Class suggestions

(Just a side note, this is one of my most minor class ideas, I have much more detailed and visually appealing class ideas on the way)

The Mulcher!
Building on the idea of food spoiling, what happens when your food just stays there and spoils? And what about animal waste? Introducing: The Mulcher. You need a stone scoop, made by the mason. The Mulcher will need 2 stone to make his grinder. What he does, is turn rotten food and manure into fertilizer. He can then use the fertilizer to turn your poorer farm plots (poor dirt) into better dirt to promote plant growth!

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I actually kinda mention both the Summoner and Baker jobs on my above post ( since I am updating it whenever I think of something neat) .
The Mulcher job seems kinda good in a sense of resource improvisation.
Why not put the Baker the same tier as the Cook? That way we can adjust what food maker job we will choose based on the resources thriving most on our town’s location.

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Inn Keeper/Tavern Master

Hearthling sets up an inn and open its door to wandering adventures, sellswords, etc etc.

Randomly generate a guest of any combat class with various equipment that will stay at the inn. Guest may stay for multiple days and (maybe) help with town defense. Travelers might also ask to settle in your town if they are impressed enough.

Inn Keeper will “consume” multiple food stacks to keep the inn running.

Could be a way to combine all the random merchant and daily hearthling population check all in one.

Sorry if someone already said this, I just quickly entered what was in my head atm.

I like this idea, personally. However, it would probably require a brewer (because what inn is complete without beer and stuff) and a cook, both to supply the inn with the fine foods and drink a traveler would expect. Also, I think that it might be more fun if more people than just combat classes stopped by. Performers, famous merchants, the possibilities are endless! Not to mention, it would be a perfect place for cameos/ references! (Obviously radiant would have to change their names and stuff.) Link could stop by the local tavern for a nice warm soup while telling tales of his adventures to Roy and Isaac. Not to mention, the inn could also be a fine source of income for you town. Oh my! So much potential in one idea some guy thought of quickly!

Totally, it could open up a whole can of worms lol.

Maybe a new mechanic of “special building” that requires you to have certain profession to build.

Each plot should have a degressive yield when being harvested >> so fertilizing the plot will have all it’s sens

I have no idea how to begin this so im just going to write down some ideas.

Travelers: may pass through the village and visit the inn or shop(if added) giving you more money. However some travelers are actully shinobi/thiefs and stelas from you during the night. You can order a guardian to keep an eye on them. If they are just a normal traveler they may also like your village and ask to join them. But this wont happen if you constantly have a guard watching them.

Workforce. You may be visited by a group of people that will offer their services for gold.
It can be footmen, workers, masons etc
They(or some of them) may join your village if they like it.

Taverns and other recuitment buildings.
This is a suggestion how you can aquire these more directly. They van be found in the wild and/or along roads.

In taverns you can find workforce and disguisers(explained later).

In Goblin huts you can find goblin mercenaries, as sugested in my “Warfare suggestions”(can’t link not on computer).

In druid trees you can find a “rabbit man” druid.

In dojos you can find shinobi and samurai.

In dwarven outposts you can find dwarven smiths, masons, warriors. They are all very expensive.

In a building I can’t come up with a good name. You can hire politicians. And agents.

Class explanination:
All classes mentioned are hired for gold and may join the village with the exception of goblin mercenaries, disguisers, politicians, agents and shinobi.

Disguisers: Theese are more multiplayer
based. When you hire them they will disguise them selfs as travelers and head to an enemy player town. Then you can either make them:
Steal stuff
Turn into a soldier when orderd. Very usefull when attacking enemy town. You can give them equipment.

Goblin mercenaries.
They are very basic. Pay them and they will attack a enemy town.
They have two ways of attacking.
Icongnito: if you hower over them they will be refferd to as goblins. The other player will not be able to trace them back to you.
Full out attack: They will use your banner and use better equipment that you can give them. If the attack fails the defending town will get a slight attack bonus for a limited time(only when attacking your town).
And merchants wont be to happy to trade with you.

A rabbit druid will use spells that significantly increases the speed of how fast crops grow, and animals wont attack you.
However they will only take certain rare herbs, and will quikly leave the village if you constantly cut down trees. And as revenge for the trees you may have a vitsit from some wolves and bears.

The samurai is basicly a warrior but he will leave if he sees your methods dishonorable.

Shinobis can discover disguisers, politicians using more “refiend” methods. However when a citesen witness a shinobi beating John the traveler they will missunderstand the situation and will loss moral and attack(depending on courage) the shinobi. And a shinobi can’t handle her/himself in a fight. It might end with a wounded shinobi and a dead villager thinking he was protecting your village.

The dwarves are the best of the best. But very expensive. Together a warrior, mason and blacksmith cost 1000 a day. And if you attack a dwarf, you die. They will help their brother/sister and go berserk mode.

Politicians will go into other towns and convince the villagers that your town is the best and this town sucks. Make sure tht they always have something to do. Because when their not convincing people to join your town they will convince people to join them.
There are two ways to get rid of them. Just order your guards to kill him, wich will make your villagers angry. Or find evidence that they are really after. By using your guards or the superior shinobi. They either have evidence on their body, the place they are staying at, or he may hire a disguiser(depending on level)
that has been entrusted with the evidence.

Agents can be aquired through promotion but that takes time.
They will gather information of what is happening around the world.
It can be something like:
Artefact found in location
Titan sighted/heading to
Goblin army heading to/ attacked
Inn has disguisers for hire

Or for some extra coin you can aquire information directly.

That should cover everything. I am writing on a phone with a crack so there is plenty of grammaticall issues that the administrators are free to fix.
Peace.

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Nice. I like your ideas for recruitment. It makes it more realistic.
It would be cool if you could hire hearthlings, I don’t know about the goblins though. Maybe you could hire them once you destroy their camp?

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You mean enslave? There are sometimes little goblin thieves who’ll show up. Maybe at one point you could actually capture them and enslave or recruit them to be spies and such.

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Figured I’d add the links to some of my older Class concepts (I believe I forgot to do this before)!

Tactician

Expanding the Future of Combat: Enter the Tactician!

Curator

Flaunt your Wealth and History! The Curator

Hey, I was thinking about a goblin that could climb over walls/obstacles and maybe some sort of trapper that traps goblins! (traps would not work on flying creatures)

The final trapper skill “The Deadliest Catch” is not yet implemented, but has the following description: “Lay special trapping zones to deter acquisitive neighbours.”

That sounds the same as what you are talking about, but not as a new job.

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This is a fantastic thread! I loved scanning through the various class concept and skill ideas.

I wanted to make a suggestion pertaining to the process of class promotion/change; or special classes. I think the talented developers are already on the right track (ie: trapper to shepherd).

For instance (using classes I’m fairly certain have already been suggested above)…

Basic Classes:
Worker => Footman => Berserker OR Tank (it would branch so you must choose one)
Worker => Cleric
Worker => Trapper => Tamer OR Hunter

Special Class:
Worker => Cleric (lvl3) => Footman (lvl3) => Tank (lvl2) => Paladin
Paladin class raises Body +3, Spirit +2, Mind +1 (along w/ new abilities etc.)

Worker => Trapper (lvl3) => Tamer (lvl2) => Footman (lvl3) => Berserker (lvl2) => Wolf-rider
Wolf-rider class (or any mount really) raises Speed 50% etc.

The same process could be used for non-combat classes as well. I could go on and on and on ad nauseam, but I’ll spare yall :stuck_out_tongue_winking_eye:.

I noticed, after posting this, in the about gameplay category that @wigjump had posted a VERY awesome class tree (I suggest everyone view it, if I knew how to link it I would, I’m a noob). Also @Geoffers747 confirmed that was indeed how the developers essentially planned it and mentioned that they drew inspiration from Final Fantasy, in particularly tactics, and I love FF (all of the ones created before FFX were GREAT!). In short, my already uncontainable excitement has just multiplied.

PS: where my duel-wielding NINJAs at :interrobang:

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Something like this is already planned :slight_smile:

The special classes is a supper cool idea though.

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I bought the game recently (right after Alpha 10 with water) has fisherman be thought of i don’t see it on the classes to come list but just throwing it out there

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hey there @Infenal, i just merged your topic with this one.

as for fisherman class, i dont believe it will be added. however it think that TR is planning on having hearthlings go fish in their free time.

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Before I begin most people do not know what an Atilliator is. An Atilliator is a Bow/Crossbow (and arrows + modifications) craftsman (or woman!)

Atilliator

This class should specifically be an upgrade from weaver simply because it would most likely use silk weed as string and also special toxins for super cool arrows.

It’s primary focus would be to craft bows, crossbows, arrows, and modifications for bows, crossbows, and arrows. Obviously this class would support the Archer the most given most archers use bows and arrows.

If at any case a herbalist class or more plants and herbs are entered into the game, this class would use said herbs and plants to craft special poisonous arrows or give the enemy a de-buff from an arrow modified.

Also,this class creates opportunities for hunters to use special arrows to hunt larger and tougher future meals. (If hunters will ever be able to use bows and arrows)

Honestly, I love this idea but I could see how complex it is but I thought it’d be great to share it!

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Goblin Charmer: Can charm an enemy goblin into a friendly worker, a shielding guard, or a pet.
Advantages: goblin won’t need food or sleep, and can be changed at anytime (maybe have like a cool down or something).
More advanced magic/charm: transform friendly goblin into a more productive animal (bonus items drop etc) and it would have gobliny features, lol.
Disadvantages: The magic is temporary, so if the Charmer doesn’t tend to the magic affecting a goblin, that goblin will turn back, steal some gold and/or items, and run away.

This would also call for a trapper to trap a goblin in order for the Charmer to do his magic.

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Oh here’s another!

Jewelcrafter

The Jewelcrafter would be an upgrade branch from the Mason.
The Jewelcrafter would combine ore bars, stones, and other items to create mystical jewels that any hearthling would wear. Once worn, the jewels would boost morale and there would be a slight possibility of it having an enchantment on it that could give the hearthling some special upgrade in their attributes!

Also, these jewels could be worn by an footman/archer that could give a little combat upgrade.

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Wow. You have a very different concept of jewels would work. I"m not saying that’s bad. Anyway, here’s my concept: You would find crystals while mining and have jeweler (still an upgrade of the mason) refine/cut them into jewelry. A lot of his other craftables would be purely net worth boosters/ decoration, but some stuff could be made into magic objects. (For example, you could find a magical crystal and make it into a jewel and stuff.)

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