So I was sitting on a chair thinking about a class that could use a staff and wear heavy armor. With long range, heavy damage, and loads of defense, I figured it could be overpowered when used correctly. Then I got the idea of the Spellblade as I did some research on the Internet.
Spellblade
The Spellblade is a fearless guardian that is a master at both mythical magic and the art of combat and war. He wields a sword for a weapon and wears heavy armor for defense. For his ability, he uses Plasma, a sacred energy that is granted to only the bravest and wisest warriors of battle.
Equipment slots and starting gear
Sword: Short Sword
Plasma: Plasma of the Apprentice
Heavy Armor: None
Ring: None
Initial Stats
Hit Points: 200
Magic Points: 100
Attack: 15
Defense: 0
Speed: 9
Dexterity: 10
Vitality: 7
Wisdom: 10
Gain Per Level
Hit Points: 10 to 20
Magic Points: 2 to 4
Attack: 1 to 3
Defense: 0
Speed: 0 to 2
Dexterity: 0 to 2
Vitality: 0 to 2
Wisdom: 1 to 3
Average at 20
Hit Points: 485
Magic Points: 157
Attack: 53
Defense: 0
Speed: 28
Dexterity: 29
Vitality: 26
Wisdom: 48
Base Stat Cap
Hit Points: 605
Magic Points: 252
Attack: 70
Defense: 34
Speed: 51
Dexterity: 50
Vitality: 80
Wisdom: 70
Tips
An extremely weak class when not maxed, using this class in its early stages can be very frustrating. Maxing does take a while for this class, but it will pay off. The Spellblade’s ability, Plasma, is a powerful energy that deals AoE like the Skull, but does not absorb the HP of monsters. Instead of healing the user, it deals more damage. Thus, it is more efficient against tougher monsters like gods and bosses. However, when your HP bar is low, remember that Plasma is useless when you need healing. Using Plasma makes the avatar throw a plasma ball in a similar way of throwing Poison.
Character Skins
Dark Slayer Skin
900 Realm Gold
Red Rider Skin
1200 Realm Gold
Plasma
Plasma of the Apprentice
A basic sphere of plasma used by apprentices and beginners.
Tier: 0
MP Cost: 50
Damage: 65
Stat Bonus: None
Radius: 3.2 tiles
Feed Power: 5
Plasma of the Crimson Rider
A scarlet energy wielded by daring adventurers.
Tier: 1
MP Cost: 55
Damage: 85
Stat Bonus: +10 HP
Radius: 3.2 tiles
Feed Power: 10
Ariel Plasma
An energy that has the matching enthusiasm and excitement of the bright sky.
Tier: 2
MP Cost: 60
Damage: 120
Stat Bonus: +20 HP
Radius: 3.2 tiles
Feed Power: 20
Plasma of Frost
An ancient energy used for freezing runaway captives for sacrificial ceremonies.
Tier: 3
MP Cost: 65
Damage: 165
Stat Bonus: +40 HP
Radius: 3.8 tiles
Feed Power: 45
Plasma of Purified Gold
A beautiful ball of plasma that shows signs of wealth and high ranking.
Tier: 4
MP Cost: 75
Damage: 210
Stat Bonus: +30 HP, +30 MP
Radius: 3.8
Feed Power: 90
Plasma of Neon Light
Comes from neon shooting stars that fall at the ground every two centuries.
Tier: 5
MP Cost: 85
Damage: 325
Stat Bonus: +30 HP, +30 MP, +2 VIT
Radius: 4.2
Feed Power: 185
Plasma of Fateful Destiny
This plasma will aid you. It will protect you. It will guide you to your destiny.
Tier: 6
MP Cost: 95
Damage: 360
Stat Bonus: +50 HP, +30 MP, +4 VIT
Radius: 4.2
Feed Power: 380
Plasma of Crystal Hope
Hope can never fade away when crystallized.
Tier: UT
MP Cost: 80
Damage: 175
Stat Bonus: +7 VIT
Radius: 5.2
Feed Power: 340
Drops From: Esben the Unwilling
Plasma of Brazen Dawn
A bold and shameless power that will stop at nothing to protect its user.
Tier: UT
MP Cost: 110
Damage: 375
Stat Bonus: +6 DEX, +4 SPD
Radius: 3.3 tiles
Feed Power: 395
Drop From: Lord Ruthven
Note From Creator: Some of the abilities in RealmEye have all of these impossible equations and whatnot in their stats, and I didn’t want to confuse a bunch of people, so I just put the real numbers alone. I apologize for the…unrealistic stats. I WILL EDIT AS TIME GOES.