User blog:TheSuperNerd/Hero Classes - Suggestion

Classes are a way of making the game slightly more harder and slightly more interesting.

Having the whole range of equipment and items available to your character removes the challenge somewhat. Example: Wearing full Hellstone armour and switching between the minishark and magic.

The solution to this problem is classes. Optional restrictions to make the game a bit more interesting, to require a little more though than "I've got the best everything ever, I won't die".

The two ways about it would be to have 3 starting classes (Ranged, Melee, Magic) which then specialize after defeating their first boss or gaining so much experience (yay, grind). Or to simply offer a list of classes at the beginning.

Each class gains bonuses similar to that given by reforging, but at a cost of not being able to use/equip certain items. Additionally, when they start and respawn they get a different set of items. The amount of max health gained from life crystals, as well as their overall max health, differs as well.

Example classes:

Hero: No pain, No gain
 * No different to what you have now
 * No bonuses
 * No item restrictions

Bowman: The basic ranged class
 * +#% Ranged Damage
 * +#% Ranged Weapon Velocity
 * +#% Ranged Critical Strike Chance
 * Starts with a wooden bow and 50 arrows.
 * Cannot use melee weapons or magic.
 * Cannot wear Jungle, Meteor/Space, Shadow or Hellstone armour.
 * Can only wear ranged sets with Cobalt, Mythril, Adamantite and Hallowed.
 * Can only use Neutral and Ranged accessories.*
 * Cannot use Tools which double as weapons (The Breaker, Hamaxes...)
 * Starts with +10 max health.
 * Gains 15 max health per crystal, up to 200
 * Gains 0 max mana per crystal, up to 0
 * Can specialize to Hunter, Ranger, Rogue

Squire: The basic melee class
 * +#% Melee Damage
 * +#% Melee Speed
 * +#% Melee Critical Strike Chance
 * Starts with a Wooden Broadsword and Copper Shortsword
 * Cannot use ranged weapons or magic.
 * Cannot wear Jungle, Meteor/Space or Necro armour.
 * Can only wear melee sets with Cobalt, Mythril, Adamantite and Hallowed.
 * Can only use Neutral and Melee accessories.*
 * Starts with +40 max health.
 * Gains 20 max health per crystal, up to 300
 * Gains 0 max mana per crystal, up to 0
 * Can specialize to Warrior, Knight, Swordsman

Apprentice: The basic magic class
 * +#% Magic Damage
 * -#% Magic Mana Cost
 * +#% Magic Critical Chance
 * Starts with low level spell tome (on par with Wooden Bow with Wooden Arrows)
 * Cannot use melee or ranged weapons
 * Cannot wear Necro, Shadow or Hellstone armour.
 * Can only wear magic sets with Cobalt, Mythril, Adamantite and Hallowed
 * Can only use Neutral and Magic accessories.*
 * Cannot use tools which double as weapons (The Breaker, Hamaxes...)
 * Starts with +30 max mana.
 * Gains 10 max health per crystal, up to 150
 * Gains 20 max mana per crystal, up to 150
 * Can specialize to Mage, Sorceror, Wizard

The specializations would change the bonuses and overall max health/mana.

Class Accessories examples:

Neutral
 * Shackle

Melee
 * Cobalt/Obsidian Shield

Ranged
 * Anklet of the Wind
 * Ranger Emblem

Magic
 * Cloud in a Bottle
 * Mana Flower