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devlog

Devlog: Soldier Progression and Tiers

Every soldier starts their life as a simple villager. Train them and upgrade their gear to forge them into a soldier class.

Atherion Team
Three knight soldiers at different equipment tiers in Atherion

In Atherion, every soldier starts their life as a simple villager. You can train them and upgrade their gear to forge them into a soldier class. The further you advance, the higher the villager tier will progress. A soldier’s power comes from the armor that can be crafted, where its materials were sourced from, and whether you are prepared to lose it upon death.

Knight Tiers — A Resource-Based System

Knights have been divided into 3 distinct tiers. Each tier is directly linked to the highest grade of armor they can wear, rather than experience or rank.

Tier 1 — Peasant Militia

These soldiers resemble armed villagers more than professional warriors. Their attire is primarily cloth and leather, with simple iron pieces for protection. This tier represents mass conscription and the first steps of military life.

Tier 2 — Trained Soldiers

With the availability of silver, armor becomes thinner, more refined, and more stable. The overall appearance is more orderly and disciplined, reflecting a clearer military structure and superior craftsmanship.

Tier 3 — Elite Warriors

Armor forged from ancient, rare alloys found only in the world’s most perilous regions. Orichalcum is not magical or glowing — it is strong, durable, and timeless. This tier represents the pinnacle of material advancement, not individual heroism.

Archer Units

Archers are currently in the early stages of development. The current unit represents the mid-tier of archers. They rely on lightness, cloth, and leather, with limited protection to allow for movement and maneuverability. Additional archer tiers will be added later, following the same philosophy: progression based on resources, not abstract numerical stats.

Next Steps

  • Adding more variations for each unit type (different armor sets inspired by various civilizations)
  • Designing and implementing unique abilities for each tier
  • Expanding the identity of each unit (Knights / Archers / other types to be added later)
  • Continuing performance testing
  • Linking abilities and loss (upon death) to the economy and gear-crafting system