In development — not yet playable

Healing / lightning caster

The Vessel

A dead saint’s heart. A living host. A fellowship sustained by the same dangerous pulse.

This class is not in the game yet. Explore its proposed identity, skills and in-game menu direction. These are development concepts, not available alpha features.
Solo and party build concepts16 active abilities14 passive choices
The person behind the class

A miracle.
A restraint.
A living host.

Character study · the iron restraint, the human host and the living current
Character concept art · proposed class appearance, not an in-game character model.

The discovery

A funeral order recovered a heart that continued beating after its saint was buried. Wounds closed around it. The sick stood again. They called it a miracle before they understood what it wanted.

The mistake

The heart could not distinguish the living from the dead. It kept repairing. Bones fused across graves; buried bodies woke without room to move. A miracle without limits had become another form of imprisonment.

The host

A living human could give the heart intention. The order implanted it behind a restraint of iron ribs. You are the latest host to survive. Every healing pulse is a conscious decision to open a little—and still be able to close.

“I will keep you alive. Keep me human.”

The host’s conflict is compassion versus control. They want to help immediately, yet know that every limit was built after someone suffered. Their arc concerns the order’s buried failures and the troubling possibility that the heart is learning to direct its host.

A menu with its own identity

The skill page, imagined in game.

The Vessel in-game skill menu concept
In-game UI concept · a visual mockup, not a screenshot of implemented gameplay. Open the image to inspect the full menu.

Fine ivory current, an iron heart restraint and delicate reliquary sockets give the Vessel a living, uneasy interface.

Proposed layout: a dedicated basic attack, four chosen ordinary skills, a dedicated ultimate and three equipped passives. The menu values and progression details are illustrative.

The proposed engine

How the class works.

Pulse · 0–100

The heart restores 4 Pulse per second, even without an attackable target. Pale Lance generates another 8 on hit, once per cast. Pulse persists between encounters and refills to 100 at a safe rest point. Taking party damage and adding party members never generate resources.

Communion · innate connection

The host is always connected to themselves. Up to three living party members connect automatically within 18 metres and with clear line of sight. Each effect checks eligibility when it resolves. Communion supplies no permanent stat bonus; Heart’s Mandate and the ultimate deliver its buffs.

Conductive · enemy mark

White Arc marks every enemy it hits; Arc Needle marks only its first hit target. Marks last 6 seconds, refresh rather than stack, and belong to their caster. Pale Lance consumes its target’s mark for +40% P damage and +4 Pulse. Heartpiercer consumes one for +100% P damage. Sever consumes marks in its area for +80% P per marked target. Every mark can be spent only once; another Vessel cannot consume yours.

P · one shared scaling basis

P is calculated spell power from weapon and relevant attributes. Healing, barriers and lightning attacks scale from P, giving support and damage builds a shared equipment foundation. At P = 100, 150% P is 150. Damage is before mitigation; healing before overheal. Existing stat and damage-type mapping remains a prototype decision.

Proposed bindings · basic + four skills + ultimate

The basic attack and the single class ultimate have dedicated bindings after unlock. Choose four ordinary skills from fourteen, and three passives from fourteen. The 16-active library counts the basic, fourteen ordinary skills and one ultimate. Core actions still obey their resource costs and cooldowns. This revised binding layout requires implementation; it is not the current game hotbar.

Effect rules · explicit limits

Direct heals and regeneration cannot critically heal in the first prototype. Suture regeneration refreshes and never stacks. Galvanic Mantle keeps the larger remaining barrier and is capped at 25% of the recipient’s maximum health. Identically named buffs from multiple Vessels use the strongest value and never add together.

Solo damage is a build choice

Damage, treatment and self-buffs work with the same rules whether alone or in a party. No hidden solo damage multiplier. A solo loadout selects clearing or boss damage, recovery and movement. The ultimate adds a periodic opportunity; it is not the only way to deal damage or stay alive.

Skill concept / 16 active abilities

Choose how you fight.

Fourteen ordinary skills, plus the dedicated basic and ultimate. Open a skill for its proposed effect and expression.

01 / Pale LanceLightning · generator · Dedicated core action

0 Pulse · 0.85 s cooldown · 0.65 s

20 m · one enemy

Release a narrow, bone-white discharge from the free hand. Deal 100% P lightning-themed spell damage and generate 8 Pulse on hit. Consume Conductive for another 40% P damage and 4 Pulse. Resource generation occurs once per cast; a miss grants nothing.

The decision: Your reliable attack between treatments. Pick a marked target when the next heal needs funding.

Expression: A flash through the chest bars travels down the forearm and breaks into a fine, crooked bolt. A dry crack rides above a low heartbeat.

02 / SutureHealing · single target

20 Pulse · 3 s cooldown · 0.35 s

18 m · self or one ally

Heal for 150% P immediately and another 60% P over 4 seconds, in four equal ticks. Recasting refreshes the regeneration; it never stacks, including across multiple Vessels.

The decision: A fast rescue with continuing treatment. Let regeneration work when the recipient is already safe.

Expression: Fine luminous stitches cross the skin. A short electrical pull closes the wound before the light sinks beneath the bandages.

03 / Second PulseHealing · party

35 Pulse · 10 s cooldown · 0.6 s

Communion · up to 4, including self

Send one shared beat through Communion. Each eligible recipient receives 110% P healing. The amount is not split between players; Pulse cost stays fixed regardless of party size. Never affects neutral NPCs or players outside the party.

The decision: Reserve it for actual party damage. Overhealing creates neither Pulse nor additional buffs.

Expression: The chest strikes once. Individual arcs jump to connected bodies and vanish immediately, leaving no persistent floor circle.

04 / ExcisionCleanse · counterattack

15 Pulse · 12 s cooldown · 0.25 s

18 m · self or one ally

Remove one effect explicitly tagged curable: ordinary poison, disease or bleed. Select the longest remaining duration. Hold it for 4 seconds; the next damaging Vessel cast adds one 60% P hit to its primary target. Without a valid affliction, do not cast, spend Pulse or start the cooldown.

The decision: A timely cleanse creates safety and a small offensive opening. Bespoke boss mechanics are not tagged curable.

Expression: A dark thread is pulled between the fingers, held in a pale electric arc, then cast away.

05 / White ArcLightning · chain attack

20 Pulse · 6 s cooldown · 0.6 s

20 m · subsequent jumps up to 8 m

Deal 110% P to the first enemy, then 75% P to each of up to three additional enemies. Each enemy can be hit once. Each jump needs line of sight from the preceding target. All enemies hit become Conductive for 6 seconds.

The decision: Prepare a group for Sever the Current, or reserve marks for several resource-generating Pale Lance casts.

Expression: An irregular web of ivory-white veins: fine branches, deep shadows and a brief warm glow at each point of contact.

06 / Galvanic MantleBarrier · protection

25 Pulse · 14 s cooldown · Instant

18 m · self or one ally

Grant a 120% P barrier for 6 seconds, capped at 25% of the recipient’s maximum health. First enemy-damage absorption releases one 75% P counterbolt at the closest visible enemy within 6 m of the recipient. At most one counterbolt per cast; without a target, that counterbolt is lost.

The decision: Place protection before a known impact. A smaller Mantle never replaces a larger remaining one.

Expression: Short arcs brace the torso like ribs. Light stays close to skin, cloth and iron rather than forming a glossy bubble.

07 / Heart’s MandateBuff · party timing

25 Pulse · 18 s cooldown · 0.35 s

Communion · up to 4, including self

Activate your chosen Doctrine for 6 seconds on eligible Communion members. Fervour gives +10% attack and cast speed; Endurance gives 12% less incoming damage; Pursuit gives +20% movement speed and removes an ordinary slow on application. Choose one Doctrine at a safe rest point; it governs this skill and the ultimate.

The decision: Prepare the next phase: burst, defence or movement. Allies receive the buff without pressing another button.

Expression: A clear double beat in the chest. A brief body glimmer communicates which Doctrine was sent.

08 / Nerve StepMobility · control

15 Pulse · 10 s cooldown · Instant

Up to 7 m toward the cursor

Make a rapid physical dash and remove an ordinary slow from yourself. Leave a conducting trace for 2 seconds. The first enemy to touch it takes 65% P damage and a 30% slow for 2 seconds; the trace then disappears. Movement stops at blocking terrain and grants no invulnerability.

The decision: Keep Communion together or escape a telegraph. Boss slow resistance follows normal encounter rules.

Expression: A human step with briefly delayed light in the body’s veins. Cloak and staff retain weight; the host never becomes a lightning bolt.

09 / Sever the CurrentLightning · area burst

30 Pulse · 12 s cooldown · 0.8 s

18 m · 4 m area radius

Deal 180% P to enemies in the area. Consume Conductive on each marked enemy for another 80% P against that enemy. Marked ordinary enemies are interrupted and stunned for 1 second; elites and bosses follow existing control and stagger rules, without a guaranteed stun.

The decision: Your largest ordinary burst spends marks that could otherwise fund more treatment.

Expression: Current threads tighten toward enemy torsos. A brief white rupture, one heavy impact, then immediate darkness.

10 / Open the ReliquaryUltimate · healing, lightning and buff · Dedicated core action

40 Pulse · 90 s from activation cooldown · 0.8 s · active up to 8 s

Healing/buff: Communion · lightning: 12 m

Unfasten the restraint. At 2, 4, 6 and 8 seconds, heal each eligible Communion recipient for 60% P and strike up to three closest visible enemies for 90% P each. Apply your chosen Doctrine throughout the opening at 1.5× strength. You may move and cast ordinary skills, but cannot use Nerve Step while the cage is open.

The decision: Reactivate to close early: refund 2 Pulse per unused whole second, capped at 12. Every closure causes 4 seconds of Silence, stopping ALL Pulse generation. Existing Pulse remains spendable, and Pale Lance remains castable. The party never pays in health.

Expression: The iron restraint physically opens. A warm heart shows between metal ribs; bone-white nerve arcs reach the party. Four deep beats define the moment. No wings, celestial pillar or screen-filling storm.

11 / HeartpiercerLightning · focused burst

30 Pulse · 8 s cooldown · 1.1 s

22 m · one enemy

Drive a thick, tightly contained ivory bolt through one enemy for 300% P. Consume your Conductive mark for another 100% P. No splash, extra Pulse or guaranteed interruption. A miss still spends the resource.

The decision: A reliable boss spender. Spend the mark here for focused damage, or on Pale Lance to fund recovery.

Expression: The host braces the staff, the chest ribs draw inward and one heavy white nerve flashes straight through the target.

12 / Nerve StormLightning · persistent area

35 Pulse · 12 s cooldown · 0.7 s

18 m · 4 m ground radius

Plant a current field for 6 seconds. At each whole second it deals 45% P to up to six closest visible enemies inside; a target remaining for every tick takes 270% P. One field per Vessel; recasting replaces it. The field creates no marks, Pulse or secondary procs.

The decision: Your sustained pack-clearing tool. Place it where enemies will remain, then move or cast while it works.

Expression: Low, sparse branching filaments crawl through cracks in the floor. No tall blue thundercloud or opaque circle.

13 / Return CurrentLightning · offensive recovery

20 Pulse · 7 s cooldown · 0.45 s

6 m · forward cone

Discharge into up to three visible enemies for 140% P each. If at least one enemy is actually damaged, heal yourself for 50% P once for the whole cast. No target means no heal. This is a fixed self-heal, not a percentage of damage, and cannot critically heal or trigger other passives.

The decision: Recover while fighting at dangerous short range. Keep Suture instead when you need healing without an attackable target.

Expression: Ivory current jumps outward from the fingers and snaps back beneath the chest clasp on one audible returning beat.

14 / Arc NeedleLightning · mobile setup

10 Pulse · 4 s cooldown · Instant

18 m · narrow line

Send a fine bolt through up to three enemies in a line for 80% P each, stopping at terrain. Apply Conductive only to the first enemy actually hit. Does not interrupt ordinary movement and generates no Pulse.

The decision: Set up a target while repositioning. Choose this cheaper narrow setup or White Arc’s wider multi-mark coverage.

Expression: A brief fingertip spark and one hair-thin ivory incision, with no sustained beam.

15 / Convulsive RingLightning · close defence

25 Pulse · 10 s cooldown · 0.4 s

4 m radius around self

Release a radial discharge for 180% P to up to six visible enemies. Ordinary enemies are slowed by 50% for 2 seconds; elites and bosses follow their normal slow resistance. No knockback, invulnerability, guaranteed stun or Pulse generation.

The decision: A damage-and-space tool against a closing pack. It cannot replace movement against unblockable boss attacks.

Expression: One low circular fracture of pale nerves expands from the host’s planted feet, then disappears.

16 / HeartlineLightning · channelled damage

10 Pulse · 6 s from channel start cooldown · Up to 2 s channel

20 m · one enemy

Pay 10 Pulse to begin. After 0.5, 1.0, 1.5 and 2.0 seconds, pay another 5 Pulse per tick and deal 90% P to the same enemy: 30 Pulse and 360% P for a full channel. Stop if resource, sight or range is lost. Movement or another cast cancels remaining ticks, which are not charged. No marks or Pulse generation.

The decision: Sustained single-target damage during a safe window. Cancel early rather than finish inside a telegraph.

Expression: One taut ivory nerve joins hand and enemy, trembling in four separate beats rather than becoming a broad energy cannon.

All values are prototype proposals. P and W are design notation for spell power and melee skill power; they are not a promise of final damage or current game stats.

Skill concept / 14 passive choices

Choose three commitments.

Two HeartsTwo hearts, one host

Increase natural Pulse generation from 4 to 6 per second. This also stops during Silence and never exceeds your current Pulse maximum.

Stability during boss phases without attackable targets.

Silver SuturesStitches that hold

Suture regeneration lasts 6 seconds instead of 4, retaining 15% P per second: 90% P total instead of 60% P. Immediate healing is unchanged; recasting refreshes and does not stack.

Longer treatment with fewer repeated casts.

Shared RecoveryKeep the healer alive

When Suture or Second Pulse effectively heals others, heal yourself for 15% of their combined actual healing, capped at 20% P per cast. Overheal does not count. This secondary heal cannot trigger other passives.

Personal sustain while prioritising the party.

Far-Reaching FaithA longer connection

Increase Communion and ally-targeting ranges of Suture, Excision and Galvanic Mantle from 18 to 22 metres. Offensive ranges and line-of-sight requirements are unchanged.

More room for a spread-out party without healing through walls.

GroundingTurn impact into current

When a Galvanic Mantle you cast actually absorbs enemy damage, gain 4 Pulse. Shared internal cooldown of 2 seconds per Vessel, regardless of recipient count. Environmental damage and Silence never trigger it.

Well-timed protection helps fund the next decision.

AfterimageMovement becomes an opening

After Nerve Step, your next Pale Lance within 4 seconds deals another 30% P damage. Consumed on cast, including a miss; never stacks or generates extra Pulse.

A mobile caster route with deliberate attack windows.

Closed CircuitNo current wasted

If White Arc hits exactly one enemy, refund 8 of its 20 Pulse after its last possible jump. At most one refund per cast; no refund on a miss or during Silence.

Makes the chain spell efficient against one boss without increasing area damage.

Living ConductorLightning that also mends

Each Conductive mark consumed by Sever the Current sends 25% P healing to the eligible Communion member with lowest health percentage. At most three heals per cast; select lowest health percentage again between heals. No resources, overheal bonuses or further procs.

A hybrid creates modest treatment through its offensive combination.

Mercy Under IronWhen the pulse nearly stops

Suture and Second Pulse direct healing increase by 20% for a recipient below 35% health immediately before healing. Evaluate each recipient separately. Regeneration, barriers, ultimate and secondary heals are unchanged.

Stronger rescues without turning low health into a resource farm.

Measured ReleaseThe will to close the cage

Voluntarily close Open the Reliquary before 8 seconds finish and Silence lasts 2 seconds instead of 4. Normal early refund and ultimate cooldown are unchanged. Forced closure grants no benefit.

Rewards a planned ending before the next movement or treatment phase.

Deep ConductionA cleaner puncture

Heartpiercer’s consumed-mark bonus rises from 100% P to 150% P. Its unmarked 300% P hit, cost and cooldown are unchanged. No additional resource or proc.

A boss-damage commitment to spending marks offensively.

Stored ChargeKeep one more beat

Increase maximum Pulse from 100 to 120. Generation is unchanged; equipping the passive does not refill it. Safe rest fills the current maximum. Silence still stops all generation.

A larger reserve for opening damage without abandoning a recovery budget.

Residual LifeRecognise your own current

Return Current heals for another 30% P if it actually damages at least one enemy carrying your Conductive mark. At most one bonus per cast; it does not consume the mark or scale with enemy count. The heal cannot trigger other passives.

Planned offensive recovery that also works in a party.

Steady HandsBrace before the next beat

Heartline’s first damaging tick grants a 40% P personal barrier lasting 2 seconds, capped at 10% of your maximum health. Once per channel. It follows ordinary barrier non-stacking rules and cannot trigger Grounding.

Some protection for committing to a channel, without immunity or a free heal on a miss.

Build directions / draft

The same character.
Different ways to survive.

Dedicated healer

The Field Saint

Single-target treatment, party healing, cleanse and timed Endurance. Pale Lance and Open the Reliquary use the separate core bindings, leaving all four ordinary slots available for support.

Four chosen ordinary skills

  • Suture
  • Second Pulse
  • Excision
  • Heart’s Mandate

Three passives

Two Hearts · Silver Sutures · Mercy Under Iron

Trade-off: No dedicated damage spender or dash. The basic attack remains useful between treatments.

Buffer and protector

The Iron Communion

Time barriers and Fervour around party attack windows. Second Pulse covers group damage. Change to Pursuit at a safe rest point before a movement-heavy encounter.

Four chosen ordinary skills

  • Second Pulse
  • Galvanic Mantle
  • Heart’s Mandate
  • Nerve Step

Three passives

Grounding · Far-Reaching Faith · Shared Recovery

Trade-off: No cleanse or immediate Suture rescue. It trades focused damage for protection, buff timing and relocation.

Lightning caster and hybrid

The Storm Reliquary

White Arc prepares packs; Sever consumes the marks for area burst and Living Conductor heals. Return Current sustains the host in close exchanges, while Mantle anticipates an impact. Core basic and ultimate remain available.

Four chosen ordinary skills

  • White Arc
  • Sever the Current
  • Return Current
  • Galvanic Mantle

Three passives

Closed Circuit · Living Conductor · Two Hearts

Trade-off: No cleanse, dash or regular Doctrine cast. Offensive recovery needs an attackable target.

Solo · bosses and elites

The Heartpiercer

White Arc marks the boss. Return Current restores health without consuming the mark; Heartpiercer spends it on focused burst. Weave Pale Lance to rebuild Pulse and Nerve Step out of telegraphs. Use the ultimate for a planned window rather than waiting on it for ordinary damage.

Four chosen ordinary skills

  • White Arc
  • Heartpiercer
  • Return Current
  • Nerve Step

Three passives

Two Hearts · Deep Conduction · Residual Life

Trade-off: Short-range offensive recovery requires an exposed target. Swap Return Current for Suture when safe remote treatment matters more.

Solo · packs and movement

The Stormwalker

Place Nerve Storm across the approach, move while it ticks, and use Arc Needle to mark the leading enemy. Return Current treats you before Pale Lance consumes that mark. The basic attack pays for the next field; Nerve Step helps control distance.

Four chosen ordinary skills

  • Arc Needle
  • Nerve Storm
  • Return Current
  • Nerve Step

Three passives

Two Hearts · Stored Charge · Residual Life

Trade-off: Less focused burst than Heartpiercer and no on-demand healing when enemies cannot be hit. Never stand still waiting for the field to finish.

Clear it solo, or bring your fellowship

A complete solo character.

An offensive lightning caster with deliberate recovery. Self-sustain is part of a chosen loadout, not a requirement to wait for another player.

Against a pack

  1. Place Nerve Storm where enemies will cross or remain.
  2. Arc Needle the leading target while moving.
  3. Return Current for recovery, then Pale Lance to spend the mark on resources.
  4. Repeat when safe; keep enough Pulse for recovery or movement.

Against an elite or boss

  1. Mark with White Arc and read the next attack.
  2. Use Return Current if injured and a close opening is safe.
  3. Spend the mark on Heartpiercer, or on Pale Lance if recovery needs funding.
  4. Move, use the free basic during safe windows and repeat; the ultimate is an additional window.

These are complete proposed damage/recovery loops, not proof of solo balance. Prototype time-to-kill, incoming damage, resource downtime and recovery against a pack, an elite and a boss. A healer-focused loadout may clear more slowly, but must remain playable.

Explore the four-class party concept →