Skills Discussion

Dear Erisians,

While the real world clamors for the next Great War, we’ve been diligently revamping the skill system in preparation for the wars to come in the realm of Eris.

How has the skill system transformed from a basic foundation to something much deeper?

The original design was intentionally straightforward, a minimum viable product that served its purpose as a placeholder during early development. Now, we’ve completely overhauled it. Every weapon skill comes with additional effects, such as weakening an enemy or slowing them down. We’ve also enhanced many skills with new visual and sound effects. Furthermore, we’ve begun developing new spells, introducing crowd control for Mages and powerful blessings (our version of buffs) for Healers.

Our long-term vision is to build a deep, strategic skill system that prioritizes decision-making over quick reflexes. We believe traditional RPG combat mechanics, often neglected as the genre drifts towards action-based combat, are overdue for a revival.

Rogues are meant to outwit their foes and dominate the shadows. How does this update further this Archetype?

With Stealth, Rogues can become invisible for a short time, enabling them to set up ambushes or execute swift escapes. They aren’t built for direct confrontations so they must outwit their opponents, strike vulnerable targets and disappear before retaliation.

Additionally, Rogues now wield three distinct Agility-based weapon types: Daggers, Fists, and Bows. Daggers remain fast and lethal, excelling at quickly disposing vulnerable targets. Fists, replacing Martial Arts, are designed for disruption and introduce a new Crushing damage type. Finally, Bows provide Rogues with a deadly new ranged option.

Healers have always been very popular with groups, and players looking to team up are often tempted to play a Healer. What changes are furthering this role?

Healers now gain access to three new Blessings: Might, Swiftness, and Vigor. These limited-time enhancements significantly boost Strength, Agility, and Endurance respectively, making allies much more effective in combat.

Furthermore, Healers can now be played offensively by utilizing Blunt weapons. While typically less damaging, these weapons can stun opponents, allowing a Healer specializing in them to become a surprisingly effective melee hybrid.

What new spells did Mages gain to control the battlefield?

They can now cast debuffs to weaken foes, immobilize enemies with powerful roots, and completely shut down targets with stunning spells. To offset their typically lower defenses, Mages can also cast Shielding to enhance their own survivability in combat.

Additionally, Mages now have access to expanded categories of magical weapons: Staves and Wands. These new weapons allow Mages to inflict sustained magical damage from a distance.

What new skills empower fighters to dominate the front line?

Fighter weapon categories have seen a significant expansion, giving them a broad arsenal to pressure, weaken, and finish off enemies.

Axes and Swords offer unparalleled versatility, usable with a shield, dual-wielded, or as two-handed weapons. Axes are designed to hit hard and destabilize targets, while Swords excel in one-on-one engagements and sustained attrition.

Crossbows provide Fighters with a robust ranged option, allowing them to become durable damage dealers from afar.

For those favoring two-handed power, Polearms deliver wide-reaching attacks focused on massive damage output, while Spears are now specialized for hunting down targets with high-pressure attacks.

We appreciate you taking the time to read this update! A major engine upgrade is next and should improve the game’s performance and compatibility across different browsers and devices.

— David, Lead Developer


This is a companion discussion topic for the original entry at https://erismmo.com/blog/alpha-4
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what does ofense rating thing do?since it doesnt look like it makes the damage higher and there are some gears who gives +1,2,3.. offense and it only adds to the ofense rating not the average damage

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Offensive Rating is compared to your opponent’s Defense to determine your chance to hit. So you will miss less and hit more often with higher Offense.

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evade/aim status?

Evade should be working, it’s another form of passive defense like block or parry. Not sure what you mean about aim.

since we are on this topic what does parry even do if it has no skills related to it?

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It’s like block but doesn’t require a shield, it’s a chance to completely nullify any damage done to you in an attack.

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is working perfect. as good as is posible. i know is not the place.. but..there is a way to learn spells? or how to be able to use staff? it say i need lev 1. but trainer does not give the staff skill training

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If you want to use a staff and spells, you need to create a new character and select Mage as your archetype, Fighter (your current character’s archetype) doesn’t get access to those skills.

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Cant there be a wait to craft an item from alchamy or a rune to reset your stats or like be able to change your class race or have potions?

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how can i access new spells like stun,root,blight…since it says 0pt to learn and nothing happens when i touch it

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You have to train up the required passive skill first, Warding for Stun and Root and Sorcery for Blight.

I know Stun is currently bugged, we’ll be releasing a patch in the next couple of days to fix it, but just FYI for now.

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one question the skill tree of bow. it afect the cross bow? cross bow is considered a bow?

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No, crossbow and bow are separate skills.

how to train it? the crossbow?also. what is offence. i isee it increse ofensive rating…but do not know what that means. also i lev up max agility but see no speed increse in my atacks

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Crossbow should be trainable by the Fighter archetype, if not let me know I’ll investigate.

Offensive Rating influences your chance to hit. If you notice sometimes you will miss attacks, the formula takes into account the enemy’s defense and your offense rating to determine chance to hit.

Agility does not currently influence attack speed, but it does effect damage with bows, crossbows, daggers, etc. It will eventually effect attack speed too I just haven’t implemented that yet.

I’m trying to document some of these mechanics in the blog posts: Character Creation - News - Eris Online

you are right..is just than when see bow whit rogue i asume it also means crossbow. my bad

There is no stat for crit in the character stat sheet. Does block only work if you have a shield or is it worth getting points in? would it be better to put the points in parry for a 2 handed user? I might need to reroll T.T

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Block should only work with a shield, but right now it’s working regardless. We’ll fix this soon.

Well noted regarding the missing critical chance, we’ll add that back in next update.

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or you could not and say you did :smiley: i maxed it out and use a polearm T.T lol

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