Berserker Guardian
Armour that grows heavier with each landed blow. The ground is yours.
Ethea is an old world with new weather — five city-states, four elements, one Age just begun. You arrive already remembered, greeted by name on a road you have not walked, and asked at once where you are going next.
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 →In Ethea, magic is drawn from Aetherium, the invisible lifeblood of the world — named and argued with by the Four. Bind one, two, or three elements to a spell: one cuts clean, three bend the battlefield.
The immediate element. The city of Lotheria answers to it first.
The patient element. Arkanos builds its whole politics on its clock.
The enduring element. Galdoria listens to it before anyone else speaks.
The between element. Valyndor's endless forest moves with it.
A spell without an element does not exist in Ethea. Even silence has a colour.
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 configuration takes its own bar slot. Prepare several before the fight — it will demand exactly one.
Focused damage, stripped clean
Layered effects, soft control
Battlefield-shaping, long duration
Fourteen compositions on every spell, for every class. Each one authored — not one effect wearing four colours.
See the full design →Each of the eight classes carries its own soul — a shape that cannot be bent. Pair any two and unlock a named character: a passive unique to that combination, and two shared attributes.
Armour that grows heavier with each landed blow. The ground is yours.
Curses that deepen every mend. The wound and the cure arrive together.
Holds the line by making the ground behind him not worth taking.
Every pair of the eight earns a documented name, its own passive, and two attributes no other build reaches.
Twenty-eight pairings. Each one is a person, not a template.
Your class and second path form a person that exists nowhere else. Character Points come from story, not grinding — each Part grants more, resetting nothing but the world.
Spellcrafting is the core of the loop — the same spell changes nature with the elements you bind. Your rotation is a composition, not a reflex.
Five city-states that rose together and have drifted apart ever since. They still trade. They no longer trust each other. All of them want the same crystal, and you arrive in the middle of it.
New chapters, beta access, and occasional notes from development. Quiet. Direct. Nothing else.