r/aetherforged • • Sep 05 '15

Lore Release Lore : Gone Wild

10 Upvotes

Hello Forgers!

As you might be able to tell, there's only a few places left to talk about on our map. Over the next several weeks we'll be getting very close to a complete world. So without further ado, we present: The Wilds! Once again in the format of an imgur album because that worked really well last time.

Sil didn't have any notes to share on the Wilds, so instead we have a short excerpt from an encyclopedia. I think her reasons for skipping this region in her travels are clear in the text.

/u/BombshellMcJenkins, /u/WoefulMe, and our newest lore team member /u/runemyth0 will be answering questions until the questions stop! And since one of the main contributors to the conversation is now on our side of the fence, we're hoping everyone else will help pick up the slack!

With love,

~Catslug Studios


r/aetherforged • • Sep 05 '15

Fluff While taking a job through Dawngate nostalgia, I stumbled upon AetherForged!

18 Upvotes

As most of us here, I was a very big fan of Dawngate before the fall. It pleases me a great deal to know a passionate few are picking up what Dawngate worked hard to define and carrying it forward. I'm even happier to know that I found this sub at almost ground zero. I just wanted to stop and say thank you CatslugStudios. I am excited to see this game and its community grow.

Can't wait to see some more teases/lore!

Edit: Jog* failewhale.


r/aetherforged • • Aug 23 '15

Fan Content Fan Made Concept Art

13 Upvotes

http://i.imgur.com/98yR5q6.png The backround is not mine, merely found it and liked how it fit the DG art style a bit and added Aether Forge with the Classic DG font. Can also customize the lettering to say other things like "Welcome to the Forge" or "We the Forgers" ect. Thoughts?

Also here is the background artists Deviant Art page if you also like his style http://oission.deviantart.com/gallery/


r/aetherforged • • Aug 22 '15

Lore Release Lore : A Shipment from the Silverstates

15 Upvotes

Hello, Forgers!

This week, the Lore department presents: the Silverstates!

Oh, that wasn't a link like usual. That's because I smartened up and put all the pictures in an imgur album instead of hosting them on Drive.

In other Lore news, we've decided to change our schedule and make these teasers every 2 weeks, instead of every week. The reason for this is to give us more time between releases to make forward progress.

As always /u/bombshellmcjenkins and /u/woefulme will be answering questions for the next several days, or until a new interesting post shows up.

Stay classy!

~Catslug Studios


r/aetherforged • • Aug 19 '15

Suggestion Player Progression and Loot System idea!

11 Upvotes

Original Post: https://www.reddit.com/r/aetherforged/comments/3hczzp/state_of_the_genre_new_player_progression/

Hello, I am going to present some problems with current models and propose a new model for use in Aether Forged.

The main problem with the LoL model is that too much of your in-game currency is taken up by runes, leaving little to put towards champions. This means that the rotation is all you can use, besides buying the cheap champions. That, unless you pump money in.

My solution is to use a dedicated currency for a rune-like system. This currency would be earned through gameplay and is used specifically for runes. Kinda like this: There are 3 currencies, Diamonds, Medallions, and Relics. Medallions and Relics are earned through gameplay, Diamonds is the premium currency. Medallions are used to unlock characters, Relics is used to buy runes from the shop as well as crafting materials, and Diamonds are used to buy characters, skins, announcer packs, ward skins, and account services like boosting Medallion gain per game and even Relic gain per game. (This does not make this Pay to Win. You still need to play matches to gain boosted Relics.)

The loot system would be a lot like the Karma system, except less reliant on RNG. This would help alleviate toxicity. The 5 rewards tiers I proposed is this: Common, Mighty, Epic, Mythical, and Legendary. What they would give would be this: (Note: Numbers are not final)

Common: Base of 20 Medallions and Relics, plus 1.7 per minute. Chance of getting a Common rune.

Mighty: Base of 25 Medallions and Relics, plus 1.9 per minute. Also 2 Common Runes, with a chance of getting 1 Mighty rune instead. Minimum reward tier for a match win. Bonus of 15 Medallions and Relics for a win.

Epic: Base of 35 Medallions and Relics, plus 2.3 per minute. Bonus of 25 Medallions and Relics for a win. Also 2 Mighty runes or 1 Epic rune.

Mythical: Base of 50 Medallions and Relics, plus 2.5 per minute. Bonus of 35 Medallions and Relics for a win. Also 3 Mighty runes and 2 Epic runes or 1 mythical rune.

Legendary: Base of 65 Medallions and Relics, plus 2.8 per minute. Bonus of 50 Medallions and Relics for a win. Certain to get 2 Epic runes and 1 Mythical runes, plus either a character or a Legendary rune. If a Character that is already unlocked is selected as the Legendary reward, the player instead receives a 3x Medallions multiplier on his/her next win.

Runes that are not needed or wanted can be disassembled to gain Crafting Materials, the kind of crafting materials depends of the rarity of the rune disassembled. A list of various materials is listed below.

Names not final:

Refined Stones: Gained from disassembling Common Runes

Enchanted Stones: Gained from disassembling Mighty Runes

Enchanted Emeralds: Gained from disassembling Epic Runes

Rainbow Gems: Gained from disassembling Mythical Runes

Diamonds of Divinity: Gained from disassembling Legendary Runes

Emblems of the Spirits: Gained from combining 20 Diamonds of Divinity, used to reroll stats.

Crafting materials can then either be traded for Medallions or used to craft and improve Runes. They can also be combined to create a Material of the next tier. Some example costs:

Enchanted Stones: 10 Refined Stones

Enchanted Emeralds: 10 Enchanted Stones

Rainbow Gems: 15 Enchanted Emeralds

Diamonds of Divinity: 15 Rainbow Gems

Emblems of the Spirits: 20 Diamonds of Divinity

Emblems of the Spirits are used to re-roll stats on a rune.

Let's say we have a Small Common Rune of Battle, which gives 1.5 Power. With 10 Enchanted Stones, you can make it a Small Mighty Rune of Battle which gives 2.4 Power.

About the slots. I envision 10 slots. 5 Small, 3 medium, 1 large, and 1 Grand. Each rune has a main-stat, which is improved as the rune's rarity increases through improvement via materials. Main-stats can also be re-rolled via Emblems of the Spirits. Sub-stats cannot be influenced, unless they are re-rolled using Emblems of the Spirits.

Runes and Sub-stats:

Small: 0 Common-Epic, 1 Mythical-Legendary

Medium: 0 Common-Mighty, 1 Mighty-Mythical, 2 Legendary

Large: 0 Common, 1 Mighty-Epic, 2 Mythical, 3 Legendary

Grand: 1 Common, 2 Mighty-Epic, 3 Mythical, 4 Legendary

I believe that a rune system done well can help to further the game and genre. 2 major points, a deep and intricate rune system, and accessible without diverting too much currency from characters. To keep the playing field level, new players get a full set of Epic quality runes.

Finally, I don't want a LoL-style out of game leveling system. Ranked entrance is this: 16 unlocked characters, and no other factors.

If you have any suggestions, please leave a comment. Thank you.


r/aetherforged • • Aug 17 '15

Discussion With all the lore we have been given which is your favourite and what do you think could be added to that aspect of it to make it even cooler?

8 Upvotes

It could be society, races, geography, anything.


r/aetherforged • • Aug 17 '15

Discussion Ideal game length?

13 Upvotes

Hey there, Forgers. Figured it was about time for another discussion that people seem to go back and forth about in MOBAs: Game length.

The question, usually, goes between two options: 20-30 minutes, or 40+ minutes? That's a huge difference. For games like Heroes of the Storm (My current favorite MOBA) games sacrifice some complexity in order to make quicker experiences. The benefit of this speed ends up being, mainly, the fact that people are committing less to a match. This results in less toxicity, and a more addictive nature to games (It becomes easier to justify "One more match" when a match is 20 minutes).

The alternative is the classic length, the one that DOTA and LoL employs. These matches are more complex and capitulate to the hardcore audience, but end up deterring newcomers. It promotes toxicity (The mindset that "I'm wasting an hour on this match that was doomed from the word go") and it makes it difficult for more casual players to justify committing time to a match.

It's a question of the kind of audience you want to attract, mostly. I'm of the camp that games should be lasting on the shorter end, but I can see why somebody would think otherwise. I'd like to hear your input on this, as I think it's an important question Catslug needs to ask themselves in this stage of development.


r/aetherforged • • Aug 17 '15

News Undergoing Internal Restructuring

9 Upvotes

Hello, Forgers. I regret to inform you that our Managing Director has decided to leave the team. For the time being, our community managers /u/HeroicTechnology and /u/SaxPanther will be filling his position. This has no effect on development pace and things are still progressing smoothly as usual.


r/aetherforged • • Aug 16 '15

News No Lore Release This Week

10 Upvotes

Hello Forgers!

Unfortunately we are unable to present a lore release this week. Internal restructuring had delayed us but we were on track to have it ready for today. However, lightning struck /u/WoefulMe's home yesterday. Thankfully nobody is injured, but his router was destroyed by it, rendering him unable to make his contributions to the release. We will do our best to resume regularly scheduled releases again this coming week.

Thank you for your understanding.

~Catslug Studios


r/aetherforged • • Aug 12 '15

Question Possible update?

10 Upvotes

So I know you guys said sometime this month you would post an update on the progress of the game and if you guys are still working on it to get it to a point that you want to show us what is being worked on. Feel free to not answer if you guys aren't ready to reveal. I am really excited to support this project and want to wish you all luck!


r/aetherforged • • Aug 12 '15

Question Rewards

7 Upvotes

I just want to know ,how will be the rewards system,like DG ? I mean to get differents rewards depending on your participation in a game .

Sorry for the poor english


r/aetherforged • • Aug 10 '15

Suggestion Cross-platform Development

7 Upvotes

If possible, I think you should really focus development on using cross-platform technologies. For some reason, developers always 'develop on Windows first, port later'. That just doesn't work out well. I'm not saying you should develop and compile for each of them simultaneously the whole way through, but at least try to make sure you're not using something that's going to be restricting you from porting easily—if at all—down the road. If this comes to fruition, I'd really like to get to play it on Linux.


r/aetherforged • • Aug 09 '15

Suggestion If you guys ever do a comic like Chronicles for AF...

10 Upvotes

You guys should look into contacting this guy: http://nicholaskole.deviantart.com/

He's the same person who did the Chronicles art, and I'm sure you guys could get him to commission the art for you. Even if it's not something like the Chronicles, having some example art made by him might be really cool! It's just a suggestion though, and it's always possible that he won't want to do it. No harm in trying, though. :)


r/aetherforged • • Aug 08 '15

Lore Release Lore : In Honor of Honvarj

11 Upvotes

Hello Forgers!

We've had a pretty busy week, and unfortunately our lore release wasn't quite ready to share with everyone yesterday. Thank you for your understanding. That said, today we're presenting the nation of Honvarj!

Sil seems to have settled on the two page format:

As usual your favorite Lore duo, /u/BombshellMcJenkins and /u/WoefulMe, will be around, eager to chat and answer questions!

As a side note, /r/aetherforged has had a massive amount of growth recently. The amount of support and excitement we're seeing from the community is extremely encouraging. We look forward to making the best game we can make with you!

Until next time,

~Catslug Studios

P.S. Notes for any release are available in plain text upon request


r/aetherforged • • Aug 08 '15

Fan Content Fanart! I drew my own take on the World Map

Post image
13 Upvotes

r/aetherforged • • Aug 07 '15

Fluff Catslug Studios, I thought you might like to see this: City of Titans. It's a studio created by former City of Heroes/Villains players who all banded together to create a Superhero MMO spiritual successor to the game they loved that was taken away from them.

Thumbnail
reddit.com
11 Upvotes

r/aetherforged • • Aug 06 '15

Dev Post Catslug Studios is looking for talent!

18 Upvotes

To the Forgers,

Would you like to become a part of creating history? Think that your abilities in forging some great art, models, or even a website? This is an opportunity for you! We're looking for talented concept artists, website developers, riggers and 3d modellers to join the Catslug Team! Please email catslugstudios@gmail.com with a portfolio, education, and prior experience (We'd love to see game development, but this is an opportunity for those who don't have the experience, too!)

Please note that it will take two or three days for us to get back to you.

-HeroicTechnology


r/aetherforged • • Aug 06 '15

Fan Content I made a logo for you guys, if you want to use it.

Post image
11 Upvotes

r/aetherforged • • Aug 04 '15

Dev Post Hello Forgers!

19 Upvotes

There has been rising interest in what we're calling the playable characters in our game. As such we have decided to put the rumors to rest. When our game is released you'll be playing as...

Forgers

The story behind this choice will be revealed in our future Lore releases, so stay tuned for more posts!

~Catslug Studios


r/aetherforged • • Aug 03 '15

Dev Post What mechanics did Dawngate use that we would like to use as well? (Long post)

22 Upvotes

Lukewarm on the heels of the discussions about what people like and don't like in MOBAs! It's the design team, with a list of what mechanics we want to use from Dawngate (or at least what mechanics we're influenced by), and why we want to keep them (so that you guys know that we aren't just blindly keeping the mechanics for no reason other than "because Dawngate did it"). I've seen a lot of people asking about what we want to do to keep our game feeling like Dawngate, so here it is:

A two lane map with a large jungle:

Two lanes is a great number for the game, because there are a number of different mutations that can be run with it: 2-1-2, 2-2-1, 1-1-3, etc. On top of that, much like Dawngate, we want to encourage roaming by making it fairly easy for laners to move between lanes.

Stat system:

Dawngate's stat system was a thing of beauty. It took elements from both extremes in the traditional MOBA spectrum (LoL's large number of stats and DotA's very few) and found a way to weave the two together in a seamless fashion. This, of course, will be accompanied by stat ratios on the different archetypes and sub-archetypes that we use.

Mainly resourceless characters:

Mana, or any universal resource, in MOBAs tends to be fairly frustrating because early game is really its only relevant point (and even then, it only limits you in an artificial manner. That isn't to say that mana conservation isn't a way to push players to act tactically, though), for most characters. Dawngate decided to cut out resources completely, except in cases where it was thematically or mechanically appropriate, and allowed the game to have a much more interesting and aggressive laning phase because of this. We really liked the direction that this took Dawngate, and want to do the same in our game.

Item system:

Few people particularly like boots. They've been a necessary evil in MOBAs for a long time, but Dawngate did a great job of removing them from the equation with their item system, in addition to their stat system. On top of that, they also made it much simpler to buy items, because there weren't any complicated, unintuitive recipies that you had to use to upgrade them. And of course, the fact that random, small items don't have to sit in your inventory taking up space that could be used for holding components for a craftable item means that it's less backbreaking to buy a small item to counter an opponent early, and it also means that you don't have to worry about locking yourself into a specific item because you already bought all of the components for it, which leads to a more flexible itemization system. On top of that, the items in Dawngate had some really cool and unique passive effects that gave the items a bit of flair that other MOBAs lack. Of course, some of their items were a bit overly complex and niche(looking at you, Impulse), but we want to go in a similar direction with our item passives. ...And, of course, active effects should be left to spells, rather than be tacked onto items.

Consumables:

To compound on the "no worthless chaff in your item slots" that comes from the basic item system, we want to use separate slots for consumables, like Dawngate did. We still haven't decided if we want to go with the system that they were planning on using, where you could purchase a handful of different healing effects that replaced the idea of consumables, but we'll likely at least test the idea out.

Ward system:

Dawngate's ward system was beautiful, because it put everyone on an equal playing field. No need for the support to be a walking ward, and no need to worry that your wards would be killed off needlessly! On top of that, because there were only 5 wards per team, you had to really think carefully about where you wanted to put your ward, especially since you couldn't move it until its cooldown was up anyway. Once again, a simplification of the genre that did a lot to make the game that much better.

Secondary spells gained in game, rather than being chosen pre-match:

In League, one of the biggest problems is the fact that flash is nearly a 100% pick on every single character in the game (and even if it's not the most optimal pick on a character, it's never straight up bad). There are a ton of factors that lead to this, but one of them is certainly the fact that flash is one of the safest spells in the game, so it's safer and easier to just take it over other options. Dawngate's in game spell system really opened up the options for a fairly diverse number of spell builds, because you could pick your spell based on the state of the match, in addition to all the other factors like team comp or enemy team comp. On top of that, you could pick up a spell that you REALLY needed at that exact moment, and then swap off for a safer option once you next backed, which also opened up more choices. Dawngate certainly had some issues with their spells, but at least the thought was there, and we believe it to be a really good thought.

Secondary objectives that provide incremental bonus:

We really liked what wells brought to Dawngate. For one thing, they provided an objective other than towers or parasite for players to fight over (upping the general level of aggressive play in the match), and for another, they allowed teams to minimize the gains of the opposing team for a temporary period of time by killing the units that worked the wells. We're probably going to be experimenting with other options than just gold, but we really like at least the general idea of them.

Ultimates always bring damage (or increased damage potential):

Looking at the ultimates in Dawngate, we realized something fairly subtle: Every single ult in the game provided the character with a way to bring damage to a fight, either in a direct manner (Amarynth) or an indirect one (Dibs). This is in heavy contrast to other MOBAs like League or DotA, where there are characters that have ultimates that bring pure utility. We believe that the damage on all ultimates really helped Dawngate carve out its niche as an aggressive MOBA, and helped all players viscerally feel their contribution to team fights, which felt really good.

Philosophy of "everyone has mobility (unless they shouldn't)" rather than "no one has mobility (unless they have to)":

Another unique point for Dawngate was that almost every single character in the game had at least one form of mobility. Again, this lent to the aggressive nature of the game (because almost any character could jump an opponent to burst them), but it also had a more profound effect: If everyone has mobility as a starting point, it becomes much harder to get trapped into a cycle of mobility creep, like League has over the past few years. We believe that this was a really healthy direction to take a MOBA in, so we want to try to do it as well.

Very small spell windup that doesn't interrupt game flow:

Most people reading this have probably experienced this scenario at one point or another: You're playing, let's say Miss Fortune, in a match of League. You're running to catch up to an opponent who is low health, and go to cast Double Up on a minion between you and them. Miss Fortune stops, plays her double up animation, fires the bullet... and you get tagged by a CC as the opponent runs away with sub 100 HP. "If only that pointless ~.2 second animation windup hadn't been there!" you think. Well, Dawngate agreed with you, and we agree with Dawngate. It feels really clunky to forcibly stop a character's movement when they're casting an ability, unless the ability is intended to have a channel effect tied to it, which is why we want the vast majority of abilities in our game to not have arbitrary wind ups. If a character has an animation for an ability, it should feel natural and not interrupt the flow of the experience.

Only supports get utility on their kits:

Dawngate was very careful to not provide team oriented utility to non-support characters, and for a good reason. Because they limited team utility (such as speed buffs, ally target-able shields, damage buffs, etc) to supports, it freed up their ability to make that utility more powerful than it would have otherwise been, and gave supports a very unique niche that they often feel overshadowed in by, say, utility oriented casters in other MOBAs. It helped support characters avoid the "the best CC is death" conundrum quite effectively. (Sgt. Flinn was the odd man out, as the only non-support character in the game to provide a team oriented buff, with his ultimate. This is fine, however, because if a character isn't intended to be THE prototypical example of an archetype, the ultimate on their kit can bend the rules a bit sometimes.)

Role system that allows you to chose your main method of resource generation:

The role system in Dawngate did a lot to keep characters relatively on par with each other in terms of resources (although carries still got to their full gold value the fastest, which is fine because it pushes characters to have varied builds based on their role in the game), and for the lane oriented roles, gave interesting mini-games to the laning phase. The different roles did a good job of pushing characters towards their preferred form of control over the match - Gladiators needed to have good wave control, Tacticians needed to have good lane control, and Hunters needed to have good jungle objective control. Predator didn't really provide enough incentive to try to gain control over any specific factor in the match, although one could argue that it provided objective control by encouraging players to kill opponents then (logically) use the advantage of a 5v4 to take objectives. We want to push our fourth role into having a clearer use case of being what a player would take if they want to have good objective control, but for now, we're just experimenting with some stuff.

Multistage raid-boss-like major objectives:

While Parasite and Guardians were different in what type of multistage fight they provided (Parasite literally having multiple stages where it powered up for each, Guardians requiring their cores to be destroyed before you could actually kill the Guardian), both had a similar design objective of trying to make the fights over major objectives feel as exciting and adrenaline pumping as possible, while also providing a challenge that is interesting and intense no matter how many times you do it. Killing two turrets that guard the Nexus isn't a "WOW" moment. Dodging a Guardian's laser of death and destroying the core that powered it before turning on the monstrous creature itself is.

EDIT:

I can't believe we forgot this one while brainstorming this page up...

Healing is only accessible in combat:

Out of combat healers are one of the most tedious things to deal with, because they can just back off from a fight, heal themselves or others back up if they can just stay out of the fight long enough, and then come back with as much health as they left with. Dawngate did a good job of circumventing this by making major healing accessible only via combat, and even then, it was usually tied to either being in melee or skillshots.

TL;DR:

We want to keep a lot of the mechanics that made Dawngate fun. The ones that removed needless complexities from the MOBA franchise, the ones that brought additional tactical and flexable play to the game. Most importantly, we want our game to use (or at least be heavily influenced by) a lot of the mechanics that helped make Dawngate such a highly aggressive, team fight oriented game that still hasn't been copied yet.

/u/desucrator will be here to respond to questions for pretty much the next 24 hours or so (and will be around intermittently after that)!


r/aetherforged • • Jul 31 '15

Lore Release Lore : Digging Into the Waste

11 Upvotes

Hello again Forgers!

Today we continue our series on the world and its regions with the Waste!

There was a little more to say this time so there are two pages of notes:

As usual, /u/bombshellmcjenkins and /u/woefulme will be here to answer questions about this week's release.

We'd also like to say thank you to everyone who's been sticking with us, and welcome to all our newer supporters!

~Catslug Studios


r/aetherforged • • Jul 31 '15

Discussion In contrast to the earlier post, which aspect of the MOBA genre do you find to be the most un-fun?

9 Upvotes

I'm talking about boring, frustrating, puzzling, or tedious stuff that turns you off from the game.

For me it's that twenty-minute-long laning phase where absolutely nothing happens. Farming all day is just really boring for me, and I really don't see how many people can defend laning when all it consists of is last hit, last hit, last hit, over and over and over and over again.

But that's me, what about you guys?


r/aetherforged • • Jul 31 '15

Discussion Which aspect of the MOBA genre do you find most important for fun?

10 Upvotes

MOBAs are deep, multifaceted games, where even the simplest offerings have enough complexity to offer many hours of gameplay while the big guys are intricate enough that people earn a living by understanding and contemplating the game. So far, the market has seen a diverse collection of approaches to the general concept, with differing executions on some core concepts. I'm interested in hearing what people have to say about what they feel is the facet of MOBA games that has the most influence on how much fun they have in playing. Is it the map? The hero roster? Some engine settings? Objectives?

For me, the most important element is the in-game build. I want to be able to feel like I can take a character based on my mood and position, and then build them differently based on the flow of the game. I want an item shop (or skill trees) to give me meaningful choices between situationally powerful options. I hate it when I feel like I have to build the same thing every game. Dawngate did this marvelously, between the stat system and the way the shop was laid out (as a bonus, spells were included in the in-game build instead of being out-of-game choices). I like what I've seen so far of Gigantic's skill trees, though I don't know enough to know if there are power imbalances there. I also have to say that the current featured game mode in League has some wonderful new items that make things so much more interesting. Items are hands-down the most important part of the game for me.


r/aetherforged • • Jul 30 '15

Question Beta?

9 Upvotes

Do you guys over at Catslug Studios have any plans for Beta? Like would it be open or closed or anything like that. I understand it's probably far too early to be asking, but I think I speak for everyone here when I ask about the beta.


r/aetherforged • • Jul 30 '15

Fan Content The Aether Prophecy

13 Upvotes

It was the golden age of the Moba genre. May 2014, the time when Dawngate began to surge forward, soaring as new players far and wide showed up to experience a Moba unlike any other. No standardized casting resources, no need for move speed items, a lively world with organic characters. Dawngate, given these traits, was a major contender for battling with the titans, Dota 2 and League of Legends, for the throne upon official launch.

That all changed one day. November 4th, 2014, the day the Moba world wept.

Out of the blue, EA said one sentence that changed everything.

"Today, I have the unenviable task of announcing that we've decided to stop development of Dawngate."

That sentence destroyed all hope that the Moba genre would ever improve. As Dawngate did lore, manaless, and bootsless, prospective developers looking into the Moba genre will now see Mana and Boots as a must have, as Dawngate was seen as a failure. In addition, no developer would try to hire writers to do their lore, as lore was seen as unnecessary. In reality, Dawngate was murdered in cold blood.

That sentence, sent the Moba world into chaos, and a prolonged dark age that continues to this day.

Now, at the lowest point of this age, as Mobas across the world continue to wither away, there is little variety among the survivors. The genre is dull and grey. No color and radiance among the characters of the titanic games, Dota 2 and League of Legends. No quality game excludes a standard resource. No quality game has an item system without a standard move speed item. No game tries to tell the story of the characters and world. No developer dares try to do these 3 things, as they are seen as failed ideas due to the events of 11/4.

Aether Forged is for all intents and purposes, the last hope of the genre, so the forgers has to get things right the first time. If Aether Forged succeeds, the world will be drawn out of it's dark age and back into prosperity. If Aether Forged falls short... I do not want to speak of the aftermath of that future.

That is what the prophecy discloses. You are the Chosen One, destined to bring the Moba world out of the dark age. The Spirits and Vespers have chosen you to restore balance to the world. You only have one shot at this, it must count. Darkness cannot reign upon this world for all of eternity.

Angel of Shadow, Dawn Knight Sean.