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AETHER SHARD SURVIVAL WIKI
built from v0.1.73 · 2026-10-06
DESIGN

Class Roster & Skill Schools

A design document: planned unless a "Prototype" note says it's built.
Part of The design hub. Drafted 2026-08-30. Implements the class-as-lens rule: gear owns stats; class owns the ability kit and gear affinities. Respec at the Chapel for a fee. Skill tomes (Blacksmith Ladder (building template) template's Scribe) teach skills within schools; 4 active skills equipped at a time. House rule carried from Aether Shard: no darkness-aligned hero classes — Subterfuge is trickery and shadow-play, never dark magic; no necromancy anywhere in the roster.
Prototype (v0.1.15, 2026-09-02): the Chapel is built and classes are live as passives: ordain once at the shrine (Wanderer → one of the six), respec behind the Reliquary module for 5 loot × ring distance. Passives on real knobs: Berserker +25% power under 30% stamina; Warlord half gear wear; Templar +20% protection in town; Aethermancer potions ×1.5; Trickster concealment ×0.6 + backstab ×2.5; Ranger extra boar meat + 10% speed. School gating of tomes is NOT enforced yet — the tome pool is Might-heavy; gating lands once every school has tomes.

The school hexagon

Six skill schools arranged in a ring; each class = two adjacent schools. Every school is shared by exactly two classes.

`` Might Wildcraft Bulwark Subterfuge Devotion Aether `` Ring order: Might → Bulwark → Devotion → Aether → Subterfuge → Wildcraft → (Might).

SchoolFlavorExample skills
MightHeavy weapons, wrathCleave, Leap Slam, War Cry
BulwarkShields, holding groundShield Bash, Bracing Wall, Taunt
DevotionBlessings, self-mendingMend, Consecrate, Stand Firm
AetherElemental shard-magicAether Bolt, Flame Wave, Frost Snare
SubterfugeTrickery, gadget playVanish, Smoke Step, Sabotage
WildcraftBow, traps, beast-lorePiercing Shot, Snare Trap, Track

Why a ring: learned tomes are permanent; only your class's two schools are equippable. Respec to an adjacent class and half your kit stays usable — so experimentation is cheap next door, expensive across the ring. Chapel respec fee scales with gear era × ring distance.

The six classes

ClassSchoolsGear affinitySignature passive (pillar it touches)
BerserkerMight + Wildcraft2H axes/mauls, medium armorBlood-Fire: damage & speed up while stamina is low (combat)
WarlordMight + Bulwark1H + shield or 2H, heavy armorQuartermaster: gear dulls slower, repairs cheaper (economy/durability)
TemplarBulwark + DevotionSword/mace + shield, heavy armorWarden of the Wall: you and your emplacements are stronger inside your city during raids (defense)
AethermancerDevotion + AetherStaves/foci, light armorAttuned: enchants on your gear are stronger; essences drop more (enchanting)
TricksterAether + SubterfugeDaggers/blades, light armorLight-Fingered: stealth gadgets cost less, detection rises slower (stealth raids)
RangerSubterfuge + WildcraftBows, medium armorProvider: more meat/materials from kills; faster on roads; tracks rare wanderers (gathering/exploration)

Every passive touches a different game pillar — class choice is also a choice about which loop gets easier, not just a combat style.

Starting flow

Rules of interaction

Open questions