Berserker Guardian
A Paladin tank with Warrior melee.
Timefather is a dark fantasy MMORPG set in Ethea, a world of five city-states and four elements. You aim every spell yourself, choose which elements each spell carries, and build your character across the classes you unlock.
You are Kael, a farmer outside the village of Redgrove. The opening hours are small and stay small — work that needs doing, errands that turn into something more interesting than they should have, and Edrin, your closest friend since either of you could walk, alongside you through all of it. You get a full year with him before the game asks you for anything.
Then a weapon fires that should not exist. Ethea's protector spends the last of his power turning it back, and turns back the day with it. You wake on a morning you have already lived. Edrin is not dead — Edrin was never born, lifted out of the record so completely that his mother does not look up when you say his name.
Kael is not a chosen one and never behaves like one. He is a farmer with a missing friend and an unreasonable certainty that he is right about it. Everything else the game is about, he walks into sideways, while looking for someone.
Read the story →Every spell carries one, two or three of the four elements. More elements means more damage and more effects, and a higher cost.
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.
Magic in Ethea draws on Aetherium. The four elements are how it is shaped.
The filler. Cheap, fast, always available.
Costs and cooldowns are still being tuned in engine, so this shows the shape rather than the numbers. What is settled: more elements means more power, and you pay for all of it.
Bind one, two, or three of the Four to a base incantation. The elements do not tint the spell — they fuse into a different one, with its own name and its own behaviour. Pick a spell, pick your elements, and watch what you get.
Each version of a spell takes its own slot on your bar. You set them up before a fight; in combat you cast what you prepared.
Cheap and quick. Damage, no control.
More damage, plus an effect: a burn, a slow, a shred.
The strongest version. Spends your element stacks for a ward.
Every spell has fourteen versions: four with one element, six with two, four with three.
See how it works →Five classes are in testing now: Warrior, Mage, Ranger, Paladin and Priest. Warlock, Druid and Tracker come at Beta. Any two classes form a named combination with its own passive and two attributes.
A Paladin tank with Warrior melee.
Priest healing with Warlock curses.
A Paladin tank with Warlock control.
Every combination gets a name, a passive and two attributes. Names are published when they are final.
The class you put more points into leads the pair, so Paladin + Warrior and Warrior + Paladin are different combinations.
A new character starts with six Class Points and places them in the classes it has unlocked. Two classes together form a combination with its own passive.
The same spell becomes a different spell depending on its elements. Energy Ball with Fire and Water strips magic resistance; with Earth and Air it chains to a second target.
Five city-states rose together and have drifted apart since. They still trade, they no longer trust each other, and all of them want the same crystal.
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