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Tianic's Custom Races
elikanutman 31 Dec, 2023 @ 4:32pm
Races such as spiderfolk, octofolk, coralfolk or owlfolk(Suggestion)
It would be cool to have such races that each dwell on darkness. But where one wishes to crawl and ambush its prey, the other searches it's meal. Or ones that dwell on the moving ocean, a vibrant collection of colonial organisms gone sentient and their shy, stealthy neighbors.

Arachnians are large ambush predators. While overwhelming in strength they prefer to use ambush tactics, building their dens and stalking in the shadows until it is the right time to strike. However while having great strength and cleverness, their ambush nature means that once an ambush fails, they are vulnerable to outside attackers until they are able to stalk back into the shadows and their ambush nature has left them sensitive to light. While they mostly prefer to be alone, they are familiar with the concept of confidants and friends and is keen on remembering faces of those they come across, both enemy and friends alike.

- Has less endurance and damage, but increased critical strike chance and movement speed.

- Has night vision, but has blindness when exposed in sunlight

- Immune to poison and venom debuffs

- The first ability is a toggle in which Arachnoids can trigger stealth. During which they gain movespeed, increased damage and critical strike chance in their next attack, as well losing aggro. Attacking or using the second ability in this form will remove stealth and put this ability on an 8 second cooldown.

- The second ability will change depending on the Arachnian's state. When unstealthed, The spider will dash away from the cursor, shooting 3 venom projectiles that applies venom on the target and increasing the Arachnian's move speed by 2 seconds, this has a 4 second cooldown. When stealthed, The ability will become a charged dash. Holding the button will charge up the dash, when let go, the Arachnian will charge towards the cursor, inflicting venom and dealing damage to the first enemy hit, removing stealth, and increasing endurance, and damage for 4 seconds. If it does not hit an enemy it will only remove stealth without any benefits. The longer the charge the farther it becomes.

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Octopoids are an elusive race of sea dwelling race with a penchant for shiny trinkets. While they prefer to avoid combat, they can be crafty when it comes to confronting inevitable fights. Armed with natural camouflage and their endless curiosity, Octopoids are mischief planners, able to come up with ridiculous, random, yet effective ways to avoid or resolve a problem. while they are masters of mischief and pranks, their own shy and loyal nature often prevents them from pulling more than a harmless pranks from people they have gotten close too.

- Move speed and mana increased but critical strike chance and health is decreased.

- Can breathe and swim underwater(But water still makes them fall slower), and will automatically blend with the environment when standing still, increasing health regeneration and making enemies ignore you.

- The second ability will randomly cycle your trinket(first ability) randomly into a new one, with a 1 second cooldown.

- The first ability will cast it, randomly cycle it, increasing move speed, and putting this and the second ability's cooldown to 5 seconds.

- The random skill given can be one of the 8 listed, with their effects scaling with max health and mana:
(1. Casts a water pulse that knocks back enemies and heals you for every enemy hit.)
(2. Creates a bubble that momentarily increases health regen when you or allies touch it.)
(3. Plants a water dummy that draws enemy aggro that explodes when the duration ends.)
(4. Shoots a water stream that bounces onto enemies, slowing their movement speed and reducing their defense.)
(5. Dashes you towards the cursor, gaining invulnerability and a better move speed increase after.)
(6. Summons 3 homing ink that explodes on the first enemy hit, damaging them.)
(7. Gives you mana and increases mana regen for 8 seconds.)
(8. Casts a large inkblot that sticks into the first surface hit, exploding after a few seconds, destroying blocks and leaving behind a zone that damages enemies inside.)

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Actino-Gorgonians are a colorful, yet enigmatic race. Made of Corals that acts as bones and jellyfishes that acts as skin, they consist of micro-organism colonies that formed a symbiosis which earned them the nickname of "living cities". Despite their colonial nature, each Actino-Gorgonians act as an individual person, with their own thoughts and opinions. They are often nomadic, slowly migrating from shallow water to shallow water. While most Actino-Gorgonians leave shore to shore, there are some that choses to settle down to built their own home among the reefs. While they often come out as eccentric due to the weird voices they have and the confusing topics they discuss(Like your favorite time of sunlight),Actino-Gorgonians are very friendly, and prefers to have as many friends as possible.

- Decreased jump and move speed, but increased endurance and health. can breathe underwater(But cannot swim and water still affects them)and glows in the dark when underwater.

-You start with 1 colonial nutrients, a unique resource that allows you to activate and empower the different kinds of organisms in your systems, acting as your "power cells". You can give an organism in your body up 3 to colonial nutrients. You gain more colonial nutrients depending on your max health, up to 5 colonial nutrients at 500 health.

-The First ability will assign the nutrients to your jellyfishes, increasing the damage you deal and summoning a jelly fish for every colonial nutrient assign to this ability. The jellyfishes electrocutes and damages foes. At max colonial nutrients you will emit a shocking aura that damages foes nearby as well as knocking them back upon contact with you.

-The second ability will assign the nutrients to your corals, giving you defense and mining speed for every nutrient given to it. At max colonial nutrients this ability will nullify your movement speed and jump height penalty as well as being immune to knockback.

-The third ability will assign the nutrients to your zooplanktons, allowing you to project a healing aura that gets bigger for every nutrient assigned to it. At max colonial nutrients you emit light aswell as boosting the regeneration effect the aura gives.

-The fourth ability will stop giving nutrients to your organisms, allowing you to assign it once more to other organisms after a cooldown.

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The Owlfolk are a wise yet mad followers of the moon. Believing that trust is death, they try to find hidden truths in everything, one that the moonlight has not yet shown them. Paranoid and wary, Owlfolks notices things that others have not, for better or for worse. While seen to be worshiping the moon and the light it casts. It seems they whisper at the darkness, away from it's gaze questioning it's judgement. While not known to be trusting, Owlfolks do like people who knows their crafts, and often sticks close by people they feel safe from.

- gains critical chance and increases ranged damage, but has less attack speed and endurance.

- Has night vision.

- You are able to tell the phase of the moon.

- Traps and enemies are highlighted for you.

- The first ability will allow you to share moonlight with other allies or moonshadow to enemies. Blessing an ally or yourself will give them defense and move speed as well as increasing you or your allies' enemy aggro, while cursing enemies will make them spawn healing whenever they are damaged but giving them 28% increased damage. The moon can only bless or curse one entity at a time.

- The second ability will make the moon illuminate an area, then it will charge up for 10 seconds. Once fully charged, whenever you or allies die in that area, it will save them from death, putting the ally saved to 20% of their health . When activated, it will remove the moonlight and put this skill in a 30 second cooldown. Can only be cast during night. the area becomes bigger depending on the moon's phase.
Last edited by elikanutman; 10 Feb, 2024 @ 9:11am
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Yeyboynow(real) 4 Jan, 2024 @ 2:20pm 
looks like a nice concept to me tbh
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