Here it is, a breakdown of all the new class designs for the upcoming release of this hack! Currently, I don't have non-top-tier classes listed, and I don't have the exact elemental resists decided, but other than that, the information is complete.
Paladin: Holy knights who excel at smiting evil. Paladins have strong resistance to Black and dish out a White elemental melee that deals extra damage to evil creatures. In the backrow, Paladins get 3 heals for supporting allies or banishing undead.
Movement Type: Plains
Stat Growth: +6 HP, +3 Str, +2 Agi, +2 Int
Defenses: P: 53, F: 23, C: 40, E: 38, B: 75, W: 59
Front: 3x Smite (White, Str-based, melee attack. Power: 90% (130% vs. enemies with less than 30 White resist))
Back: 3x Healing (Power: 100%)
Evil One: Dark knights who specialize in destroying holy. Evil Ones have strong resistance to White and dish out a Black elemental melee that deals extra damage to divine beings. In the backrow, Evil Ones use a savage hit-all attack that reduces the effectiveness of healing on everyone it hits.
Movement Type: Mountains
Stat Growth: +6 HP, +3 Str, +2 Agi, +2 Int
Defenses: P: 54, F: 45, C: 39, E: 24, B: 60, W: 76
Front: 3x Chop (Black, Str-based, melee attack. Power: 90% (130% vs. enemies with less than 30 Black resist))
Back: 1x Ruin (Phys, Str-based, AoE attack. Debuffs healing. Power: 100%)
Samurai Master: Warriors who excel at swordplay. They are more dexterous than their armored peers, but at the cost of a bit of survivability. In the backrow, they unleash a devastating Iainuki wave that obliterates targets with low defense, at the cost of some of their own HP. However, Iainuki is not very effective against durable targets.
Movement Type: Plains
Stat Growth: +5 HP, +3 Str, +3 Agi, +2 Int
Defenses: P: 52, F: 39, C: 42, E: 47, B: 21, W: 69
Front: 3x Slash (Phys, Str-based, melee attack. Power: 100%)
Back: 1x Iainuki (Phys, Str-based, ranged attack. Penetration: 80%, Power: 300%)
Ninja Master: Assassins capable of striking the back line. They are adept at both physical and magical attacks, but suffer from low defenses and HP. In the backrow, they wield potent ninja magic that has a chance to strike all enemies.
Movement Type: Forest
Stat Growth: +3 HP, +3 Str, +4 Agi, +3 Int
Defenses: P: 38, F: 49, C: 36, E: 46, B: 52, W: 42
Front: 3x Shuriken (Phys, Str-based, ranged attack. Power: 100%)
Back: 3x Ninjutsu 5/7 chance of (Fire/Elec, Int-based, ranged attack. Power: 100%) 2/7 chance of (Fire/Elec, Int-based, AoE attack. Power: 75%)
Beast Master: Specialized warriors skilled at training and combating beasts. They provide a bonus to beasts they lead and also deal bonus damage to enemy beasts. In the backrow, they inspire an ally to perform better in combat. This buff has the same effect as Faerie's Kiss buff.
Movement Type: Plains
Stat Growth: +6 HP, +3 Str, +2 Agi, +2 Int
Defenses: P: 50, F: 39, C: 24, E: 46, B: 52, W: 42
Passive: Beasts led by Beast Masters deal 15% more damage and receive 15% less. This effect is halved on beasts located in a row behind the Beast Master.
Front: 3x Whip (Phys, Str-based, melee attack. Power: 90% (130% vs. beasts))
Back: 1x Inspire (Buffs an ally to deal 20% more damage and receive 20% less) followed by 2x Whip (" ")
Doll Master: Alchemists capable of assaulting foes with acid, healing, and controlling living dolls called golems. They provide a bonus to golems they lead, and their acid is capable of penetrating a golem's hard skin.
Movement Type: Plains
Stat Growth: +4 HP, +2 Str, +3 Agi, +3 Int
Defenses: P: 36, F: 51, C: 47, E: 42, B: 22, W: 59
Passive: Golems led by Doll Masters deal 15% more damage and receive 15% less. This effect is halved on golems located in a row behind the Doll Master.
Front: 2x Healing (Power: 100%)
Back: 1x Dissolve (Phys, Int-based, AoE attack. Power: 90%. Acid attacks ignore 25% of a golem's defense) followed by 2x Healing
Lich: Undead wizards who have given themselves to darkness in order to obtain power. They wield powerful magic in the backrow, and can dispel undead with a mere look in the front. They use Black and Cold magic in the backrow, and are weak to White and Fire in return.
Movement Type: Plains
Stat Growth: +2 HP, +1 Str, +2 Agi, +4 Int
Defenses: P: 44, F: 38, C: 90, E: 48, B: 96, W: 10
Front: 2x Cold Eye (White, Int-based, ranged attack. Power: 100%)
Back: 2x Dark Arts (Cold/Black, Int-based, AoE attack. Power: 75%)
Vampyre: Powerful revenants that wield dark magic and can drain the life force of their enemies. In the frontrow, their life-draining powers sustain them, giving Vampyres the ability to deal damage while soaking extra punishment. In the backrow, they can charm enemies into fighting for your cause, and finish off any weakened enemies with dark magic. Vampyres are quite powerful at night, but during the day they are incapable of performing any actions.
Movement Type: Forest
Stat Growth: +4 HP, +3 Str, +2 Agi, +4 Int
Defenses: P: 63, F: 60, C: 80, E: 48, B: 85, W: 15
Front: 3x Life Suck (Black, Str-based, melee attack. Power: 100%)
Back: 2x Charm followed by 1x Culling (Destroys all enemies below 25 + 2*Vampyre's level in HP. Works on bosses.)
Weretiger: Fearsome brawlers with physical ability beyond those of any other humanoid. They boast impressive strength and dexterity along with solid defenses all while getting a whopping 4 attacks in both rows. The only downside is that their abilities are lackluster during their daytime human form.
Movement Type: Forest
Stat Growth: +5 HP, +3 Str, +3 Agi, +2 Int
Defenses: P: 65, F: 66, C: 28, E: 67, B: 76, W: 30
Front: 4x Smash (Phys, Str-based, melee attack. Power: 100%)
Back: 4x Smash (" ")
Infected: The daytime form of Weretigers and Werewolves. They are generally unimpressive compared to their nightstalker forms, having the defenses of a standard Fighter, and only 2 attacks.
Movement Type: Plains
Stat Growth: +5 HP, +3 Str, +3 Agi, +2 Int
Front: 2x Slash (Phys, Str-based, melee attack. Power: 100%)
Back: 2x Slash (" ")
Wraith: Undead, skeleton warriors that have returned to fight once more. Wraiths are completely impervious to non-White damage, but holy powers can dispel them in a single shot. In the frontrow, they fight at a level comparable to human warriors. In the backrow, they can savage the enemy rear line with ranged attacks.
Movement Type: Plains
Stat Growth: +0 HP, +4 Str, +2 Agi, +1 Int
Defenses: P: 100, F: 100, C: 100, E: 100, B: 100, W: 0
Front: 3x Slash (Phys, Str-based, melee attack. Power: 100%)
Back: 3x Rot (Black, Str-based, ranged attack. Power: 100%)
Phantom: Revenant mages that have returned to curse the living. Phantoms are completely impervious to non-White damage, but holy powers can dispel them in a single shot. In the frontrow, they can cast a single, powerful Black spell, and in the back they can get a whopping three of them.
Movement Type: Low Sky (Cannot lift others)
Stat Growth: +0 HP, +1 Str, +3 Agi, +5 Int
Defenses: P: 100, F: 100, C: 100, E: 100, B: 100, W: 0
Front: 1x Curse (Black, Int-based, ranged attack. Power: 100%)
Back: 3x Curse (" ")
Diana: A deftly skilled sharp shooter capable of sniping flying units. They fire off targeted shots in either row, but get more of them in back. Their strength and dexterity ensures some decent damage against just about anything, but they deal bonus damage to flying enemies.
Movement Type: Forest
Stat Growth: +4 HP, +3 Str, +4 Agi, +2 Int
Defenses: P: 37, F: 25, C: 40, E: 48, B: 45, W: 45
Front: 2x Shoot (Phys, Str-based, ranged attack. Power: 100% (150% vs. flying enemies))
Back: 3x Shoot (" ")
Freya: Warriors wielding spears and lightning magic. In the backrow, they dish out potent lightning magic while having more survivability than a standard mage. Their modest defenses may make them an unattractive choice for the frontrow, but their spears have an extra penetrating power that makes them capable of holding their own.
Movement Type: Snow
Stat Growth: +4 HP, +3 Str, +3 Agi, +3 Int
Defenses: P: 43, F: 36, C: 50, E: 58, B: 15, W: 65
Front: 3x Cleave (Phys, Str-based, melee attack. Penetration: 115%, Power: 100%)
Back: 2x Thunder (Elec, Int-based, AoE attack. Power: 75%)
Siren: Practitioners of hexing magic capable of disabling enemies. In the backrow, they attempt to stun all enemies. Stunned enemies cannot act until they recover, and also receive more damage from attacks during this time. In the frontrow, Sirens can kiss allies, boosting their stats. Just be wary of their very limited survivability.
Movement Type: Plains
Stat Growth: +3 HP, +1 Str, +3 Agi, +4 Int
Defenses: P: 32, F: 43, C: 24, E: 46, B: 56, W: 46
Front: 2x Kiss (Buffs an ally to deal 20% more damage and receive 20% less)
Back: 2x Stun (Inflicts stun on all enemies, preventing them from acting and increasing the damage they take by 25%)
Monk: Blessed healers that aid in your units survivability. In the backrow, they can heal all allies allowing them to fight longer. They may also heal individual allies in the front row, but be cautious of their lackluster defenses. (Note: healing in general has been nerfed significantly from the original game)
Movement Type: Plains
Stat Growth: +4 HP, +2 Str, +1 Agi, +4 Int
Defenses: P: 30, F: 38, C: 28, E: 44, B: 10, W: 70
Front: 2x Healing (single, Power: 100%)
Back: 2x Healing+ (AoE, Power: 75%)
Princess: Inspiring leaders who inspire allies to fight harder. Princesses excel in lengthy battles, providing an extra attack to all other members of the unit while having 2 White attacks themselves. However, their defense is as weak as it gets, and their personal offense is not as powerful as other units.
Movement Type: Plains
Stat Growth: +2 HP, +1 Str, +3 Agi, +4 Int
Defenses: P: 22, F: 29, C: 33, E: 39, B: 16, W: 69
Front: 2x Stardust (White, Int-based, ranged attack. Power: 60%)
Back: 2x Starlight (White, Int-based, AoE attack. Power: 45%)
Dragon Master: Specialized warriors skilled at training and combating dragons. They provide a bonus to dragons they lead and also deal bonus damage to enemy dragons. In the backrow, they deliver targeted elemental attacks that strike at their enemy's weakness. This attack is extremely well-suited to damaging dragons.
Movement Type: Plains
Stat Growth: +5 HP, +3 Str, +2 Agi, +3 Int
Defenses: P: 51, F: 48, C: 52, E: 26, B: 45, W: 45
Passive: Dragons led by Dragon Masters deal 15% more damage and receive 15% less. This effect is halved on dragons located in a row behind the Dragon Master.
Front: 3x Slice (Phys, Str-based, melee attack. Power: 90% (130% vs. dragons))
Back: 3x Dragos (Fire/Cold/Elec, Str-based, ranged attack. Power: 100% (130% vs. dragons))
Vultan: Agile, winged warriors capable of lifting an entire unit into the air. They make formidable warriors in the front row, and tactical snipers in the back. They are not quite as strong as humans, and only get two attacks, but they make up for these short comings with their agility and flight.
Movement Type: Low Sky (Can lift others)
Stat Growth: +5 HP, +3 Str, +4 Agi, +2 Int
Defenses: P: 42, F: 24, C: 43, E: 70, B: 39, W: 61
Front: 2x Club (Phys, Str-based, melee attack. Power: 100%)
Back: 2x Mjolnir (Elec, Str-based, ranged attack. Power: 100%)
Raven: An evil counterpart to the more virtuous Vultan.
Movement Type: Low Sky (Can lift others)
Stat Growth: +5 HP, +3 Str, +4 Agi, +2 Int
Defenses: P: 41, F: 80, C: 46, E: 23, B: 56, W: 41
Front: 2x Club (Phys, Str-based, melee attack. Power: 100%)
Back: 2x Inferno (Fire, Str-based, ranged attack. Power: 100%)
Halloween: Animated pumpkins given life through the dark magic of a witch. Their attacks slash the HP of enemies in half, making them highly effective against large enemies. Their high stats and respectable defenses also make them worthy frontrow defenders.
Movement Type: Forest
Stat Growth: +4 HP, +3 Str, +3 Agi, +3 Int
Defenses: P: 50, F: 37, C: 56, E: 64, B: 69, W: 22
Front: 2x Pumpkin (Cuts target's HP in half, dispels undead (against bosses deals agi-based Phys damage with power based on target's HP%)
Back: 3x Pumpkin (" ")
Nixie: Powerful sea casters. Nixies command the sea itself and use it to freeze enemies with arctic waters. They can wield magic in either row, delivering hit-all Cold damage in the back and targeted Cold damage in the front. Their stats are generally more impressive than a human mage, but they are limited by their water movement and single element.
Movement Type: Water
Stat Growth: +5 HP, +2 Str, +3 Agi, +4 Int
Defenses: P: 43, F: 38, C: 60, E: 23, B: 47, W: 62
Front: 2x Chill (Cold, Int-based, ranged attack. Power: 100%)
Back: 2x Deluge (Cold, Int-based, AoE attack. Power: 75%)
Sylph: Support casters that also pack a big punch. Sylphs have unmatched intelligence and agility, enhancing both their offense and agility. Though, when hit, they tend to be hit hard. In the frontrow, Sylphs can charm enemy units into fighting for your side. In the backrow, they are able to buff allies and deliver impressive White damage. They are also one of the few units able to use White while not being weak to Black.
Movement Type: Low Sky (Can't lift others)
Stat Growth: +3 HP, +2 Str, +5 Agi, +4 Int
Defenses: P: 35, F: 22, C: 39, E: 60, B: 48, W: 65
Front: 2x Charm
Back: 1x Kiss followed by 1x Missile (White, Int-based, AoE attack. Power: 100%)
Seraphim: Beings of light that attack foes with a holy fervor. They are capable of fighting in either row, but the back is where their unique powers shine. In the backrow, Seraphim use powerful holy magic that surpasses any human magic in potency, but they only get one shot.
Movement Type: Low Sky (Can lift others)
Stat Growth: +5 HP, +3 Str, +3 Agi, +4 Int (Cherubim: +4/+3/+3/+4)
Defenses: P: 39, F: 43, C: 48, E: 45, B: 7, W: 100
Front: 2x Halo (White, Str-based, melee attack. Power: 100%)
Back: 1x Jihad (White, Int-based, AoE attack. Power: 90%)
Devil: Beings of darkness that attack foes with demonic savagery. They are capable of fighting in either row, but the back is where their unique powers shine. In the backrow, Devils use powerful dark magic that tears through an opponent's defenses. The spell is more powerful than human magic, but they only get one shot.
Movement Type: Low Sky (Can lift others)
Stat Growth: +5 HP, +3 Str, +3 Agi, +4 Int (Demon: +4/+3/+3/+4)
Defenses: P: 41, F: 52, C: 42, E: 46, B: 100, W: 6
Front: 2x Chop (Black, Str-based, melee attack. Power: 100%)
Back: 1x Meteor (Black, Int-based, AoE attack. Penetration: 115%, Power: 75%)
Titan: Giant humanoid warriors that crush foes with a large club. Titans have impressive strength and HP that makes them excellent in the frontrow. In the backrow, Titans perform a wide and powerful swing of their club, blasting enemies with the gale-force winds that result. This attack is extremely effective against low defense enemies, but falters against stronger foes.
Movement Type: Mountains
Stat Growth: +9 HP, +5 Str, +3 Agi, +3 Int
Defenses: P: 57, F: 60, C: 46, E: 54, B: 26, W: 80
Front: 4x Club (Phys, Str-based, melee attack. Power: 100%)
Back: 2x Swath (Phys, Str-based, AoE attack. Penetration: 65%, Power: 200%)
Firbolg: Snow movement counterpart to a Titan.
Movement Type: Snow
Stat Growth: +8 HP, +5 Str, +3 Agi, +4 Int
Defenses: P: 56, F: 36, C: 76, E: 50, B: 59, W: 39
Front: 4x Club (Phys, Str-based, melee attack. Power: 100%)
Back: 2x Swath (Phys, Str-based, AoE attack. Penetration: 65%, Power: 200%)
Talos: Durable golems made of an unknown metal. Talos are incredibly defensive tanks in the frontrow. Their defenses are topnotch, and they can defend well against physical and magic alike. Their HP is low, though, so anything that can pierce their tough hides tends to hurt a lot. Their low agility is taxing on their offense, but their high strength ensures any hits they do land will pack a punch. In the frontrow, they smash enemies with metal fists blessed with holy runes. In the backrow, they crush anything on the ground with a single, devastating earthquake attack.
Movement Type: Plains
Stat Growth: +4 HP, +5 Str, +2 Agi, +5 Int
Defenses: P: 70, F: 70, C: 71, E: 71, B: 65, W: 71
Front: 4x Smite (White, Str-based, melee attack. Power: 100%)
Back: 1x Quake (Phys, Str-based, AoE attack. Power: 115%)
Cerberus: Agile monsters with superb strength and intellect. In the frontrow, Cerberus makes use of its high strength and agility to bring the pain to its enemies. In the backrow, Cerberus has the ability to lower a single enemy's defense by a percentage. This ability is great against large monsters and especially against tanky golems, and it even works against bosses, but the percentage is reduced against them. Cerberus follows up this debuff with a mix of Str and Int-based Fire attacks.
Movement Type: Mountains
Stat Growth: +6 HP, +5 Str, +4 Agi, +5 Int
Defenses: P: 53, F: 60, C: 48, E: 44, B: 66, W: 25
Front: 4x Smash (Phys, Str-based, melee attack. Power: 100%)
Back: 1x Gaze (Lowers defense of a single target by a percentage) followed by 2x Fire/Fireball (Fire, Str/Int-based, ranged attack. Power: 100%)
Cockatris: Agile, magic-focused monsters that can carry allies through the air. Cockatris are probably the most frail of the large monsters, though that is a very relative term. They have excellent evasion and great resistance to magic attacks. In the frontrow, they can protect allies and themselves by petrifying enemy units, preventing them from acting. In the backrow, they strike all enemies with powreful gusts of wind.
Movement Type: High Sky
Stat Growth: +7 HP, +3 Str, +4 Agi, +5 Int
Defenses: P: 47, F: 27, C: 59, E: 53, B: 41, W: 64
Front: 3x Petrify (Phys, Str-based, ranged attack. Power: 70%)
Back: 2x Gale (Phys, Int-based, AoE attack. Power: 55%)
Wyvern: Agile, strength-focused monsters that can carry allies through the air. While not as durable as their land-based cousins, Wyverns can dish out punishment with the best of them. In the frontrow, they dish out potent melee attacks and can receive them in turn. In the backrow, they snipe enemies with potent blasts of acid that are excellent for piercing enemy defenses.
Movement Type: High Sky
Stat Growth: +8 HP, +4 Str, +3 Agi, +4 Int
Defenses: P: 50, F: 57, C: 24, E: 45, B: 54, W: 42
Front: 3x Tail (Phys, Str-based, melee attack. Power: 100%)
Back: 2x Melt (Phys, Str-based, ranged attack. Penetration: 120%, Power: 75%. Acid attacks ignore 25% of a golem's defense)
Kraken: Monsterous brawlers that fight well in the sea. Krakens have fairly high stats in all areas, but are limited to oceanic movement. When fighting in the ocean, however, they can be a nearly unstoppable force. In the frontrow, they perform a devastating 5 melee attacks. In the backrow, they summon 3 powerful maelstroms that rip through enemy units, but only when they are in the water.
Movement Type: Ocean
Stat Growth: +9 HP, +5 Str, +3 Agi, +4 Int
Defenses: P: 60, F: 64, C: 63, E: 27, B: 50, W: 66
Front: 5x Tentacle (Phys, Str-based, melee attack. Power: 100%)
Back: 3x Maelstrom (Phys, Str-based, AoE attack. Power: 65%)
Flare Brass: Legendary creatures the blast foes with powerful breath attacks. They have massive HP and Int, high strength, but lackluster agility. In the frontrow, they attack enemies with a mix of their powerful jaws and projectile breath attacks. In the backrow, they unleash the full fury of their breath weapon in an area of effect burst.
Movement Type: Mountains
Stat Growth: +10 HP, +5 Str, +3 Agi, +5 Int (Salamand: +9/+4/+2/+5)
Defenses: P: 57, F: 100, C: 15, E: 60, B: 55, W: 55
Front: 4x Fire Maw, 60% chance of (Phys, Str-based, melee attack. Power: 100%.) 40% chance of Fire (Fire, Str-based, ranged attack. Power: 100%)
Back: 2x Nova (Fire, Int-based, AoE attack. Power: 85%)
Platinum Dragon: Cold breath counterpart to Flare Brass.
Movement Type: Snow
Defenses: P: 58, F: 16, C: 100, E: 65, B: 45, W: 78
Front: 4x Cold Maw, 60% chance of (Phys, Str-based, melee attack. Power: 100%.) 40% chance of Cold (Cold, Str-based, ranged attack. Power: 100%)
Back: 2x Niflheim (Cold, Int-based, AoE attack. Power: 85%)
Tiamat: Black breath counterpart to Flare Brass
Movement Type: Forest
Defenses: P: 58, F: 60, C: 56, E: 16, B: 85, W: 48
Front: 4x Dark Maw, 60% chance of (Phys, Str-based, melee attack. Power: 100%.) 40% chance of Rot (Black, Str-based, ranged attack. Power: 100%)
Back: 2x Evildead (Black, Int-based, AoE attack. Power: 85%)
New Class Redesigns
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#2
11 November 2014 - 02:17 PM
I remember that you didn't want new classes using the same old sprites, so do you plan on redesigning Dianas and Sirens?
#3
11 November 2014 - 03:46 PM
New sprites would ultimately depend on my gf having the time and motivation to make them. Currently, I don't expect that they'll be done in time for this release. Perhaps in the future.
#4
12 November 2014 - 10:42 PM
Rad. Stoked to see the new dynamics this creates!
Pleased to see sirens being back to the old witch functionality, since I always used them as a pseudo-healer replacement.
<3
Pleased to see sirens being back to the old witch functionality, since I always used them as a pseudo-healer replacement.
<3
#5
13 November 2014 - 04:06 AM
I'm looking to the new damage boost against stunned units to help add complexity to the Stun vs. Healing+ comparison. Instead of just comparing two kinds of damage mitigation, Siren brings a bit of offense to the table as well (to make up for not being as reliable as Healing+).
#6
13 November 2014 - 03:02 PM
I updated the Siren and Diana sprites with new palettes, and also picked out a palette for the intermediary Archer class that precedes Diana. I should be able to fill out the non-top-tier classes in this list within a few days.
#7
14 November 2014 - 06:44 AM
Looks great!
What is the reasoning for the Evil One units to only have 1 attack in the back, and not two? While Paladins get 3 Heals?
What is the reasoning for the Evil One units to only have 1 attack in the back, and not two? While Paladins get 3 Heals?
#8
14 November 2014 - 07:30 AM
Their 1 attack is AoE, more powerful than normal, and applies a debuff that cuts all healing on units struck by it in half for the rest of the battle.
#9
14 November 2014 - 01:19 PM
x) Ah i overlooked the AoE part of the description. I can't wait to try out the new units though!
In vanilla I never wanted to use those guys, but they looked so cool
In vanilla I never wanted to use those guys, but they looked so cool
#10
14 November 2014 - 01:42 PM
Evil One was pretty garbage in vanilla. Only 2 front row attacks on a lv 15 promote class. At least in OB64, they got big stat growths to make up for it. In this game, they got nothing.
#11
18 November 2014 - 04:08 PM
I've added the new elemental resistances for each of the top-tier units (with the exception of Infected, who will have Fighter resistances). The three main changes were: Paladin/Evil One got an elemental resistance makeover, I made Phys element less bad (by lowering res to Phys in some cases and raising res to other elements in others), and elemental weaknesses were made more pronounced. Previously, elemental weaknesses had been toned down primarily as an attempt to reduce the potency of 5-element wizards and of changing equipment for every enemy group. But both of those things are gone now, so many of the original game's more severe weaknesses have made a return! This helps to enhance the counterplay aspect, which is part of what this hack is looking to produce.
Also, I will be making a change to many of the passives currently listed for these classes, I just have to figure out some exact values.
Also, I will be making a change to many of the passives currently listed for these classes, I just have to figure out some exact values.
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