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May Development Post

December 15, 2025
UG JellyKnees
May Development Post

Welcome to the May Dev Post! Today we want to reveal and highlight some of the key features of our new item system and talk about what you can expect in the upcoming test for it. The Reverse Component Item System is one that we sought to create which combines some unique aspects of traditional MOBA component systems with Paragon’s card system to create a new and unique form of economy and itemization. The tiered item system is gone! When designing this system we set out with a few goals that have been core to our beliefs of what Ethereal should be and how it should be played. We wanted to created a user friendly yet unique system that both new players and experienced veterans are able to interact with right off the bat. We reworked items in order to create unique and impactful item power spikes that are clearly defined to both friend and foe. Intuitive user interfaces are implemented in order to guide players in their choices and builds. Systemic depth exists to allow for skill expression and infinite theory crafting but also not forcing new players to interact with the system if they are not comfortable.

People who have played other MOBA games in the past understand the value of items and builds, which can either make or break a match and really define a player’s experience with the gameplay as a whole. We knew that having an item system that felt intuitive, rewarding, accessible, and fun was going to be a top priority for Ethereal. Although the tier-based item system that we had in previous versions of the game was serviceable, we knew we could do better and develop something truly special. Now, after many months of testing and improving our system, it will be pushed live in the next playtest and provide our players with a revolutionary gameplay experience.

The Reverse Component Item System is where you buy the item with an low power initial passive up front including minimal base stats. You will be able to buy unique stat Gems to socket into your items to empower them. Players are only allowed to buy Gems on an item that are associated with the Base Stats of the item. Displayed across the gameplay user interfaces, various colored gems will be displayed that serve to represent the stats a player has socketed onto their items. Items will have 4 total Gem slots and once fully slotted, the item will unlock a powerful Completed Passive. Unlocking one of these passives is where you can expect to feel a massive item spike. Total amount of purchasable items in the system is remaining unchanged at 6, but items are limited to 1 per, so you can not buy 6 of a single item. Initially the system will contain around 75-80 items with plans to get to 100! Those familiar with our previous item passives will see a lot of returning effects with a lot of reworked ones as well!

There are a limited number of Base Stats that can exist by default on an item. These directly correlate to the various type of Gems that will be available to purchase. There are 12 total Gems currently in the system and they range from a few hundred gold to several hundred gold each. The different stats available include:

Physical Power
Magical Power
Armor
Magic Resist
Health
Mana
Attack speed
Ability Haste
Critical Strike Chance
Physical Life Steal
Flat Physical Penetration
Flat Magical Penetration

Let’s talk about Active Items. For a long time in Ethereal’s development cycle we have been against Active Items due to the high complexity of the game. We are making strives to reduce this while also remove some of the necessary button presses in the game (such as the previously removed Primary Spells). This has opened up a space for optional Active Item purchases to exist in the game. With the new Item System we will be introducing both reworked items and new items that will be actives. The number of active items that can be used will be 2, keybind 1 and 2 respectively. Players will be able to buy more if they so choose but only 2 slots in the inventory will be bound to keybinds.

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Let’s take a look at some items as an example. Viper Shuriken is an active item that provides Physical Power, Ability Haste, and Attack Speed. This means you are able to purchase any combination of those 3 stats until the item has 4 Gems. The items initial passive is called Numbness. Basic attacks stack a slow on enemy Myths on hit. This passive is available immediately upon purchasing the item with no Gems socketed. While the initial stats of the item are relatively low, the diversity of the system allow you to power up your items in a way that fits your build, strategy, and playstyle. Are you playing as Exiel? Then you will want to purchase Physical Power and Ability Haste Gems to ramp up his attack damage and burst potential. Or maybe you are playing as Malaia, who is more interested in Attack Speed scaling. If so, you can go for Attack Speed Gems, or even a split between a combination of Attack Speed Gems and Physical Power Gems. No matter which character you are playing, once you have all four Gem Sockets filled, you will unlock the Slippery Snake Active effect. Upon activation you cleans all negative status effects such as stuns and slows and grants a burst of Attack Speed if you successfully cleansed an effect.

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Another example is Leyline Shroud, which provides Magical Power, Health, and Magic Resist. The initial passive it provides is called Leyline, which provides the player with Magical Lifesteal when they are below a certain health threshold. After all four Gem Sockets have been slotted, you will unlock the Amplify passive, which gives the Myth up to 120 Magical Power based on their missing health! Leyline Shroud is a very unique item because of the versatility it provides for each Myth. At a quick glance, it looks like a highly defensive item, as it grants access to Heath Gems and Magic Resist Gems and a passive that provides sustain to keep you healthy after taking damage, which could benefit frontliners like Arawn tremendously. However, buying this item and fully investing in Magical Power Gems can serve as a substantial power spike for mages like Noxus or Kahlea, who will be less interested in the Health and Magic Resist but can still utilize the passives to deal more damage in fights where they aren’t expected to remain at high health values.

The Reverse Component Item System is meant to reward players for experimenting with items and builds while making sure they are not being punished in the process. While all the items are meant to feel impactful enough to be useful and fun, it is important that we remember our goals of not forcing players into interacting with this system. Auto-Buy will remain fully functional in this system and will prioritize an array of Gem purchases. Active items will never exist in Auto-Buy/Recommended item builds as these are purely optional to players. This system is extremely unique but we have dedicated a long time in fleshing out all the various aspects of this system and will continue to do so as the system releases and we are able to get more information from our community! Prior to the test later this summer we will publish all the items that will be available for you all to start theory crafting and getting familiar with their effects!

As always, thank you all for your support! We look forward to seeing you in the next Patron playtest, where these items, Gems, and more await.