PRE-ALPHA MVP demo live · World simulation in build · Public playtest TBA
EtherFantasyClash Front · Ether Fantasy
Army & fortification

Raise, provision, defend

Every army is real. Every soldier costs CT. Every parcel you hold needs a Master and a plan.

Unit classes

Seven line classes cover the whole roster. Each stack is a pet species (see pets) — class = the fighting role and mechanics; element = flavor + type-advantage modifier.

ClassRoleMechanics
FootmanLine tank / frontlineMelee (10 u), 100 HP, 10 dmg. Jack-of-all-trades. Sample pets: Blockid, Mizumi.
ArcherRanged damage40 u range, 60 HP, 12 dmg. Fires past frontline. Elemental projectile flavor. Sample pets: Dynamouse (fire ball), Diloom (poison spit), Eekape (dark), Endorr (seed), Omnom (water, flyer), Cryptise (phantom, flyer).
SpearAnti-cavalry / long meleeExtended melee (18 u), 90 HP, 8 dmg. BRACE: vs charging cavalry, halts charge + 2× damage. Sample pets: Quillster, Cesstoid, Mintol, Palytid.
CavalryFast flankerMelee (12 u), 80 HP, 15 dmg. Move 8 u/s (2× footman). CHARGE: after 3s straight-line, next hit = 25 AoE. Countered by spear brace. Any 4-legged ground pet is cavalry-eligible. Sample pets: Chulember, Kyberra, Felistar, Swifty, Fuenago.
Siege — Form 1 (mobile)Mid-range artillery50 u range, 120 HP, 15 dmg splash. Slow move. Can transform (3s) → Form 2. Sample pets: Baulder, Dredrock, Thermolophus.
Siege — Form 2 (deployed)Long-range stationary artillery150 u range (half-screen max), 0 move, 45 dmg splash (25 u radius). Min range 35 u — can't hit close. Cannot target flyers. Transform 3s vulnerable.
Marine *(v4)*Naval landingCoastal + river warfare. Water-dwelling species. Sample pets: Nageel, Pudde, Vermillios, Krakowee.
Ship *(v4)*Naval lineSea battles at ports + harbors.

Line vs Elite — the evolution rule

Every unit comes in two tiers. Which tier you can field depends on whether the pet species can EVOLVE.

  • Line units — any Form 1 pet species. Cheap. Populace-drafted from the biome-native pool, or NFT-summoned. Base of every army.
  • Elite unitsonly pet species that have a Form 2 (evolved form). Requires: gold + crafted arm from your Workshop + fur (campaign gear). Pets with only Form 1 are line-only, forever — no shortcut.
  • Mythic pets — neither line nor elite. See below.

This is why evolved-pet NFT blueprints are premium. It's why wild-spawn evolution becomes a real strategic reason to enrich frontier land. It's why boss-lair DNA-fragment drops matter. Elites are gated by evolution, not just by wallet.

Mythic reinforcements — the surprise ally

If you own a Mythic-rarity pet NFT, that pet may appear as a special reinforcement in your battles — deterministically once every 10 battles. Behaves like a very tanky line soldier under AI (no skills, no micro), roughly 2× hero stats, cannot be recalled. Announcement banners fire on spawn — your side sees "The Gods have answered", the enemy sees "The sky darkens." KO'd mythics drop boss-style bonus loot. See Masters page for the full mechanic.

The Flyer tag

Flying pets carry a FLYER TAG on top of their class. Special rules:

  • Basic melee attacks miss flyers — a swung sword or claw simply doesn't reach.
  • Special / skill attacks CAN hit flyers — a hero's AoE, a ranged skill, an arcing artillery shell.
  • Baseline HP is lower (~70-80% of ground-equivalent stats) — glass cannons.
  • Siege Form 2 cannot target flyers — needs dedicated anti-air (v4 spec).
  • Cavalry CHARGE is ground-only — flying "cavalry-like" units are not cavalry; air-to-ground dive attacks are a separate mechanic (v4).

Raising an army

You raise from a territory you govern. Pay CT up front (split across food/gold/wood). The army enters a MUSTERING state — soldiers materialize per tick until the queue drains. A mustering army can't march, and if attacked mid-muster it fights with what's trained so far × ⚙ muster penalty.

The CT re-scale (2026-07-10 v2). Everything got ÷100. A line soldier is ~0.02 CT. A level 1 development ~1–1.5 CT. Start balances are 5 CT (most players) / 50 (casual whales) / 500 (whales). At $0.10/CT, most actions cost pennies. Enrichment matters because it changes the cost math over time.

Resources

CT (outside the battle)

The currency. On Pentagon Chain. You deposit CT into the game via escrow, spend it on land actions, and can only withdraw what you deposited (never more) — the game is a house-edged, negative-sum CT machine on the withdrawal side.

Gold (inside the battle)

Mined from map resource nodes during a fight. Spent in-battle building towers, walls, gates, hiring elite units. Round-trips out at end of battle: your final Gold survivors become plunder (translated back to CT at the fixed rate).

Food / Wood / Gold — carried on your army as provisions, sourced from your home territory's stockpile at raise time (see the economy page). Food is burned on march-steps and consumed in battle-food up front. Wood + gold together can erect a temporary in-battle command center — a scoring bonus for the attacker, spent win or lose. Nothing else is spent inside the fight.

All resource extraction (mining, farming, crafting) happens on the CF overworld map via worker pets on your parcels — NOT during battles. The battlefield is a fight, not a base-building screen.

Full hiring costs table (line + elite units, gold / wood / fur / iron requirements) → Reference tables on the economy page.

Fortification — the ladder + your placements

Every parcel ships with a fortification ladder baked into its battlefield JSON:

  • SMALL / open single — nothing baked. All defense is what you place.
  • MEDIUM manor — nothing baked unless it's a town anchor.
  • LARGE — KEEP — wall + gate + tower ring pre-placed.
  • GIANT — CASTLE — heavier ring.
  • EPIC — PALACE — full palace geometry (per-component board).

Beyond the ladder, every generated map ships with buildSpots — empty slots where you (the defender) can place your own modules:

  • Auto-upgrade defense (default) — slots fill in priority order as your MILITARY development level climbs. No thinking required.
  • Manual placement (advanced) — drag modules onto the exact slots you want (CoC-style base builder).

Module types: WALL · TOWER · GATE · TRAP · GRANARY · PET_DEN. All destructible. Attackers who break them can salvage materials.

Overseer requirement

Every occupied parcel needs a Master overseer while you hold it. No overseer = no active production, and — over time — overgrowth creeps in and the land reverts to WILD.

Assign a Master, keep her fed and paid, and the land yields. Neglect it and the frontier takes it back.

Supply lines

An army in the field needs supply. GARRISON in a friendly supplySource territory = supplied. Marching or standing on foreign ground = drain. Long unsupplied stretches bleed morale, and morale collapse = desertion.

Supply-train raiding, empireFactor / distanceFactor, and the full 01 §5.2 Dijkstra check are in the queue — see roadmap.