Timefather
Classes

Classes

Eight classes, five of them in testing now. You put Class Points into the classes you unlock, and any two of them form a named combination with its own passive and two attributes.

Three attributes, fixed

Strength, Intelligence, Dexterity

Every class has a fixed split of Strength, Intelligence and Dexterity. The split sets the size of your three resource pools: Mana, Rage and Stamina.

I · Strength
The body. What a Warrior spends. What a Mage runs from.
II · Intelligence
The table. What a Mage spends. What a Warrior never earns cheaply.
III · Dexterity
The distance. What the Tracker and the Ranger measure in.
I · Front line
Melee damage

Warrior


Hits hardest at the start of a fight and tires as it goes on. Two weapon styles: fast blades and heavy hammers.

Aura Lion
II · Shields and walls
Tank

Paladin


The tank class. Shields, walls, and a bond that protects an ally.

Aura Unicorn
III · Zone damage
Damage · Beta

Druid


Arrives at Beta. Steady damage from inside a zone it sets up.

Aura Bear
IV · Traps and backstabs
Damage · Beta

Tracker


Arrives at Beta. Moving builds a charge that a backstab spends.

Aura Wolf
V · Long range
Ranged damage

Ranger


Steady damage at range, with a small bonus while moving. Shots, traps and a dash.

Aura Hawk
VI · Healer
Healer

Priest


The only class that heals. Heals land on the ally under your cursor; aimed at an enemy, a heal damages it instead.

Aura Dove
VII · Caster
Caster damage

Mage


Damage that builds up over a fight. Energy Ball, Nova, Elemental Breath, Disintegrate.

Aura Phoenix
VIII · Single-target ramp
Damage · Beta

Warlock


Arrives at Beta. Damage that ramps up on a single target.

Aura Serpent

No class owns an element. Fire, Water, Earth and Air are open to every class. Your class decides the spells; the elements decide what each spell does.

Combinations

Any two classes

Any two classes form a combination with its own passive and two attributes. The class with more points leads, so Mage + Warrior and Warrior + Mage are different combinations: twenty for the five current classes, fifty-six for all eight.

Paladin + Warrior

Berserker Guardian


“A Paladin tank with Warrior melee.”

Priest + Warlock

Void Channeler


“Priest healing with Warlock curses.”

Paladin + Warlock

Shadow Warden


“A Paladin tank with Warlock control.”

More combinations

Every combination gets its own name, passive and attributes. Names are published when they are final.

Buff, Aura, Shout

Three utilities per class

Every class has three utilities on top of its spells: a Buff for yourself, an Aura for the group, and a Shout the group feels when you use it. They take no slot on your bar. A class's buff needs points in that class.

Buff

Personal, self only. Always on. What you become when you remember what class you are.

Aura

Group passive. One per player. The room the party stands in because you chose to stand there.

Shout

Group active. Rare, deliberate. The one sentence the party waits for you to say.

Class Points

Six points to start

A new character starts with six Class Points and no classes. Classes unlock through quests that give you the class's first skill book. Your points sit in your first class until a second one unlocks, and you can move them outside combat. How many points later campaigns add is not decided yet.

Playtests

Try them in a playtest.

Playtests run online with the five current classes. Invitations go out through the newsletter.