tModLoader

tModLoader

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BosoBr0 5 Aug, 2024 @ 11:09pm
[IDEAS] MAGIC, SUMMONING, and CLASSES
I have been ADDICTED to this mod from the get-go and have already sinked in a few hours doing several runs, even getting to the point of nearly no-hitting some bosses (I still need to practice the parasite though). The randomness of runs is still enjoyable enough, though just the limited weapon choice has slowly become more harrowing over time. So, I had a few ideas for some new weapons.

One of the first things that comes to mind is the introduction of full on classes into the game. Classes would work in 3 ways:

  • Each new floor will give a selected class its own unique stat boost
  • Choosing the playstyle at the beginning of the run may be more enticing with more weapons, plus the potential of dual-wielding or dual-classing
  • Increase the droprate of certain class-specific items while decreasing rates or removing class-specific items of classes you aren't currently playing.

Here are the ideas for the classes.

Berserker
WEAPONS: Melee weapons. Remains the same.
PER-FLOOR BUFF: Increases DR by +10 and +5%.
CLASS-SPECIFIC ITEMS:
  • CHANGE THE MAJORITY OF DR ITEMS TO BERSERKER CLASS-SPECIFIC
  • + COMMON Oathsworn Allegiance: Increases weapon size by +30%, and decreases damage by a diminishing amount. Each additional [Oathsworn Allegiance] increases weapon size by a further +20%. (Size change is additive, diminishing damage reduction is 15%, multiplicatively.)
  • + RARE Bloodthirsty Charm: Hitting an enemy will gain a stack of +5% attack speed that lasts 3 seconds. Max 6 stacks. Each additional [Bloodthirsty Charm] increases the stack boost by +2% each and grants +2 max stacks.
  • + LEGENDARY Axe of Perun: Hitting an enemy will destroy 10% of its Max HP (Max: 500% of weapon damage), with a cooldown of 10 seconds. Each additional [Axe of Perun] will destroy 1% more HP (Max: +100% of weapon damage), and reduce the cooldown by 0.5 seconds.

Soldier
WEAPONS: Ranged weapons. Remains the same.
PER-FLOOR BUFF: Increases Critical Rate by +5%.
CLASS-SPECIFIC ITEMS:
  • CHANGE THE MAJORITY OF BULLET-BASED AND CRIT ITEMS TO SOLDIER CLASS-SPECIFIC
  • + COMMON Tag to Kill: Hitting an enemy will cause it to take 10% more damage for 15 seconds. Hitting it again will refresh the cooldown. Each additional [Tag to Kill] increases the damage taken by an affected enemy by +10%.
  • + RARE Ricochet: 10% chance on hitting an enemy to fire an additional shot at a nearby enemy. 150 base damage. Each additional [Ricochet] increases the chance by 10% and +75 base damage.

Magus
WEAPONS:
  • Adaptable Book and Quill: 100 damage fast bolt that bounces/pierces once. Fast speed, low knockback. 10 mana.
  • Adaptable Grifted Stave: 350 damage small radial blast at the cursor. Slow speed, very high knockback. 20 mana.
  • Adaptable Unicorn Horn: Hold click to create a prism-like effect, which increases damage and speed the longer its held. 65 damage minimum, 200 damage maximum/charged. Very slow recast speed, low knockback. Max 20 mana per second. (Basically Last Prism)
PER-FLOOR BUFF: Increases Mana by 25. NOTE: MANA AT START IS 100.
CLASS-SPECIFIC ITEMS:
  • + COMMON Necrotic Scroll: Hitting an enemy will create a skull that will float around before homing in on an enemy, dealing 125 base damage and restoring 2% mana. (Internal cooldown of 0.4 seconds between skulls.) Each additional [Necrotic Scroll] increases the base damage by +50 and mana restoration by 1%.
  • + COMMON Veil of Absorption: Upon getting hit, gain mana equal to 25% of the damage taken. Each additional [Veil of Absorption] increases mana gain by +15% of damage taken.
  • + RARE Mana Pulse: When above 50% mana, magic attacks consume 50% more mana and deal 50% more damage. Each additional [Mana Pulse] decreases the mana consumption by -5% and the bonus damage by +5%.
  • + LEGENDARY Mark of Lucifer: 10% chance to create a Satanic Sigil upon hitting an enemy. Each sigil sustains in the air for 6 seconds in place and will deal 50 damage per tick to any enemy inside of it. (6 ticks per second, separate sigils inflict unique invulnerability frames). Each additional [Mark of Lucifer] increases the chance by +5% and the size of the sigils by +30%.

Dryad
WEAPONS:
  • Adaptable Squirrel Conductor: Fast whip that does 0 damage but medium knockback and summon targeting. Three squirrels follow the user that each deal 75 damage via throwing acorns.
  • Adaptable Dinosaur Whistle: Slow lance that 0 damage but high knockback and summon targeting. Three dinosaurs follow the user that each deal 150 damage via running at enemies. (Only a few enemies and maybe three bosses may have a problem with this, look into other sources of damage!)
  • Adaptable Piloting Kit: A box that does 0 damage but no knockback and summon targeting at any range. Three drones follows the user that deals 100 base damage via close-range flying damage.
PER-FLOOR BUFF: Increases Minions by 1.
CLASS-SPECIFIC ITEMS:
  • + COMMON Tailed Menace: Summon attacks have a 20% chance to whip all enemies in a small radius around the hit for 75 base damage. Each additional [Tailed Menace] will increase the chance by 5% and damage by 40.
  • + COMMON Target-Trained: Summons deal an additional +35% damage to targeted enemies. Each additional [Target-trained] will increase the damage boost by an additional +25%.
  • + RARE Sharpened Claws: Summons have a 10% chance to inflict Injured to enemies on hit. Injured deals 500 damage over a long period of time. Re-applying Injured will remove the initial stack of Injured, and instantly deal the remaining undealt portion of damage. Each additional [Sharpened Claws] will increase the chance of infliction by 5%.
  • + LEGENDARY Charm of Cronos: Non-boss summon targets are slowed by 50%. Every 15 seconds, your current summon target will experience Timelock for 5 seconds. All summon attacks that hit them will deal 25% reduced damage during this. At the end of Timelock, your current summon target will experience Time Reversal for 5 seconds. All summon attacks that hit them will deal 50% increased damage during this. Additional stacks of [Charm of Cronos] increase Time Reversal damage by +30%.

As for additional rules to classes, here's how it'd go.

  • To start a run, a player must choose one weapon from each of two classes. They can have no more, no less.
  • Class-specific items for classes the player has chosen are slightly more likely to appear.
  • Class-specific items for classes the player has not chosen are significantly less likely to appear.
  • Run boosts are specific per-class.

    Now note, some of these ideas are very 'scrappy', as indicated by the Dryad summoner kit not really being that well-put together. These are JUST ideas to get the ball rolling, and some fun ideas for the future of the mod. I bet there's already work on the magic and summon items already, but these are just my ideas.

    Hope you enjoy!
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blue bird hippo 6 Aug, 2024 @ 2:36pm 
i think those are good ideas:steamhappy:
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