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What I think swords would be like: (Also, this is not AI generated. I spent HOURS working on this)

Discussion in 'Wynncraft' started by Hi35509, Sep 26, 2026.

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Do you like my ideas? Not to say they belong in Wynncraft, but do you LIKE them?

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  1. Hi35509

    Hi35509 Travelled Adventurer

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    Archetypes:


    Samurai:
    Specializes in movement, and attacks very fast. The more damage they take, the stronger they get. Samurai is a high speed, high attack speed but low attack damage archetype that gets stronger the more wounded they get.

    Knight:
    Specializes in rushing into a fight, takes little damage, but has a slower attack speed, although their attacks hit hard. Tanky, high-damage archetype.

    Duelist:
    Hardest to play among the archetypes, specializes in combos, has normal attack and movement speeds, and ultimately has the highest power ceiling. Powerful, combo, hard to play archetype.

    Alright, lets dive right in with:


    Main Spells:

    Main Attack Spell: (Clock combo: Left-Right-Left) Fierce Slash. Y'know, the first one you get. I'm thinking it could just be a deadly slash that does big damage and knocks enemies back. Other abilities in the class could change what it would do.

    Movement Spell: (Click Combo: Right-Right-Right) Advance. It works kinda like grappling hook, where it looks a if you've thrown your sword, and it is embedded into a block. Your character would then teleport to it instantly, giving some rich gameplay opportunities It would work to teleport onto enemies.

    Defense/Attack spell: (Click Combo: Left-Right-Right) Summon Swords. This one was a really cool idea, in my opinion. You would summon a wave of swords above your head, and they would constantly be shooting off at the nearest enemy. Certain abilities could change the nature of this. It has a 10 block AoE

    Attack Spell #2: (Click Combo: Left-Left-Right) Chain Slash. Do the anime thing were you teleport around them, constantly slashing through them. It wouldn't be confusing to look at, and enemies would be locked in place while the attack was going on. Certain abilities could make it last longer, etc. At the end you would get launched back and land pretty close to your original position.

    Secondary Abilities:

    ( Knight Archetype) Resist:
    Upon casting Fierce Slash, for 15 seconds afterwards you take 50% less damage from incoming attacks, but your movement speed is reduced by 20%.

    (Knight Archetype) Mighty Swing:
    Your Main Attack Damage increases by 50%, but decreases by 1 speed tier.

    (Knight Archetype) Heavy Armor:
    You take 25% less damage, but lose 10% movement speed.

    (Knight Archetype) Deadly Advance:
    Hitting an enemy with Advance knocks them back and deals damage, scaling with your level.

    (Knight Archetype) Holy Smite:
    After being hit with Fierce Slash, enemies will additionally be struck by a bolt from the heavens, dealing the same damage as Fierce Slash.

    (Knight Archetype) Ground Slam: Your main attack gains an AoE of 5 blocks in a circle, but enemies affected by the AoE only take 35% damage.

    (Knight Archetype) Powerful Slam:
    Ground Slam now launches enemies back.

    (Knight Archetype) Powerful Launch:
    Advance now explodes when you leave the area where you were standing, doing AoE damage Cooldown of 25 seconds.

    (Knight Archetype) Holy Armor:
    You take -20% damage, and enemies are hit with a weaker smite, only doing 40% of the damage of the Fierce Slash smite.

    (Knight Archetype) Summon Greatswords:
    Summon Swords now summons larger swords, doing +75% damage, but losing -4 block AoE, and -10% speed.

    (Knight Archetype) Repelling Plate:
    Holy Armor now knocks enemies back by 1 block.

    (Knight Archetype) Heavy Chain Slash:
    Chain Slash does 50% more damage with each attack, but loses 25% speed.

    (Knight Archetype) Summon Holy Blades:
    Summon Swords now summons a collection of holy blades, striking enemies with a divine smite after hitting, this divine smite does 150% less damage than Fierce Slash.

    (Knight Archetype) Mighty Warrior:
    Your spells gain +30% damage, but you lose -15% movement speed.

    (Knight Archetype) Divine Chain Strike:
    Chain Strike hits the enemy with a divine strike every time you slash through them, this smite does the same amount as Fierce Slash.

    (Knight Archetype) Mighty Launch:
    Powerful Launch's explosion gains +3 blocks AoE on all sides.

    (Knight Archetype) Lethal Advance:
    Deadly Advance now does AoE damage to enemies within 2 blocks.

    (Knight Archetype) Persistent Knight:
    Chain Slash loses -25% speed, but gains 5 slashes.

    (Knight Archetype) Weighted Sword:
    Gain +75% damage, but lose 5% speed.

    (Knight Archetype) Flying Greatswords:
    Summon Swords gains back +2 blocks AoE.

    (Knight Archetype) Longer Resist:
    +15 seconds of resistance from Resist.

    (Knight Archetype) Highly Explosive Launch:
    Powerful Launch now explodes with 4 block AoE all along the path you traveled through.

    (Knight Archetype) Divine Swing:
    Your sword is imbued with energy from heaven, dealing 55% more damage, but you lose another attack speed tier.

    (Knight Archetype) Decapitating Advance:
    Deadly Advance gains +100% damage.

    (Knight Archetype) Embodiment of the Divine:
    All Smites gain +50% damage.

    (Samurai Archetype) Dual Slash:
    Fierce Slash instead does two attacks, teleporting you behind the enemy to face it from behind after the first slash, and attacking them again. Reduces Fierce Slash damage by 25%.

    (Samurai Archetype) Swift Chain:
    Chain Slash gains +50% speed, but loses 25% damage.

    (Samurai Archetype) Sharp Eye
    Summon Swords gains +3 blocks AoE.

    (Samurai Archetype) Speedy Swordsman:
    You gain +35% movement speed, but lose 10% main attack damage.

    (Samurai Archetype) Willpower: You gain willpower for every time you take damage, depending on the amount. Each 45 willpower will give a 5% chance to avert death, come back at 50% hp, and grant temporary resistance.

    (Samurai Archetype) Strike From Above:
    Fierce Slash instead launches you up into the air, and then slams you down onto the nearest enemy, dealing massive damage proportional to your level 5 block circle.

    (Samurai Archetype) Forced Swings:
    Willpower increases the damage you deal by 1% for every 5 Willpower alongside giving a change to avert death.

    (Samurai Archetype) Summon Katanas:
    Summon Swords gains +100% speed, but loses 50% damage.

    (Samurai Archetype) Rushing Advance:
    Advance now launches back enemies within 2 blocks of the starting point, travel trajectory, and ending point.

    (Samurai Archetype) Triple Slash:
    Fierce Slash's attacks are now increased to three, going back in front of the enemy for the third, and it now deals half damage.

    (Samurai Archetype) Serious Dedication:
    Your Willpower gain from damage increases by 50%.

    (Samurai Archetype) Swift Airstrike:
    Strike From Above now works 2x faster, but loses 25% damage.

    (Samurai Archetype) Blurred Strikes:
    Increases attack speed by 1 tier but lose 15% main attack damage.

    (Samurai Archetype) Wide Slash:
    Your main attack now has a sweep of 1 extra block.

    (Samurai Archetype) Perfected Resurrection:
    Averting death using Willpower now makes you come back with full HP


    (Samurai Archetype) Determined Feet:
    you gain +1% movement speed for every 1 Willpower you have.

    (Samurai Archetype) Wind Slashes:
    Your main attack knocks enemies back.

    (Samurai Archetype) Soaring Katanas:
    Summon Katanas' range is increased by 2 blocks, works 2x faster, and lasts for 5 more seconds, but loses 35% damage.

    (Samurai Archetype) Broad Slash:
    Wide Slash's sweep is expanded to 3 blocks.

    (Samurai Archetype) Breakneck Chain
    Chain Slash now works another 100% faster, but loses 40% damage.

    (Samurai Archetype) Swift Footed Swordsman
    You gain +20% movement speed.

    (Samurai Archetype) Spin Slash:
    Broad Slash now goes all the way around you.

    (Samurai Archetype) Gravity:
    After Rushing Advance is activated, enemies will be pulled back into you, and will be stunned so they can't damage you, take a damage total proportional to your level, and then get propelled outwards.

    (Samurai Archetype) Gravitated Fierce Slash:
    Fierce Slash now has the same Gravity effect as Rushing Advance.

    (Samurai Archetype) Impeccable Motion:
    You gain +2 attack speed tiers, but lose 35% main attack damage.

    (Duelist Archetype) Uppercut Slash
    Casting Fierce Slash launches the enemy up into the air

    (Duelist Archetype) Stunning Strike:
    Fierce Slash stuns enemies for 3.5 seconds

    (Duelist Archetype) Fierce Slam
    When casting Fierce Slash on an enemy in midair, slam it down to the ground, doing high damage, and stunning them for 3 seconds

    (Duelist Archetype) Dazing Chain
    Chain Slash now puts you down right in front of the enemy, and stuns them for 2 seconds, but loses 15% damage

    (Duelist Archetype) Perfected Blades:
    Summon swords lasts for an additional 5 seconds

    (Duelist Archetype) Stomp:
    Holding shift while in midair slams you back down to the ground, doing AoE damage

    (Duelist Archetype) Dual Wield:
    When you cast Summon Swords, for the time that it is active, a mirror image of your weapon appears in your other hand. Whenever you attack with this active, your second sword does damage equal to 75% of of the damage your original weapon did. Activates after 1 second.

    (Duelist Archetype) Deadly Combo:
    Whenever you make 4 spell attacks in a row on an enemy all within 2 second of each other, hitting that enemy with main attack does massive damage, scaling with level.

    (Duelist Archetype) Rippling Dash:
    Whenever you cast Advance, launch enemies within 2 blocks of the starting point, travel trajectory, and end point into the air; if you cast Advance onto an enemy, that enemy stays put

    (Duelist Archetype) Shocking Blade:
    Your main attack stuns enemies for 1 second

    (Duelist Archetype) Web of Blades
    When doing damage to an enemy, your slash ripples through the air in a web, transferring damage to nearby enemies, decreasing by 10% per block, starting at 100%

    (Duelist Archetype) Stunning Advance:
    Casting Advance on an enemy stuns them for 1.5 seconds

    (Duelist Archetype) Lethal Combo:
    Deadly Combo needs 6 attacks to charge up, but the damage is increased by 75%

    (Duelist Archetype) Broken Legs:
    Upon landing from Uppercut Slash or Rippling Dash, enemies will be stunned for 1.5 seconds

    (Duelist Archetype) Ambidextrous:
    When using Dual Wield, the second sword will attack almost intsantly

    (Duelist Archetype) Stunning Swords
    Summon Swords now stuns enemies for 1 second on impact, but loses 15% damage

    (Duelist Archetype) Shock Web:
    Enemies affected by Web of Blades are stunned for 2 seconds

    (Duelist Archetype) Master of Dual Blades:
    Your second sword does the same damage as your original weapon

    (Duelist Archetype) Combo Shockwave:
    Upon hitting an enemy with the last attack in a combo, send a ripple of damage out over the area, damaging enemies within a 15 block radius, and dealing 40% of the attack's damage

    (Duelist Archetype) Great Web:
    Web of Blades gains +10 block range, now only going down by 5% per block

    (Duelist Archetype) Downwards Strike:
    Hitting an enemy with main attack while they're in midair knocks them down to the ground, dealing 125% of that attacks damage

    (Duelist Archetype) Smashing Web:
    When using Great Web on enemies in midair, slam them all down to the ground, dealing damage equal to the amount each enemy just received

    (Duelist Archetype) Master Duelist:
    All stuns now last 1 second longer

    (Duelist Archetype) Endless Combo:
    Deadly Combo and Lethal Combo have no limit, and damage increases by 10% with each new move to the combo

    (Duelist Archetype) Combat Expertise:
    +1 second of stun for all attacks, +25% damage, +10% final combo damage

    (Unclassified) Cheaper Fierce Slash:
    Fierce Slash costs -5 mana

    (Unclassified) Cheaper Summon Swords:
    Summon Swords costs -6 mana

    (Unclassified) Cheaper Advance
    Advance costs -8 mana

    (Unclassified) Cheaper Advance II
    Advance costs -10 mana

    (Unclassified) Cheaper Fierce Sash II
    Fierce Slash costs -7 mana

    (Unclassified) Strong Arm:
    Advance gains +8 blocks range.

    (Elemental) Air Mastery:
    +3-4 air damage, +15% air damage

    (Elemental) Water Mastery:
    +2-4 water damage, +15% water damage

    (Elemental) Fire Mastery:
    +3-5 fire damage, +15% fire damage

    (Elemental) Earth Mastery:
    +2-4 earth damage, +15% earth damage



    ~ ULTIMATE ABILITIES~​


    Samurai: Breakneck Speed
    You gain +5 Willpower every time you cast a spell, movement speed is increased by 100%, attack speed goes up 3 tiers, -15 mana cost to all spells, Triple Slash now hits 5 times, all the effects of Willpower are doubled,
    summon swords goes 60% faster, Chain Slash is now 75% faster, and the damage from Gravity is increased by 70%. Lasts for 1 minute.

    Knight: Reckless Charge
    You take -100% damage, deal 100% more damage, Ground Slam gains +50% damage and 3 blocks of AoE, Holy Armor now does 90% more damage, all smites do double damage, Chain Slash gains +7 slashes, each smite occurs twice on an enemy instead of once, and Fierce Slash's damage is increased by 75%. Lasts for 1.5 minutes.

    Duelist: Master of Blades
    All stuns last for 1.5 seconds longer, Dual Wield is always active, even when Summon Swords isn't, damage for the last attack in a combo now goes up by 20% per spell, Shock Web gains another 10 blocks AoE, only going down by 2.5 per block now, all damage from slamming enemies into the ground is increased by 80%, Rippling Dash gains +3 blocks AoE, and enemies are always stunned while midair. Lasts for 1.5 minutes.

    This concludes my detailed explanation on what I think the Swordsman Class would be. I hope you weren't falling asleep, there actually was some interesting stuff in there. And I hope you've red the whole thing to make it to this point. All I'm gonna say is: Duelist is just plain aura farming bro. That's what class I would pick.
     
  2. Hi35509

    Hi35509 Travelled Adventurer

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    Please don't report me to the General Suggestions border patrol...