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Update #6

A Guide to the Character Classes of Telepath Tactics

5 comments

Hello, everyone! I promised that I would write up a guide to the 22 classes of Telepath Tactics, and voila! Here they are.

The particular characteristics of each class are still subject to change, but I've done a fair bit of playtesting already, and they're fairly close to how I imagine they're going to end up for the game's multiplayer. (The single player campaign is going to use variations on these classes, too.)

Without further ado, here are the 22 character classes that the game comes with!

Assassin - The Assassin is frail but fast--she can move 9 spaces per turn, leap over obstacles, and has a 20% chance to dodge all non-mental attacks. Assassins also get an unusually large backstab bonus to their attacks; combined with their high maneuverability, this makes them very useful for getting behind and quickly dispatching psychic healers and fighters. They cannot dodge mental attacks, however, and Assassins are highly vulnerable to the status effects slow and blind, which will prevent them from dodging any attacks at all. Used well, an assassin can be deadly; used poorly, the assassin will simply be dead.

Bowman - A strong attacker, the Bowman has a ranged counterattack and the longest attack range of any unit in the game. Bowmen are good for harassment, as they can fire their bows and continue moving afterwards. Bowmen are frail, however, and can be killed quickly if not protected. Bowmen are especially good at taking down flying enemies.

Bronze Golem - The Bronze Golem is a lumbering, steam-powered automaton that can move only 3 spaces per turn. However, Bronze Golems benefit from high health and a deadly spin saw that can slice through up to three enemies in a 90-degree arc, or up to two in a row. Bronze Golems are difficult to defeat in close quarters, and are especially effective at defending objectives where there is little room to maneuver. However, their low maximum energy makes it very difficult for them to swim if pushed into water or lava, and they'll have a hell of a time catching up to a bowman or cavalier in a 1-on-1 engagement.

Cavalier - Cavaliers are armored warriors that ride giant, armored mantises. They are sturdy, fast-moving units that can strike and retreat in the same turn, but they lack other attack options. Unlike most melee units, cavaliers do not possess a counterattack; further, their low maximum energy makes it quite difficult for them to swim if pushed into water or lava.

Crossbowman - Crossbowmen are armored units with a medium-range shot and a bayonet attack. They have less range than bowmen and no counterattack. However, they also have more health and are generally more useful in close-quarters combat. They work well together with engineers, since their explosive bolts will detonate any charge with ease.

Cryokineticist - The Cryokineticist is a psychic warrior specializing in cold attacks. Cryokineticists are extremely valuable for their ability to damage stone and freeze enemy units solid. A Cryokineticist that builds up enough energy can launch a devastating AOE "Cryo Cross" attack, so targeting these characters is a priority. Cryokineticists rely on a psychokinetic shield for defense, and do not wear heavy armor.

Engineer - Engineers are lightly-armored units with oversized wrenches and goggles. Although they are outclassed by every other melee unit in close combat, engineers have the unique ability to build bridges and barricades. They also have the ability to lay explosive charges that devastate weaker characters and burst through destructible battlefield objects like a sledgehammer through Lego blocks.

Lizardman - The Lizardman is a sturdy melee unit who uses a mace to cause crushing damage. Lizardmen have access to a variety of special status attacks that can stun or even cripple an enemy. Lizardmen can also shove other characters. The Lizardman moves 6 spaces per turn and has a 15% chance to dodge all non-mental attacks, but unlike most melee fighters, they wear no armor and therefore possess no physical resistance whatsoever. As endotherms, Lizardmen also suffer from significant weaknesses to heat and cold attacks.

Mentalist - Of the psychic fighter classes, the Mentalist is the least focused on direct damage. Regardless, Mentalists are highly useful for their ability to telekinetically manipulate the battlefield, pushing characters into water or lava and moving objects around as needed from a distance. Mentalists can fly for a turn at a time through the use of Levitate, and can bring a flying enemy crashing to the ground with Gravity Spike. Mentalists rely on psychokinetic shields for their defense, and do not wear heavy armors.

Photokineticist - The Photokineticist is a psychic warrior specializing in light attacks. Photokineticists are extremely valuable for their ability to damage stone with high-pressure blasts and blind enemy units through photokinesis. A Photokineticist that builds up enough energy can launch a devastating AOE "Light Bomb" attack, so targeting these characters is a priority. Photokineticists rely on a psychokinetic shield for defense, and do not wear heavy armor.

Psy Healer - The Psy Healer is a frail unit with slow movement and no offensive abilities whatsoever. Regardless, the Psy Healer is crucial to a healthy army, as she wards off injury with a variety of shield abilities. The Psy Healer can also create Solid State Shields, glimmering domes that serve as movable battlefield obstacles.

Pyrokineticist - The Pyrokineticist is a psychic warrior specializing in heat attacks. Pyrokineticists are extremely valuable for their ability to destroy wooden objects, ignite explosives, and set enemy units on fire. A Pyrokineticist that builds up enough energy can launch a devastating AOE "Fire Gate" attack, so targeting these characters is a priority. Pyrokineticists rely on a psychokinetic shield for defense, and do not wear heavy armor.

Shadowling - Shadowlings are flying units that can move up to 7 spaces per turn and can teleport through walls and obstacles. When hurt, they can return damage to the enemy through the use of feedback. Shadowlings make excellent scouts and are unparalleled when it comes to securing battlefield objectives in difficult-to-reach locations. However, watch them around spearmen and bowmen: they are weak to piercing weapons.

Skiakineticist - The Skiakineticist is a psychic warrior specializing in shadow attacks. Extremely valuable for their ability to corrode wood and degrade armor, skiakinetic attacks also sap enemy movement range and prevent any chance of dodging. A Skiakineticist that builds up enough energy can launch a devastating AOE "Dark Vortex" attack, so targeting these characters is a priority. Skiakineticists rely on a psychokinetic shield for defense, and do not wear heavy armor.

Spearman - The Spearman is a strong melee fighter with one counterattack and the ability to throw his spear up to two spaces away. He can impale two enemies in a row at substantial cost to his energy, and can adopt a defensive stance which forfeits his counterattack in exchange for a 50% chance to block non-mental attacks for one turn. Like swordsmen and lizardmen, spearmen can shove enemies and certain destructible objects.

Spirit - The spirit is a flying, incorporeal unit with a variety of skills that can turn an enemy's strengths against them. Spirits have an enormous amount of energy that they can transfer to allies, and which they can replenish by draining an enemy's health through the Soul Suck skill. Spirits can also drain a target's energy through Drain, or attempt to control the target outright through Possess. Spirits are resistant to physical attacks, but they do not have much health, and they are very weak to mental attacks.

Spriggat, Black - Black Spriggats are flying units that move up to 6 spaces per turn and attack with claws in melee. They can also use dark breath to damage (and possibly slow / corrode the armor on) multiple enemies in a row. Although resistant to shadow and fairly sturdy, black spriggats are highly vulnerable to light attacks and piercing weapons.

Spriggat, Frost - Frost Spriggats are flying units that move up to 6 spaces per turn and attack with claws in melee. They can also use frost breath to damage (and possibly freeze) multiple enemies in a row. Although resistant to cold and fairly sturdy, red spriggats are highly vulnerable to heat attacks and piercing weapons.

Spriggat, Gold - Gold Spriggats are flying units that move up to 6 spaces per turn and attack with claws in melee. They can also use light breath to damage (and possibly blind) multiple enemies in a row. Although resistant to light and fairly sturdy, gold spriggats are highly vulnerable to shadow attacks and piercing weapons.

Spriggat, Red - Red Spriggats are flying units that move up to 6 spaces per turn and attack with claws in melee. They can also use fire breath to damage (and possibly ignite) multiple enemies in a row. Although resistant to heat and fairly sturdy, red spriggats are highly vulnerable to cold attacks and piercing weapons.

Stone Golem - The Stone Golem is a lumbering, steam-powered automaton that can move only 3 spaces per turn. However, Stone Golems benefit from high strength and high resistance to most physical attacks. Stone Golems deal large amounts of crushing damage with their fists, have a special knockback attack, and can hurl friends and enemies up to three spaces away. Stone Golems have all the weaknesses of Bronze Golems, and are also vulnerable to cold and light attacks.

Swordsman - The Swordsman is strong melee fighter with two counterattacks and the ability to "disarm" enemy counterattacks using Feint. If allowed to build up enough energy, swordsmen can employ a "double strike" attack to inflict double damage on a single target. Swordsmen can shove enemies and certain destructible objects.

Comments

    1. Craig.small

      Creator Craig Stern on December 6, 2012

      Hey Oliver! Everything depends on being able to raise the money for more sprites; right now there's only one shadowling sprite set, so (at least in multiplayer) there can only be one shadowling class.

      In single player, I could probably get away with distinguishing types of shadowlings through palette-swapping, a bit like I did in the Telepath RPGs. I just added support for defining character race last night, too, so it'll be possible to expand each race's available classes from this point forward via modding.

    2. Missing_small

      Creator Oliver O'Brien on December 5, 2012

      Nice classes, but is there any chance of another type of shadowling? They've always been my favorite race.

    3. Imagescauikqee.small

      Creator John Falcon on December 5, 2012

      Here is a direct link to their video game page.....

      http://videogamegeek.com/

    4. Craig.small

      Creator Craig Stern on December 5, 2012

      Thanks!

      I wasn't aware they had such a section; I'll look into it. :)

    5. Imagescauikqee.small

      Creator John Falcon on December 5, 2012

      Great Stuff....have you set up your own game page over at BoardGameGeeks video game section? If you haven't you should check into it...

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