Class Concepts! Post yours!

I would love to see a class that uses throwing weapons. The hurlbat and bloodnail are fun to throw around. Other than that, no one really uses throwing weapons because they’re not practical or effective. A class that uses throwing weapons would introduce new weapons into the game to work from.

:snake: Class Concept: The Mirestalker
:open_book: Lore

From the fetid jungles and swamps where serpents coil and the air itself is venom, emerges the Mirestalker.

Neither soldier nor assassin, these hunters belong only to the mire. They fashion obsidian blades from volcanic glass, carve darts tipped with frog poison, and master the art of silence in the reeds. Where others see pestilence, the Mirestalker sees life—and death, waiting to be harnessed.

Outsiders whisper of tribes who worshipped the swamp’s hunger, offering their enemies to mud and root. The Mirestalker walks in their shadow: patient, treacherous, and utterly lethal.

To fight them is to stumble into unseen snares, to bleed from a dart before you hear the whistle, and to realize too late that the swamp itself is your executioner.


:crossed_swords: Core Abilities (Low Fantasy – Conan style)

  • Venom Dart – Fires a poisoned dart from a blowpipe; deals damage over time, stacking with repeated hits.

  • Obsidian Shard – Throws a razor-sharp volcanic glass shard; causes bleeding.

  • Bog Snare – Hidden snare of reeds and vines; roots enemies who step into it.

  • Frog’s Breath – Coats weapon or dart with toxin from swamp frogs, amplifying poison damage.

  • Camouflaged Prowl – Crouches low, blending into terrain; next thrown weapon staggers and deals bonus damage.

  • Sacrifice Cut – A vicious claw strike with a poisoned fang-knife, tearing flesh and inflicting deep poison.

  • Swamp’s Grasp – Finisher: pulls enemy down into muck, restoring stamina to the Mirestalker.


:shield: Discipline Paths

Path of the Venom Fang (Ranged Thrower / Trapper)

  • Masters blowpipes, throwing knives, and poison.

  • Excels at kiting, stacking venom, and battlefield control.

  • Weak armor, relies on traps and stealthy terrain advantage.

Path of the Bloody Trickster (Melee Skirmisher / Opportunist)

  • Wields obsidian claw-knives and spears in brutal close combat.

  • High burst damage with poisoned blades.

  • Feints, punishes mistakes, and thrives in ambush situations.

  • Less sustained DPS, but devastating in sudden clashes.


:fire: Summary
The Mirestalker brings the long-forgotten art of throwing weapons into Hyboria. Neither assassin nor ranger, they embody the swamp: patient, venomous, and inescapable. With obsidian blades, poisoned darts, and the treachery of the mire itself, they are the unseen predator—striking when least expected, and vanishing back into the reeds.

@splitends “I would love to see a class that uses throwing weapons. The hurlbat and bloodnail are fun to throw around. Other than that, no one really uses throwing weapons because they’re not practical or effective. A class that uses throwing weapons would introduce new weapons into the game to work from.”

I made what came to my mind :slight_smile:

2 Likes

:chains: Class Concept: The Chain Reaver
:open_book: Lore

Forged in the bloodied sands of Stygian arenas, the Chain Reavers were once slaves who fought for survival against beasts, champions, and worse. Shackled and mocked, they turned their bonds into weapons—chains, hooks, and nets became extensions of their wrath.

Those who survived the pits walked free not as men, but as predators. The clang of chains became their song, the pull of a hook their creed. They live for the sound of flesh tearing, of bones breaking under the weight of iron links.

A Chain Reaver does not duel with honor. They drag you down, choke you in dust, and tear you apart for the crowd that roars inside their skulls. Even in the open battlefield, every fight is still an arena—and only one leaves standing.


:crossed_swords: Core Abilities (Low Fantasy – Conan style)

  • Hooked Throw – Hurls a chained hook at the enemy, pulling them into melee range.

  • Ensnaring Net – Throws a weighted net, rooting enemies in place.

  • Iron Maul – Smashes with a chain-wrapped fist or mace, staggering the foe.

  • Rake of Chains – Spins in a brutal sweep, chains tearing through multiple enemies in close range.

  • Blood Binding – Wraps chains around an enemy, immobilizing them while dealing crushing damage over time.

  • Arena Roar – A terrifying bellow; nearby foes lose morale and suffer reduced damage output.

  • Executioner’s Drag – Finishing move: reels in a fleeing enemy with hooked chains and delivers a killing strike.


:shield: Discipline Paths

Path of the Pitfighter (Melee Bruiser / AoE DPS)

  • Specializes in brutal sweeps and devastating chain-combos.

  • Excels in packed fights, ripping through clustered foes.

  • Relatively weak against ranged kiting; thrives up close.

Path of the Shacklebinder (Control Specialist / Off-Tank)

  • Focused on nets, hooks, and crowd control.

  • Can peel enemies off allies, locking down dangerous foes.

  • Plays like a sadistic jailer: fewer damage spikes, but immense battlefield control.


:fire: Summary
The Chain Reaver is a gladiator turned predator. They fight dirty, weaponizing chains, hooks, and nets to dominate the battlefield. A mix of brutal melee and cruel control, they are a nightmare for those who try to flee—or those who dare to stand too close.

@splitends I also had this one in mind ; like som grappling hook stuff

2 Likes

:martial_arts_uniform: Class Concept: The Ashen Disciple

:open_book: Lore
In the desolate mountains along the Khitan border, ruined monasteries echo with the chants of a warrior order known as The Ashen Disciples. These are not priests or sorcerers—they reject divine favor and arcane trickery. Their path is discipline of flesh and will.

Years of brutal training forge their bodies into weapons: fists hardened on stone, feet bloodied on fire, and spirits honed by unyielding endurance. Some wander as ascetics, others enter arenas and wars to test their creed.

An Ashen Disciple fights not for coin or gods, but for the perfection of body and mind. In battle, their hands and their ringed staff are the purest forms of destruction.


:crossed_swords: Core Abilities (Low Fantasy – Conan style)

Unarmed Path (bare hands)

  • Iron Fist – A crushing punch that shatters bone and armor alike.

  • Bone Breaker – Grapples an enemy limb, crippling them with a snap.

  • Stone Palm – Explosive palm strike with knockback force.

  • Sweeping Kick – Low roundhouse, knocking multiple foes off their feet.

  • Breath of Endurance – A disciplined recovery, regaining stamina mid-fight.

Khakkhara Path (ringed staff)

  • Ring Sweep – Wide arc strike, hitting multiple foes at once.

  • Echo Strike – Double tap: thrust forward, then reverse the staff for a second blow.

  • Guardian’s Staff – Parry stance, reducing incoming damage briefly.

  • Breaking Rhythm – Rattling rings interrupt enemy focus and break channels.

  • Ascetic’s Rush – Forward dash, piercing through enemies with a driving thrust.


:shield: Discipline Paths

Path of the Iron Body (Unarmed DPS/Control)

  • Fights with bare hands and bone-breaking grapples.

  • High mobility and brutal combos.

  • Excels at crowd control and quick execution.

Path of the Ringed Staff (Staff Fighter / Off-Tank)

  • Wields the khakkhara, balancing offense and defense.

  • Sweeping attacks for groups, defensive parries for survival.

  • Capable of absorbing punishment and holding the line while still striking hard.


:fire: Summary
The Ashen Disciple is a monk-like class stripped of mysticism—only raw strength, discipline, and years of punishing training. With two distinct paths—bare-handed brutality or ringed staff mastery—they embody the philosophy that the body itself can be the ultimate weapon.

1 Like

BRILLIANT! Thank you for translating my vision into at least two real class concepts, loving it! :slight_smile: I would play them both and they fit so well into the Conanverse!

1 Like

absolute anytime :slight_smile: I am glad you liked them

:crossed_swords: Class Concept: The Myrmidon

:open_book: Lore
From the sun-scorched coasts of Argos and the war-ravaged plains of Corinth, there come mercenaries trained in the style of the Myrmidons: an art of shield and blade so refined that the warrior becomes a living weapon.

These fighters are not phalanx soldiers bound to formations, but lone champions who take the shield as both sword and wall. They fight with relentless agility—diving, striking, and flowing between stances with lethal precision. To face one is to face a storm contained in flesh.

Yet even the fiercest have their weakness. For all their speed and mastery, their lives can end with a single well-placed strike—through their own “Achilles’ heel.”


:crossed_swords: Core Abilities (Low Fantasy – Conan style)

Shared Abilities (Both Specs)

  • Shield Bash – A crushing shield strike that staggers foes.

  • Piercing Step – A sudden forward lunge with weapon, slipping past defenses.

  • Counter-Guard – Raises shield to parry and riposte, punishing sloppy attackers.

  • Stance Dance – Switch instantly between stances (Defensive, Offensive, Evasive), each altering abilities.


Spec 1: Spear & Shield (The Phalanx Breaker)

  • Fights with long spear and round shield.

  • Combines agile thrusts with deadly throws.

  • Precise strikes at weak points, often aiming between shield gaps.

  • Abilities:

    • Spear Cast – Throw spear with deadly accuracy.

    • Shield Cover – Use shield to deflect arrows/projectiles.

    • Gap Finder – Pinpoint strike bypassing armor.

    • Impale Rush – Leaping spear thrust (like Achilles’ famous strike).

  • Role: Agile ranged/melee hybrid.


Spec 2: Sword & Shield (The Stance Dancer)

  • Short sword (xiphos-like) and shield for close combat mastery.

  • Focus on mobility + stances:

    • Iron Wall (Defensive) → massive block chance, reduced damage.

    • Storm Fang (Offensive) → rapid strikes, increased crits.

    • Serpent Step (Evasive) → agile rolls, sidesteps, counter-openings.

  • Abilities:

    • Shield Rush – Slam forward with shield, knocking foes aside.

    • Dance of Blades – A flurry of short sword strikes.

    • Shield Veil – Rotate stances mid-combat, buffing next attack.

    • Perfect Balance – Briefly ignore CC and stand unshaken.


:shield: Strengths

  • Extremely agile, capable of dueling any foe.

  • Strong defense/offense hybrid, especially with stances.

  • Perfect for both solo play and frontline disruption.

:boom: Weakness (“Achilles’ Heel”)

  • For all their agility, they have low endurance in long fights.

  • Reliant on precision—missing a strike or mistiming stance swaps can be fatal.

  • Vulnerable to overwhelming ranged pressure (archers, crossbows).


:fire: Summary
The Myrmidon is a duelist supreme: shield and weapon in constant motion, stance dancing between defense and offense. With spear + shield, they strike with deadly precision and ranged throws; with sword + shield, they become whirlwinds of agility and perfect balance. They live and kill like Achilles himself—a storm of steel bound only by the inevitability of their hidden weakness.

2 Likes


:spider: Class Concept: The Priest of Zath


:open_book: Lore

In the shadowed alleys of Zamora, beneath veils of silk and incense smoke, lurk the secretive cultists of Zath, the Spider-God. To the common folk, they are whispers of venom and deceit; to their followers, Zath is the eternal web that binds all life.

Priests of Zath do not wield fire or lightning like other sorcerers. Instead, they fight through fear, poison, and shadows. With spider-poisoned daggers, venom-laced incantations, and swarms of skittering horrors, they paralyze and bleed their enemies dry—offering them as living sacrifices to the Great Spider.


:crossed_swords: Core Abilities

  • Venom Kiss – Coats weapon with spider venom; next strike deals damage over time.

  • Web Snare – Launches sticky cords, rooting enemies in place.

  • Chittering Swarm – Summons a small swarm of spiders that gnaw at enemies (damage + fear).

  • Sacrificial Fang – Dagger strike that deals critical damage to weakened enemies.

  • Cloak of Silk – Brief invisibility, representing the priest slipping into shadows.

  • Poison Breath – Releases a cloud of venom, blinding and damaging enemies in a cone.

  • Spider’s Embrace (Ultimate) – Calls forth a giant spider that poisons or crushes enemies.


:shield: Discipline Paths


:spider_web: Path of the Webspinner (Summoner / Evasive Caster)

A shadowy summoner who commands swarms of spiders to root, poison, and harass foes. The Webspinner is defined by its mastery of Vanish—a high-risk, high-reward mechanic that forces the priest to make a deadly choice.

Core Mechanic – Vanish (2–4 second decision window):

  • When Vanish is activated, the Priest of Zath disappears into the shadows for 2–4 seconds. During this time, the player must choose how to re-emerge.

    • Offensive Vanish: Reappears behind a foe with Kiss of Web, a dagger stab that applies multiple debuffs (poison, armor shred, slow) and deals heavy burst damage.

      • Consequence: After striking, the priest becomes weakened—moving slower, taking extra damage, and spider minions lose morale, dealing reduced damage.
    • Defensive Vanish: If the priest does not attack during the vanish window, they instead reappear in shadows as all spider minions despawn, healing to full health.

      • Consequence: With no minions for several seconds, the priest’s damage drops drastically, leaving them vulnerable to counterattack.
  • Role: Summoner + burst caster.

  • Strengths: Deadly control, devastating burst, sustain via heal-vanish.

  • Weaknesses: Reliant on timing; a misused vanish can mean death.


:spider: Path of the Venomhand (Melee Healer / Assassin-style Support)

A rogue-like healer who commands spiderlings to aid allies or debilitate enemies. Venomhand priests weave across the battlefield with poisoned daggers, sustaining their allies through venom and swarm manipulation.

Core Mechanic – Spiderlings:

  • When an ally steps on a spiderling → it bursts, releasing healing venom in a small AoE.

  • When an enemy steps on a spiderling → it explodes, applying one of three debuffs: Poison DoT, Attack Speed Slow, or Armor Reduction.

Example Abilities:

  • Venom Kiss → Melee strike with dagger; converts part of the damage into healing for the nearest ally.

  • Chittering Swarm → Spreads spiderlings across the ground as healing/debuff traps.

  • Neurotoxin Stab → Melee stun; spiderlings around the target detonate with healing or debuff effects.

  • Web of Sustenance (Ultimate) → Creates a massive healing web, rapidly restoring allies inside it. The priest is immobilized while channeling.

  • Role: Assassin-style melee healer / debuff support.

  • Strengths: Blends assassin agility with unique healing mechanics.

  • Weaknesses: Extremely fragile; relies heavily on spiderling placement and evasive play.


:fire: Strengths

  • Unique dual playstyle: evasive summoner or melee healer.

  • Spider swarm mechanics make them unpredictable and versatile.

  • Exceptional battlefield control.

  • Capable of both healing allies and debuffing foes with venom-based tricks.

:skull: Weaknesses

  • Fragile in open combat.

  • Relies heavily on positioning and vanish/spiderling mechanics.

  • Risk/reward mechanics severely punish poor timing or misplays.


:scroll: Summary

The Priest of Zath is a venomous cultist class from Zamora, serving the Spider-God through poison, shadows, and swarming horrors. With two distinct paths, they offer uniquely dangerous playstyles:

  • Webspinner – A summoner who uses vanish to choose between brutal burst damage or full self-healing, balancing enormous power with crippling vulnerability.

  • Venomhand – An assassin-style melee healer who spreads spiderlings across the battlefield, turning them into healing traps for allies or venomous debuffs for enemies.

Fragile but deadly, the Priest of Zath embodies the eternal web: patient, venomous, and inevitable.

1 Like

:ox: Class Concept: The Chosen of Anu


:open_book: Lore

In the temples of Shem and the Black Kingdoms, the name of Anu is carved into stone and whispered in blood. Ancient and primal, Anu is the god of strength, fertility, and the untamed earth. His chosen are not robed priests or mystics, but brutal champions who embody his duality: protectors of their tribes, yet bringers of slaughter in war.

The Chosen of Anu stride into battle bare-chested, crowned with horns and bone fetishes, their bodies scarred with ritual carvings. To allies, they are pillars of vitality and fecundity. To foes, they are living avatars of raw violence—shaking the earth, crushing skulls, and fighting with the unrelenting vigor of beasts in rut.


:crossed_swords: Core Abilities

  • Horned Charge – Rush forward with unstoppable force, goring enemies with a horned helm or weapon.

  • Earthshaker Slam – Smash the ground with weapon or fist, knocking foes back and staggering them.

  • Anu’s Blessing – Briefly increases strength and vitality of the Chosen and nearby allies.

  • Fertile Rage – Each strike restores a portion of stamina and health, reflecting Anu’s life force.

  • Blood of the Bull – Temporary resistance to stuns, slows, and control effects.

  • Totem of Anu – Place a crude idol that buffs allies’ endurance and fertility (healing over time).

  • Stampede (Ultimate) – Unleash the primal power of Anu, trampling enemies in a radius with spectral bulls and raw earth force.


:shield: Discipline Paths

:water_buffalo: Path of the Bull (Frontline Berserker / Bruiser)

The Bull path embraces Anu’s aspect of raw strength and ferocity. These warriors dominate melee combat through brutal charges and devastating strikes.

  • Playstyle: High damage, aggressive melee, AoE knockdowns.

  • Strengths: Excellent burst damage and crowd disruption.

  • Weaknesses: Overcommits in combat, vulnerable if kited.


:seedling: Path of the Fertile Earth (Support / Tank)

This path channels Anu’s fertility and protective vitality. The Chosen becomes a living bastion, bolstering allies while enduring the enemy’s fury.

  • Playstyle: Hybrid tank/support; buffs team stamina/HP regen, places totems, absorbs damage.

  • Strengths: Excellent team sustain, very hard to kill.

  • Weaknesses: Lower DPS; reliant on totems and positioning.


:fire: Strengths

  • Embodies raw, primal Hyborian brutality.

  • Two playstyles: berserker-style DPS or protective tank/support.

  • Brings unique buffs tied to strength and fertility themes.

  • Strong battlefield presence with earthshaking AoE.

:skull: Weaknesses

  • Limited ranged options.

  • Vulnerable to magic-heavy enemies.

  • Buffs rely on staying close to allies.


:scroll: Summary

The Chosen of Anu are primal champions of Shem and the Black Kingdoms, representing the god’s duality of strength and fertility. With brutal charges, ground-shattering blows, and totems of vitality, they dominate the battlefield as either raging berserkers or protective guardians. Fragile in the arcane arts but unmatched in raw might, they are living avatars of Anu’s eternal power.

1 Like

:crossed_swords: Harbinger of Badb

Lore

Followers of Badb, the war crow and death goddess, walk the battlefield as living omens. Their presence heralds slaughter and despair. These war-prophets and blood-soaked banshees channel the essence of carrion birds, feeding on death and terror to empower themselves and their allies. Where the Harbinger of Badb treads, victory and ruin are intertwined, for they thrive amidst chaos and corpses.


Core Abilities

  • Wail of the Banshee → A chilling scream that terrifies enemies, reducing their damage and briefly stunning weaker foes.

  • Raven’s Mark → Marks a target. If the target dies under the mark, allies nearby gain healing and a surge of damage.

  • Carrion Feast → Absorbs the essence of nearby corpses, restoring health and stamina.

  • Death Omen → A curse that deals damage over time; intensifies drastically when the enemy falls below 30% HP.

  • War Cry → A frenzied shout that increases movement and attack speed of allies.


Discipline Paths

  1. Path of the Banshee

    • Specializes in psychological warfare, screams, and fear effects.

    • Strong DoTs and battlefield control.

    • Ideal for PvP and attrition fights.

  2. Path of the Raven

    • Focuses on melee combat with clawlike daggers and ritual blades.

    • Steals life from enemies on kill and sustains allies through Raven’s Mark.

    • High-risk, high-reward — thrives in the thick of battle.


Strengths

  • Terrifying control abilities (fear, debuffs, curses).

  • Powerful group synergy through Raven’s Mark and War Cry.

  • Gains strength in prolonged, chaotic battles with many deaths.

Weaknesses

  • Lightly armored, vulnerable if caught.

  • Relies heavily on enemy deaths to sustain power.

  • Requires good timing and positioning to maximize abilities.


Summary

The Harbinger of Badb is a dark support-DPS class that thrives on terror, death, and chaos. With banshee screams, carrion feasts, and death marks, they dominate attrition fights and inspire fear on the battlefield. The Banshee path specializes in fear and control, while the Raven path offers a vicious melee style fueled by blood and corpses. Fragile but deadly, Harbingers are at their strongest when surrounded by carnage, turning the tide of battle through fear and sacrifice

2 Likes

:crossed_swords: The Black Arcanist

Lore

When the empire of Acheron fell, its obsidian towers collapsed but its curses endured. In scattered ruins, forbidden knowledge festers: runes carved in bone, weapons forged in black steel, and blood rituals whispered by the dead. The few who dare to embrace this legacy become known as Black Arcanists — not pure warriors, nor gentle priests, but battle-casters who fuse steel and sorcery, wielding relics infused with the lingering malice of Acheron.


Core Abilities (Shared)

  • Rune-etched Blade → Strikes enhanced with curses, applying stacking shadow DoTs.

  • Mark of Ruin → Sigil placed on an enemy, increasing damage taken.

  • Soul Rend → A spellblade strike tearing flesh and spirit, reducing stamina and energy.

  • Obsidian Guard → Raises a cursed ward, absorbing incoming damage and reflecting shadow backlash.

  • Shadow Step → Teleports a short distance, leaving behind cursed flames that slow enemies.


Discipline Paths

1. Grim Warden (Battle-Caster / Corruption Mage)

  • Playstyle: Focuses on defensive sorcery and attrition; wears medium armor, weaving wards and sustained DoTs.

  • Key Tools:

    • Obsidian Aegis → Summons a barrier reducing incoming damage for self & allies.

    • Ashen Rot → Spreads a creeping curse AOE, dealing steady shadow damage.

    • Ruinbound Aura → Passive zone that increases allies’ resistances while draining enemies.

  • Strength: Survivable caster with strong battlefield control.

  • Weakness: Limited burst; relies on stacking effects over time.


2. Ruinbearer (Blood Ritualist / Debuff DPS Mage)

  • Playstyle: Aggressive caster; sacrifices health for destructive power and crippling debuffs.

  • Key Tools:

    • Curse of Ash → Heavy DoT that also reduces target healing received.

    • Blood Oath → Sacrifice HP to boost ally damage for a duration.

    • Withering Cataclysm → Consumes all curses on enemies for a massive burst of shadow-fire.

  • Strength: Extremely punishing to enemies; high-pressure debuffer.

  • Weakness: Fragile, risky self-damage mechanics.


Strengths

:white_check_mark: Both specs feel like casters tied to Acheron’s ruins.
:white_check_mark: One focuses on sustain & battlefield control, the other on ritual power & raw debuffs.
:white_check_mark: Unique blend of sorcery + cursed relics, darker than Demonologist but more martial than Necromancer.

Weaknesses

:cross_mark: No true long-range nukes (like Demonologist).
:cross_mark: Reliant on curses stacking properly.
:cross_mark: Health-sacrifice makes mistakes lethal.


Summary

The Black Arcanist is a hybrid battle-caster channeling the ruinous legacy of Acheron. As a Grim Warden, they spread corruption and shield allies with cursed wards, grinding enemies down in sustained attrition. As a Ruinbearer, they embrace blood sacrifice and unleash destructive sorcery, crippling enemies with ruinous debuffs. Both paths focus on caster gameplay but express different philosophies of Acheron’s darkness: control versus destruction.

2 Likes

:sparkles::drop_of_blood: The Riftmarked (The God-Thief)

:open_book: Lore
Where priests kneel, the Riftmarked betrays.
Where oaths are sworn, the Riftmarked severs them.

Marked with violet-blue rift-scars, this class exists in the fragile breach between life and death. Neither mortal nor divine, neither alive nor fully dead — the Riftmarked is paradox incarnate.

Once, the Riftmarked began as a priest of Mitra, learning the ways of light and healing. But corruption from birth gnawed at their soul. A fateful abduction by Set’s cultists revealed the taste of venom and shadow, and betrayal of Mitra’s light. Fleeing later into the jungles, they collapsed into the arms of Derketo’s worshippers, who unveiled ecstasy, seduction, and the intoxicating dance between life and death. Finally, through battle and blood, the whisper of Badb found them — goddess of war and ravens, death-cries echoing in their soul.

Four gods. Four betrayals. Four fragments stolen.
Each spell is both salvation and curse: every strike shreds the Riftmarked’s flesh, every heal drains their spirit, every buff burns their body.

Mortals whisper of a figure of terrifying beauty: radiant and rotting, regal and ruined. Not a servant of gods, but a blasphemy made flesh. A living heresy, wielding powers never meant to coexist.


:crossed_swords: Core Abilities

Duality Rift
Channel stolen divinity into a colossal rift-beam of gold and violet.

  • Effect: Devastating AoE beam of destruction.

  • Consequence: Brief self-stun, armor cracks, heavy HP bleed.

Cloudform
Body dissolves into violet smoke.

  • Effect: Total immunity + speed.

  • Consequence: Reappearing deals huge self-DoT.

Dark Claws
Dash and slash up to 3 times.

  • Effect: Immune during dash frames.

  • Consequence: Final strike lowers own armor, leaving vulnerable.

Living Curse
Rift energy bleeds from wounds.

  • Effect: Corrupting AoE zone damages all — friend and foe.

  • Consequence: Standing inside amplifies damage taken.

Spotlight of Defiance (Ultimate)
Invoke all four gods at once.

  • Effect: Chain AoE heals, poison strikes, curses, screams — unstoppable for seconds.

  • Consequence: When effect ends, Forsaken: HP degeneration, halved healing, silence until penalty fades.


:pray: Divine Fragments — Spell Examples

Mitra (Light & Discipline)

  • Radiant Mending: Instant self-heal. Consequence: Healing received from allies is reduced for 10s.

  • Blessed Skin: Self-buff reducing damage taken. Consequence: Each hit under effect burns you for holy fire DoT.

  • Enduring Halo: Heal-over-time, radiant light circling you. Consequence: While active, stamina drains faster.

  • Beacon of Faith: AoE heal burst around you. Consequence: Leaves you silenced for 3s.

Set (Venom & Corruption)

  • Serpent Fang: Poison strike that stacks venom. Consequence: Each strike shreds your armor slightly.

  • Venom Veins: Self-buff increasing damage dealt. Consequence: Applies HP bleed over time.

  • Cobra’s Reflex: Short dodge/immunity. Consequence: Slows you after use.

  • Toxic Miasma: Cloud of poison damaging foes. Consequence: You suffer 50% of its effect yourself.

Derketo (Seduction & Duality)

  • Velvet Chains: Charm/slow an enemy. Consequence: Self-stun for 1s afterwards.

  • Ecstasy’s Embrace: HoT + damage buff. Consequence: HP bleed continues until effect ends.

  • Duel of Desire: Swap debuffs with target (their weakness becomes yours, and vice versa).

  • Mask of Temptation: Buff that causes enemies to miss attacks more often. Consequence: When it fades, your defense is halved for 5s.

Badb (Death & Warcry)

  • Raven’s Wail: AoE fear shout. Consequence: Brief self-daze after cast.

  • Bloodbound Strike: Heavy melee empowered with death-essence. Consequence: Self-damage equal to 15% of dealt damage.

  • Battle Trance: Burst attack speed buff. Consequence: Health degeneration ramps while active.

  • Echo of the Fallen: Summon a spectral raven swarm dealing AoE damage. Consequence: Leaves you weakened (defense down) for 10s.


:new_moon::sun: Discipline Paths

Path of the Riftborn (The Balance Master)

  • Survives only by weaving abilities carefully.

  • Combines two gods at once with mitigated backlash.

  • Safer sustain, less burst.

  • If overextended, collapse into backlash — but rarely instant death.

Path of the God-Thief (Power at Any Cost)

  • Combines three or more gods for devastating burst.

  • Offense = immunity, but punishment after is severe.

  • Overextension risks Overload Explosion (self-death in violet smoke).

  • Fastest killer — but most often dies by own hand.


:skull: Strengths

  • Hybrid versatility: heals, poison, debuffs, damage.

  • Offense = defense: survives during attacks/dashes.

  • Buffs + HoTs → goes into battle already layered.

  • Visually stunning: glowing scars, divine auras, violet eyes.

:warning: Weaknesses

  • Backlash is guaranteed: every spell wounds you.

  • The vessel is fragile — not made for divine fragments.

  • Healing reduces synergy with allies.

  • Glass cannon: survival only while attacking.

  • Very high skill ceiling: missteps mean quick self-death.


:seedling: Leveling & Class Story

  • Levels 1–19: Priest of Mitra. Healing, discipline, hope of purity.

  • Class Questline: Kidnapped by Set cultists. Corruption begins. Learns venom, betrayal. Duality starts.

  • Levels 20–39: Nearly becomes Set priest. Learns serpent power. Feels Mitra’s shadow still haunting.

  • Class Questline: Disaster strikes in Set temple. Forced to flee. Collapses in jungle.

  • Levels 40–59: Found by Derketo worshippers. Learns ecstasy, seduction, duality of life/death.

  • Levels 60+: Battle and blood draw Badb. War and death echo inside. Transformation complete: The Riftmarked — thief of gods, scarred with divine fragments, walking paradox.


:candle: Summary
The Riftmarked is not simply a class — it is a Hero Class. A forbidden hybrid, wielding Mitra’s light, Set’s venom, Derketo’s seduction, and Badb’s death-cries. Immune during offense, destructive beyond measure, but cursed with backlash that can kill as surely as any foe.

A paradox: regal yet ruined, radiant yet rotting, alive only in the razor-thin rift between life and death. In unworthy hands, the Riftmarked sees more graveyards than victories. In the hands of a master, enemies face the wrath of a god-thief — and nothing survives the storm.

2 Likes

did some minor art update on my favorite class concept

:snowflake: The Ice Seer – Voice of the Frozen Labyrinth

“Cold remembers. Ice never forgets.”


:open_book: Lore – The Frozen Seers of Hyperborea

Long before Aquilonia raised its banners, before Stygian dynasties rose and fell, the pale priests of Hyperborea carved their citadels into the eternal frost.
Here, atop the white glacier-world north of the world men know, the Ice Seers whispered to the spirits entombed in ancient ice — remnants of civilizations long devoured by the cold.

They are neither druids nor necromancers.
They do not worship gods.
They listen to the Cold.

Hyperborea teaches that frost is not merely weather but memory — a living force that binds all things.
To wield it is to command the weight of ages, pulling the past into the present and freezing the future before it forms.

Ice Seers do not burn their enemies with hatred or flame.
They stop the world around them, locking movement, breath, and intention in frost. A warrior charging an Ice Seer feels the cold reach through their veins, slowing their blood, chilling their thoughts, smothering their rage.

To stand against an Ice Seer is not to fight a spellcaster —
it is to fight winter itself.


:crossed_swords: Combat Philosophy

The Ice Seer does not block, dodge, or deflect.
They extinguish momentum.

Enemies become slow.
Attacks become sluggish.
Strikes lose weight.
The battlefield bends around the Seer’s presence like a blizzard forming its eye.

Where other tanks rely on armor, strength, or divine protection, the Ice Seer relies on absolute nullification — a cold so complete that even steel forgets ■■■■■■■■■■■.

They stand at range, not to flee danger, but to draw entire encounters into the Seer’s domain:
a realm where speed dies, heat fades, and inevitability takes hold.

An Ice Seer maintains control by dictating the tempo of survival, freezing aggression and turning battle into a crawl where enemies shatter, one slow heartbeat at a time.


:snowflake: Core Abilities (Ranged Tank / Cold-Control Caster)

Frostbind Lash

Hurl a chain of spectral ice that latches onto an enemy, inflicting Cold Threat and slowing attack speed.
Enemies struck are bound to the Seer, unable to escape without breaking the ice link.

Pale Barrier (Class Mechanic)

The Seer generates Pale Shards when dealing Cold Threat.
At 5 shards, they automatically erupt into Glacial Aegis, a temporary frozen armor that drastically reduces incoming damage and pulses AoE frost around them.

Winter’s Claim

Freeze the ground beneath a target, rooting them and siphoning their warmth — transferring health to the Seer over time.

Shatter Pulse

Channel a blast of ancient frost that detonates Pale Shards on all enemies within range.
Damage and threat scale with the number of shards consumed.

Chill of Ages

Emit a wave of timeless cold that slows all enemies’ cooldowns, movement, and attack speed.
This is not mere chill — it is the weight of centuries.

Eternal Winter (Ultimate)

Unleash the spirit of Hyperborea’s Frozen Labyrinth.
The battlefield becomes a blizzard zone where:

  • enemies suffer massive slowing,

  • ranged attacks are weakened,

  • melee attackers lose stamina,

  • the Seer gains huge damage resistance.

For the duration, all Cold Threat is doubled.
You become winter incarnate.


:snowflake: Path of the White Bastion (Primary Tank Spec)

“The warm bleed. The cold endures.”

Where most tanks stand firm with shield and muscle, the Ice Seer stands firm with patience.
The Bastion path transforms the Seer into a ranged, control-heavy tank capable of maintaining aggro through Cold Threat and battlefield freezing.

:eight_pointed_star: Core Identity

Armor: Light → Medium
Theme: Slow → Control → Punish
Playstyle: Ranged tanking with proximity pulses
Mechanic: Pale Shards build damage reduction instead of burst

:snowflake: Signature Traits

Glacial Aegis Mastery
Pale Aegis lasts longer and pulses threat every second.

Icy Dominion
Enemies within a radius attack slower the closer they get to the Seer.

Snowblind
Enemies striking you in melee risk becoming blind-frozen for 2 seconds.

Cold Patience
Taking no damage for 3 seconds increases your next threat pulse.

Philosophy:
Armor rusts. Shields break.
Cold endures forever.


:wind_face: Path of the Frost Oracle (Ranged DPS/Control Hybrid Spec)

“Knowledge is a blade. Ice is its edge.”

Those who walk the Oracle’s path bend frost not only to defend, but to cut.
Their frost becomes sharpened prophecy — glimpses of enemies’ next movements made manifest through chilling precognition.

:eight_pointed_star: Core Identity

Armor: Cloth
Theme: Future-sight frost magic
Playstyle: Ranged magical DPS with heavy slows and time-freeze effects
Mechanic: Pale Shards boost damage instead of defense

:snowflake: Signature Traits

Premonition Bolt
Your next ranged frost attack automatically crits after you avoid damage.

Frozen Timeline
Enemies affected by your slows take bonus frost damage.

Winter Mark
Mark an enemy; if they repeat the same action twice (attack or ability), the mark detonates and freezes them.

Glacial Execution
Deal massive bonus damage to enemies below 30% HP — the colder their life burns, the easier they break.

Philosophy:
The Seer does not guess the future.
They freeze it in place.


:candle: The Duality of the Ice Seer

Path Armor Role Style Core Philosophy
White Bastion Light → Medium Ranged Tank Cold Control / Threat Pulses “Survive by slowing death itself.”
Frost Oracle Cloth Ranged DPS / Control Time-freeze magic / Crit-precognition “See the future. Freeze the present.”

:speech_balloon: In-Game Description

Hyperborean Ice Seers
Born from the frozen citadels of ancient Hyperborea, Ice Seers are mystics of cold and memory.
They draw power from the eternal frost, freezing momentum and draining warmth from the living.
Some stand as unyielding bastions, turning the battlefield into a realm of ice and inevitability.
Others strike from afar with chilling foresight, reading their foes’ intent and freezing fate itself.

Weapons: Staffs, talismans, frost charms
Armor: Cloth / Light / Medium
Roles: Ranged Tank / Ranged Control DPS
Difficulty: High
Playstyle: Zone control, slowing tactics, shard-based defense or offense


:snowflake: Creed of the Ice Seer

“A flame dies once.
But the cold?
It kills forever.”