I'm sure a few of us have played Terraria, right? Those who have played a lot of the recent updates have seen that they've been turning a few of the armor sets more into seperate classes. Good for them, it's a great idea.
I think we could do the same thing here, with a bit changed.
In short, Leather Armor would represent a Rogue, Iron Armor would represent a Warrior, and Gold Armor would represent a Wizard. The tiers do not define how good the actual class is, but rather what you should use them for.
To go with this, I propose we add another step in each armor set (A tier within a tier, heh). There will be regular, enhanced, and perfected. Regular would be the current sets, enhanced would be the following sets, and perfect would be enchanted versions of the following sets.
Rogue - Harder-to-make version, including drops for hostile mobs (Web, Bone, Ghast Tears, and tanned leather) and bits of iron to make the "Rot Armor" set. An automatic bonus from a full set would be that you need to be closer to hostile mobs for them to see you, and even closer if you are in sneak mode.
(tanned leather can be made by putting a stone sword and leather in a crafting table. For each leather you make, it takes off a part of the bar of the stone sword)
Warrior - Would require diamonds for each piece (2 for chest and leggings, one for feet and helm), and a blaze rod added to the chestpiece. As a bonus, no attack will knock you back, and if you sneak and defend at the same time all attacks from the front (Except from dragons and ghasts) Will be blocked.
Wizard - One blaze and enchanted book (A book placed in enchanting table and enchanted with a level 7-8 enchantment) per armor piece. A bow will shoot fire arrows and rather than blocking, you can teleport three blocks (With cooldown) if you have a blaze-rod selected.
The way protection works will also change. Rather than durability being effected via-damage, all durability will be the same. Rather, the protection will change - Leather armor will reduce damage taken slightly, and also have a slight decrease on movement altogether. Iron Armor will have a great decrease of damage, but also slow down movement noticeably. Gold armor will not slow you down nor give you protection.
Now, here comes the important part. You can define your characters class by a necklace, and it will not leave you through death. This necklace is made by a V of iron and a eye of ender below it. However, this alone will only make a "Empty Hero Necklace". If you were to take it to a Demon Hall (A room that will spawn somewhere inside a nether stronghold), you can choose what class you want the nekclace to partake (Rogue, Wizard or Warrior). Once you choose, it will be equipped and cannot be un-equipped unless you return to the room, and "disenchant" the necklace. However, if you do, it will destroy the necklace and the room. It will give the following advantages:
Rogue - As long as you are behind a target that has not seen you already, it will not see you until you attack. If you attack from behind with a melee weapon, it will do twice that of a critical strike, and 2.5x if done with a bow. Also, leather armor will have no speed reduction.
Warrior - Creeper Explosions are completely futile against you, blocks that slow you down (Web, soulsand) will not effect you, poisons have a 50% chance of not getting to you, you take 50% fall damage, melee weapons do 40% more damage (Bows cannot be used, however) and all attacks have a 10% of stunning the target for 1-3 seconds.
Wizard - Bows can be converted to Wands with a blaze rod. Left clicks will shoot out a Ice Bolt, which has a 35% chance of slowing down the enemy and deals 65% the damage of a normal arrow, holding down left click for 5 seconds will freeze the target for 4-5 seconds, and afterwords they will be slowed down by 50% for 4 seconds. Right click will start a fire where you hit, and holding it down for 5 seconds will do a none-land-destroying explosion that will do 75% the damage of a creeper. They will also get a mana bar. Each instant-spell will take 1 1/5 orbs off (Orbs are the mana version of ham or hearts), and the 5-second spells will take 4 orbs. It is regenerated the same way health is.
I think we could do the same thing here, with a bit changed.
In short, Leather Armor would represent a Rogue, Iron Armor would represent a Warrior, and Gold Armor would represent a Wizard. The tiers do not define how good the actual class is, but rather what you should use them for.
To go with this, I propose we add another step in each armor set (A tier within a tier, heh). There will be regular, enhanced, and perfected. Regular would be the current sets, enhanced would be the following sets, and perfect would be enchanted versions of the following sets.
Rogue - Harder-to-make version, including drops for hostile mobs (Web, Bone, Ghast Tears, and tanned leather) and bits of iron to make the "Rot Armor" set. An automatic bonus from a full set would be that you need to be closer to hostile mobs for them to see you, and even closer if you are in sneak mode.
(tanned leather can be made by putting a stone sword and leather in a crafting table. For each leather you make, it takes off a part of the bar of the stone sword)
Warrior - Would require diamonds for each piece (2 for chest and leggings, one for feet and helm), and a blaze rod added to the chestpiece. As a bonus, no attack will knock you back, and if you sneak and defend at the same time all attacks from the front (Except from dragons and ghasts) Will be blocked.
Wizard - One blaze and enchanted book (A book placed in enchanting table and enchanted with a level 7-8 enchantment) per armor piece. A bow will shoot fire arrows and rather than blocking, you can teleport three blocks (With cooldown) if you have a blaze-rod selected.
The way protection works will also change. Rather than durability being effected via-damage, all durability will be the same. Rather, the protection will change - Leather armor will reduce damage taken slightly, and also have a slight decrease on movement altogether. Iron Armor will have a great decrease of damage, but also slow down movement noticeably. Gold armor will not slow you down nor give you protection.
Now, here comes the important part. You can define your characters class by a necklace, and it will not leave you through death. This necklace is made by a V of iron and a eye of ender below it. However, this alone will only make a "Empty Hero Necklace". If you were to take it to a Demon Hall (A room that will spawn somewhere inside a nether stronghold), you can choose what class you want the nekclace to partake (Rogue, Wizard or Warrior). Once you choose, it will be equipped and cannot be un-equipped unless you return to the room, and "disenchant" the necklace. However, if you do, it will destroy the necklace and the room. It will give the following advantages:
Rogue - As long as you are behind a target that has not seen you already, it will not see you until you attack. If you attack from behind with a melee weapon, it will do twice that of a critical strike, and 2.5x if done with a bow. Also, leather armor will have no speed reduction.
Warrior - Creeper Explosions are completely futile against you, blocks that slow you down (Web, soulsand) will not effect you, poisons have a 50% chance of not getting to you, you take 50% fall damage, melee weapons do 40% more damage (Bows cannot be used, however) and all attacks have a 10% of stunning the target for 1-3 seconds.
Wizard - Bows can be converted to Wands with a blaze rod. Left clicks will shoot out a Ice Bolt, which has a 35% chance of slowing down the enemy and deals 65% the damage of a normal arrow, holding down left click for 5 seconds will freeze the target for 4-5 seconds, and afterwords they will be slowed down by 50% for 4 seconds. Right click will start a fire where you hit, and holding it down for 5 seconds will do a none-land-destroying explosion that will do 75% the damage of a creeper. They will also get a mana bar. Each instant-spell will take 1 1/5 orbs off (Orbs are the mana version of ham or hearts), and the 5-second spells will take 4 orbs. It is regenerated the same way health is.
Point out any spelling errors if you would.