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New Class: Scholar

Discussion in 'Your Work' started by carnedecenoura, Apr 22, 2026.

?

Is this fire?

  1. In fact fire

    33.3%
  2. Might be fire

    66.7%
  3. Not fire at all

    0 vote(s)
    0.0%
  1. carnedecenoura

    carnedecenoura Well-Known Adventurer

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    Minecraft:
    The Scholar

    An assertive fighter that has full faith in their knowledge and full confidence in their skills, becoming one with their weapon. Takes advantages on enemies by knowing the core principals of the world and incorporating it into themself. With a lot of time they’ve become familiar with the concept of corruption, chaos, dark and light, the pillars this world is built upon.

    Class Weapon: - Sword -
    It might be a common weapon, but this is not the case in their hands, we can understand it better by taking a look at the spells.

    1° Spell (R-L-R): - Imbue -
    Draw magic from your sword to boost the weapon itself. Deals 120% more main attack damage and ignores the target elemental resistances. - Lasts for 12s -

    2° Spell (R-R-R): - Entanglement -
    Throw your weapon forward, dealing 25% DPS to enemies on the way and then teleport to the location of the sword.

    3° Spell (R-L-L): - Implosion -
    If the sword is imbued, it consumes the full duration and deals 250% of your DPS around you. If not imbued, weaken enemies around, your next implosion on them deals an additional 120% of your DPS. - Range of 6 blocks -


    4° Spell (R-R-L): - Weak Spot -
    While the sword is imbued, you activate this spell on a target enemy, for 2,5 seconds they have their hp set, and all damage dealt for the duration is dealt at once at the end of the duration, at 150% the damage and in an area of 4 blocks around the target.

    This set of spells intend to have a class focused on main attack damage as it’s core mechanic, different from the other classes in wynncraft, where most damage in the endgame is spell damage. The class will though have some archetypes that rely more on spell damage.


    Archetypes
    Here’s where the scholar part starts to play a heavier role in the class, demonstrating the power that knowledge of the world can have in combat.
    • Chaotic: Area of effect damage, Multiple imbue effects

    • Corrupted: Damage over-time, Weaken enemies

    • Darklit: Balanced power and defense, Single-target strikes
    - Main abilities for each Archetype -
    I’ll not go really deep into detailing these abilities, this is just a main direction of what each archetype offers.

    Chaotic:
    • Trust to fate - Replaces weak spot with this ability. Upon activating, a random effect is applied to your imbue ability. Effects range from more attack damage or boosting the range of implosion, etc.
    • Delete Button - When implosion kills an enemy, it causes an explosion at 40% the damage it recieved, and if that explosion kills another one, the second explosion deals +20% more damage, starting a chain reaction until there are no more deaths.
    • Leap of faith - When losing your imbue (either from implosion or time), your next imbued hit will cause enemies on an area to phase out of reality for 2 seconds, then coming back dealing damage to the affected area, 20% DPS per enemy or 250% DPS on bosses.
    This is supposed to be an unreliable archetype, but at the same time very rewarding when the luck strikes at the right time.

    Corrupted:
    • Rot - After Weak spot is applied, the enemy suffers from severe corruption, dealing 3% their max health per second (0,2% on bosses). This ability can have up to 3 stacks and cannot finish bosses. decays at a rate of 1 per 5 seconds. (obs: I don’t know if making this a health percentage damage makes it too strong for bosses and too weak for common enemies, so maybe this could be changed to DPS percentage)
    • Take over - After having 3 stacks of rot applied to a target, that target suffers 15% more damage from all sources.
    • Disability - increases the max rot stack to 5, enemies deal 5% less damage per rot starting from 3 and above.
    • Mass corruption - When dealing with a group of enemies, treat their health as a single health pool, all enemies affected from rot are added to the health pool, and all damage you do goes into hurting the pool at a rate of 80% the damage. All enemies in the health pool have shared rot and take amplified damage from it, going from 3% to 5% max health per second. (this does not make all enemies die at once, they just essentially take the same damage equally)
    This archetype feels like it would be a bit tricky to implement but lots of fun to stack rot on enemies to finish them with a final blow at the end of their hp pool.

    Darklit:
    • Duality - Each time you use imbue, it changes between light and dark and increases the duration of imbue to 20s. Light: Suffer 20% less damage from all sources and increase the damage of Weak spot by +50%. Dark: Deal 20% more damage and increase the damage of implosion by +100%.
    • Fencer - Increases the damage from imbue by +100% main attack damage and increases the duration of weak spot by +1s.
    • Actually Skilled - Using implosion does not consume the duration of imbue. Additionally gain +1 attack speed tier.
    • Entangled - Entanglement deals 50% DPS at a 3 block range. Damaging an enemy causes the target with the highest health to become entangled with you, while at this state, you take 10% less damage from it and deal 50% more damage to it.
    I didn’t really get that deep into the light and dark aspects here, but I think you can get the general idea with just these abilities. A character that switches between big damage and defense in the middle of combat and focuses on their weapon as a primary source of damage.


    PS: This initially had some intention to be a serious thing but in reality it's just an idea i had and wanted to make it real for the love of the game. So yea, no need for real balance inside the game, but i would love to hear your guy's take on this class.
     
    Last edited: Apr 24, 2026
    MChicken27 and Deusphage like this.
  2. Six

    Six Found dead in corner of roughworks with 800ms

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    This feels like mix of assassin and warrior with explosive impact built-in and I don't know what to feel, also I frame on movement spells? Hell nah...
     
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  3. carnedecenoura

    carnedecenoura Well-Known Adventurer

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    Minecraft:
    I mean, I tried to diverge as much as possible from any other class in the game, just because it's a melee doesn't mean it's just another assassin or warrior mixed up. I get that I frames might be a little busted, but mages kinda have the same thing, this just adds a delay to it (which might be busted still).
     
  4. Deusphage

    Deusphage but a beast Modeler Builder

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    Creator Karma:
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    Minecraft:
    The reason Vanish was put on a cooldown with 2.0 was kind of because it was like immunity frames, given enemies would just be incapable of fighting you.
     
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  5. Six

    Six Found dead in corner of roughworks with 800ms

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    ok first off, I didn't mean it in that sense of "BUH HUH, THIS CLASSS USE SWORD IT'S ASSASSIN X WARRIOR MIXED UP!!!!" this assumption is rude af, and maybe my comparison might not be that fair but idk how to describe it.

    secondly, every existing classes already have their own "melee"(or you can call it main attack) focused playstyles.

    what are you even talking about...
     
  6. carnedecenoura

    carnedecenoura Well-Known Adventurer

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    Minecraft:
    I'm sorry if it sounded rude, this thread is just an idea i had fun with and wanted to share here. Stop trying to make everything in the internet into an argument. You literally said it felt like an assassin and warrior mix.

    Mage teleport.
    ________________________________
    That makes sense, thank you and I'll edit the I frames out.
     
  7. MChicken27

    MChicken27 dumbass

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    seems cool lwk
     
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