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Tele-Arena Enhanced => Development => Topic started by: Daniel Spain on Jan 22, 2026, 05:38 PM

Title: Dual-Classing System
Post by: Daniel Spain on Jan 22, 2026, 05:38 PM
In Tele-Arena Enhanced even though it is billed as a game to experience the power of the classes combined, you are not forced to, and are actually rewarded not to with the following system...

once you reach level 25 for the first time you have to promote to advance, and when doing so you will get two options... you can either continue down your current path and gain a bonus skill, or you can combine with another class and gain some of their power at a lower rate..

when combining with spellcasters, while you will have access to all of their spells you will be limited to only 50% damage for single target, and 25% for area-effect, this is done to preserve balance.

when combining with a melee class, if wielding a weapon you cannot equip on your primary class, it is done at the expense of 1 attack per round... again this is done to preserve balance.

the following are pure-class skills...

Warrior promotes and chooses Warrior will then become a Knight-Captain and will gain the sunder skill which allows each weapon hit on a target to reduce that target's armor rating by 1

Sorceror promotes and chooses Sorceror will then become a Great Magus and will gain the gate skill which allows them, to promote their entire group to a single location.

Acolyte promotes and chooses Acolyte will then become a Celestial Priest and gain the ability to place resurrection wards on others that will prevent them from being killed for a short time if they take fatal damage.

Rogue promotes and chooses Rogue will then become an Assassin and gain the ability to backstab targets if the first attack is from stealth and as they progress in levels that backstab gains an even higher chance to assassinate the target and instantly kill them.

Hunter promotes and chooses Hunter will then become a Pathfinder and gain the ability to now keep a stable with up to 12 creatures they tamed, as one dies it will go back in the stable with a 1hr resurrection timer and you can call out another.

Druid promotes and chooses Druid will then become a Great Druid and gain the ability to now protect themself with elemental nature shields which will offer protections based on the shield type... Stone shield will provide double armor protection, Thorn shield will cause attackers to take damage, Earth shield will gain +5 healing every 15 seconds, Water shield will allow all combat spells to be cast as if they are 5 levels higher, Lightning shield will reflect a portion of spell damage received, Arcane shield will reduce all incoming special attack damage, the Wind shield will prevent being moved from a room by force, the Smoke shield will give a very high chance to dodge incoming regular attacks, and the Fire shield will burn all hostiles in the room every 15 seconds.

Archer promotes and chooses Archer will then become an Elite Archer gaining the ability for their shots to deal skillful or even lethal damage instantly killing the target.

Necrolyte promotes and chooses Necrolyte will then become a Cryptkeeper and gain the ability to resurrect fallen enemies into undead servants which will fight by their side until killed.

Also pure classes gain the ability to seek out their class's relic weapon which give the following bonuses...

Knight-Captain get the Axe of Storms which can be thrown at a target and it will be pulled back to them and suffer level-based damage

Great Magus get the Staff of Magery which infuses all spellcasting abilities allowing roundly spells to be cast every 10 seconds, all combat spells to cast as if 2 levels higher using half mana, and as long as the weapon is equipped it will enhance the current worn armor to provide 3x the armor rating.

Celestial Priest gets the Maul of Healing which will always heal the wielder for half of any single-target healing spell cast on someone else

Assassin gets the Dagger of Speed which gives the wielder an extra attack per round

Pathfinder gets the Spear of Vampirism which marks any target attacked foor 15 seconds and during that time anyu tamed beast that attacks that target will heal back a portion of the damage

Great Druid gets the Flail of Regeneration which upgrades their Fadi spell to heal single targets for 3x more and gives it a new dynamic to be able to also cast it as if it was an area effect spell which will heal all
allies for the normal amount

Elite Archer gets the Bow of Elements which changes the way missile damage is dealt with this particular weapon... it shoots special elemental arrows that are fired once which deals damage equal to firing for as many attacks as you have and each arrow does something different... Fire Arrows deal damage then apply a burning effect dealing damage for the next 15 seconds, Ice Arrows ignore the armor of the target, Lightning Arrows detonate on impact and strike all hostiles in the area, Water Arrows detonate on impact with a chance to move all hostiles from the room, Wind Arrows strike the target and pull it back to your location.

Cryptkeeper gets the Staff of Souls which transfuses damage dealt into healing to any undead you have under your control and upon killing a target it will fully heal the undead.

Now if you choose to dual-class..

As a melee class, whichever class you combine with if it is a spellcaster, you will cast all single-target spells with a penalty of 50% damage, and all area-effect spells with a penalty oof 75%, while this seems low, mixed with your current classes abilities which will continue to level up as well, you can become a quite deadly adversary... Knight/Sorceror casting todukar? dumoti? Blackguard/Acolyte casting kusamotu? kusamotumaru?
Arch Druid/Necrolyte? tyhe mixture can become quite deadly.

As a spellcaster class, if you combine with a melee class that can wield weapon types your primary class cannot use, you may now wield them but at the expense of 1 attack... not too bad if you're an Arch Magus/Warrior burning things up with a full powered dumoti and swinging your levinblade for 4 attacks instead of 5.

Armor works sort of like the weapon system does, only at the expense of half of the current armor rating.
So, an Arch Druid/Warrior wearing dragon scale armor will have a 9 armor rating instead of an 18 which is still higher than what they currently can use.

Double Promotion on a pure class gains a new title, some more vitality, and they are done. this is done at level 50 promoted, then they can get another 100 levels before they are maxed out...

a dual-class double promotion takes place at level 50/25 and once you promote pending on your class-combo you will gain a special skill unique to that combo and can now level another 100 levels before you are maxed...
All skills are not done yet, but as an example...

Knight/Acolyte becomes a Paladin and gains the lay hands ability which heals, cures, and sometimes restores all without wasting a spell use, but can only be done to self.

again, this system is still in early development with only single promotion being available in the beta and i will appoint testers for the double-promotion system early on to get it tuned just right.