SoD Classes
Devlog: Classes, Abilities & Trees – Become What the World Needs
In Shadows of Dragonholde, your class defines your combat style and core abilities.
There are currently three distinct classes—each with:
- ⚔️ A full set of abilities (Basic, Secondary, Utility, Mobility, Ultimate)
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🌀 4 passive abilities
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🌿 A full passive skill tree with build-shaping paths
Abilities can be unlocked through spell books dropped by enemies and given through quests. I haven't quite decided on which abilities will be gated this way, but not everything will be available immediately after starting a new character.
🪤 The Trapper – Chaos, Tech & Subterfuge
A tactical hybrid using gadgets, mobility, and battlefield manipulation.
🎯 Abilities
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Venom Trap (Basic): Throw a poison trap that explodes on enemy contact 🟢
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Grappling Hook (Mobility): Quickly grapple your way through maps or out of danger! ⛓
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Dimensional Nexus (Ultimate): Open a portal to summon unpredictable horrors from beyond 👾
🌀 Passives
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Grenades: Enemies drop grenades on death (or randomly when hit)
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Kinetic Armour: Stay mobile to build and maintain armor
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Overclock: Dealing damage buffs movement and attack speed
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Turret: Gather machine parts from enemies to spawn a deployable turret
🌿 Trapper Tree Themes
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Venom Branch: Focus on poisons and DoT.
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Technology Branch: Maximise trap up-time, chain explosions, and turret boost.
- Shadow Branch: Focus on stealth and subtlety.
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Swashbuckler: Build into a master of close combat and deceit.
⚔️ The Gladiator – Strength, Style & Execution
A brutal melee fighter who uses bleed, burst, and arena pride to destroy enemies. Deal extra damage depending on how glorious you are.
🎯 Abilities
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Flay (Basic): Apply stacking bleeds that can be consumed for burst damage 🩸
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Grasp of the Arena (Secondary): Throw a chain—if it slams an enemy into a wall, deal massive bonus damage 💪
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Call of the Arena (Utility): When you take 50% of your HP in a hit, release a damaging shockwave 💢
🌀 Passives
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Executioner’s Axe: Automatically execute enemies under 15% HP
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Show Off: Throw your weapon—catch it to gain bonus “Glory” (resource); fail and earn less
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Blood and Sand: Every 5s, gain a temporary buff to either damage or armor
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Adrenaline Rush: Sustained damage boosts health regen and damage
🌿 Gladiator Tree Themes
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Gladius Branch: DoT branch with a focus on bleed stacks and consumption.
- Retiarius Branch: Focus on attack range and crowd control.
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Crowd Crasher: AoE focused branch, physical domination
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Secutor Branch: Tank branch with focus on armour and resistances
🔥 The Elementalist – Magic & Mayhem
A hybrid spellcaster who channels elemental cycles and summons golems.
🎯 Abilities
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Spark (Basic): Chain-lightning bolt that bounces between enemies ⚡
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Earthquake (Secondary): Pulsing AoE zone that slows and damages enemies 〰
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Incinerate (Ultimate): Charge a massive fire beam—longer charge = more range + damage 🔥
🌀 Passives
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Golemancer: Every 5 spells of a single element spawns a matching elemental golem
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Charger: Gain elemental charges per cast, enhancing spell effects
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Earth’s Blessing: Boost regen and armor while channeling nature-based spells
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Zephyr’s Footsteps: Casting spells grants stacking movement speed
🌿 Elementalist Tree Themes
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Fire Branch: Melt the battlefield with a focus on crit damage, burn stacks, and explosions!
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Forst Branch: Freeze the competition with a focus on AoE and crowd control.
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Lightning Banch: Fast AF BOI! Speed and more speed!
Earth Branch: Become an impenetrable wall of rock with key nodes like golem form.
🎯 About Passive Trees
Each class tree has:
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Branches tied to class fantasy(e.g., tech builds, bleed stacking, elemental mastery)
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Perks that radically shift your playstyle (e.g., key passive node that deals 30% of burn damage instantly)
Currently due to a priority on other systems I've only implemented the fire branch of the Elementalist tree. This is a rough idea of what I'm going for with the Elementalist tree:
There will be more connections between the branches to allow more synergy, I just haven't touched the passive tree system in a hot minute.
🔮 Bonus: Aura Enchantments
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Through enchanting, any active ability can become a passive aura instead
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Auras reserve resource % or HP instead of using consuming resources.
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This unlocks powerful options like:
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Venom Trap aura = permanent poison field & +10% poison damage.
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Earthquake aura = pulsing zone around the player that sends out smaller seeking earthquakes
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Spark aura = Auto cast Spark to recover resource while focusing your hands on casting other stronger abilities
Some secondary skills will offer +x% to Attack Speed or +x% to x Damage type to help push your build to the next level.
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Each class in SoD offers different paths, unique build synergy, and personal expression.
If you want to be a hash slinging slasher, a flashy gladiator, or a golem commander — the combat system has you covered.
Eventually I'd love to add more classes like a Necrolord or Warden.
Next up: Enchanting Deep Dive → [Link when live]
Which class are you linking so far? And what kind of ability would you want to see next? 🔥🪤⚔️
Get Shadows of Dragonholde technical alpha (Rework Incoming)
Shadows of Dragonholde technical alpha (Rework Incoming)
Fast paced pixel art arpg
Status | In development |
Author | Elementarion |
Genre | Action, Role Playing |
Tags | 2D, Action RPG, Dungeon Crawler, Fantasy, Fast-Paced, Indie, Magic, Pixel Art, Top-Down |
Languages | English |
More posts
- 🧭 Quests, 🕳 Dungeons, and 👑 Loot2 days ago
- Enchanting!3 days ago
- SoD Player Skills4 days ago
- Shadows of Dragonholde Rework4 days ago
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