Class Revamps (mod only)

Some more mechanics will be added in the future, for now this is what's available


 * Melee weapons are all true melee, and some will require the use of "Sword essence" to shoot any projectile. I have also made the class much "tankier".
 * Throwing/Assassin relies heavily on critical strike chances, and offers the most armor penetration, faster weapons will have a significantly lower crit chance
 * Ranged will heavily be broken down into archer and gunner, each one depending on completely different items
 * Magic will be broken into Sorcerer(more damage, more mana usage) and Warlock (less damage, less mana usage)
 * Summoner will be completely viable, and have almost just as much items as the other classes, they will also be more active as well
 * alchemist deals heavy dps and area damage, they also give buffs to other players (wip currently)
 * Reaper will require kills or saved souls to deal damage, they also have the least defense of the other classes, but trade that in for insane damage (wip currently)
 * Certain accessories and accessories from other classes will decrease damage drastically
 * More potions for classes

Melee Revamps


 * Melee will have some beam-swords, but they will be significantly weaker(I mean by a lot) or they will take an ammo called "sword essence" (which has a limit to how much you can hold)
 * Melee will also be broken down into 2 types, Sentinel and Berserker(not custom classes, more like subs)
 * Sentinel will be very tanky and highly durable. It will also have very little move speed and very high damage, but slower attacks. Will also have tons of HP
 * Berserker will be much more vulnerable, but have faster attack speed and a bit more speed
 * Both will have "berserker" or "sentinel" in their respective items. And each pf them actually has a selective set and type of weapon(s)
 * Starts off tanky from very start of game
 * Will 100% be targeted
 * Melee will also have decent armor piercing.

Range Revamps


 * Range will serve its purpose of keeping its distance from the fight, as it will have the least defense and hp (similar to assasin).
 * Will be broken down into Gunner and Archer, each having its strengths respectfully.
 * There will be a grenade counterpart which deals ranged damage.
 * All ranged weapons will have an alternate function. Right-Click to shoot drastically slower, but hit for higher damage, Crit-Strikes. Or rapid fire by regularly using the weapon(but relatively lower damage and stats). Rapid firing will also decrease accuracy.  Some weapons will not have an alt-use and will only give what they offer.
 * Range is the fastest(alongside assassin) class with this mod available.
 * Gunner accessories with archer weapons will reduce arrow damage to 0 and vice versa.
 * Some guns can give the player a debuff called "Jammed" which will prohibit the use of weapons for a bit(mainly full auto weapons or when rapid firing)
 * Bows don't suffer from this effect, however, they're slower.

Magic Revamps


 * Magic will be broken down into sorcerer and warlock.
 * Sorcerer's have less mana, spend more, and make up for it by insanely high damage.
 * Warlocks Have more mana, spend less, but weaker attacks.
 * Weapons have a chance to give "Misspell" debuff which will prohibit use of weapons for a short time
 * Weapons also have a chance to "Backfire" which will give the player a debuff depending on weapon type. (fire type weapon can set player on fire...etc)
 * Some sorcerer weapons will actually give a debuff called "Sorcerer's Curse" which will harm the player continuously after for a short time(Mainly Rapid fire weapons)

Summoner Revamps


 * Summoner will in general be more active
 * Broken down between Quality and Quantity
 * Quality is less minions, more power, more defense.
 * Quantity is more minions, less power, less defense.
 * Will have more turrets and accessories which support turret count (goes for both subclasses)

Assasin Class/Throwing Revamps


 * Will heavily rely on crit chance
 * Faster weapons will stick to enemies and give the "Bleeding" debuff to enemies, causing them to loose hp constantly
 * Weapons will have a chance to grant the "Cobra Strike" buff, which last shortly, and gives insane damage for the next attack(s)
 * Will also be able to dodge most attacks, but has the least defense and hp(similar to range)
 * Actually get katanas and can use them for special attacks (often spell weapons)
 * Katanas can rarely grant the player "Shoguns Truesight" which will deal thousands of damage to a target.
 * Has no aggro whatsoever, and enemies will rarely attack.
 * Also Has scrolls(consumable) which can grant the assassin certain buffs

Reaper Class


 * Relies on kills and a resource called "souls" to deal damage(some items deal damage without souls, but very mundane"
 * Most items give the player "reaper sage" which will grant higher damage and weapon speed for a short time, until the next target is killed.(this can become really op)
 * Has items called "Soul Relics" which unleash an insanely powerful attack at the cost of many souls
 * Some items will take Health and trade it for very high damage
 * Can make "Sacrifices" which will hurt the player greatly, and give potion sickness, but will grant more power and souls on use, this is done by using Sacrificial daggers

Alchemist Class


 * Will heavily focus on giving the player(s) Buffs during battle
 * Will have provide good area of effect damage during battles as well
 * Will have more weapons than just flask
 * Can also heal players constantly during a battle, regardless of potion sickness
 * Unfortunately has the fewest spells, but will still be very viable to play alone, as these flask can work on yourself
 * Can give players most, if not all buffs (except a very few).