultural knowledge that is only learned by the Master of Agriculture himself)
Meat Recycling - When this unit kills an enemy, gains one food per level (Convert enemies to meals, the best food source :) )
Poisonous Ivy - When attacking, poisons enemies, dealing 300 magic damage every 0.5 seconds for 10 seconds (Stronger Poison Sweat for Harvesters)
Food Poisoning - Harvesters run up to enemies and feed them with poisonous food pieces that poisons them, targeted enemies take 700 magic damage over 5 seconds... costs 1 food and 10 mana. cooldown - 20 second (stronger Toxic Bandages, but for harvesters)
Force Feeding - Harvesters run up to enemies and stuff them with food, decreasing their attack speed, attack and armor by 50% for 5 seconds costing 2 food and 20 Mana... cooldown - 20 seconds (Overeating can be bad for you, especially if you didn't want to eat it in the first place)
the last one is "Magic Food" where Harvesters will spend 120 mana at the start of the battle to produce 1 unit of food for each (By reversing the process of fasting, you use your magical powers to produce food with your magical properties)
@dawn horizon do you see this?
They can be quite versatile with food
You have all sorts of food generation, and all sorts of stuff where you can use that food for...
Common - Sickle, 10 tokens price
Uncommon - Scissors, 15 tokens price
Rare - Fishing Rod, 21 tokens price
Epic - Druid's Scepter, 28 tokens price
also grants the ability Nature's Revenge - when killed, whoever dealt the final blow will lose all mana before taking them down with this unit
Legendary - Drill, 35 tokens price
also grants the ability Excavation Extremist - this unit has a 35% chance to deal 2.5x damage and if it get's a kill with this, then you earn 5 tokens. But every attack has a 3% chance to spend 1 token
what you want me to see? your idea is bad for me and i dont want to repeat why, there is nothing you can do by slightly changes, try to ping pragma maybe he will say something you would like
@still merlin I have a class here, go to the top and read and share your opinions...
Same with @cedar prism as well...
Thanks for sharing. I like the idea in theory, you could have a support class that helps some meta aspects of your build such as economy and food and there could be some optimization around getting enough harversters, if it makes sense for your build. That said it would be tricky to balance. I think you'd have to make them technically worse than any other classes, but profitable enough that your choices are either:
- Keep the harverster, have a extra money
- Kill harversters after they made profit, use some of your profit to replace with better units.
- Don't use harversters -- but there needs to be an upside here. So most likely to make this work, harverster would have to profit less than replacing them all would cost. Given that you can sell items, I think the profit would have to be pretty low.
Tradeoffs are important because you don't want players to feel like they "have to" use a class. Players like to look at their options and chose based on what they're trying to build. It's tricky to add something in like that now because players have already found pretty optimal ways to play the economy regardless of classes, so having a class that drastically changes the economy would take a lot of balancing efforts.
Spudii had some good points about why it's unlikely to be easily implemented in the current game though. Weird compatibility with No Food mode (and yes, it's pretty popular still. Some people strictly play no food). Sprint mode would also be less effective for them because of a shorter run, less time to harvest. Limited benefits in PVP. So overall it would only work with part of the game, whereas all classes should be at least worth using in each mode.
And also the devs said directly at some point that it's unlikely that they're going to add new classes, even new mutations on existing classes would be a nice surprise if it happens in the near future.
That said I don't think the idea is bad as a mechanic, and could see it work in a future game or maybe even a DLC/in the DC mode/an alternative DC mode where you have to rely on them more somehow. I say keep posting ideas as long as you know there's very limited chances those get implemented. I can tell you're really enthusiastic about it and that's great honestly! Just don't be disappointed if it doesn't get picked up by the devs. But they do read those so maybe it'll inspire them somehow, who knows. Keep making art and theorycrafting, it's fun to read.
Do you like this class...
plus we still have yet to hear from the Queen of healers herself @cedar prism
don't overping, he will answer when he get time for it
yeah it's a novel idea. Balance in this game is hard and very sensitive to even small changes so my balance-related comment are pretty general of new classes. Though personally I would prefer to see new content that enhances the PVP meta more than the PVE. Or a Despot's Game 2 if it ever happens (one can dream)
You didn't asked 'do you like it or no', you asked about opinion, bro
(+ they SAID they do in the very beginning)
Common - Sickle, 10 tokens price
Uncommon - Scissors, 15 tokens price
Rare - Fishing Rod, 21 tokens price
Epic - Druid's Scepter, 28 tokens price
also grants the ability Forest Willows - Summons a ranged, magic damage dealing minion every 25 seconds for 40 mana
Legendary - Drill, 35 tokens price
also grants the ability Drill Rush - Revs the drill to full power, and drives it straight into the enemy army at high speeds, +900% attack during the rush and any enemies in the way will be hit and thrown a little distance. Cooldown - 36 seconds, Mana cost - 100
Exotic - Orb of Reincarnation, 50 tokens price
Also grants the ability Immortality - this unit can never die... as long as it has mana, when mana is lost, only 1 point is lost. You cannot have two of these humans at the same time!
Willows are summons, with a range of 8, attack of 56, attack speed of 1, 0 armor, 1005 health, 100 mana... and launches glowing green fireballs that deal 56 magic damage... it's a green willow wisp...
@still merlin and thank you for supporting my class :)
Oh, and I'll be reworking Titans, no longer taking up too much space, legendary and epic are 3x3, rare and uncommon are 2x2, and common is 1x1...
I'm also making custom EXOTIC rarity items! these ones are given to you by Despot himself when you reach level 9
🟥 Exotic items are exotic, yes...
But they are also extremely expensive, but you will get them back always, and you can only have ONE!!!
Tanks: Netherite Helmet, 53 tokens
Ability: Immovable - cannot be stunned, pushed, knocked down or thrown.
Fencers: Nihilist sword 47 tokens
Ability: Bloody Whetstone - Whenever it loses hp, the next attack will deal damage equal to the amount of health lost. this effect stacks. when attacking, 10% of it's current hitpoints are depleted
Tricksters: Pogo Platform, 43 tokens
Ability: Bounce - Has a 50% chance to spring up into the sky and slam on an enemy, dealing their base attack as magic damage in an area when dodging an attack, when combined with dash, the unit bounces right into the attacker, sending them flying across the room and dealing their base attack as magic damage in an area.
Fighters: Power Pole, 59 tokens
Ability: Crushing Club - Attacks will kill the target in one shot, but will stun the unit for 10 seconds if it lands, doesn't work on Meganewbies, Titans, Tentacles or other humans with Exotic Items
Healers: Crimson Crown, 51 tokens
Ability: Goddess of Healers - Ressurects any one dead ally human with 100% hp every second costing 30 mana.
Note: This is in honor of @cedar prism
Throwers: Catapult, 48 tokens
Ability: Heavy boulder - Instead of throwing bombs, launches boulders that deal 1000% physical damage of the Bomb's damage, and knocks back humans as it rolls around.
Shooters: Particle Accelerator, 54 tokens
Ability: Omni-laser - Attacks have a 10% chance burn all their mana away
Cultists: Pentagram, 66 tokens
Ability: Tentacle Titan - gathers with 6 other cultists and fuses with them into a Tentacle titan, inheriting their Attack, mana, armor, health, etc...
Mages: Jupiter's Wreath, 63 tokens
Ability: Ragnarok - gathers with 6 other mages and conjures a colossal lightning bolt on an enemy, dealing 500% more magic damage in an area, but drains all of their mana.
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Eggheads: Despot 1000, 44 tokens
Ability: Call the Claw! - Calls in a claw to mess with the enemies
Titans: Nuclear Machine, 160 tokens
Ability: Atomic Bomb - when killed, deals 10000 magic damage to all enemies and 2500 magic damage to all allies as well
Sickle:
Hp +130 +(5% x lvl)
Atack power +5 +(3% x lvl)
Armor +9
Movement speed +40
Mana +100
Lore: Sickles are preferably the most common tool in gardening to my knowledge, which seems reasonable for this tier
Pruner:
Hp +280 +(7% x lvl)
Attack Power +12 +(5% x lvl)
Armor +15
Movement speed +40
Mana +100
Lore: It's not every day you see someone gardening with a pruner, hence references it's uncommon rarity.
Fishing Rod:
Hp +430 +(10% x lvl)
Attack power +30 +(9% x lvl)
Attack Speed -60%
Range 5
Armor +24
Movement speed +70
Mana +100
Lore: As a fisherman, you may see some rare fish, ore other kind of spectaular treasures, which is why I say this should be the rare item for this class
Druid's Scepter:
Hp +630 +(25% x lvl)
Attack Power +10 +(2% x lvl)
Attack Speed -20%
Range 3
Armor +35
Movement speed -20
Mana +400
Lore: in legends, druids were believed as an epic encounter, using nature to prosper in magical ways, which makes the epic rarity appropriate for this item!
Drill:
Hp +770 +(12% x lvl)
Attack Power +30 +(10% x lvl)
Attack Speed +400%
Armor +49
Movement speed -30
Mana +100
Lore: In the caves, using a drill is a legendary risk, but pulling through the dangers will grant you with riches so legendary it deserves that kind of rarity
Orb of Reincarnation:
Hp +230 +(30% x lvl)
Attack Power +50 +(10% x lvl)
Attack Speed -50%
Range 4
Armor -99
Movement speed -30
Mana +900
Lore: Reincarnation is an exotic topic, and immortality is not ordinary at all in this reality, more of a paranormal belief, therefore signaling it's exotic rarity
You can only have one though!