Open thewro11 opened 6 months ago
Main class and first sub-class distributed to 3 main to 3 sub-class each. There will be base class of adventurer which can be later changes to ''main class'' or kept the class and advances to their own special category.
Main - 2nd class Warrior = Paladin - Berserker/barbarian - Knight Rouge = Archer - Assassin - Trickster/Jester Mage = Priest - Warlock - Elementalist
Planned to have an Economy/Production class which every class can invest into with their own bonuses that can benefit both in combat - out of combat.
Sub-class
-Blacksmith -Merchant -Alchemist -(and more)
Player skills
Adventurer
Passive skills -? Active skills -Normal attack -Stone throw -Regeneration(give health regen for a short duration)
Warrior
Passive skill -ATK up -Health and Defense UP Active Skill -Heavy strike(Charge up heavy attack, able to hold when moving(Slowed), no cd) -Taunt(Taunt nearby enemies) -Block(Block a portion of damage, no cd) -Rage(ATK up movement speed up)
Rouge
Passive skill -Move Speed up -Attack and Attack speed up -Crit and Crit dmg up Active Skill -Stealth(Turn almost invisible-reducing detection distance) -Knife throw(Throw a knife) -Stab(Deal medium damage, using this on the backside changes stab>backstab, Dealing heavy damage)
Mage
Passive skill -Magic UP -MANA UP -Cooldown rate - up Active Skill -Charges(max of 3, scaling on level(+1/10lv)) -Magic Missile(Homing magic projectile, + amount depends on charges (charges+1)) -Magic Shield, castable on allies(strength depending on charges) -Buff/DeBuff -**
Adventurer++(Name decided on a later date)
Passive skill -Exp up -Drop rate up -Movespeed up -Can use all basic class weapons but not class ''specific skills'' Active Skill -Block(Block a portion of damage, no cd) -Stab(Stab with a knife) -Magic Missile(Homing magic projectile)
Our game is mid-era fantasy; therefore, we need to know that which classes should we have in this game project.
Acceptance Criteria: