Table of Contents

Houses

Part of your genetics. Every bloodline carries a house signature: one perk, and a drawback. It is inherited like genes, and not necessarily the same as your Element Strength (aka your name colour).

Only your strongest house does anything. Everything else you carry is silent, and passes to your children unchanged.

The seven

Numbers are at level 6, the strongest. Most people sit at 2 or 3.

House Gives Costs
Fire Fire and lava cannot hurt you at all Air drains three times as fast underwater, and you swim slower
Water Air never runs out, and you swim at full Depth Strider Fire and lava deal 180%, and burn longer
Earth Falls deal 5% damage, safe to drop 7 blocks instead of 3, reduced knockback taken 6% slower, and a slightly lower jump
Air Double-tap jump while falling to glide 3.5 seconds Blows throw you 32% further, falls hurt 32% more
Light Healing at 200% in sun, and an aura that mends those near you Healing falls to 40% in the dark
Dark Mobs lose sight of you in the dark Weaker in direct sunlight
Raw Spells cast in 55% of the time, more mana and faster mana regen You take 24% more physical damage

Six of these are elemental. Raw is the seventh, and belongs to no element.

Levels

  • Each house sits on three loci, so you carry 0 to 6 copies. That count is your level.
  • A founder starts at level 3 in their own house.
  • Every number above scales with your level. At 3 you get half of max.
  • Your Genetic Analysis book prints your house, your level, and the exact numbers at that level.

It is the only place in the game that shows them.

If two houses tie for strongest level, the house matching your element, the colour of your name, wins the tie.


Genetics and Bloodline · Genes · Souls · First Day