Four-class roster / development concept

Four classes.
Your way into the darkness.

Play melee, caster, healer or tank. Clear it all solo, or descend with up to four players. The choice is yours.

Two classes are playable in the current alpha: Feral Berserker and Ashen Priest. The Vessel and The Bound Warden are new concepts under development and are not yet in the game. The complete four-class party shown here is a future design study.
Four human class concepts together, with the Warden’s one bound predecessor behind him.
Fellowship concept art · four player characters and one owned guardian. This is not an in-game screenshot.
Choose a role, keep your independence

Melee. Caster. Healer. Tank.

Build for the fellowship—or build to clear the darkness alone. A role should create a playstyle, not a dependency on another player.

Playable in alpha

Feral Berserker

Melee pressure

Exploit an opening, pursue a dangerous target and keep physical pressure on the encounter.

Explore the class →
Playable in alpha

Ashen Priest

Area damage and control

Prepare an area, build fire and ash interactions, then cash in a meaningful burst.

Explore the class →
In development · not playable

The Vessel

Healing, buffs and lightning

Sustain the four humans, time a Doctrine and spend Pulse between rescue and offensive discharge.

Explore the class →
In development · not playable

The Bound Warden

Frontline and directed guardian

Hold a frontal threat while the predecessor protects another approach or an endangered ally.

Explore the class →
The proposed fellowship

Make an opening.
Decide who uses it.

Four classes cooperating at a cathedral breach: the Warden blocks, the guardian guards a side, Berserker attacks, Priest prepares ash and Vessel heals.
Combat concept art · proposed roles working together, not an implemented four-class encounter.
Warden + Priest

Give the battlefield a shape.

Hold the Threshold keeps ordinary enemies around a prepared area. A careful Drag to Judgment retrieves a loose enemy into that area. The Priest decides when to spend the accumulated setup.

Avoid repeatedly dragging enemies out of ash or expecting the guardian to physically trap a boss.

Warden + Vessel

Create the time to recover.

Prisoner’s Shelter protects the human healer while a cast finishes. Vessel treatment restores the Warden, who maintains the guardian through Recall the Sentence. Endurance can reinforce a predicted defensive phase.

The summon is not a fifth Communion recipient. Interception cannot recursively trigger more sharing or Pulse generation.

Warden + Berserker

Separate commitment from exposure.

The Warden faces the main attack while the Berserker takes an angle and pressures a priority target. When the area is safe, Twin Verdict joins the same opening rather than stealing the Berserker’s job.

An ordinary taunt does not cancel an already committed enemy swing. Boss attacks retain their encounter rules.

Vessel + Priest

Buy a clean casting window.

Fervour improves a timed attack window for both casters. Healing keeps the Priest working, while White Arc and Sever offer controlled lightning pressure between rescue casts.

The Vessel never consumes or detonates the Priest’s Ash. This is coordinated timing, not a new shared-resource bonus.

Vessel + Berserker

Keep aggression deliberate.

Suture supports a committed melee exchange; Mantle anticipates an impact; Fervour supports a chosen burst window. The Berserker can keep pressure while the healer alternates casting and treatment.

Do not incentivise deliberate damage-taking to feed healing or Pulse. Actual mitigation and enemy mechanics still matter.

Priest + Berserker

Prepare, then finish.

Area control and damage thin the group. The Berserker pressures a dangerous survivor or reaches an enemy outside the prepared area. They can time their strongest attacks on the same opening.

Avoid class-exclusive damage multipliers or forcing either player to wait for the other before basic play works.

A possible encounter

Four decisions,
not one fixed rotation.

01 / Establish

Two approaches. One protected rear.

The Warden faces the main approach. Hold the Threshold assigns the predecessor to the side. The Priest prepares the central area. The Vessel stays within sight and 18 m of the humans. The Berserker chooses an attack angle.

02 / Commit

Spend the opening together.

Once threats are positioned, Heart’s Mandate delivers Fervour. The Priest commits the prepared area and the Berserker attacks the priority target. The Warden may maintain both fronts or trade the guardian’s post for Twin Verdict. This schematic keeps it at its post.

03 / Recover

Treat the players. Maintain the guardian.

After a damage wave, Second Pulse treats the four humans. Prisoner’s Shelter directs the guardian to protect the Vessel; the side approach is temporarily unguarded. The Warden uses Recall the Sentence later if the predecessor needs recovery.

04 / Relocate

Break formation before it becomes a trap.

With Pursuit selected before the encounter, a fresh Mandate or ultimate can help relocation; Fervour cannot be changed mid-fight. The Warden recalls the guardian, the Priest leaves the spent area and all four players move out of the telegraph. The group rebuilds at the next position.

These are tactical design examples. The roster has no compulsory combination bonus, no shared resource pool and no guarantee that a tank or healer is needed. The Warden’s guardian is one owned companion, not a fifth player or an extra Communion healing target.

Your descent

Or clear it all solo.

The Vessel’s lightning builds combine damage and deliberate recovery. The Warden fights as a heavy melee character with one commanded partner. Both are being designed around pack clearing, elite fights and bosses as well as their party roles.

That is a design goal, not tested balance. Their damage, recovery, resources and guardian behaviour still need playable prototypes. The current alpha offers Berserker and Ashen Priest for solo or co-op play.

Vessel solo concepts Warden solo concepts