Class selection improvement (part 1)
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@@ -2,26 +2,28 @@ Combat/health: Warrior
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Melee: Fists
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Melee weapons: Axe, sword, spear
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Spear has large reach
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Sword can stab (ignore block)
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Sword can stab (ignore block, bad vs dodge (undead))
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Axe hits harder
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Roughly require the same mats
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Armour
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Head, torso, legs, arms
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Torso gives general protection
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Torso gives general protection (damage reduction)
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Head prevents concussion
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Arms and legs prevent broken limbs
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Can wear strong (metal) armour but non-combat allies can only wear weak (leather) armour
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Carries pills that buff health temporarily
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Also negates half the effects of broken limbs/concussions
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Losing buff cannot kill a player
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Weapons and armour have durability and must be remade every so often.
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Buff increases max and current health, but only decreases max health when it expires (serves as slow healing)
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Weapons and armour have durability and must be remade every so often
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Combat/health: Paladin
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Melee: Hammer
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Melee: Hammer (can't lose it, main weapon)
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Mending magic
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Healing magic is less powerful than most
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Smite magic, anti-undead
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Also a big sword, generates a lot of aggro
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Also a shield
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Has to worry about mana, more of a tank-style; recharges slowly but he can cast a lot in a burst
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Has to worry about mana, more of a tank-style; recharges slowly but can cast a lot in a burst
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Reliant on mana potions
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Weapons and armour have durability and must be remade every so often.
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Weapons and armour have durability and must be remade every so often
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