No fixed classes or professions
You are not locked into being a warrior, mage, or craftsperson. Practice different disciplines on the same character, develop a specialty, or combine skills around the way you want to play.
THE ELDOR GUIDE / CHARACTER & COMBAT
Classless progression, tactical combat, and magic that rewards preparation.
THE GAME VISION · This guide describes the intended finished-game experience. Test builds contain a smaller selection of features. Images show gameplay, interfaces, and weapon models supplied by the creator.
A third-person sandbox MMORPG inspired by Ultima Online’s freedom and Valheim’s sense of exploration. Your actions shape your identity.
You are not locked into being a warrior, mage, or craftsperson. Practice different disciplines on the same character, develop a specialty, or combine skills around the way you want to play.
Using a weapon improves its associated combat skill. Gathering trains the relevant gathering skill; creating items develops the craft. Spellcasting and successful defensive actions also contribute to their related skills.
Build a business, improve your equipment, explore a ruin, organize a hunt, or study forgotten knowledge. Progress does not depend on following a prescribed sequence of quests.
Strength, Dexterity, and Intelligence support your character’s physical and magical abilities. Health, stamina, and mana govern survival, physical exertion, and spellcasting. Equipment, skills, and preparation all influence how you handle an encounter.
| Discipline | Skills and activities |
|---|---|
| Weapons & defense | Swordsmanship, Axes, Mace Fighting, Polearms, Fencing, Archery, Tactics, Parrying, and unarmed combat. |
| Magic | Magery, Evaluating Intelligence, Magical Resistance, and Inscription. |
| Gathering | Mining, Lumberjacking, Skinning, Foraging, and Fishing. |
| Crafting | Blacksmithing, Leatherworking, Tailoring, Carpentry, Bowcraft/Fletching, Alchemy, Cooking, and Enchanting. |
| Utility | The broader skill design also includes Tracking, Taming, Lockpicking, Trading, Running, and Swimming. Detailed rules vary by discipline. |
Choose a skill title that reflects your expertise. Fame represents renown, Karma reflects moral standing, and notoriety identifies your legal status. These are separate parts of your identity: being well known is not the same as being lawful.
Inspect another player to view their appearance, equipped gear, name, and titles. Their backpack and raw character numbers remain private.
Combat centers on positioning, attack windows, resource management, and responding to other combatants. Both creatures and players can test your preparation.
Melee attacks have windup, an active hit window, and recovery. Reach, attack arcs, and positioning determine whether an attack can connect. Stamina supports swinging, sprinting, and defense, so constant aggression has a cost.
Face the incoming threat and establish a valid guard. A successful block reduces damage and uses stamina; overwhelming pressure can break the guard. Parrying improves the protection of a successful block instead of adding a random chance to avoid an attack.
Bows use carried ammunition and a draw-and-release action. Arrows travel as non-homing projectiles, so obstacles, movement, and the line of the shot matter. Valid shield or armed-weapon guards can block arrows. Bare hands cannot, and a bow itself is not a blocking weapon.
Encounter hostile creatures, wildlife, melee attackers, ranged attackers, and spellcasters. Hunting is a source of materials, equipment, treasure, and danger. Range, pursuit, and enemy behavior affect how you approach a fight.
A fast weapon, long-reaching polearm, heavy armor set, or magical loadout solves a different problem. The goal is meaningful choices in handling and preparation, with balancing focused on avoiding a single dominant option.
Apply pressure, read the response, take an opening, then recover before committing again. Mistakes create opportunities. Timing and positioning matter more than holding down an attack, and combining melee, archery, and magic keeps different approaches viable.
Health keeps you alive. Stamina fuels physical attacks, sprinting, and guarding. Mana supports spellcasting and magical control. Low stamina does not prevent spellcasting. A hybrid can change how they apply pressure as resources run low.
You can swap equipment during combat, including armor. Choose the reach, defense, mobility, and resource support that suit the encounter.
Recovery includes healing magic, potions, and bandages. Their different timing and restrictions create choices between a quick response and finding a safe opening. Bandaging requires you to stop moving and can be interrupted by damage.
Magic is a force within Eldor itself. Anyone can study it; it is not reserved for a particular ancestry, kingdom, or fixed class.
Magic spans offensive effects, healing, protection, weakening enemies, battlefield control, movement, travel, and interactions with the world. A mage’s usefulness extends beyond dealing damage.
Normal casting uses a carried spellbook containing the spell, mana, the required reagents, and spoken words of power. More advanced circles extend magical capability and demand greater skill.
Words of power reveal a cast to nearby players. Cast times, targeting, range, line of sight, and interruption create opportunities to respond. Magery determines casting ability; related skills support magical effectiveness and resistance.
Garlic, chamomile, sage, sulfur, nettle, salt, poppy, and charcoal are the shared reagent family. Vendors, gathering, and monster drops supply them. Reagents connect combat, exploration, alchemy, and inscription.
Inscription turns paper, ink, and the spell’s reagents into a scroll. The scribe’s skill determines which standard circles they can inscribe; they do not need to have learned each spell personally. Player scribes provide advanced magical knowledge beyond the selection offered by NPC vendors.
A scroll can be added to a spellbook or consumed for a single cast. Consuming a scroll replaces that cast’s reagent cost, while normal mana, targeting, timing, and interruption rules still apply. Inscription also supports casting reliability.
Let a station scribe complete the work, or manually trace the words of power to finish more quickly. Manual inscription offers a time advantage, rather than extra copies of the scroll.
Begin with a First Circle spellbook and expand it through scrolls and discovery. NPC vendors supply scrolls through Fourth Circle; player scribes provide Fifth through Eighth Circle knowledge. Higher circles bring broader possibilities and greater demands on preparation.
Stand still to cast, even when holding a weapon. Movement, qualifying damage, attacking, or raising a guard can interrupt the attempt. Interrupted casts spend neither mana nor reagents; a fizzle consumes reagents, while a successful cast uses both.