Maelstrom’s ClassPack

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Author: The Deadliest Joltik

Last revision: 5 Jul, 2025 at 19:03 UTC

File size: 65.84 KB

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Description:

This mod is currently discontinued, as I am stepping back to focus on other projects.

Adds eight new classes and one variant race, with the intent on putting a new spin on gameplay.

REGULAR CLASSES

Warlord: A variant of Warrior. Lead from the front, inspiring allies to follow! Recruits allies easily, has high proficiencies with weapons, and bolsters your team based on the number of enemies on the map.
* Starting Feats: Frontline Commander, Party Animal 1.

Sorcerer: A variant of Wizard. Sacrifice control and versatility for sheer magical power! Has only one set domain (Magic), as well as on Domain of your choice.
* Starting Feats: Old Fox Lineage, Elder Race
(NOTE! Old Fox Lineage stacks with Nefu, for further increased spell exp per cast.)

Nomad: Travel the world, and get more out of the food you eat! Heavily incentivises exploring, doing dungeons, and visiting towns to buy food.
* Starting Feats: From North (Norland Racial), Efficient Feeder (Jeure Racial), Scavenger 3
** Has a bonus base 10 speed.

Bandit: A variant of Thief. Lie, Cheat and Steal your way to victory. Loses evasion and trap skills, but gains diplomatic skills and access to Touch of Sleep. Put victims to ‘sleep’, then take their stuff!
* Starting Feats: Weapon Mastery 1, Ranged Mastery 1 (5% bonus damage for melee and ranged)
** Has a bonus base 5 speed, as well as access to Touch of Sleep.

BONUS CLASSES

Ether Researcher: Embark on a scientific journey to help find a cure for Ether Sickness! Has access to the elusive Ether and Acid spell domains, as well as skills catered for medical and crafting purposes.
* Starting Feats: Old Forest Dweller (Elea Racial)
** Has access to Throw Potion, allowing you to randomly inflict status upon your foes at the cost of stamina.
Future Plans: Add a new feat that allows you to treat or induce Ether Sickness yourself!

Berserker: Embrace the rage and slaughter the foes before you. Has tremendous burst offensive potential, but has issues with long battles. Use Self-Harm to manually activate Boost, granting yourself massive power for a short period of time!
* Starting Feats: Boost, Weapon Mastery 1, Hunger for Slaughter (Ether Disease), Lonely Soul 5 (+5% extra Life, Mana and Speed per empty party slot)
** Has a bonus base 5 speed, 10 EDR, as well as an inherent access to Swarm without needing to buy it from the Platinum Shop.
Future Plans: Add an active (stamina-costed) ability to grant yourself Berserk for 50 turns.

Monk: Master yourself, master reality! Abandon all equipment heavier than 1s, and use your fists and unarmed weapons to defeat your enemies. By default does not have access to any weapon skills besides Martial Arts or Throwing—You’ll need to buy those yourself. Naturally gets +20% extra DV from all sources, meaning the lighter your equipment, the better.
* Starting Feats: featFairyWeak/Little One (Fairy downside racial, prevents wearing items above 1s weight), Metal 100 (10% Damage Reduction and 2 resist in all elements except Cold and Sound),
** Has a bonus base 15 speed, 10 perfect evasion, 15 EDR. Multiplies all DV bonuses by 1.2.

Super Commoner: The world opens up before you. Endless roads, endless possibilities. Super Commoners start with 7s in all base stats, but no bonus potential for any skills. They can be built to specialize in anything, or made a generalist, it’s up to the player to decide. Starts with Holy Domain, and two others of your choice.
* Starting Feats: Fast Learner 2 (Yerles feat, reduces cost of training, which you’ll be doing a lot of), Magic Mastery 2 (+2 domains, bringing you back up to 3), Fate (Hardcore feat which saves you from death if you’re above 50% stamina at the cost of 50% of your stamina)

Realmwalker: *Race*: A version of Demigod that actually leverages its strengths instead of being the nothing it currently is. Has lower base stats and different proficiencies (Less offensive, but gains Travel, Faith, and Music).
* Starting Feats: Sacred Twilight (Same as before), Devout **3** (+45% bonus stats from Piety)
(If you really, really want to run a Realmwalker Paladin for Devout 5 (+75% worship stats), go for it.)

FUTURE PLANNED CONTENT:

DJ: Joke class. Starts with six stacks of Chaos Shape: Fingers mutation and two stacks of Chaos Shape Neck mutation. Wear eight rings and three necklaces like an absolute degenerate. People hate you, and you start with -9 HP, -15 Speed, and -9 Charisma.
* Starting Feats: Mo Money, Mo Problems (Holding more than 20k currency makes guards aggressive). Needs an entirely new feat to work, and I haven’t quite cracked how to do this yet.
** Has a bonus base 5 speed (Lowering the penalty to -10), as well as access to Insult and Taunt 3.

Custom class feats to replace the existing setup I’ve done so far: The existing ones might mechanically work, but they don’t make sense thematically.

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