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Class roster and archetype concepts

The discussion outlines the intended fantasy and play-style identity of Scars of Honor's classes. These descriptions are presented as design intent rather than final implementation, and several classes are described as still being in early or partial development.

Paladin

The paladin is described as a class with tank, support, and aggressive holy-damage directions rather than a single fixed role. Earlier subclass ideas included paths such as tank, support, brawler, and a damage-focused knight variant, but these are now meant to be expressed through the talent tree.

One highlighted concept is an inquisitor-like path focused on judging enemies and applying fiery punishment rather than emphasizing healing. The class is also intended to avoid feeling too similar to the warrior, with discussion of moving away from overly warrior-like mobility tools.

A showcased paladin ability, "Cavocate of Light" (caption unclear), is described as a high-risk, high-reward spell with a cast time and very high damage potential if landed correctly. It is presented as especially strategic in PvP or coordinated group play.

Mystic

The mystic is described as one of the more unusual classes, drawing on witch, plague doctor, and occult themes. Its fantasy includes curses, battlefield control, and effects that continue to pressure enemies even when the mystic is not standing directly in danger.

Several internal archetype ideas are mentioned. A celestial direction uses cosmos-themed magic. A plague doctor direction is more physical and disease-oriented, with harmful bodily afflictions and direct debuffing. An acolyte-like direction is described as involving a more dangerous, transformative power tied to deities and manifestation.

The mystic is not described as a traditional pet-based warlock. Some versions are intended to stay at range, while others are meant to operate closer to the center of combat.

Mage

The mage is described as having a broad spell list and multiple directions, including a more traditional wizard style and a battle mage. The wizard side includes beam-like elemental spellcasting inspired by magical duels.

The battle mage is presented as a deliberate twist on the usual mage role. It uses shields, close-range survivability, and weapon-based interactions, including a one-handed staff and sword. The class is intended to survive through layered shielding and to convert that survivability into offensive pressure.

The battle mage is not framed as a pure tank in the conventional sense, but it is meant to challenge the expectation that mages must always be fragile backline casters.

Priest

The priest is intended to preserve the classic healer identity while avoiding a passive "UI-only" play style. Healing remains central, but the class is meant to stay active in combat and to express different forms of holy or spiritual power.

A worshipper concept is described as being protected by an angelic avatar. An exorcist concept is more aggressive and unusual for an MMO healer archetype, using physical presence, tricks, dispels, and anti-curse or anti-demonic tools. The exorcist is described as more damage-oriented than a standard healer, though still rooted in priest mechanics.

Druid

The druid is described as one of the most expensive classes to develop because shapeshifting and multiple forms greatly expand the amount of work required. The class is already said to be in development, though not complete.

Two major forms are discussed. One is an aggressive behemoth-like combat form intended to feel like a major battlefield presence. The other is a more defensive or healing-oriented form. The team also discusses a caster-oriented druid identity built around spores and dual-purpose spells that behave differently on allies and enemies.

The oracle side of the druid uses nature magic with a duality mechanic: spores and related effects help allies and harm enemies, with multiple ways to stack, trigger, and explode those effects.

The beast master side is described as a highly aggressive melee style that fights alongside animal companions. Rather than standing back as a conventional summoner, the beast master is intended to feel like the alpha of its own pack.

Ranger

The ranger is described through three broad play-style directions. The sharpshooter is a long-range glass-cannon archer with very high reach and weapon-damage emphasis. The trapper is a control-heavy specialist using traps, bombs, and gadgets. The artificer is a more technological archetype using turrets, electrical effects, and zone control.

The artificer is already said to exist in part in the game, with a turret and several abilities implemented. It is described as a damage-oriented support or control class rather than a mainstream tank.

Assassin

The assassin is presented as a highly anticipated class with stealth as an important part of its identity. Permanent stealth is discussed as something the team wants to test in some form, though details are not final.

Three directions are outlined. The bounty hunter is a versatile killer with gadgets, critical-related tools, and armor penetration. The spellbane is an anti-caster assassin that uses magically imbued daggers and silence-oriented pressure. The blade dancer is a fast, fragile glass-cannon melee style built around speed and lethal execution.

Poisons are described as a major part of the assassin toolkit, with their own area in the talent tree. The class is also expected to support both single-target and area-focused variants depending on build choices.

Necromancer

The necromancer is described as one of the game's signature classes and as a class rarely explored deeply in MMORPGs compared with action RPGs. It is intended to be versatile, with strong commitment paths.

The void wraith or void warrior (caption unclear) is described as a tougher, more self-focused necromantic fighter with strong damage and some tanking potential. The lich is the more traditional summon-heavy necromancer, draining power from enemies and weakening the battlefield around itself. The blood mage is a hybrid that uses health as a resource, transferring blood, empowering allies or summons, and balancing damage with self-risk.

The necromancer is said to rely mainly on spirit magic, with blood magic as a more specialized exception.

Warrior

The warrior is described as the ultimate weapon expert. The pathfinder is a veteran archetype built around versatility, battlefield answers, and mastery of multiple weapon styles, though some earlier ideas about broader weapon access and armor changes may have been reduced.

The vanguard is a heavily armored, aggressive tank with strong durability and direct frontline presence. It is contrasted with the paladin by being less supportive and more purely martial.

The berserker is an all-in frontliner built around aggression, critical pressure, and refusing to die easily. It is described as a glass-cannon melee style that commits fully to offense rather than relying on disengage tools.

Pirate

The pirate is described as another signature class for Scars of Honor. It is intended to be larger-than-life, explosive, and immediately recognizable.

The swashbuckler is a duelist and captain-like frontliner using a saber or similar one-handed weapon with a buckler that is more offensive than defensive. It can lean into tank-like play but is described as more hybrid than a conventional shield tank.

The cursed pirate uses spirit- or sea-themed dark magic associated with the depths of the ocean. Its fantasy includes forbidden power and unusual supernatural effects.

The cannoneer is the ranged explosive specialist. It uses pistols or guns, calls in artillery-like support, and focuses on large area damage. The parrot companion is described as playing a role across pirate variants, including helping with targeting or support effects.

Source

  • Recording: Scars OF Honor - Discussion with Game Design Director about all Classes. Where everything started ?
  • YouTube: Watch on YouTube
  • Published: Sunday, February 15, 2026 at 8:32 PM UTC

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