Glinaur

no classes · 120 schools

One hundred and twenty schools.
Fourteen have doors.

Your character is whatever schools you buy. The level cap is simply the number of school levels that exist: 1,200 today.

How schools work

Levels are the ticket. Gold is the price.

  • Combat experience raises your combat level automatically. Levels are never lost. IN GAME
  • Each unused level is a ticket; gold buys a school level with it. Gold, not level, is the bottleneck. That is on purpose. IN GAME
  • Ten levels per school, the same template in every tier (built for tier I so far): a stat point at levels 5 and 8, abilities at 3, 6 and 10, masteries at 9 and 10. DECIDED
  • Requirements form a graph: “this school at level N”, “any one of these”, “N from a category”. IN GAME
  • Level Down: once a day you may free your highest bought level. No refund; refused if another school depends on it. IN GAME
  • Max a school to 10 for mastery, or stop at 5 and broaden. The choice is stat-neutral by design. IN GAME
  • Nothing is locked forever; time is the lock. A veteran can eventually attend every school. DECIDED
  • Universities change rules rather than add numbers, for example “parries can counterattack”. DECIDED

IN GAME 120 schools exist in the game data. Fourteen stand on a square in Mudbury: thirteen base schools and the School of Fire. The rest are shown greyed: visible, not reachable.

The fourteen masters in Mudbury

School of Might
School of Might
School of Endurance
School of Endurance
School of Agility
School of Agility
School of Precision
School of Precision
School of Defense
School of Defense
Blade Training
Blade Training
Marksmanship
Marksmanship
Shield Training
Shield Training
Armor Training
Armor Training
School of Arcane Theory
School of Arcane Theory
School of Channeling
School of Channeling
School of Elemental Theory
School of Elemental Theory
School of Restoration
School of Restoration
School of Fire
School of Fire

Level tables

Three schools, level by level

Might, Endurance and Fire, as the game data has them. All three stand in Mudbury, and so do the two schools Fire requires. Every number is a placeholder.

School of Might

1+1 minimum and maximum damage
2+1 maximum damage
3Power strike: charges the next strike
4+1 maximum damage
5STR +1
6Crushing blow: a chance to ignore damage absorption
7+1 minimum and maximum damage
8STR +1
9+5 % damage
10+10 % damage, and Titan’s grip: a lower Strength requirement for two-handers

School of Endurance

1+8 max HP
2+8 max HP
3Second wind: HP regeneration in battle for a few rounds
4+8 max HP
5CON +1
6+1 damage absorption
7+10 max HP
8CON +1
9+5 % max HP
10+10 % HP regeneration and +1 damage absorption

School of Fire

1Fire bolt: the basic spell, can autocast
2+5 max MP, and Flame focus: a self-buff
3Meteor: hits all enemies, high mana cost, cooldown
4Ember: fire spells leave a burn (coming)
5INT +1
6Firestorm: Meteor hits more targets (coming)
7Hot hand: fire spells cost less mana
8WIS +1
9Fire soul: +5 % fire damage
10Master of flames: Fire bolt crits more often

Magic

Four elements that fuse

Built in the engine, and the schools that lead to it now stand in the city: Arcane Theory, Restoration, and the two the School of Fire requires. Nobody has yet walked the whole way to a fire spell as a normal player.

  • Basic spells autocast, one at a time. Extra spells are cast by hand: buffs, heals, curses. Special spells cost much mana and carry a cooldown. IN GAME
  • Casting is one roll. Mana is spent on the attempt, whatever the outcome. IN GAME
  • Resistance comes flat (affects the hit) and in percent (scales damage, can turn into weakness). IN GAME
  • Magic without element exists too: Arcane, Spiritualism, Restoration, Mysticism. Magic arrow is the beginner’s spell. IN GAME
FusionPara-element
Water + AirIce
Earth + FireMagma
Fire + AirSmoke
Water + EarthOoze
Air + Channeling (placeholder)Lightning DRAFT

Tier I · 25 base schools

The foundation

All 25 have their levels written; some are still grey, eight of them in School of Leadership. Thirteen stand in Mudbury. The most basic base schools stand in every city, while some exist only in certain cities. That is a reason to choose another starting city.

Physical

School of MightStrength, weapon damageIN GAME
School of EnduranceHP, toughness, resistanceIN GAME
School of AgilitySpeed, evasion, movementIN GAME
School of PrecisionAccuracy; the home of critsIN GAME
School of DefenseDamage reduction, blockingIN GAME
School of AwarenessDiscovery, alertnessnot placed
School of DisciplineMental resistance, resource controlnot placed
School of TacticsPositioning, battle overviewnot placed

Weapons & armour

Blade TrainingSword and daggerIN GAME
Heavy Arms TrainingAxe, club, hammernot placed
Polearm TrainingSpear, halberd, staffnot placed
MarksmanshipBow and crossbowIN GAME
ThrowingThrown weapons (no thrown items yet)not placed
Unarmed CombatFists and kicksnot placed
Shield TrainingShield useIN GAME
Armor TrainingWearing armourIN GAME

Magic

School of Arcane TheoryBeginner’s magic, non-elemental spellIN GAME
School of ChannelingMana and throughputIN GAME
School of Elemental TheoryThe ground for every element schoolIN GAME
School of MysticismCurses, manipulation, enchantmentnot placed
School of SpiritualismSpirits, soul, deathnot placed
School of RestorationHealing and cleansingIN GAME

Other

School of ShadowcraftStealth, deception, corruptionnot placed
School of WildernessNature, tracking, beastsnot placed
School of LeadershipRoot of the Charisma branchnot placed

Tier II · disciplines

There is no single correct sword tree

A sword user chooses between swordsmanship, fencing, dual wielding, shield combat, heavy or light armour and battlefield tactics. Only School of Fire has its levels filled; the rest show grey.

Martial disciplines

SchoolRequires
School of SwordsmanshipBlade Training 5 + Might 3not placed
School of FencingBlade Training 5 + Agility 5not placed
School of the DaggerBlade Training 5 + Precision 5not placed
School of the AxeHeavy Arms 5 + Might 5not placed
School of the HammerHeavy Arms 5 + Might 5not placed
School of Great WeaponsHeavy Arms 5 + Endurance 3not placed
School of the SpearPolearm 5 + Precision 3not placed
School of the StaffPolearm 5 + Unarmed 3not placed
School of ArcheryMarksmanship 5 + Precision 5not placed
School of the CrossbowMarksmanship 5 + Might 3not placed
School of Thrown WeaponsThrowing 5 + Precision 3not placed
School of Dual WieldingBlade Training 3 + Agility 5not placed
School of Shield CombatShield Training 5 + Defense 5not placed
School of Heavy ArmorArmor Training 5 + Endurance 5not placed
School of Light ArmorArmor Training 3 + Agility 5not placed
School of Martial ArtsUnarmed 5 + Agility 3not placed
School of BerserkingMight 5 + Endurance 5not placed
School of Battlefield TacticsTactics 5 + Awareness 3not placed

Magical disciplines

SchoolRequires
School of FireElemental Theory 5 + Channeling 3IN GAME
School of WaterElemental Theory 5 + Channeling 3not placed
School of AirElemental Theory 5 + Channeling 3not placed
School of EarthElemental Theory 5 + Channeling 3not placed
School of SorceryArcane Theory 5 + Channeling 5not placed
School of EnchantmentMysticism 5 + Arcane Theory 3not placed
School of IllusionMysticism 5 + Shadowcraft 3not placed
School of HexcraftMysticism 5 + Shadowcraft 5not placed
School of NecromancySpiritualism 5 + Shadowcraft 5not placed
School of SummoningArcane Theory 5 + Spiritualism 3not placed
School of DivinationArcane Theory 5 + Awareness 5not placed
School of Spirit MagicSpiritualism 5 + Mysticism 3not placed
School of WardingArcane Theory 5 + Defense 3not placed
School of Life MagicRestoration 5 + Spiritualism 3not placed

Wilderness disciplines

SchoolRequires
School of HuntingWilderness 5 + Marksmanship 3not placed
School of Beast BondingWilderness 5 + Spiritualism 3not placed
School of ScoutingWilderness 5 + Awareness 5not placed

Tier III · academies

Where paths combine

Two schools combine into one academy: blood magic is necromancy with life magic, death magic is necromancy with spirit magic. All academies are greyed data, none placed.

AcademyRequires
Academy of Blade MasterySwordsmanship 8 + Battlefield Tactics 5
Academy of DuelingFencing 8 + Light Armor 5
Academy of AssassinationDagger 8 + Illusion 5
Academy of ExecutionGreat Weapons 8 + Berserking 5
Academy of Fortress CombatShield Combat 8 + Heavy Armor 8
Academy of War MasteryBattlefield Tactics 8 + any weapon discipline 8
Academy of the RavagerAxe or Hammer 8 + Berserking 8
Academy of Grand MarksmanshipArchery or Crossbow 8 + Divination 5
Academy of the RangerHunting 8 + Scouting 5 + any weapon discipline 5
Academy of Beast MasteryBeast Bonding 8 + Hunting 5
Academy of KiMartial Arts 8 + Spirit Magic 5
Academy of Weapon MasteryThree weapon disciplines 7 + Battlefield Tactics 5
Academy of IceWater 8 + Air 8
Academy of MagmaEarth 8 + Fire 8
Academy of SmokeFire 8 + Air 8
Academy of OozeWater 8 + Earth 8
Academy of LightningAir 8 + Channeling 8 (placeholder)
Academy of High SorcerySorcery 10 + Divination 5
Academy of Blood MagicNecromancy 6 + Life Magic 6
Academy of Death MagicNecromancy 8 + Spirit Magic 6
Academy of DemonologySummoning 8 + Hexcraft 6
Academy of Celestial MagicLife Magic 8 + Spirit Magic 8
Academy of Battle MagicSorcery 6 + Battlefield Tactics 6
Academy of the SpellbladeSwordsmanship or Fencing 6 + Enchantment 8
Academy of Arcane MarksmanshipArchery or Crossbow 6 + Enchantment 8
Academy of Shadow MagicIllusion 8 + Hexcraft 8
Academy of RunecraftEnchantment 6 + Warding 8
Academy of FateweavingDivination 8 + Illusion 5
Academy of Primal MagicBeast Bonding 6 + any element 6 + Spirit Magic 5

Tier IV · universities

Where rules change

Universities are meant to change how things work, not just add numbers. Greyed data, none placed.

UniversityRequires
University of BladesBlade Mastery 10 + Dueling 8
University of WarWar Mastery 10 + Weapon Mastery 8
University of GuardiansFortress Combat 10 + Runecraft 6
University of FuryRavager 10 + Execution 8
University of the HuntRanger 10 + Grand Marksmanship 8
University of BeastsBeast Mastery 10 + Primal Magic 6
University of ShadowsShadow Magic 10 + Assassination 8
University of High SorceryHigh Sorcery 10 + another magic specialist 8
University of the ElementsA fused element 10 + three element schools 8
University of DeathDeath Magic 10 + Blood Magic or Demonology 8
University of ConjurationDemonology 10 + Summoning 10 + Runecraft 5
University of DivinityCelestial Magic 10 + Runecraft 6
University of SpellwarfareBattle Magic 8 + Spellblade or Arcane Marksmanship 10
University of MysteriesFateweaving 10 + Shadow Magic or Runecraft 8
University of AscendanceKi 10 + Celestial or Primal Magic 8

The Charisma branch

A stat for leaders

A whole branch for those who lead: auras that lift the party or weaken the enemy. Charisma also raises the chance to tame a monster. Outside the schools, it already decides which dialogue choices you are offered. DECIDED Names below are working names. DRAFT

SchoolRequires
School of LeadershipTier I root
School of CommandLeadership 5 + Tactics 3
School of InspirationLeadership 5 + Discipline 3
School of InfluenceLeadership 5 + Shadowcraft 3
Academy of the CommanderCommand 8 + Inspiration 5
Academy of DreadInfluence 8 + Command 5
University of LeadersCommander 10 + Dread 8

Race chains

Each kindred has its own school

Open to its own people directly; other kindreds reach it through a harder condition. DECIDED The form of that condition, tier and content are open. IDEA

KindredSchool (working name)Focus
ElfPath of MoonlightFinesse combat
DwarfSchool of the Mountain GuardShield and tank
OrcSchool of BloodTwo-handed violence
GoblinkinSchool of the TrapmakerCunning and ambush
HumanSchool of the WandererAll-round
BeastfolkSchool of InstinctUnarmed, natural combat
ReptilianSchool of Scale ArmourToughness
HalflingSchool of the HearthCunning and evasion
GnomeGnomish School of IllusionBewildering magic
FaeSchool of GlamourCharm magic

Abilities & spells

Built abilities

Abilities come with school levels: on demand, charging the next strike, or passive. One manual action per second; potions run in parallel. Those in the fourteen schools that stand in Mudbury can be bought today; the rest wait for their schools to get a square.

AbilitySchoolKind
Power strikeMightCharges the next strike
Crushing blowMightChance to ignore damage absorption
Titan’s gripMightLower strength requirement for two-handers
Second windEnduranceHP regeneration in battle
Light on your feetAgilityPassive
Double stepAgilityPassive
BlockDefenseAutomatic band on the hit roll
Stand fastDefensePassive
Sharp-eyedAwarenessDiscovery
Sharp-eyed IIAwarenessDiscovery
Keen glanceAwarenessDiscovery
Hawk eyeAwarenessDiscovery
First on the sceneAwarenessDiscovery
FrugalityDisciplineResource control
FlankingTacticsMore damage against monsters already fighting a party member
InitiativeTacticsStrike first
ParryBlade TrainingAutomatic band on the hit roll; swords only
Heavy blowHeavy Arms TrainingCharges the next strike
BreakthroughHeavy Arms TrainingPassive
Aimed shotMarksmanshipCharges the next strike
Quick throwThrowingPassive (needs a thrown weapon)
Double throwThrowingPassive (needs a thrown weapon)
CombinationUnarmed CombatPassive
Iron bodyUnarmed CombatPassive
Shield wallShield TrainingPassive
Used to the weightArmor TrainingPassive
Gentle wearArmor TrainingPassive
Magic arrowArcane TheorySpell (non-elemental damage)
InsightArcane TheorySee monster resistances
FlowChannelingMana
Elemental senseElemental TheorySee monster weakness
WeakenMysticismSpell (curse)
Lingering curseMysticismPassive
Soul drainSpiritualismSpell
Last breathSpiritualismPassive
First aidRestorationSpell (heal self)
Heal anotherRestorationSpell (heal other)
Healing handsRestorationPassive
Generous healingRestorationPassive
Flank strikeShadowcraftPositioning
TrackWildernessSee which monsters left, and where
Fire boltFireSpell (basic, autocast)
Flame focusFireSpell (extra, self-buff)
MeteorFireSpell (special, area)
Hot handFirePassive
Fire soulFirePassive
Master of flamesFirePassive

IN GAME Built in data. Every other level in Tiers II to IV is grey. Room is left for whips, firearms, time magic and music magic. IDEA

Still to be written

Room left in the network

  • DECIDEDAcademies beyond sword and spell

    A non-magical cluster joins tier III, giving Discipline, Polearm, Throwing, Wilderness and Defense somewhere to lead. Not in the data yet.

  • IDEASkirmisher, Pathfinder, Bodyguard …

    Examples of the kind of school meant, alongside Monster Slayer, Mage Hunter and Battle Medic. Names and combinations are open.

  • DECIDEDTamer, summoner, druid, necromancer

    All planned. Tamers and summoners fight through creatures of their own; a tamer keeps one or two and is never forced to become a mage. The Academy of Primal Magic is the druid in substance. The companion these creatures need is built (it follows you, fights for you and protects you), but taming, raising the dead and summoning are not.

  • IDEARoom for new branches

    New branches can join without redoing old characters: whips, scythes, firearms, mounted combat, psionics, time, void or weather magic, shapechanging.

  • DECIDEDSchools of the mythologies

    Schools can stand in the mythological realms, and each mythology gets special schools of its own. Nothing stops you learning the bow from a Nordic god instead of a mainland master.

  • DECIDEDSchools of the dispositions

    Each disposition is to get its own places, NPCs and schools, where gold unlocks levels in the disposition. Which schools, and where, is not written.