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Also, there's a lack of combat classes, so adding it would be nice
Druid 3
Necro 3.33
Bard 2
Priest 1.33
Ranger 1
Blade Dancer 0.33
I agree that there's not enough support classes, so I'm casting my vote for druid, which brings it to 4 and will make it the next class I'll work on. Keep the votes coming, as soon as the druid is done I'll tally the votes up again for the class after the druid.
1) The Alchemist*; Toxins(Damage type that debuffs enemy pawns/or damages limbs), Revigorate(Boost needs of Colonists), Reinforce(Item/Object Repair), Transmute(Transform one raw resource into another)**. Giving a small boost to crafting the Alchemist has few direct combat oriented abilities in favor of being a utility focused support class that works in support of maintaining the colony.
*Whether it falls under Combat or Magic is up in the air as the stamina and mana meters could both logically fit the role of managing how the Alchemist does their work.
**Thier biggest aspect an example of this would be to transform one wood to one steel or one rice to one piece of corn/one type of meat to another. As for how this scales between the tiers of resources I'm not certain.
Thoughts on the idea as a whole?
The problem is that, after that ability, I'm not sure what, traditionally, an Alchemist would do. So I've been looking at making a stand-alone spell that does this. I'm also considering adding a class or two like this when I start implementing items (that give special traits, capacity boosts, can cast small spells ect) and then the alchemist becomes crucial to making these items, or making the best of these items.
The Enchanter
- Combat buffs such as adding extra damage to weapons, feel less pain.
- Ability to enchant special items (possibly?) or just certain ones and make artifacts
- Possible passive auras to give different effects (Healing/Pain Relief, Work Speed, Enhancing stats like Movement, Manipulation, Hearing, things like that)
The Scholar
- Researching techniques to improve enchanting.
- Give boosts to research with presence.
- Could research to find artifacts in the wild, a quest trigger or something like that
- Could be a very useful support class, maybe they could have a passive buff that once studied could improve certain spells.