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Hero Classes - Suggestion

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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.
Gains bonuses from 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 10 max mana per crystal, up to 20
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.
Gains bonuses from Melee accessories.*
Starts with +40 max health.
Gains 20 max health per crystal, up to 300
Gains 10 max mana per crystal, up to 20
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
Gains bonuses from 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: The bonus increases the armour/percent of an item.

Melee

Cobalt/Obsidian Shield

Ranged

Anklet of the Wind
Ranger Emblem

Magic

Cloud in a Bottle
Mana Flower

EDIT/NOTE: I am actually using these classes. I have three characters who correspond to the three classes mentioned above. This is without the bonuses applied. I restrict their equipment/development myself.

They can quite easily handle themselves and with the boosts from the bonuses would be even more deadly.

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