The Ten Classes

All ten are original to Dead Gods Rising. Each is a different relationship to the one merged law underneath everything. This is an overview — the full ability progressions live in-game.

Resonant · Controller / Support

Engineers of wave propagation who learned the universe answers back. They feel the vibration under everything and bend it. Signatures: Shatter Frequency (amplify a material's resonance until it fails), Harmonic Seal (biological-physics healing), Dead Zone (a sphere where all waves cancel — blind and deaf to everyone but them).

Gravecaller · Summoner / Disruptor

To them there's no difference between dead nerves and dead circuitry — both are dormant hardware waiting for a carrier signal. Signatures: Ghost Signal (reanimate the fallen), Residual Echo (read a corpse's last moment), Cascade Failure (overload a reanimate into a walking bomb).

Voidwright · Controller / Mobility

They don't manipulate matter — they manipulate the shape of the room it exists in. Brutally mathematical training; extraordinary graduates. Signatures: Fold Blade (a blade of spatial discontinuity that ignores armor), Anchor Point (teleport-recall / pull), Compression Zone (space stretched into a trap).

Bloodcoder · Adaptive Striker

They read their own genome like source code, in the field, right now. Signatures: Adaptive Surge (express resistance to a damage type mid-fight), Predator Expression (a full-body combat mode), Recombinant Harvest (sample a useful trait from another creature's biology).

Tethermind · Investigator / Specialist

They read things — every used object carries the residue of its handling. They bond with specific weapons and relics that grow with them. Signatures: Object Confession (full psychometric read), Phantom Interface (operate tech without touch), Resonant Bond Strike (hit a target's psychic signature, not its body).

Eclipsar · Ambush Predator

Darkness isn't the absence of light — it's the presence of constraint, and constraint can be shaped. Signatures: Void Edge (a weapon of shaped absence that suppresses light), Eclipse Field (a sphere of absolute darkness), Shadow Anchor (bind a target's shadow in place).

Ashwarden · Defensive Tank / Attrition

They don't fight entropy — they recruit it. Decay is process; process is force; force can be directed. The tank that gets scarier the longer the fight runs. Signatures: Corrosion Ward (bank absorbed damage), Entropic Lash (spend it in a burst), Rust Bloom (a spreading zone of accelerated decay).

Chainwright · Controller / Wild Card

They don't predict the future — they enforce it, pushing causal chains to make specific outcomes happen faster, or severing them to prevent what should have occurred. Signatures: Consequence Pull, Severed Link, Inevitability Bind.

Stormhost · Tank / Burst / Energy Economy

Energy moves through them like wire. Fill up, discharge, repeat — and never overcharge, because overcharge is lethal. Signatures: Arc Redirect (absorb energy attacks into charge), Supercell (full omnidirectional discharge), Charge Transfer (donate power to allies and tech).

Mirrorborn · High-Complexity Specialist

Caught in the merge and set back down in pairs: a Primary and a Reflection on inverted rules. What heals one harms the other. Signatures: Inversion Mirror, Phase Shift (swap the two), Convergence Collapse (slam them together — power scales with how different they've become).

Weaknesses are as real as strengths — fragility, dependence, social stigma, resource management, mechanical complexity. No class is safe everywhere; the world decides where each one shines.