tModLoader

tModLoader

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Stram's Classes
   
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Mod Features: New Content
Mod Side: Both
tModLoader Version: 1.4.4
Language: English
File Size
Posted
Updated
2.299 MB
Oct 18, 2023 @ 12:26pm
Jun 13, 2024 @ 2:35pm
11 Change Notes ( view )

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Stram's Classes

Description
This mod is focused on adding new classes to the game. Not every class will be unique from each other or previously existing modded or vanilla classes. And if you have a problem with that, well, I honestly don't care. I'm making this mod whether or not people like it, because I like working on it. Anyway...

The mod currently adds 2 classes, the Rogue and the Paladin!

The Rogue focuses on agility and stealth while using all kinds of different thrown weapons. Equip powerful accessories that let you throw multiple daggers at once or enter a rogueish stealth. The Rogue classes' main gimmick is critical strikes. Their armor and gear rarely gives damage bonuses, but instead provides critical strike damage increases, encouraging players to spec into higher critical strike chance instead of straight damage. Rogue features 6 armor sets, and 2 helmet variants for Hallowed and Chlorophyte armor. With 60+ weapons spread across progression, and accessories to boot, you should be able to do a full playthrough as the Rogue. If you like Dungeons and Dragons, you'll find many references to popular rogue class gear and features.

The Paladin is a big beefy tank. They use swords, flails, and spears to strike down unholy foes up close and personal. Charge your divinity meter by taking damage and channel it into a powerful divine smite once charged fully. Different accessories will provide different bonuses for your smites. Long gone are the days of the set bonus! Paladin armor pieces are each unique and provide different bonuses, allowing you to mix and match to your liking. Armor with less defense will provide more offensive bonuses to compensate, and vice versa. All Paladin armor pieces also have a weight stat tied to them. The heavier your armor, the slower you will move, and it can even stop your wings from being able to carry you! Paladin has 7 full sets of armor, with a variant for Hallowed armor. Smite your enemies with over 50 new weapons and defend yourself and allies with powerful shields and accessories.

As for the next class? The next class is going to be the Acolyte class, inherited from the Anarchist Mod! Stay tuned for more info on phase 3 of this project of mine.
Originally posted by tModLoader:
Developed By nobisyu
47 Comments
nobisyu  [author] May 2 @ 9:44pm 
@ChucSon I'm working on Acolyte slowly. I have recently begun development on the Hardmode chunk of content for the class. So, call it about 40% of the way done. Excluding balance testing
nobisyu  [author] May 2 @ 9:05pm 
@ChucSon I will look into it. Most likely it is because the Level 20 Paladin accessory has so many lines of text that it can cause the game to not be able to properly display it. I condensed the tooltips and it should be fixed by the next update.
nobisyu  [author] May 2 @ 9:04pm 
@Awesome265 Noted, there will be config options in the next release.
Awesome265 May 1 @ 8:33am 
It covers thorium stats near the accesory menu
Awesome265 May 1 @ 8:32am 
oh uh, I forgot to mention the weight counter also, can you add an option to move it too?
ChucSon Apr 23 @ 10:16pm 
and there is a bug when equip lv 20 paladin its hiding my cursor
ChucSon Apr 23 @ 10:08pm 
Acolyte when ? im missing it so much
Awesome265 Apr 22 @ 2:07am 
Hi! been loving the mod, but something annoys me a bit. There's a damage reduction percent in accesory menu. Thorium already has this, so it's pointless when playing with both, and it's also covering new accesory slots from some mods, due to it's placement. Could you add an option to disable the ui for it? Or move it, or something like that? Preferably a way to disable it.
nobisyu  [author] Apr 10 @ 8:45am 
@Cereblin I'll check it out, thanks for letting me know.
Cereblin Apr 9 @ 11:39pm 
I've been playing the paladin class and testing out everything I can get my hands on and I've noticed the weapons with projectiles, for example; Paladins Sword, and I'm noticing that the projectiles over-ride the weapons melee hits and was wondering if it was a bug or on purpose. I've also seen it on the Aquarius Flailus.