Classes & Builds
ImplementedTwenty-five Human classes, each with its own identity, slot economy and class mechanic. Builds combine abilities, artifacts, an affinity, a curse, an ultimate and consumables inside documented slot limits.
Each system below is backed by real registered content. Where a system is only partly exposed, or has no player-facing registry at all, that is stated rather than simulated.
Twenty-five Human classes, each with its own identity, slot economy and class mechanic. Builds combine abilities, artifacts, an affinity, a curse, an ultimate and consumables inside documented slot limits.
Statuses are the shared vocabulary of combat modifiers. Every status below is a registered content entry with its own description.
Curses are the damage-over-time and debuff layer. Affinities own a specific curse, which is what makes an affinity bond an identity choice rather than a stat choice.
A build carries at most one Ultimate. The registry below lists every Ultimate for both races with the costs the content declares.
Runes are registered as artifacts and occupy artifact slots. The Rune Master class is the only class that expands artifact capacity.
Consumables are battle items with declared per-battle use limits. Reservation and application planning for consumables is in progress.
Request, reservation and application planning exist as durable accounting; in-battle execution and effect application are not part of the published surface.
The Seven Deadly Sins are superbosses whose Divine Laws are implemented through the same hook and event system as everything else.
Progression, economy and reward systems are specified in the engineering documentation. The portal does not surface them as live systems because no player-facing registry backs them.
Documented in the engineering references; no authoritative player-facing registry is exposed, so nothing is simulated here.
Every entry below is read from the content registry. Counts are what the game actually loads.
Showing the first entries of each registry. Use search to narrow down — the full set is queryable.
ability.adaptation
Passive (HOK-001, Milestone 13 completed): at battle start, the owner boosts the weaker pool by 60% (max HP when the opponent's power exceeds the owne…
ability.aegis_protocol
Active (HOK-001): heal for up to 35% of missing max HP (more when lower); below 15% HP, power surges by the healed fraction and the cast is free. DEV:…
ability.aerosmith
Passive (HOK-001): when an opponent dodges below 50% HP, strike them with an undodgeable almighty hit for 60% of their current HP.
ability.human.avarice
Increase your opponent's ability energy costs by 7 for 10 turns.
ability.bad_juju
Passive (HOK-001): every curse the owner inflicts reduces that curse's activation threshold on the target by 10 (max 50 per curse).
ability.blackjack
Passive (HOK-001): at the start of the owner's turn, if they hold 5+ active abilities, one random other active ability costs 3 less energy this turn.
ability.human.bleed
Your critical hits make the opponent bleed: 3% max health per turn for 2 turns, +30 Hemorrhage buildup on activation and +10 per tick.
ability.human.blood_artist
When your opponent is cursed with Hemorrhage, they take 12% of their current health as damage (almighty, undodgeable).
ability.blood_c
Passive (HOK-001): every 8 owner turns the opponent is Suppressed for 1 turn; every opponent Rest applies 30 Seal buildup and counts an idle streak (2…
ability.human.breath_cutter
When your opponent dodges while below 30% health, their health is reduced by 60%. (Source name: Aerosmith.)
ability.calamity
Passive (HOK-001): taking a hit of 20%+ max HP converts the opponent's energy spent since the last exchange into curse buildup (30 + 5x spent). At the…
ability.cero
Active (HOK-001): a random color Cero. Red: 3x almighty. Blue: 1x + power drain. Green: 1.5x + crit/efficiency drain. Yellow: 1.3x + crit/dodge drain.…
artifact.rune_abyssal
Empowers the Abyssal -> Finality pathway: the owner's Finality buildup is amplified (Bonded x1.30 / Unbonded x1.15).
artifact.human.ace
When at low health (20% or below), activate to make your next ability free.
artifact.human.adrenaline_serum
One-time: when you reach 20% of your max health, gain 8 energy and a +30% dodge chance and dodge efficiency boost.
artifact.human.aegis_of_light
Nullifies attacks that deal 3% of your max health or less. Initial activation chance 100%; each successful nullification reduces the chance by 20%; a …
artifact.aeonic_flux
Active, repeatable (HOK-001, Milestone 14 completed): flips the HP and Power pools (Power x10 becomes the HP pool, HP /10 becomes the Power pool) with…
artifact.human.antithetical_blade
When an opponent uses an active ability on you, you receive half of the energy spent on that ability (rounded down).
artifact.rune_arcane
Empowers the Arcane -> Seal pathway: the owner's Seal buildup is amplified (Bonded x1.30 / Unbonded x1.15).
artifact.ashen_dominion
Passive (HOK-001): battle start -- 88% HP, power x1.55, +15% crit multiplier. Critical hits grow the crit multiplier and bank wraiths; defeating oppon…
artifact.human.black_mask
Gain 2 turns of guaranteed critical hits.
artifact.blightfang_covenant
Passive (HOK-001): battle start -- start at 80% HP, power x1.3, +0.5 crit multiplier. Every 2nd manual attack is boosted x1.3 (the others drain the at…
artifact.rune_boreal
Empowers the Boreal -> Permafroze pathway: Permafroze buildup amplified (Bonded x1.30 / Unbonded x1.15). Bonded additionally buries +1 Permafroze char…
artifact.human.brass_knuckles
Active: 100% of damage from critical hits taken is stored as grit (other sources don't count; capped at 2x your max health). On use, expend all grit a…
affinity.abyssal
Abyssal affinity. Owns the curse.finality curse. Bonding is an identity choice (gates Ultimate access); no additional affinity effects are documented.
affinity.human.abyssal
Abyssal Human affinity. Owns the curse.human.doom curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.arcane
Arcane affinity. Owns the curse.seal curse. Bonding is an identity choice (gates Ultimate access); no additional affinity effects are documented.
affinity.human.arcane
Arcane Human affinity. Owns the curse.human.hex curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.boreal
Boreal affinity. Owns the curse.permafroze curse. Bonding is an identity choice (gates Ultimate access); no additional affinity effects are documented…
affinity.human.boreal
Boreal Human affinity. Owns the curse.human.freeze curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.celestial
Celestial affinity. Owns the curse.plague curse. Bonding is an identity choice (gates Ultimate access); no additional affinity effects are documented.
affinity.human.celestial
Celestial Human affinity. Owns the curse.human.blight curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M3…
affinity.ember
Ember affinity. Owns the curse.purgatory curse. Bonding is an identity choice (gates Ultimate access); no additional affinity effects are documented.
affinity.human.ember
Ember Human affinity. Owns the curse.human.scorch curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.entropic
Entropic affinity. Owns the curse.echo curse. Bonding is an identity choice (gates Ultimate access); no additional affinity effects are documented.
affinity.human.entropic
Entropic Human affinity. Owns the curse.human.cascade curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M3…
consumable.ability_cache
Maxes out the level of all your abilities for this battle.
consumable.adrenaline_vial
Instantly gain 4 energy.
consumable.human.ambrosia
Full heal.
consumable.human.bleed_cure
Cure bleed (remove the Bleed status).
consumable.cleansing_draft
Removes all action-locking effects from yourself or an ally.
consumable.curse_vial
Inflicts 3 random curses at maximum buildup on your target.
consumable.human.divine_water
Cure curses: all curse buildup is reduced to zero and active curse statuses are removed.
consumable.echo_charm
Builds 50% of max stacks of the last curse you applied, on a new target.
consumable.human.focus_crystal
For 8 turns, you inflict 50% extra curse buildup.
consumable.focus_shard
For 8 turns, you inflict 50% extra curse buildup.
consumable.human.fuel_cell
Gain 4 energy (self or an ally).
consumable.ghost_draft
Nullify all damage to yourself or an ally for the next turn.
curse.anemia
Instantly deals 20% of the target's current HP as damage and drains 20% of its power to the inflictor.
curse.human.blight
Spawns a Cursed Thrall for the inflictor (max 5): each thrall reduces 5% of the target's max power; thrall attacks deal 5% of the inflictor's max HP (…
curse.human.break
50% of the target's abilities are randomly selected and reduced by 1 level (min 1). [Effect BLOCKED: the engine has no ability-levels system (D-552) -…
curse.human.cascade
Charge-based: the next curse that activates on the target (besides Cascade) is re-triggered, consuming all charges. [Calamity-form amplification is no…
curse.cataclysm
Destroys one of the target's artifacts (RNG choice; fizzles without artifacts).
curse.human.crush
Destroys a random artifact from the target's spirit (permanently for the rest of the battle); no effect if the target has no artifacts.
curse.decay
Target-scoped weakening: while Decayed (4 of the target's turns), 60% of the healing the target receives is converted into damage (canonical rule D-50…
curse.human.doom
After 3 turns the target takes 20% of max health as almighty damage (cannot crit, cannot dodge). Re-activation hastens the countdown by 1 turn and add…
curse.human.drown
The target begins drowning at Depth 3 (resting -2 Depth, any other action +1; Depth 0 cleanses). Lasts 5 turns; at expiry the target takes 4% max HP d…
curse.echo
Use-based curse spread: the next time the target's curse activates, the same curse re-triggers on all enemies once per charge, then Echo is consumed. …
curse.human.exhaust
Drains 20 harmony from the target on activation and reduces energy gained from all sources by 2 for 4 turns (floor 0). Re-activation adds another 4 tu…
curse.finality
Global: the target loses 20% of max HP at the end of 3 turns.
ultimate.human.absolution
Has a chance to instantly deal 100% of each enemy's max health as damage (almighty, undodgeable, no crit). If it fails on all enemies, the chance is i…
ultimate.abyssal
Abyssal Decree: every enemy receives Finality with a 1-turn fuse (20% of max HP resolves at the next tick); the primary target also takes 15% of its m…
ultimate.human.accretion
For 12 turns, whenever any of your or your opponent's stats increase, all of your stats increase (1.05x); opponent stat buffs are stolen in the exact …
ultimate.arcane
Arcane Binding: all action rows of the target are restricted for 2 of the target's turns (Ultimate exempt) and the target takes 1.5x power arcane dama…
ultimate.human.bloom
Multiply your health and power by 1.8x and force-harvest all active Sow seeds from opponents, immediately transferring the drained stats to you.
ultimate.boreal
Absolute Zero: freeze the target solid — every action row is restricted for 2 of the target's turns (Ultimate exempt) and the target takes double dama…
ultimate.human.bulwark
Gain 65% damage resistance and 5x curse resistance for 11 turns.
ultimate.human.celerity
Your dodge chance and dodge efficiency are set to their maximum for 10 turns and cannot be reduced while Celerity is active.
ultimate.celestial
Celestial Chorus: all allies (including the user and ally summons) heal for 25% of max HP and have one hostile status removed (the longest-remaining o…
ultimate.ember
Cremation: deal 2.5x power to the target. If the target is Burning (Purgatory), consume the burn: 0.75x power per remaining burn turn, dealt instantly…
ultimate.entropic
Entropic Cascade: every enemy receives 40% of the activation threshold of a random curse (seeded, independent per enemy); the user's next curse activa…
ultimate.human.glaciate
Encase all enemies in permafrost: they take 2.1x damage from all attacks for 6 turns.
status.ultimate_absolute_zero
While frozen (2 of the target's turns), the holder takes double damage from every hit (approved Boreal ultimate, V1).
status.ultimate_human_accretion
For 12 turns, whenever any combatant's stats increase, the caster's stats increase by 1.05x that amount; opponent stat buffs are stolen in the exact a…
status.adaptation
Legacy status ported via HOK-001 (Adaptation); behavior is content-hook driven.
status.almighty_invincible
Legacy status ported via HOK-001 (Almighty Invincible); behavior is content-hook driven.
status.antibody_mark
Carrier on a Plague Antibody summon: its target and remaining attacks (the legacy status_flags on the antibody combatant). The inflictor's turn-start …
status.human_avarice
The holder's ability energy costs are increased by 7 for 10 turns.
status.human_bleed
The holder takes 3% of max health as damage each turn (2 turns) and gains 10 Hemorrhage buildup per tick.
status.bleeding
Legacy status ported via HOK-001 (Bleeding); behavior is content-hook driven.
status.curse_blight_mark
A Cursed Thrall's mark: its target and remaining attacks. After 1-3 attacks the thrall explodes.
status.ultimate_blood_moon
One use: heals the holder for 75% of the damage dealt by the Blood Moon hit; if the target dies from that hit, the heal doubles (approved Sanguine ult…
status.curse_cascade
Charge-based: the next curse that activates on the holder (besides Cascade) is re-triggered, consuming all charges. Calamity-form amplification is not…
status.ultimate_human_celerity
The holder's dodge chance and dodge efficiency are set to their maximum for 10 turns and cannot be reduced while active.
Try a different search term or clear the filter chips.
The game ships detailed engineering documentation. These are listed for reference only — they are developer documents, not the player-facing experience.