Several classes, one character
Put Class Points into the classes you unlock. Two classes together form a named combination.
How classes, elements and the world fit together.
The short version, before the detail.
Put Class Points into the classes you unlock. Two classes together form a named combination.
Bind one to three elements to a spell and it becomes a different spell.
Fire, Water, Earth and Air. At the same element count they hit equally hard; what differs is the effect.
Five cities that still trade but no longer trust each other, all after the same crystal.
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.
Lotheria, the forge city, is built on it.
Arkanos, the city of healers, is built on it.
Galdoria, under the mountain, is built on it.
Valyndor, in the forest canopy, is built on it.
Gear never changes your elements, your affinity or your damage.
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.
Every mix of elements has titles of its own. The full table is still being written.
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.
An example split.
Five city-states divide the continent, each tied to an element.
The city of fire. Forges that never cool.
The city of water. Healers and tide cartographers.
The endless forest. A city built in the canopy.
The city under the mountain. Dwarven engineers and earth mages.
Islands on a bright sea. Druids and diplomats who call Xylos the fifth elemental capital.
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.
Rules the rest of the combat design depends on.
No avoidance, reduction or absorb is ever total, for any length of time.
You can be very hard to kill. Never impossible to kill.
Shields absorb an amount, not a hit. A big enough hit still gets through.
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.