Timefather
Classes

The Eight Hands

Eight classes sit at the table where spells are decided. You invest in as many as you earn, and the combinations write their own names. A Paladin who learned Warlock is not a paladin with a hobby — the pairing gets its own title, passive, and two attributes no one else reaches.

Three attributes, fixed

Strength, Intelligence, Dexterity

Every class has a fixed distribution — not a slider, a signature. It decides what a spell costs, how you scale, what runs dry first. Warriors live in Strength, pay for casting; Mages live in Intelligence, pay for running; Trackers live in Dexterity, pay for standing still.

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


Closes distance before a question can be finished. The front line the others argue behind. Combat Ready adds damage; Battle Cry lifts the group, costs his breath.

Aura Lion
II · Shield and aura
Tank

Paladin


Holy defender. Shield is a verb here. Carry Paladin and the Tank role opens; refuse him and it does not.

Aura Unicorn
III · Hybrid support
Hybrid

Druid


Balanced across the three. Heals, buffs, debuffs, holds. If the Priest is a chapel, the Druid is a riverbank — less formal, never still.

Aura Bear
IV · Opener from stealth
Stealth damage

Tracker


Mid-range stealth. Opens fights from a vantage the target never knew existed. Shadow Cloak hides the party for a heartbeat — use it.

Aura Wolf
V · Long-range shot
Ranged damage

Ranger


Long-range specialist, weapon-modal. Crits are not luck — they are a build. Precision Strikes raises the group's damage without touching a single enemy.

Aura Hawk
VI · Healer
Healer

Priest


Pure healer. Faster cast, shorter cooldown, heavier mana. Carry Priest and the Healer role opens; refuse her and it does not.

Aura Dove
VII · Heavy caster
Caster damage

Mage


High-damage caster. Long cast, short cooldown, moderate mana. Fire was balanced first because of the Mage — if the Phoenix sings, the Four are tuned.

Aura Phoenix
VIII · Control and curse
Control

Warlock


Control and debuff. Long cast, long cooldown, low mana — pays in patience, not blood. The serpent's on his aura for a reason.

Aura Serpent

None of the eight owns an element. Fire, Water, Wind and Earth are open to every class — a Warrior binds all four exactly as a Mage does. What your class decides is the shape of the spell and what it costs you; what the elements decide is what happens when it lands.

Twenty-eight pairings

The right pairing for this fight

Every pair of the eight earns a documented combination — twenty-eight in total, each with a named passive and two exclusive attributes. Not a class with borrowed tools: a third thing neither reaches alone. Carry Paladin or Priest and the Tank or Healer door opens. Carry neither, and you are DPS.

Paladin + Warrior

Berserker Guardian


“A shield that closes distance. Threat you chose.”

Priest + Warlock

Void Channeler


“Light and drought from the same throat.”

Paladin + Warlock

Shadow Warden


“Holds the line by making the ground behind it not worth taking.”

Twenty-five more

Every remaining pair earns its own name, passive and attributes. We will publish them as they are finished, not before.

· 28 combinations · each named · each a unique passive · two exclusive attributes ·
Buff, Aura, Shout

Every class is a voice at the table

All eight carry three utilities: Buff (self), Aura (group passive), Shout (group active). They scale with Class Points, not gear — a Level 30 Paladin/Priest's Divine Protection beats a solo Paladin's, for the points paid.

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.

Six, nine, twelve, fifteen

You earn the hands by finishing the story

You begin with six Class Points at creation. Each Part finished grants three more — nine after Part One, twelve after Part Two, fifteen after Part Three. You cannot grind points. You cannot buy them. The story is the power.

  1. Tutorial
    0
    6 Class Points

    Character creation. Six hands, no combinations required.

  2. Part One
    I
    9 Class Points

    First timeline reset. Nine hands — first real combination opens.

  3. Part Two
    II
    12 Class Points

    Second reset. Twelve hands — three-way builds arrive.

  4. Part Three
    III
    15 Class Points

    Third and final reset. Fifteen hands — the table is full.

Prologue

The Prologue is where Mage and Fire get tested first.

Eight classes across four elements — the longest balance job in the studio. The Prologue narrows it to one hand, one flame: find the problem before it spreads.