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Home » The 21 Classes of Achaea » The Serpents of Achaea

The Serpents of Achaea

A Mhun Serpent hooded and cloaked in the Ashtan alleys, blade at the hip

Serpents are Achaea’s stealth specialists. They descend from the serpentlords of legend, can secrete venoms from their own fangs, hypnotise enemies into trances and implant subliminal commands, and traverse the continent through a private network of dimensional wormholes. The class is one of the most mechanically demanding in Achaea, and one of the most rewarding once mastered.


Serpent lore and origin

The Serpent class has roots as ancient as any other class in Achaea. In the times of legend, two members of the fourth generation of humanity, Loki and Ekanel, were born appearing slightly serpentine, and lived in the primal forests. They mated and had numerous serpentine children. Generations later, this strain of humanity had become so serpent-like that they could secrete venoms through developed fangs, hypnotise with their gaze, and more. Eventually, through interbreeding with other races, the Serpents ceased to be a race and became instead a set of traits possessed by individuals of all races.

Modern Serpents are often attracted to shady careers, though there are notable ones who have chosen a cause and fought for it their entire lives. They might be found in any city or might choose to be cityless wanderers instead. The class is one of the most flexible in Achaea: no factional pressure, no alignment lock, accepted in every city.

What a Serpent does, in plain terms: fights with a whip and a dirk (or strikes with their fangs), applies dozens of venoms in carefully timed sequences, hypnotises opponents and plants harmful suggestions, traverses a wormhole network that crosses the continent, climbs into treetops and travels by branch, sharpshoots at distance with the fabled Darkbows. A competent Serpent is described in the lore as “an extremely frustrating opponent”: few can inhibit their movement enough to pin them down.

This is one of Achaea’s most mechanically demanding classes. The combat is built around precise venom timing, stacked hypnotic suggestions, and mobility through wormholes. The skill ceiling is among the highest in the game.


Signature combat identity: venoms, hypnosis, and the wormhole

Three things make a Serpent a Serpent.

The first is venom. Through the Venom skill, a Serpent’s dormant glands produce dozens of distinct venoms: Sumac for minor damage, Curare for paralysis, Voyria for instant death, Loki for unpredictable effects, Aconite for stupidity, Ekanelia for late-game lethality, Selarnia to force shapechangers back to mortal form, and many more. The Serpent SECRETEs a venom, the glands produce it, then a BITE delivers it. Venoms can also be applied to arrows or dirk strikes. The class is built around stacking venoms in precise sequences to overwhelm an opponent’s curing.

The second is hypnosis. Where Venom is a natural ability and Subterfuge is partly magical, Hypnosis is presented in the lore as a science discovered by a forgotten Serpentlord. A Serpent HYPNOTISEs a target, SUGGESTs subliminal effects (paranoia, vertigo, claustrophobia, recklessness, anorexia, pacifism, a wide menu of trivial and complex suggestions), then SEALs the trance with a timer. When SNAPped, by the Serpent or by anyone else, the suggestions activate. A skilled Serpent layers hypnosis on top of venoms on top of dirk strikes, building toward a moment where the target is overwhelmed.

The third is the wormhole. Subterfuge contains the Splice ability, creating a personal dimensional wormhole, and Warp to enter it, Vortex to drag enemies through, Channel to throw objects through. A serpent who has spliced wormholes across the continent moves at will between distant rooms. Combined with arboreal movement (Swinging through treetops, Scan to spot below) and stealth (Hide, Ghost, Cloak), the Serpent is the most mobile combat class in Achaea.

Add archery (Bowmanship, Aiming, Darkbows, Snipe, Pinshot) for ranged work and a pet snake for fight support, and you have a class that fights at five layers: venom, hypnosis, dirk strikes, archery, and wormhole positioning. There’s nothing else in Achaea quite like it.


The three skills of a Serpent

A Serpent commands three skill sets: Subterfuge, Hypnosis, and Venom. A fledgling Serpent gains Subterfuge and Venom; Hypnosis is granted upon embracing the class.

Signature abilities: Rattle, Hide, Scales

Subterfuge is the largest and most varied of a Serpent’s skills. It encompasses the coded Serpent Lord tongue (Rattle), archery (Bowmanship, Aiming, Darkbows, Crossbows, Snipe, Pinshot), the conjuring of illusions (Illusion, Dispel, Lightwall), dimensional wormholes (Splice, Warp, Vortex, Channel, Sources, Secondsight), stealth and movement (Hide, Ghost, Cloak, Dash, Weaving, Swinging, Scan), the dirk (Backstab, Doublestab, Slit, Execute), and the personal pet snake.

Abilities (56)

AbilityDescription
RattleKnowledge of the coded Serpent Lord tongue.
HideConceal yourself from view.
ScalesCoat yourself in protective, serpentine scales.
GarroteChoke the life out of a target with your whip.
EvadeMisleading your pursuer.
ShadowShadowing a target in order to track them.
FlayFlay the anti-venom sileris coatings from your enemies.
WaitingAwaiting a target to be shadowed.
PacingThe ability to anticipate and keep pace with others.
BaskBathing in the hot sun.
BlockObstructing departure with your body.
SwingingSwinging up into the treetops.
SecretGive someone an item without their knowledge.
ScanScanning the forest floor from the treetops.
BowmanshipUse of the valued projectile weapon.
SeizeGrabbing unwary victims from the forest floor.
ColoursDye your arrows to categorise them.
ShoveSending a hapless victim crashing to the forest floor.
NooseCovert and deadly assassination from the trees.
AimingIncrease your accuracy in shooting.
ListenDetect action and conversations nearby.
DispelRid your environment of illusions.
LipreadThe ability to understand what is said while deaf.
EavesdropListen even through closed doors.
SlitCut the throat of a helpless victim.
WindFurther increase your accuracy through wind compensation.
GhostGive yourself a ghostly appearance.
DoublestabQuickly administer two venoms to a target with your dirk.
EnvenomDip your arrows in venom.
SeekSense for dimensional wormholes.
WarpOpen and enter a dimensional wormhole.
IllusionCreate an illusion of your choosing.
CrossbowsA powerful projectile weapon.
CloakHide your actions from others.
DashSprint in a particular direction.
LightwallCreate a palpable wall of light.
ResonanceAllow sounds to resonate through a distant wormhole.
DarkbowsUsing the infamous darkbows of Hashan.
SpliceCreate a dimensional wormhole.
PinshotFocus your fire upon the feet of your victim.
AppraiseView the contents of another adventurer’s inventory.
BackstabAttack from the shadows.
ChannelHurl an object through a dimensional wormhole.
PickpocketDeftly pilfer from unsuspecting targets.
CaseThe more you know…
BindHog-tie an unconscious or sleeping opponent.
ExecuteSubject your enemy to a merciless execution.
SourcesSense out all dimensional wormholes.
WeavingWeave and dodge like the cobra itself.
YankUse a whip to pull an opponent into your room.
VortexSuck an unwilling target into a wormhole.
SnipeThe ability to sharpshoot.
CancelDestroy a wormhole.
SecondsightSee wormholes with greater clarity.
SnakeA pet snake to assist you in combat.
DistractionThe blindspot is where you thrive.
PhaseAlter your status in space-time itself.

Signature abilities: Hypnotise, Seal, Analyse

Hypnosis is the most “science” of the Serpent’s skills. A Serpent HYPNOTISEs a target (potentially without them noticing via Mesmerise), implants SUGGESTions, SEALs the trance with a timer, and SNAPs to activate. Any adventurer can trigger the snap once it’s sealed. Starting a new hypnosis clears previous suggestions, so suggestions must be implanted before sealing.

Hypnotic techniques (7)

AbilityDescription
HypnotiseTheir minds are yours.
SealPoised to strike.
AnalyseDiscover the implanted suggestions in someone.
ImpulseSome pressure here, some manipulation there.
CleanseClean yourself or another of suggestions.
MesmeriseMuch subtler, near-undetectable hypnosis.
ImprintStore the mental state of your subject.

Trivial suggestions (15)

AbilityDescription
AmnesiaCauses the victim to forget to do his next action.
ParanoiaThey are out to get you, believe me.
LonelinessFear of being left on your own.
ClaustrophobiaFear of enclosed spaces.
StutteringAnxious difficulty with speech.
HallucinationsVivid hallucinations to plague your foe.
DementiaHugely distorts victim’s perception of the world.
DeadeningWeakening of the mind.
EpilepsyThrow your victim’s nervous system into disarray.
AgoraphobiaFear of open spaces.
MasochismThe love of your own pain.
RecklessnessIgnorance of health and disregard for well-being.
VertigoFear of heights.
ConfusionCauses the mind to become confounded.
StupidityAbject, stumbling idiocy.

Complex suggestions (10)

AbilityDescription
ClumsinessInability to use weaponry effectively.
AddictionA terrible addiction.
PacifismLoss of desire to cause anyone harm.
HypersomniaA condition that prevents insomnia.
NauseaA distinctly miserable feeling.
AnorexiaLoss of desire to eat.
DisruptDestroy your opponent’s mental equilibrium.
GenerosityIndiscriminate, overwhelming generosity.
ActionThe ability to suggest an action of your choice.
HypochondriaThe conviction that one is constantly afflicted.

Signature abilities: Secrete, Bite, Purge

Venom is unique to Serpents. The class’s dormant glands produce dozens of distinct venoms through SECRETE. Each venom has a risk factor: more powerful venoms can backfire on the Serpent if held too long. BITE delivers; PURGE clears unused venom.

Notable venoms: Sumac (minor damage), Voyria (the deadliest, can kill a bull in seconds), Curare (paralysis), Aconite (stupidity), Loki (unpredictable in its effects), Selarnia (forces shapechangers back to mortal form), Ekanelia (late-game lethality), Camus (concentrated Sumac), Transcretion (instant secretion of any venom).

Denizens are immune to most non-damage venoms.

Abilities (35)

AbilityDescription
SecreteThe ancient ability of producing venom.
BiteSinking your fangs into an unfortunate victim.
PurgeCleansing your venom sacs of poison.
ShruggingResist the detrimental effects of venoms.
SumacMinor damage.
XentioLoss of coordination.
OleanderBlindness.
EurypteriaGives the victim delusions of invulnerability.
KalmiaInhibits the respiratory system.
DigitalisCauses unbearable shyness.
DarkshadeMakes the victim allergic to sunlight.
CurareA venom of muscular paralysis.
EptethShrivel up the arms of your unlucky victim.
PrefararIncrease the recipient’s sensitivity.
MonkshoodDisfigure your victim, causing disloyalty in those around.
EuphorbiaInduces spasmodic vomiting.
ColocasiaGives blindness and deafness.
OculusForces the recipient’s eyelids open.
CamusA more powerful version of Sumac.
VernaliusA venom that weakens the muscles.
EpsethCause the legs of your victim to become useless.
LarkspurCauses great dizziness.
SlikeGive the curse of anorexia to your victim.
VoyriaThe deadliest venom known to mankind.
DelphiniumPut your victim to sleep.
TranscretionThe ability to instantly secrete a venom.
NotechisInduce haemophilia in a target.
VardraxGrants an insatiable addiction.
LokiAn unpredictable toxin.
AconiteCause sheer stupidity in your opponent.
SelarniaForcing your victim back into mortal form.
GeckoCauses the recipient to become foully oily.
ScytherusA venom that thins the blood.
NechamandraA venom that chills the veins.
EkaneliaA lethality profound.

Serpent Houses and cities

See Achaea’s city-states for the cities where these Houses recruit.

Serpent is unrestricted by alignment. 16 Houses across all 6 cities + 2 cityless, same wide acceptance as the other unrestricted classes.

HouseCityNotes
The DawnbladeTargossasTargossan martial House. Serpents who lean toward Light find a home here.
The Harbingers of RedemptionTargossasTargossan succour House.
The Dread LegatesMhaldorMhaldorian military House. Serpents serving Evil.
The InsidiumMhaldorMhaldorian rites House.
The Esoteric ConsortiumAshtanAshtan martial House.
The Savants of the WheelAshtanAshtan academic House.
The Nemesian VanguardAshtanAshtan front-line House.
The Vashnarian ShieldCyreneCyrene guardian House.
The VirtuosiCyreneCyrene artistic House.
The Discurean OutridersCyreneCyrene explorer/academic House.
The Krymenian AcademyHashanHashan academic House.
The SomatikosHashanHashan body-discipline House. Often a natural Serpent home in Hashan.
The Scions of the IthmiaEleusisEleusis forestal House.
The Heartwood KinEleusisEleusis nature House.
The Grand Merchant Collective(cityless)The trader House. Common Serpent home for rogue/criminal play.
The Carnivalis Institute of Jestering(cityless)The Jester-founded House.

To check current House availability in-game: HOUSE LIST SERPENT.

A note on the class’s flexibility: Serpents have the widest “everywhere I show up I fit” range of any combat class in Achaea. The lore explicitly supports a cityless wanderer playstyle. The flexibility is part of the class identity.


What an Achaea Serpent might look like

Class shapes silhouette; race shapes everything else about a character’s appearance. The art below shows what a Serpent can look like across two of Achaea’s 14 playable races. These are illustrative examples. Any race can play a Serpent.


How to roleplay a Serpent in Achaea

A Serpent’s identity is mystery. Your character is hard to read, hard to pin down, and rarely says what they mean. The class lore positions Serpents as inheritors of an ancient strain of humanity, and the modern Serpent carries that lineage, sometimes openly, more often as a secret.

Three things make Serpent roleplay distinct:

You can be anything. No factional lock. No alignment pressure. A Serpent can serve Targossas, Mhaldor, Ashtan, or no city at all. This flexibility is the class. Players who lean into it, moving cities, switching allegiances, keeping their real motives hidden, get the strongest material.

Your venoms tell a story. A Serpent who always opens with Curare reads differently than one who opens with Aconite or Voyria. Players who develop a signature venom pattern, and let it be known among rivals, build a recognisable character through their combat habits.

Your wormholes are personal geography. Where you splice wormholes is part of your character’s life. A Serpent who has wormholes in safehouses, hideouts, allied territory, and one private place no one knows about. That’s a character with depth.

A few practical notes:

Combat has the highest skill ceiling in Achaea. Venom timing, hypnosis stacking, dirk inline with strikes, wormhole positioning, archery setup: all at once. The class rewards years of practice. Don’t pick Serpent as your first class unless you’re committed.

The Cyrene Bardic Sagas have a Pazuzu connection. Worth knowing because Serpent characters in Cyrene sometimes overlap thematically with the Bardic Woe tradition.

Discretion matters. Serpents who openly broadcast their venom load, their hypnosis suggestions, or their wormhole positions are doing it wrong. The class is built on layered concealment.

If you want the most mechanically demanding combat class in Achaea, the deepest flexibility for character identity, and a stealth/affliction toolkit unmatched in the game, Serpent delivers.


Other classes to consider

Three classes worth a look if Serpent is on your shortlist (or browse all 21 Achaea classes for the full comparison):

Blademaster: The Named-Blade Tradition

The other precision-timing combat tradition. Blademasters chain Striking inline with TwoArts the way Serpents chain venoms with dirk strikes. Different weapon, different fiction, similar mechanical demands. Choose Blademaster if the sword aesthetic appeals more than the venom-and-stealth aesthetic.

Jester: Absurdity as a Weapon

The other trick-combat class. Where the Serpent uses precise venoms and timed hypnosis, the Jester uses bombs, balloons, magical puppets, and bad jokes. Same flexibility (16 Houses, no factional lock), very different combat identity. Choose Jester if the playful chaos of acrobatics-and-traps appeals more than serpentine cold precision.

Depthswalker: Tsol’teth Time-and-Shadow

The shadow/time analog. Shares the wide House acceptance and the mechanical demands. Where the Serpent stacks venoms, the Depthswalker bends time. Where the Serpent uses wormholes, the Depthswalker uses Shadowmancy’s Step and Disperse. Often appeals to the same kind of player.

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Frequently Asked Questions

A Serpent’s skills are Subterfuge, Hypnosis, and Venom. A fledgling Serpent gains Subterfuge and Venom; Hypnosis is granted upon embracing the class. Subterfuge is the broad combat-and-utility skill (archery, wormholes, dirk, stealth). Hypnosis lets the Serpent trance opponents and implant subliminal suggestions. Venom is unique to the class: dozens of distinct venoms produced through dormant glands.

Generally no. Serpent has one of the highest skill ceilings in Achaea. The combat requires venom timing, hypnosis layering, dirk-strike chaining, and wormhole positioning: all at once. New players are usually better served by Runewarden, Magi, or Depthswalker. Pick Serpent if you’re committed to learning the class over time; it rewards mastery.

Sixteen Houses across all six city-states plus two cityless options, the widest House acceptance available, tied with Runewarden and Magi. The class is unrestricted by alignment. Many Serpents play cityless or from The Grand Merchant Collective. Use HOUSE LIST SERPENT in-game to confirm current availability.

Voyria is the deadliest, capable of killing a bull in seconds. Curare causes paralysis. Aconite causes sheer stupidity. Loki is unpredictable in its effects. Selarnia forces shapechangers back to mortal form. Ekanelia (“a lethality profound”) is one of the late-game venoms. There are over 25 named venoms in total; the full list lives in the Venom ability descriptions.

A Serpent uses HYPNOTISE to begin a trance (or Mesmerise for a subtler, near-undetectable version), SUGGEST to implant subliminal effects, SEAL to end the trance and set a delay timer, then SNAP to activate. Once sealed, any adventurer (not just the Serpent) can snap the target. Starting a new hypnosis on the same person clears previous suggestions, so all suggestions must be implanted before sealing.

There’s no mechanically “best” race for Serpent in Achaea. The class is unrestricted and any of the 14 races can play it well. Thematically, Mhun (the hooded figure on the spoke’s hero image) hits the stealth/outsider archetype hardest. Tsol’aa Serpents fit the ancient-trickster read. Siren Serpents lean into the venomous-seducer angle. Trolls and Horkvals work mechanically but read against the typical stealthy archetype. Pick the race that fits how you imagine your character moving through the shadows.

Both Serpent and Blademaster wield bladed weapons in close combat, but they fight in completely different ways. A Serpent stacks venoms and afflictions on the target, then waits for the right moment to finish them. The dirk and the whip are part of a long, careful kill. A Blademaster wields a single named blade and uses the Shin trance: a more direct, more honourable martial tradition imported from Kashar. Serpents are stealth specialists; Blademasters are formal duelists. Both are tough to master. If you want the patient afflicter, choose Serpent. If you want the named-blade tradition, choose Blademaster.

Yes. Serpent is one of Achaea’s unrestricted classes, accepted across all six city-states and not alignment-locked. A Serpent can roleplay loyalty to any faction: Mhaldor, Targossas, Hashan, Ashtan, Cyrene, or Eleusis. The class carries no alignment lock and no city restriction. A Serpent in service to Targossas is a different character from a Serpent in service to Mhaldor, but the class itself does not lock you in. This makes Serpent one of the more flexible classes for players who want freedom to switch factional allegiance over a character’s lifetime.

Serpent has one of Achaea’s steeper PvP learning curves. The venom-stacking combat style requires learning many venoms, knowing which combinations affect a target most, and timing the kill window. Serpents are also stealth-heavy, which adds another layer of game mechanics to manage. For PvE and general play, Serpent is approachable. For competitive PvP, expect a long climb. If you’re new to Achaea and want a stealth class without the Serpent learning curve, the Jester is an alternative with absurdist combat that’s easier to pick up.

Venom-stacking is the Serpent’s signature combat method. A Serpent applies venoms to their dirk or fang and lands hits on the target, each hit injecting a venom. Different venoms cause different afflictions: blindness, paralysis, asthma, anorexia, and many more. As venoms stack on the target, the cures stack up too, and a skilled Serpent reads the target’s cure state to time the kill. The venom system in Achaea is deep and learning it is half of mastering the class. For full venom listings, see HELP VENOMS in-game.

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