Timefather
Ethea

How it plays

How classes, elements and the world fit together.

Overview

Four parts of the game.

The short version, before the detail.

Classes

Several classes, one character

Put Class Points into the classes you unlock. Two classes together form a named combination.

Spells

Spells you build

Bind one to three elements to a spell and it becomes a different spell.

Elements

Four elements

Fire, Water, Earth and Air. At the same element count they hit equally hard; what differs is the effect.

World

Five city-states

Five cities that still trade but no longer trust each other, all after the same crystal.

The Four Elements

More elements, more power, higher cost.

Each element you add makes a spell stronger and gives it more effects, and makes it cost more and recharge slower. A three-element cast also spends your stacks of one element to put a ward on you.

I

Fire

Lotheria, the forge city, is built on it.

II

Water

Arkanos, the city of healers, is built on it.

III

Earth

Galdoria, under the mountain, is built on it.

IV

Air

Valyndor, in the forest canopy, is built on it.

Gear never changes your elements, your affinity or your damage.

Classes

Eight classes, three attributes.

Each class has a fixed split of Strength, Intelligence and Dexterity, which sets how big its resource pools are.

Warrior, Mage, Ranger, Paladin and Priest are in testing now. Warlock, Druid and Tracker come at Beta.

Class STR INT DEX
Warrior
Melee damage. Hits hardest early in a fight, then tires.
70 10 20
Paladin
Tank. Shields, walls, and a bond that protects an ally.
50 40 10
Druid
Beta. Steady damage inside its own zone.
40 40 20
Tracker
Beta. Traps and backstabs; builds a charge by moving.
30 10 60
Ranger
Ranged damage. Steady, with a small bonus while moving.
20 20 60
Priest
The only healer. Heals the ally under your cursor.
20 70 10
Mage
Caster damage. Builds up over the course of a fight.
10 80 10
Warlock
Beta. Damage that ramps on a single target.
10 80 10
Attunement titles
Pyromancer
Fire
One element far ahead: Fire
Hydromancer
Water
One element far ahead: Water
Maelstrom
Three elements, Water leading
Concordant
All four nearly equal

Every mix of elements has titles of its own. The full table is still being written.

Elemental affinity

One hundred points across four elements.

Every character spreads 100 affinity points across the four elements. Affinity makes spells of that element cheaper and quicker to recharge, and raises your resistance to it.

How you spread the points earns a cosmetic title: Pyromancer for a character deep in Fire, Concordant for one with all four nearly equal.

You can move points at safe locations.

Affinity
100 / 100
Gear does not change it.

Fire 55
Water 20
Earth 10
Air 15

An example split.

The Five City-states

Five city-states.

Five city-states divide the continent, each tied to an element.

A
Fire

Lotheria


The city of fire. Forges that never cool.

B
Water

Arkanos


The city of water. Healers and tide cartographers.

C
Air

Valyndor


The endless forest. A city built in the canopy.

D
Earth

Galdoria


The city under the mountain. Dwarven engineers and earth mages.

E
Nature

Xylos


Islands on a bright sea. Druids and diplomats who call Xylos the fifth elemental capital.

Politics

Cities that do not trust each other.

Lotheria, Arkanos, Valyndor, Galdoria and Xylos rose together and have drifted apart since. They still trade. Open war is rare; espionage is not. All of them want a crystal none of them should have.

How much of that politics players get to touch is not designed yet.

Design rules

What the combat will not do.

Rules the rest of the combat design depends on.

No 100%

Nothing reaches one hundred percent.


No avoidance, reduction or absorb is ever total, for any length of time.

No immunity

No invulnerability.


You can be very hard to kill. Never impossible to kill.

No next-hit negation

No "the next hit does nothing".


Shields absorb an amount, not a hit. A big enough hit still gets through.

No reactive defence

No block, parry or dodge button.


You survive through positioning, your build, and the wards your own casts create.

These constraints exist so that every encounter in Ethea remains a conversation — not a verdict.