A group walks into a murky, abandoned dungeon - A paladin, Mage, and a swordsman. The promise of loot and treasure of obscene amounts were circulating the nearby taverns, and the party had come to see if they could scavenge for some. After several floors of eery silence, they finally arrived at the lowest floor - and to their surprise, the rumors were true! Gold and mithril coins were stacked into a massive pile along the corner of the room, taking up nearly an entire corner of the room. The mage and paladin jumped for joy, as the swordsman ran forwards and grabbed a fallen golden coin, examining it's authenticity. He yelled out in joy. "They're real guys! We'll never go hungry agai-" Immediately, a black fist nearly as large as the swordsman himself smashed into him, and he quickly flew across the room and into a wall. A massive monstrosity, seemingly alerted to the party for no apparent reason. The paladin and Mage were in shock, and after a few more seconds, the swordsman was nearly dead. The Mage had just enough time to heal the man, before the Monolith of black rock crashed down on her back, crushing her beneath more than a ton of the stone.The Paladin successfully grabbed aggro, and the Glowing red eye of the creature turned to the woman in her giant armor. The Paladin was able to last the longest against the monster, but even her impenetrable defense was unable to save her - she only lasted for about ten minutes before the beast finally crushed her skull. The swordsman, barely alive, had dragged himself out to the previous floor. He snickered, 25 mithril coins in his hands. with this, he'd never have to go in a dungeon again - he would bu a home, start a business, and practice a skill until someone beats the game. The swordsman stopped - a room, illuminated by a single candle, showed the shadow of a man. An older, grayed man bearing robes and counting coins in the light. The swordsman hobbled faster, eager to ask for help. Before he could, however, the old man opened their menu, tapped a few buttons, and the floor underneath him quickly began to rise, smashing him against the ceiling. The old man picked up the coins that the thieves attempted to steal, snickering as he did so.
The Miser
Misers are a class that is similar to a trainer and mage, but possesses special mechanics that differentiate them. A miser grows more powerful as their number of possessions increases, gaining strength through their greed. This is measured through Renn - As the amount of Renn a Miser owns increases, they rapidly gain access to more powerful abilities. The main boons of the Miser are their ability to construct bases and traps, their access to special features locked to other players, and their Golems. A Miser without access to Renn is essentially a sitting duck.
While player owned buildings like shops and guild houses are possible, Misers are able to construct buildings virtually anywhere - A flying castle? Easy. An underground dungeon? Child's play. A mansion on a giant turtle's back? If you can get the turtle to agree, no problem. Of course, the more extravagant the building and exotic the locale, the more Renn the building will cost to construct. So, while constructing a flying castle may seem fun, the miser must consider if the sacrifice of millions of Renn is worth flying over one's opponent. Along with this, Misers are also able to construct traps - while simple bear traps and pitfalls could be made nearly anywhere, complex ones like arrow launchers and rising platforms may only be built in a building that the Miser had constructed. A Misers traps will always be of poorer quality than that of a similarly leveled Tinker. And, similar to the buildings, a traps price is directly related to the complexity.
Misers start out play just like every other player - it is only after gaining a certain amount of Renn that they are able to purchase special features and options that are unavailable to other players. Don't kid yourself - their isn't enough Renn in the damn game to afford an exit button. But other options are available - the cheapest are mostly aesthetic or simple convenience. Adjusting the volume of sounds that you perceive, light levels, and many small UI changes that other players lack. With more Renn, options become more practical - Auction houses that allow Misers to trade items over large distances and many floors apart instantly, adjusting the misers pain level within a certain degree, and even causing NPC's to spawn in certain areas - essentially allowing the wealthiest of Misers to create their own Towns and dungeons. Of course, for something comparable to a natural town or dungeon, a Miser would require Renn measuring in the hundreds of Millions, if not more - unlikely for even the wealthiest of players.
The final cornerstone of the Miser is their Golem - this is how a Miser will primarily defend themselves. Misers are nowhere near as competent as mages in terms of magic, so they possess Golems of varying designs and power in order to defend themselves. While initially starting out a s nothing more than a rock-like creature standing at about half a person's height, the Golem can be upgraded by the Miser through spending Renn. Similar to a Mechanic's creation, Golems can be specialized in many ways - from a physical tank, a magical glass cannon, and even an intelligent companion, Golems can fill roles normally reserved for players in a party. Like all of the Misers abilities, upgrading a Golem grows exponentially more expensive as the Miser pours more and more Renn into their Protector. While large and physically tanky Golems are the most popular, small and more scout-like Golems are not uncommon, especially considering most Misers prefer to avoid combat. Should their Golems be destroyed, the Miser must spend half of the Renn they own in order to rebuild it - Not much compared to the Renn most high level players spend on building their Golem into machines of murder.
While the Miser is strong, they possess several weaknesses that severely limit them - the most detrimental being their carrying capacity. While all players are able to access an inventory with relatively infinite space, a Miser may only hold 100 pounds of equipment in their inventory at one time - including their Renn. This, when combined with the obscene amount of Renn needed for many abilities, causes the Miser to resort to creating a hoard of Renn in a safe location - this is because any player is able to steal from a Miser's hoard. Many Misers don't find interest in the base and trap construction included in their class, but must use it in order to defend their hoard of Renn and items. Banks will not hold a Misers Renn and money - leading to the difficulty Misers face when they wish to move their hoard to other floors.
Misers gain Exp like any other class - but leveling up gives them no stat or skill points. Instead, a Miser must purchase their stat and skill points, at a price of (level*2) Renn per point. Leveling up merely increases the number of points a Miser can buy, but also increases the price they must pay. Finally, even having purchased all the points they could for a single level, a Miser will generally have 25% less stat points, but has the same number of skill points as other classes.
The final detriment of the Miser is their general weakness - they have very few damaging actions, and are entirely reliant on fundamental disciplines and Golems for damage.
Strengths: Ability to construct Traps and Buildings anywhere, Quality of Life improvements, and upgradable Golems.
Weaknesses: Limited Inventory, Paying for stat and skill points, Lack of damaging abilities, and incredibly reliant on Renn.
Starting Bonus: Misers start with an additional 1000 Renn.
Spells: Misers May learn from Greed and one Fundamental Discipline of their choice.