The Occultist


#1

cursed

The Occultist

(Edit: Buffed Vampirism from 1% steal to 10% steal.)
(Edit #2: Name changed to Occultist. Thanks to Atrapper for the idea. Also, changed some stuff on some curses.)

Default Skin
default

Alternate Skin: Hellspawn
alt

Starting Equips:

  • Fire Wand
  • Black Curse*
  • Empty Robe Slot
  • Empty Accessory Slot

Stats:

Initial Stats Gain Per Level Average at 20 Base Stat Cap
Hit Points 100 20-30 575 670
Magic Points 100 5-15 290 385
Attack 15 1-2 41 65
Defense 0 0 0 25
Speed 10 0-2 29 50
Dexterity 15 1-2 44 75
Vitality 10 0-2 25 40
Wisdom 15 1-2 39 75

Tiered Abilities:

This Wand class is much more DPS-based than the others, with its ability not dealing any damage, but providing a different kind of effect that will make it stand out from all other classes in the game… Vampirism.

Vampirism will make all shots deal 15% more damage while also stealing 10% of the damage dealt as health.

t0
Black Curse, Tier 0

A basic curse that is imbued with dark magic.

Effect on Self:
Vampirism for 1.5 Seconds (+0.1 for every 5 Wis past 40)
MP Cost: 75

t1
Red Star Curse, Tier 1

A curse that steals the solar energy of a dying star to power itself.

Effect on Self:
Vampirism for 1.8 Seconds (+0.15 for every 5 Wis past 40)
MP Cost: 80

t2
Morning Star Curse, Tier 2

A curse that steals the solar energy of a recently-born star to power itself.

Effect on Self:
Vampirism for 2 Seconds (+0.18 for every 5 Wis past 40)
On Equip:
+1 Attack
MP Cost: 85

t3
Diamond Star Curse, Tier 3

An unusual curse that channels into the power of heavily-compressed gems to stay powered.

Effect on Self:
Vampirism for 2.5 Seconds (+0.22 for every 5 Wis past 40)
On Equip:
+2 Attack
MP Cost: 95
Fame Bonus: 1%

t4
Aquatic Curse, Tier 4

A curse that originates within the ship of the elusive Davy Jones. It sometimes screams for no reason in particular.

Effect on Self:
Vampirism for 3 Seconds (+0.27 for every 5 Wis past 40)
On Equip:
+2 Attack
MP Cost: 105
Fame Bonus: 2%

t5
White Magic Curse, Tier 5

Created with white magic to simulate a curse, this source of power has much more strength than others do.

Effect on Self:
Vampirism for 3.5 Seconds (+0.35 for every 5 Wis past 40)
On Equip:
+3 Attack
MP Cost: 115
Fame Bonus: 3%

t6
Curse of the Unknown, Tier 6

This unusually colored physical form of a curse resonates within two separate planes of existence. It was created to punish the sinners of ancient civilizations.

Effect on Self:
Vampirism for 3.5 Seconds (+0.42 for every 5 Wis past 40)
On Equip:
+3 Attack
+2 Wisdom
+2 Vitality
MP Cost: 115
Fame Bonus: 4%

Untiered Abilities

Ancient Curse
Ancient Curse

A dark and mysterious curse that comes from an unknown origin. It carries with it memories of a war that outlasts the existence of even the Mad God.

Effect on Self:
Damaging for 4 Seconds
Dazed for 2 Seconds
Vampirism for 3 Seconds (+0.25 for every 5 Wis past 40)
On Equip:
+5 Attack
-2 Dexterity
MP Cost: 130
Cooldown: 3 Seconds
Fame Bonus: 5%

Curse of Burning Rage
Curse of Burning Rage

This curse mainly consists of flames that never cease to burn. Their elaborate creation shows the willingness of a pyromancer’s mind.

Fires life-stealing shots at enemies
Shots: 4 (10 degrees)
Damage: 150
Range: 6.3
Shot Speed: 14
Shots hit multiple targets
Ignores target defense
Shot Effect:
Steal 40 HP
Slowed for 0.8 Seconds
On Equip:
+4 Dexterity
MP Cost: 125
Cooldown: 1.5 Seconds
Fame Bonus: 5%

Curse of the Negative
Curse of the Negative

A mystic was said to have accidentally created this while tapping into their magic. It’s unusually powerful, but not as a curse.

Party Effect:
Armored for 1.5 Seconds (+0.1 for every 8 Wis past 40) in 2.5 Squares
Vampirism for 3 Seconds (+0.18 for every 8 Wis past 40) in 2.5 Squares
Effect on Self:
Healing for 3 Seconds (+0.18 for every 8 Wis past 40)
On Equip:
+45 Maximum HP
-2 Attack
-1 Dexterity
MP Cost: 130
Cooldown: 3 Seconds
Fame Bonus: 6%

Spirit of Guidance
Spirit of Guidance

A light and airy source of magical energy, said to bring a sense of fulfillment to whoever decides to let it guide them.

While Key Held:
Slow all enemies within 2.5 squares
Vampirism to Self
-15 Speed on Self
-10 Defense on Self
Drain 20 MP/sec
On Equip:
+5 Defense
-5 Speed
Fame Bonus: 6%

Night Terror's Candle
Night Terror’s Candle

A bright and lightweight candle that will lead you through the darkness.

Grenade:
Marked for 3.4 Seconds in 3 Squares
(Marked acts as a weaker curse that heals any player that hits the enemy)
Slowed for 1.8 Seconds in 3 Squares
Party Effect:
Vampirism for 2 Seconds (+0.15 for every 8 Wis past 40) in 2 Squares
Effect on Self:
Berserk for 1 Second (+0.1 for every 8 Wis past 40)
On Equip:
+5 Speed
+5 Wisdom
MP Cost: 135
Cooldown: 2.5 Seconds
Fame Bonus: 6%


#2

Bonus Post:

Inverted Curse of the Negative.

Reversed Curse of the Negative

#3

Cool but take a lil’ break from making ideas lol you should work for DECA


#4
I mean, I wouldn’t mind if you gave 'em a little recommendation. :wink:

#5


was it based off The Lost by any chance


#6

Props for liking the Binding of Isaac, but I don’t see the connection. They’re completely different fundamentally.


#7

I actually really like this class idea! My only concerns are:

1.) How do Damaging and Vampirism stack?

2.) The UT’s, other than Ancient Curse, don’t implement Vampirism (unless you count Marked from Night Terror’s Candle and the life steal from Curse of Burning Rage). In fact, most of them are completely different from tiered Curses. Look at in-game classes: although there are a total of 5 UT/ST Skulls, only 1 of them doesn’t life-steal.
Curse of Burning Rage is fine, imo. It doesn’t have too many gimmicks. Curse of the Negative could give Vampirism to allies. Spirit of Guidance could give Vampirism and -10 Defense (to balance it) while holding down Spacebar (at a high MP cost). Night Terror’s Candle could simply Curse and grant Vampirism. These are all just suggestions, so you can do with them as you please.

3.) The name “The Cursed” sounds very un-Realm-like. What if it was something like “Occultist”, with the alternate skin being “Hellspawn”?

Other than that, this is a great class idea! It’s unique and I could see this being implemented.


#8

Thanks for checking it out! I’ll address the concerns you have.

  • Vampirism and Damaging don’t stack damage; instead, Vampirism will only give the HP steal.
  • That’s the way I intended it to really be like, since I wanted different gimmicks that the class could use. Having the shots of Burning Rage, giving a hefty damage bonus for Ancient Curse while also giving Dazed, making Curse of the Negative act defensively as opposed to offensively, having Spirit of Guidance slow anyone nearby, and having the Candle be a way for everyone to benefit from the idea of Vampirism… they all make the class different in their own way. I’ll address specific items specifically that you gave suggestions on.
  • Negative: I could see that. It would make for an interesting curse while keeping the curse part, so I’ll take that into consideration for sure.
  • Guidance: I could also see this, but I wanted it to slow enemies around the user for a reason, as this would make it an interesting item to use. I may implement those alongside the original effects though.
  • Candle: I put Marked due to the fact that I wanted enemies only within the radius to be able to get affected by the HP steal, making it an aimed attack. By having it grant Curse and Vampirism, you’d have to make the Vampirism a party effect, eliminating the reason I made it.
  • As for the name, that actually sounds like a really cool idea. It’s a yes for me.

Added changes based on the post. Thanks!


#9

me liek! really nicee


#10

This is a cool idea. I like it along with the proposed abilities. The sprite for the class is also a nice cross between sorcerer and necro imo.

Consider throwing your stats into a table like this:

Initial Stats Gain Per Level Average at 20 Base Stat Cap
Hit Points 130 20-30 605 700
Magic Points 100 5-15 290 385
Attack 10 0-2 29 50
Defense 10 0-2 29 50
Speed 10 0-2 29 50
Dexterity 10 0-2 29 50
Vitality 10 0-2 29 50
Wisdom 10 0-2 29 50

Obviously you will need to change the numbers. You can simply copy paste the code below and start filling in the values:

<table style=“width:100%”>

<tr>
<th> </th>
<th>Initial Stats</th>
<th>Gain Per Level</th>
<th>Average at 20</th>
<th>Base Stat Cap</th>
</tr>
<tr>
<td>Hit Points</td>
<td>130</td>
<td>20-30</td>
<td>605</td>
<td>700</td>
</tr>
<tr>
<td>Magic Points</td>
<td>100</td>
<td>5-15</td>
<td>290</td>
<td>385</td>
</tr>
<tr>
<td>Attack</td>
<td>10</td>
<td>0-2</td>
<td>29</td>
<td>50</td>
</tr>
<tr>
<td>Defense</td>
<td>10</td>
<td>0-2</td>
<td>29</td>
<td>50</td>
</tr>
<tr>
<td>Speed</td>
<td>10</td>
<td>0-2</td>
<td>29</td>
<td>50</td>
</tr>
<tr>
<td>Dexterity</td>
<td>10</td>
<td>0-2</td>
<td>29</td>
<td>50</td>
</tr>
<tr>
<td>Vitality</td>
<td>10</td>
<td>0-2</td>
<td>29</td>
<td>50</td>
</tr>
<tr>
<td>Wisdom</td>
<td>10</td>
<td>0-2</td>
<td>29</td>
<td>50</td>
</tr>
<table>

EDIT: There was a minor mistake in it so make sure you copy the correct code, now ^
EDIT 2: This is fairly outdated, but it still may be useful if you’re interested.


You can tell it’s old because some of the formatting is different now. If I were able to go back and edit it I would gladly.


#11

I’m a noob and don’t know how to use tables, so thanks!


#12

A really well thought out idea! I love it!


#13

The sprites are good, and the idea is pretty balanced.


#14

Black eye is too dark, lighten it.


#15

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