Since the last blog post we made, we’ve made huge changes to the PvE systems in the game. You can learn more about that here but I know that some of you don’t care about that and would instead like to learn about something even cooler, a specialty class reveal! This specialty has got to be my second favorite specialty, although I’m probably very biased as, like the Farmer, I designed it. As for the Artist and Explorer specialty leaks, those two are going to be Jerome’s problem (since he designed those specialties), unless he wants me to do them, which he probably will. Anyway, this specialty is called the Chemist, from, of course, the Scientist profession.
It’s no wonder I like the Chemist so much, a bunch of math that we cleverly disguise as “puzzles”, and I love math, I mean puzzles. The Chemist can gain three different types of resources: Plant Herbs, Stone, and Monster Parts. Some Chemist cards will allow you to gain these resources, while others will allow you to use them. Some unique card types the Chemist has are: Resourcers (Summons that grant resources each turn), Materializers (Items that can change or grant resources), Constructs (Summons that can only be summoned by spending resources) and Formulas (Items that can spend resources for certain effects to happen). A chemist can also tap their character to either spend 2 energy to get a random resource or spend 3 energy to get a resource of their choice.
We’ve been working hard on Terria 2K, mostly on the PvE aspects of the game. In the final game, you can select one of four professions (Keeper, Artist, Explorer, and Scientist), then select the specialty that goes along with it. In the base game, there will only be one specialty for each profession, but trust me when I say more are coming soon, some being developed right now! But for now, I, the one and only Simon, would like to take the time to write about what might be my favorite of the specialties we have created: The Farmer, from the Keeper profession.
The Farmer, along with the Artist base game specialty, will most likely be in the prototype of the game. It is a summon-based specialty that relies on beasts and beast buffing. This class has quite a lot of beasts, each with their own special passives and abilities, but the Farmer also has Chickens (which count as beasts) which can sometimes buff each other. You can also summon Frogs, which buff both Chickens and other Frogs. However, since Chickens are at war with Frogs (It’s a long story), to summon a Frog, you must place it atop a Chicken. When the Frog is defeated, the Chicken is revealed.
Well, that’s all I have to say about the Farmer! More specialty leaks could come up in the future if requested. The Farmer is probably the most basic and generic of all the specialties in the base game, and even in specialties planned for the future, so you can look forward to learning more about the game’s specialties. When me and Jerome were thinking of specialties for the game, we wanted to give each of them some unique mechanic to play with, such as traps and, uh oh, I already spoiled something! Most card games, in my opinion, had too many generic classes, even ones that had the same mechanics for different classes, like weapons and secrets that only implemented on the most obvious class to have trap abilities in the most recent expansion (You know which game I’m talking about). I hope you found The Farmer interesting!
Written by Simon Labelle