Realm-Inspired Project Stuff - JohnMH


#1

This project has no name just yet, but I wanted to share what I have so far. I’ve put a fair bit of effort into it, as you can clearly see. It also has a Discord!
I’ll be updating this from time to time whenever I get some new things to add to it. I’ve worked for some time on it already.
No, this would not be a Private Server thing, as it would be using its own assets and none from Realm.

Stats

Health
Required to stay alive.
Can only be increased once Strength, Resistance, Agility, Swiftness, Vivacity and Intelligence are capped.

Mana
Required to use abilities.
Can only be increased once Strength, Resistance, Agility, Swiftness, Vivacity and Intelligence are capped.

Strength
Increases damage per shot. (Attack)

Resistance
Decreases damage from incoming shots. (Defense)

Agility
Increases movement speed. (Speed)

Swiftness
Increases shots per second. (Dexterity)

Vivacity
Increases Health regeneration. (Vitality)

Intelligence
Increases Mana regeneration. (Wisdom)

Fortune
Affects luck-based actions, such as Critical Chance or loot drops.
No potions exist for this stat. It can only be influenced by equipment or consumables.

Critical Chance
While technically not a stat, I want to bring this up still. This is simply a 5% chance that any one of your projectiles will deal double damage.

Attack Forms

Melee

Short range physical attacks.

Weapon Modifiers

  • Corrosive - Short range physical attacks that have poison properties.
  • Razor-Sharp - Short range physical attacks that have double Crit chance.
  • Buster - Short range physical attacks that exchanges attack speed for increased damage per shot.

Ranged

Long range physical attacks.

Weapon Modifiers

  • Penetrative: Long range physical attacks that ignore Resistance stat.
  • Dazing: Long range physical attacks that can sometimes hinder movement and attack speed.
  • Multi-Shot: Long range physical attacks that have a chance to fire multiple projectiles instead of one in a random cluster.

Magic

Any attacks that have astral properties.

Weapon Modifiers

  • Pyromancy: Magic-based attacks that have fire properties.
  • Black Magic: Magic-based attacks that can sometimes inflict Curse on hitting enemies.
  • Bloodlust: Magic-based attacks that increase damage slightly for consecutive hits on a single target.

Mixed

Any attacks that do not have specific properties.

Weapon Modifiers

  • Fierce: Property-less attacks that have slightly increased damage and attack speed.
  • (Unnamed): Property-less attacks that gain more damage out of Critical Hits.
  • Devastating: Property-less attacks that weaken enemies the more they hit them.

Classes

Cleric
Magic Class
Weak to Ranged
Resistant to Magic

Equipment
Wands
Orbs / Skulls
Robes

Base Stats
100 Maximum Health
50 Maximum Mana
15 Strength
0 Resistance
12 Agility
10 Swiftness
10 Vivacity
15 Intelligence

Stat Increase per Level
15-25 Maximum Health
7-13 Maximum Mana
0-2 Strength
0 Resistance
0-2 Agility
0-2 Swiftness
0-2 Vivacity
1-2 Intelligence

Level 20 Average Stats
500 Maximum Health
250 Maximum Mana
35 Strength
0 Resistance
30 Agility
30 Swiftness
30 Vivacity
45 Intelligence

Maximum Stats
600 Maximum Health
300 Maximum Mana
60 Strength
20 Resistance
50 Agility
50 Swiftness
50 Vivacity
75 Intelligence

Warlock
Magic Class
Weak to Ranged
Resistant to Magic

Equipment
Staves
Spells / Concoctions
Robes

Base Stats
100 Maximum Health
50 Maximum Mana
15 Strength
0 Resistance
10 Agility
12 Swiftness
10 Vivacity
12 Intelligence

Stat Increase per Level
15-25 Maximum Health
7-13 Maximum Mana
1-2 Strength
0 Resistance
0-2 Agility
1-2 Swiftness
0-2 Vivacity
0-2 Intelligence

Level 20 Average Stats
500 Maximum Health
250 Maximum Mana
45 Strength
0 Resistance
30 Agility
42 Swiftness
30 Vivacity
32 Intelligence

Maximum Stats
600 Maximum Health
300 Maximum Mana
75 Strength
20 Resistance
50 Agility
60 Swiftness
50 Vivacity
60 Intelligence

Huntsman
Ranged Class
Weak to Melee
Resistant to Ranged

Equipment
Bows
Traps / Cloaks
Tunics

Base Stats
175 Maximum Health
50 Maximum Mana
12 Strength
0 Resistance
12 Agility
12 Swiftness
10 Vivacity
10 Intelligence

Stat Increase per Level
15-25 Maximum Health
3-7 Maximum Mana
1-2 Strength
0 Resistance
1-2 Agility
1-2 Swiftness
0-2 Vivacity
0-2 Intelligence

Level 20 Average Stats
575 Maximum Health
150 Maximum Mana
42 Strength
0 Resistance
42 Agility
42 Swiftness
30 Vivacity
30 Intelligence

Maximum Stats
675 Maximum Health
200 Maximum Mana
60 Strength
30 Resistance
60 Agility
60 Swiftness
50 Vivacity
50 Intelligence

Rogue
Ranged Class
Weak to Melee
Resistant to Ranged

Equipment
Daggers
Sidearms / Powder Kegs
Tunics

Base Stats
175 Maximum Health
50 Maximum Mana
10 Strength
0 Resistance
15 Agility
15 Swiftness
10 Vivacity
10 Intelligence

Stat Increase per Level
15-25 Maximum Health
3-7 Maximum Mana
0-2 Strength
0 Resistance
1-2 Agility
1-2 Swiftness
0-2 Vivacity
0-2 Intelligence

Level 20 Average Stats
575 Maximum Health
150 Maximum Mana
30 Strength
0 Resistance
45 Agility
45 Swiftness
30 Vivacity
30 Intelligence

Maximum Stats
675 Maximum Health
200 Maximum Mana
50 Strength
30 Resistance
75 Agility
75 Swiftness
60 Vivacity
50 Intelligence

Templar
Melee Class
Weak to Magic
Resistant to Melee

Equipment
Swords
Shields / Maces
Chestplates

Base Stats
250 Maximum Health
50 Maximum Mana
15 Strength
0 Resistance
10 Agility
10 Swiftness
15 Vivacity
10 Intelligence

Stat Increase per Level
15-25 Maximum Health
3-7 Maximum Mana
1-2 Strength
0 Resistance
0-2 Agility
0-2 Swiftness
1-2 Vivacity
0-2 Intelligence

Level 20 Average Stats
650 Maximum Health
150 Maximum Mana
45 Strength
0 Resistance
30 Agility
30 Swiftness
45 Vivacity
30 Intelligence

Maximum Stats
750 Maximum Health
200 Maximum Mana
75 Strength
40 Resistance
50 Agility
50 Swiftness
75 Vivacity
50 Intelligence

Samurai
Melee Class
Weak to Magic
Resistant to Melee

Equipment
Katanas
Sheaths / Banners
Chestplates

Base Stats
250 Maximum Health
50 Maximum Mana
12 Strength
0 Resistance
10 Agility
15 Swiftness
10 Vivacity
10 Intelligence

Stat Increase per Level
15-25 Maximum Health
3-7 Maximum Mana
1-2 Strength
0 Resistance
0-2 Agility
1-2 Swiftness
0-2 Vivacity
0-2 Intelligence

Level 20 Average Stats
650 Maximum Health
150 Maximum Mana
42 Strength
0 Resistance
30 Agility
45 Swiftness
30 Vivacity
30 Intelligence

Maximum Stats
750 Maximum Health
200 Maximum Mana
60 Strength
40 Resistance
50 Agility
75 Swiftness
60 Vivacity
50 Intelligence

Sirdar
Mixed Class
No Weaknesses
No Strengths

Equipment
Khopeshes
Spears / Accursers
Shendyts

Base Stats
175 Maximum Health
50 Maximum Mana
10 Strength
0 Resistance
15 Agility
12 Swiftness
15 Vivacity
10 Intelligence

Stat Increase per Level
15-25 Maximum Health
3-7 Maximum Mana
0-2 Strength
0 Resistance
1-2 Agility
0-2 Swiftness
1-2 Vivacity
0-2 Intelligence

Level 20 Average Stats
575 Maximum Health
150 Maximum Mana
30 Strength
0 Resistance
45 Agility
32 Swiftness
45 Vivacity
30 Intelligence

Maximum Stats
675 Maximum Health
200 Maximum Mana
50 Strength
30 Resistance
75 Agility
60 Swiftness
75 Vivacity
50 Intelligence

Ability Breakdown

Brigadier
Mixed Class
No Weaknesses
No Strengths

Equipment
Axes
Helmets / Medallions
Shendyts

Base Stats
175 Maximum Health
50 Maximum Mana
15 Strength
0 Resistance
15 Agility
10 Swiftness
15 Vivacity
10 Intelligence

Stat Increase per Level
15-25 Maximum Health
3-7 Maximum Mana
1-2 Strength
0 Resistance
1-2 Agility
0-2 Swiftness
1-2 Vivacity
0-2 Intelligence

Level 20 Average Stats
575 Maximum Health
150 Maximum Mana
45 Strength
0 Resistance
45 Agility
30 Swiftness
45 Vivacity
30 Intelligence

Maximum Stats
675 Maximum Health
200 Maximum Mana
75 Strength
30 Resistance
75 Agility
50 Swiftness
75 Vivacity
50 Intelligence

Weapons

Wands

Wands are a weapon with extraordinary range, but not all that much attack power. They have a total of 8 Range, being the highest of all ranges in the game, as well as the ability to hit multiple targets - though, be careful, as with each target that it hits, it loses a percentage of its damage due to being a piercing projectile!

Staves

Staves are a perfect mix between strength and range. They fire two parallel projectiles forward with a total of 6.5 Range, and while they do have high damage when both shots hit, they’re harder to both hit at the same time, which can result in lower damage if you don’t aim properly.

Bows

Bows are an all-around solid tool for dealing damage and staying at a distance. They have a total of 6.5 Range, which isn’t something too extraordinary, but they can also pierce enemies and have very notable damage. Since the projectiles are piercing, though, they lose damage when they hit more than one target, so be weary!

Daggers

Daggers may be a bladed weapon, but them counting as ranged has its benefits. They have a solid Range of 5.25, possessing high damage while also having a high damage RANGE, meaning they can hit really hard or really weak depending on if you get lucky or unlucky. Lacking pierce doesn’t matter much, either, due to the damage they deal already.

Swords

Swords have the second shortest range of all weapons at a staggering 3.75, but at the same time, have the second highest damage output of all weapons. They aren’t that special otherwise, but their high damage output makes for aggressive gameplay, and adds lots of variety when combined with their abilities.

Katanas

Katanas are a balanced weapon overall that combines many attributes. It has a solid range of 4.25, as well as a tight damage range with high damage, and adds pierce. Like other piercing projectiles, though, they lose damage as they hit more targets.

Khopeshes

Khopeshes are weapons that do not have a strength or weakness, making them generally very effective against any kind of enemy. They have the most moderate stats out of all weapon types(which includes 5.5 Range), but with the added benefit of ignoring obstacles.

Axes

Axes are the most powerful weapon in the game, having devastating damage at the cost of a lot of its range. Its range sits at 3, the lowest in the game, though all of its projectiles move very quickly to make hitting things much easier.

Abilities

Orbs

Orbs are a simple yet effective tool meant to keep you and your allies alive. Upon use, it will create a small field that will increase Health regeneration by 4x, all with varying durations and ranges.

Skulls

Skulls are a more offensive counterpart to that of the Orb. Upon use, you will summon three skeletal minions that will assist you in combat by attacking any enemies that are nearby. How fast they fire and how much damage they do increases with tier, though duration and range remain consistent. Minion attacks count as Melee damage.

Spells

Spells are a powerful tool for damage. Upon use, they will fire a large bolt outwards in the direction of your cursor, and upon hitting a target or running out of range, it will explode into a ring of smaller projectiles. All of the smaller projectiles can hit multiple targets, and all projectiles will ignore Resistance stat, but aiming is important as spells will not always hit all projectiles! Damage increases very noticeably each tier. Counts as Magic damage.

Concoctions

Concoctions - Concoctions are a solid boost to damage output for the player under the right circumstances. Upon use, the player who used it will transform into a beast who has a completely different attack that depends on the Concoction used. They will all share the same premise: you gain a shotgun of four shot that are dispersed a bit randomly, all of which pierce and deal high damage, but you lose all Resistance during this time. Once the effect ends, you will be unable to attack for one second. The cooldown is 2.5 Seconds longer than the duration, and you cannot use other abilities during this time. Your sprite will change accordingly when a Concoction is used.

Traps

Traps are a skill-oriented tool meant for… well, trapping. Upon use, a small trap is placed on the ground that affects a small area around it… at first. Upon an enemy getting close enough, they burst and paralyze any enemy that’s within a set range around it which extends far beyond the initial radius. Some enemies will be smart enough to avoid it, though, so don’t use it randomly! Counts as Ranged damage.

Cloaks

Cloaks are a powerful tool that aids approaching and getting out of sticky situations. Upon use, the user will go invisible after a short startup delay, and afterwards will be unable to be seen by a vast majority of enemies. Movement speed will be slowed to half during this, and it will last either until the duration runs out - which increases with tier - or if you perform an action, such as using a trap or firing a projectile. Being close enough to certain enemies when going visible will surprise them, leaving them unable to attack for a second or so, too.

Sidearms

Sidearms are unique in their usage compared to other damage-based abilities. Upon holding spacebar, a crosshair will appear on your screen where your cursor is… until it locks onto the target closest to your cursor. Upon releasing spacebar, it will fire at that enemy specifically, dealing high damage and having a high chance to perform a Critical Hit. Counts as Ranged damage.

Powder Kegs

Powder Kegs are also unique in their usage compared to other damage-based abilities. Upon use, they will roll a singular bomb forward that will travel a short distance before exploding into a large AoE. This will not only deal high damage, but also has fire properties, meaning it can light enemies on fire. Despite being physical in nature, it counts as Magic damage due to fire damage.

Shields

Shields are an unstoppable defensive tool if used correctly. Upon use, a shield will be deployed on the user that affects the front half of their hitbox. Any projectile that hits the player’s front half during that time will not deal any damage, but will still apply status effects. At the same time, the player will not be able to use their weapon or move(outside of changing directions, which will be slow). After it’s over, the player can then move and use their weapons again. The duration of the shield increases with tier. Additionally, the player can also cancel the effect at any moment, but they will not get any of their Mana back from doing so.

Maces

Maces are a devastating attack. Upon use, the user will dash forward a little bit before unleashing the mace, swinging it around themselves a few times. As it spins around, it will hit enemies for big damage once per revolution, resulting in three times that it hits. It also does not lose damage for hitting multiple targets, but instead loses damage for each revolution as to not make it too powerful. The user cannot use their weapon during this, but can move around with slowed movement speed while spinning it around. Damage increases with tier, and the duration of each revolution will decrease with tier. Three links will take up one tile of space each, before the macehead will take up one tile as well, making it a total range of 4. Counts as Melee damage.

Sheaths

Sheaths are a tool that’s very strong if timed correctly. Upon use, they will perform a quick check for any projectiles that are very close to the player. If there aren’t any, no Mana will be drained, but a long cooldown will follow. If there are any, however, Mana will be consumed as it deletes any projectiles that are in a slightly extended range, before firing a powerful counter-attack at the enemy that fires a few high damage projectiles. Its damage will increase with tier, and it will count as a Ranged attack.

Banners

Banners are a tool that’s used for inspiring the abilities of allies. Upon use, it will create an AoE around the player that will not affect the player that used it, but will increase the Mana regeneration of allies in the radius by 2x. Only one Banner can be out at a time, but use of Sheaths or Katanas is not prohibited during this time, as to allow tactical play without hindering the player.

Spears

Spears are a ranging tool that also act as a way to hinder enemies. Upon use, a spear will be hurled forward that will only hit one enemy, but will deal high damage and inflict the hit enemy with Slowed and Bleeding. The damage of both the spear and the Bleeding effect will increase with tier. Counts as Ranged damage.

Accursers

Accursers are a tool meant for helping DPS of the group indirectly. Upon use, an AoE will be immediately activated on the cursor for a relatively low range that will make all enemies hit by it Vulnerable and Cursed, reducing their Resistance to 0 and increasing effectiveness of all weapons for a short duration. The duration increases with tier, as does the Damage increase of Cursed.

Helmets

Helmets are a tool used to inspire fellow allies in battle, much like in the original game. Upon use, any player who is near the one who used it will not gain extra attacks per second, but will instead gain extra damage per shot. The user will gain an additional 2x Critical Chance multiplier during the duration. Duration increases with tier.

Medallions

Medallions are a tool that aids everyone in surviving through non-healing means. Upon use, any player who is near the one who used it will have any negative conditions purified, and will be immune to them for a rather short period. Range is moderate, though cost is high. The duration increases only a little bit each tier, as to not make it too powerful.

Armors

Robes

Robes are the armors used by the Cleric and Warlock. They have low Resistance, but start with Intelligence and gain Maximum Mana later down the line as well. Final tier adds extra resistance to Magic attacks.

Tunics

Tunics are the armors used by the Huntsman and Rogue. They have moderate Resistance, and start with a bit of Swiftness, while gaining some Agility at later tiers. Final tier adds extra resistance to Ranged attacks.

Chestplates

Chestplates are the armors used by the Templar and Samurai. They have very high Resistance, but nothing else until the very late tiers, where they gain small amounts of Vivacity. Final tier adds extra resistance to Melee attacks.

Shendyts

Shendyts are the armors used by the Sirdar and Brigadier. They have low Resistance, but adds Maximum Health right away, which increases more than Resistance does. Final tier doesn’t add extra resistance, and instead gains some Intelligence and Vivacity.

Rings

Health/Vivacity

Vivacity rings will increase Vivacity in high amounts, while Health will only come from Amulets.

Mana/Intelligence

Intelligence rings will increase Intelligence in high amounts, while Mana will only come from Amulets.

Resistance/Strength

Resistance and Strength rings will increase their respective stat in moderate amounts and add small hints of Vivacity at later tiers.

Agility/Swiftness

Agility and Swiftness rings will increase their respective stat in moderate amounts and add small hints of Intelligence at later tiers.

Fortune

Fortune rings will only add Fortune in rather small but meaningful amounts.


Edit #1: Small changes to multiple Swords, all Wands, Huntsman’s skin, and two individual shades of Gold and Steel Blue.
Edit #2: Changed Concoction usage, added minor clarification to Cloak breakdown, fixed Rogue being listed as Bandit, changed Leathers to Tunics, changed Heavies to Chestplates.


#2

…wow


#3

sell the spritesheets owo they’re amazing


#4

Epic as always John


#5

Great work! Keep it up.


#6

Did you come up with this in the shower?


#7

Nah. I actually came up with the basics of this - mostly including things not listed here as they’re not concrete yet - after experiencing Solstice in OneShot. It helped me see how much I love RPGs, and I like Realm quite a lot, so… why not combine them, right?

I admittedly went overboard with classes. The last two were on a whim.


#8

Is this a thing for a private server?


#9

bottom text


#10

Oh okay thanks for the clarification


#11

I made some small edits, so… byump time.


#12

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