My fellow Arealmicans, I present you: Subclasses!
These classes are for people who don’t bother star farming, want to see their class thrive with something else or just tired of the current roster!
Things to note:
~ These classes DO NOT count towards stars acquired through Class Quests.
~ These classes are supposed to have a notable difference from their predecessor, INCLUDING stats.
~ The abilities for these classes DO NOT DROP. You must forge EVERYTHING, including UT’s!
~ These classes aren’t made for newbies.
~ These classes & their abilities aren’t set in stone- just off the top of my head for some classes.
~ There classes are SUPPOSED TO BE balanced to enter the actual game.
~ I AM SURELY NOT WASTING MY TIME MAKING SPRITES FOR ALL THESE CLASSES. IF YOU WISH TO SUBMIT YOUR OWN SPRITES, YOU’RE MORE THAN WELCOME. AS WITH ALL MY IDEAS, I WILL NEVER GIVE IT MY FULL EFFORT AS IT MAY NEVER SEE THE LIGHT OF DAY!
The Forging System:
It has been postponed in my post but I think I’ve found a good balance.
How it works:
To forge ANY Subclass ability, Tier 1 to Tier 6, you must turn in one item of the same tier OR two of the same abilities -1 tier.
If I wanted to forge a T6 Star, I can turn in 2 T5 Orbs or one T6 Orb. Simple as that.
For UT’s, your chance of getting the correct one WILL BE RANDOM.
To forge them, you must forge two TIER 6 SUBCLASS ABILITIES to have a chance at a UT. Pretty straightforward.
Class # 1: Warrior —> Nobleman
Initial Stats | Average at 20 | Base Stat Cap | |
---|---|---|---|
Hit Points |
200 |
675 |
770 |
Magic Points |
100 |
195 |
252 |
Attack |
15 |
40 |
60 |
Defense |
0 |
0 |
20 |
Speed |
7 |
35 |
50 |
Dexterity |
10 |
30 |
45 |
Vitality |
12 |
30 |
45 |
Wisdom |
7 |
25 |
40 |
Ability: Decorated Helmet (different from Warrior’s Helmet)
Tier 6 Ability effect: Grant Armored, Berserk for 2 seconds. Grant 120 HP for 5 seconds.
MP Cost: 160
Stat Bonuses: +10 DEF, + 2 VIT, +2 WIS
Pros:
Can tank like a Knight/Paladin under many circumstances.
More immune to Sick, Bleeding and shotguns.
Can absorb heavy damage for allies.
Cons:
HUGE MP cost. (for balance)
No Team Buffs.
Defenseless when Quieted.
Class # 2: Priest —> Priestess
Initial Stats | Average at 20 | Base Stat Cap | |
---|---|---|---|
Hit Points |
200 |
575 |
670 |
Magic Points |
100 |
290 |
385 |
Attack |
15 |
40 |
50 |
Defense |
0 |
0 |
25 |
Speed |
7 |
35 |
55 |
Dexterity |
10 |
30 |
55 |
Vitality |
12 |
30 |
40 |
Wisdom |
7 |
25 |
75 |
Ability: Holy Charm
Tier 6 Ability effect: Party Healing for 3 seconds. Party HP Increase by 90 for 2 seconds. Damaging to self for 5 seconds.
MP Cost: 120
Stat bonuses: + 2 VIT, +2 WIS, +1 DEF
Pros:
Dishes out more damage with Wand.
Heals over time.
Easy to maintain.
Cons:
Still unforgiving MP costs.
No instant heals except HP boosts.
Class # 3: Wizard —> Elder Wizard
Initial Stats | Average at 20 | Base Stat Cap | |
---|---|---|---|
Hit Points |
200 |
575 |
670 |
Magic Points |
100 |
290 |
385 |
Attack |
15 |
45 |
70 |
Defense |
0 |
0 |
25 |
Speed |
7 |
35 |
50 |
Dexterity |
10 |
40 |
65 |
Vitality |
12 |
30 |
40 |
Wisdom |
7 |
45 |
75 |
Ability: White magic
Tier 6 Ability effect: On cast, fires 5 blasts of light in a cone that deals 200-400 (800-2000) damage. Range: 10
MP Cost: 95
Stat bonuses: +4 VIT, +4 WIS
Pros:
Can shotgun like a Knight with more range.
Less aiming vs Spellbombs for max damage.
High DPS like Wizard.
Cons:
Need to be close up to deal maximum damage.
Increased mana costs.
No defenses.
Class # 4: Archer —> Explosive Archer
Initial Stats | Average at 20 | Base Stat Cap | |
---|---|---|---|
Hit Points |
130 |
605 |
700 |
Magic Points |
100 |
195 |
252 |
Attack |
15 |
40 |
80 |
Defense |
0 |
0 |
25 |
Speed |
7 |
35 |
45 |
Dexterity |
10 |
30 |
50 |
Vitality |
12 |
30 |
40 |
Wisdom |
7 |
25 |
50 |
Ability: Explosive bolt
Tier 6 Ability effect: Fires an explosive arrow that on impact explodes 3 times in an area, dealing 200-250 damage for each explosion. Does not Pierce.
MP Cost: 85
Stat bonuses: +5 ATT, +2 VIT, +2 WIS
Pros:
Higher DPS than Archer with Explosives.
ATT bonuses from ability.
Cons:
No DEX.
Harder to keep enemies still.
Arrows don’t Pierce.
Class # 5: Rogue —> Mastermind
Initial Stats | Average at 20 | Base Stat Cap | |
---|---|---|---|
Hit Points |
130 |
605 |
700 |
Magic Points |
100 |
195 |
252 |
Attack |
15 |
40 |
60 |
Defense |
0 |
0 |
25 |
Speed |
7 |
35 |
60 |
Dexterity |
10 |
30 |
75 |
Vitality |
12 |
30 |
40 |
Wisdom |
7 |
25 |
50 |
Ability: Card deck
Tier 6 Ability effect: Fires 5 cards in a cone that all apply a random status effect for 1 second. Each card deals 100-150 damage. Range: 8.3
MP Cost: 100
Stat Bonuses: +5 WIS, +2 VIT, +3 SPD
Pros:
Elite with debuffs.
Exploits weaknesses of many enemy types.
Extremely high DPS for a Dagger class.
Cons:
Wears Leather as a close range class.
Prone to occasional shotguns while trying to deal damage.
Class # 6: Knight —> Peasant
Initial Stats | Average at 20 | Base Stat Cap | |
---|---|---|---|
Hit Points |
200 |
675 |
770 |
Magic Points |
100 |
195 |
252 |
Attack |
15 |
38 |
50 |
Defense |
0 |
0 |
25 |
Speed |
7 |
35 |
50 |
Dexterity |
10 |
35 |
50 |
Vitality |
12 |
30 |
40 |
Wisdom |
7 |
30 |
50 |
Ability: Round Shield
Tier 6 Ability effect: Fires 2 shots forward that deal 200-240(400-480) damage and stun the enemy for 1 second. Self Buff Berserk and Damaging for 0.5 seconds.
MP Cost: 85
Stat Bonuses: +8 DEF, + 4 VIT + 2 WIS, + 2 ATT
Pros:
Can stun and go Berserk/Damaging right after.
LOW MP costs.
Has great DPS close-up.
Cons:
Much smaller cone for stuns to land.
Less defense than Knight.
Low stun time.
Class # 7: Paladin —> General
Initial Stats | Average at 20 | Base Stat Cap | |
---|---|---|---|
Hit Points |
200 |
675 |
770 |
Magic Points |
100 |
195 |
252 |
Attack |
15 |
40 |
50 |
Defense |
0 |
0 |
15 |
Speed |
7 |
35 |
50 |
Dexterity |
10 |
30 |
45 |
Vitality |
12 |
30 |
40 |
Wisdom |
7 |
25 |
40 |
Ability: Medallion
Tier 6 Ability effect: On key held, expends 60MP/s and increases all stats by 20. On key press, spawns a Flag on cursor. Within 4 tile range, increase all allied stats by 10. Flag lasts 5 seconds. On key release, expends 100 MP to spawn two 50 HP Soldiers that will attack enemies for 60 damage per hit. Lasts 4 seconds. (Flag effect DOES NOT STACK)
MP Cost: 90
Stat Bonuses: +1 DEF, +5 VIT, +6 WIS, +1 ATT
Pros:
Can give himself +20 to all stats.
Can spawn minions to absorb damage.
Can support allies with a Flag for boosted stats.
Amazing backline multirole.
Cons:
Lowest DEF of all 3 Heavy classes.
Terrible frontline potential.
Relies heavily on MP.
Uses close range sword as backline.
Class # 8: Assassin —> Grenadier
THIS CLASS IS BEING REMADE. DO NOT CONSIDER IT IN YOUR POSTS!!
Ability: Grenade
Tier 6 Ability effect: Lobs a grenade that, after 2 seconds, explodes, dealing 200-1000 damage. Damage increases the closer the enemy is to the center of the blast radius. Radius: 6 tiles
MP Cost: 80
Stat Bonuses: + 5 ATT, + 2 VIT, +2 WIS
Pros:
Shares roots with both Huntress and Assassin in terms of damage and control.
Low MP costs.
High explosive radius to hit multiple enemies.
Instant SB damage on a good lob.
Cons:
Takes some precise grenade timing.
Harder to play in some situations- especially for loot.
Class # 9: Necromancer —> Draklelord
Initial Stats | Average at 20 | Base Stat Cap | |
---|---|---|---|
Hit Points |
200 |
575 |
670 |
Magic Points |
100 |
290 |
385 |
Attack |
15 |
40 |
60 |
Defense |
0 |
0 |
30 |
Speed |
7 |
35 |
55 |
Dexterity |
10 |
30 |
60 |
Vitality |
12 |
30 |
40 |
Wisdom |
7 |
35 |
70 |
Ability: Drake Whistle
Tier 6 Ability effect: On cast, spawns three 50HP Drakes with random effects that follow the summoner. Drakes deal 50 DPS each. Lasts 5 seconds. Cannot Stasis, Armor Break, Daze, Stun or Paralyze unless specified. All status effects last 2 seconds. Cooldown: 5 seconds.
MP Cost: 150
Stat Bonuses: +5 WIS, +2 VIT, +3 DEX
Pros:
Applies many different status effects.
Drakes can absorb damage.
Drakes deal damage constantly.
Drakes also have random support abilities.
Cons:
High MP costs.
Can only spawn 3 Drakes at a time.
Summoned Drake is luck of the draw.
Class # 10: Huntress —> Amazonian
Initial Stats | Average at 20 | Base Stat Cap | |
---|---|---|---|
Hit Points |
130 |
605 |
700 |
Magic Points |
100 |
195 |
252 |
Attack |
15 |
40 |
60 |
Defense |
0 |
0 |
35 |
Speed |
7 |
35 |
50 |
Dexterity |
10 |
30 |
50 |
Vitality |
12 |
40 |
60 |
Wisdom |
7 |
25 |
40 |
Ability: Mark
Tier 6 Ability effect: Spawns a Tiger with +150 HP that deals 90 DPS in a small cone. When killed, recover 60 HP.
MP Cost: 140
Stat Bonuses: +6 ATT, +6 VIT, +2 WIS
The difference: This will be the first straightforward summoning class, capable of dispensing damage at a distance while blocking shotguns and enemy rushes. Losing a Tiger also blesses you with some HP to keep you healthy. The MP cost isn’t easily handled by a Leather class without Harleyquinn and Tigers won’t save you from piercing shots! Use them wisely.
Pros:
Can summon tough minions to fight alongside you.
Can prevent some shotguns.
Cons:
Tigers easily killed.
Hard to maintain Tigers when they rush for enemy.
Class # 11: Mystic —> Star Mother
Initial Stats | Average at 20 | Base Stat Cap | |
---|---|---|---|
Hit Points |
200 |
575 |
670 |
Magic Points |
100 |
290 |
385 |
Attack |
15 |
40 |
60 |
Defense |
0 |
0 |
25 |
Speed |
7 |
35 |
50 |
Dexterity |
10 |
30 |
60 |
Vitality |
12 |
30 |
40 |
Wisdom |
7 |
25 |
75 |
Ability: Star
Tier 6 Ability effect: Lobs a bomb that gives allies +40 WIS and +20 VIT for 10 seconds. Stuns enemies for 1 second. Effect does not stack. Radius: 4 Tiles.
MP Cost: 175
Stat Bonuses: + 4 WIS, +2 VIT
Pros:
Ranged stuns AND MP recovery.
Can buff the hell out of a WisMod class.
Cons:
Deals no damage with ability.
Has to wait until bomb impact is made to benefit from it.
Only thrives in groups.
Class # 12: Trickster —> Jester
Initial Stats | Average at 20 | Base Stat Cap | |
---|---|---|---|
Hit Points |
130 |
605 |
700 |
Magic Points |
100 |
195 |
252 |
Attack |
15 |
40 |
65 |
Defense |
0 |
0 |
25 |
Speed |
7 |
35 |
70 |
Dexterity |
10 |
30 |
75 |
Vitality |
12 |
30 |
40 |
Wisdom |
7 |
25 |
50 |
Ability: Wooden Box
Tier 6 Ability effect: Spawns a wooden box that acts as a decoy. Grants Invisibility for 1 second. Decoy lasts 3 seconds. Box explodes after 5 seconds, dealing 100-300 damage.
MP Cost: 80
Stat Bonuses: +5 DEX, +5 SPD, + 2 WIS, + 2 VIT
The difference: This class actually tricks the enemy… Takes the heat off of you and leaves the enemy a little surprise as you make your grand escape. Invisibility for 1 second allows the Jester to rush if MP is managed properly. Decoys still allow enemies to fire and make you more vulnerable to accidental shotguns while rushing past enemies. Cannot teleport like most Prisms allow you to.
Pros:
Can still distract enemies.
Can deal more damage.
Cons:
Cannot teleport.
Prone to slip-ups.
Class # 13: Sorcerer —> Droidweaver
Class # 14: Ninja —> Ghost Ninja
Initial Stats | Average at 20 | Base Stat Cap | |
---|---|---|---|
Hit Points |
130 |
605 |
700 |
Magic Points |
100 |
195 |
252 |
Attack |
15 |
40 |
75 |
Defense |
0 |
0 |
20 |
Speed |
7 |
35 |
70 |
Dexterity |
10 |
30 |
70 |
Vitality |
12 |
30 |
40 |
Wisdom |
7 |
25 |
40 |
Ability: Scroll
Tier 6 Ability effect: While key pressed: Grants Berserk for 40MP/s. Grants Invulnerability for 0.5 seconds. Grants Invisibility for 1 second. Leaves behind a Spirit Bomb similar to Ghostly Prism. Cooldown: 3 seconds.
MP Cost: 130
Stat Bonuses: +3 WIS, +3 ATT, +2 SPD
The difference: This class will be known for it’s ability to ‘drift’ through enemies and then backstab them before they can respond. If they choose to flee, a Spirit Bomb will be laying in wait! When the enemy lets their guard down, you can go Berserk and leave them in pieces. This class may be swift, but doesn’t have Speedy or a ranged ability like a ‘living’ Ninja does, forcing players to rely on the Invulnerability and Invisibility for damage versus some enemies.
I really want to hear what you guys have to say about these classes.
Just remember: I don’t put effort into something that will likely never see the light of day. I do this because I love sharing my creativity with others.
Thank you for reading. Sorry if it looks clumpy; it’s 14 different classes, after all.
Changelog:
Decorated Helm T6 HP gain 150 --> 120
Peasant Buff times 1 --> 0.5 Seconds
General MP/s Key Press 20MP/s --> 60MP/s
General Ability WIS Bonus 8 --> 6 WIS
Grenadier marked for Remake
Typos corrected
Stats added
Added Forging logic