Dragonkin: The Banished Reveals the Harrower, Its Most Wyrmling-Focused Class Yet

Published on: 10/21/2026
Dragonkin: The Banished is getting another playable character, and developer Eko Software has spent the past several weeks slowly revealing exactly how the Harrower will work.
Originally announced in August, the Harrower is an experimental warrior with an unusually close connection to Dragonkin's Wyrmlings. Since that initial reveal, Eko Software has detailed the class's Instability mechanic, several active skills, talents, and Ancestral Grid modifiers, painting a much clearer picture of a character built around juggling elemental effects, commanding Wyrmlings, and combining several mechanics at once.
The Harrower is currently planned to arrive as the centerpiece of a free update scheduled for Fall 2026. Like Dragonkin's existing characters, the class will launch with 17 active skills, eight passive skills, and eight talents.
The Harrower's Story Is Closely Connected to the Wyrmlings
The Harrower isn't simply another member of the Dragon Hunters.
According to Eko Software, he was imprisoned and used as an experiment by the Order of the Eternal. During that imprisonment, he was kept alongside Wyrmlings and eventually developed a unique connection with the creatures. That relationship has become the foundation of the Harrower's gameplay rather than simply serving as part of his backstory.
Unlike Dragonkin's other heroes, the Harrower's own abilities aren't tied directly to a particular element. His class skills primarily deal Physical damage, while much of his elemental potential comes from combining those abilities with Wyrmling skills and his unique Instability mechanic.
The result appears to be one of Dragonkin's more complicated characters, with players encouraged to manage several elemental effects while simultaneously building around their own attacks and the abilities of their Wyrmling companion.
Instability Turns Wyrmlings Into the Center of the Class
Every Dragonkin character has an innate mechanic that helps define its playstyle. For the Harrower, that mechanic is called Instability, and it dramatically expands what players can do with Wyrmlings.
Normally, characters can equip five Wyrmling skills. The Harrower doubles that limit to 10. Even more importantly, those skills aren't restricted by whichever Wyrmling the player currently has equipped. The Harrower can use any of the game's 60 Wyrmling abilities regardless of Wyrmling type.
Using those abilities feeds directly into Instability. When a Wyrmling skill activates, its associated element becomes Unstable for five seconds. If the player manages to make all four elements Unstable simultaneously, the Harrower enters an Unleashed state.
While Unleashed, his skills receive bonus damage by taking advantage of all of the player's elemental bonuses. The catch is that Unleashed isn't permanent. Players need to continually activate the right combinations of Wyrmling abilities to keep the four elemental states running.
That gives the Harrower what looks like a fairly active gameplay loop: trigger Wyrmling abilities, maintain Instability across four elements, reach Unleashed, and then capitalize on the temporary damage window before starting the process again.
The Harrower Has Plenty of Tools Beyond Wyrmlings
Eko Software has now shown six of the Harrower's 17 active skills, and they suggest the character won't be locked into a single playstyle.
One ability summons two rotating chains around the Harrower, continuously damaging nearby enemies and briefly slowing them. It can interact with Dragonkin's Bonus Beams modifier to create additional chains, potentially turning the character into a moving area-of-effect damage source.
Another skill fires dark projectiles into multiple areas before they explode, with support for modifiers that increase both projectile count and area of effect. The Harrower can also summon a living arm before teleporting in a chosen direction. The arm slams into the ground when summoned and attacks again whenever the player recasts the ability, while Bonus Summons can create several of the creatures at once.
The second skill showcase revealed an even broader selection of abilities.
One lets the Harrower begin a ritual that creates an area capable of healing allies every second. When the ritual ends, it erupts in an energy burst that damages and stuns enemies inside, giving the class a combination of support and crowd control that could be especially useful in co-op.
Another attack sends the Harrower's flail flying forward, stunning and inflicting Bleed on enemies before the Harrower rushes forward and deals additional Physical damage. The skill can also interact with Greater Mobility to increase the distance traveled, giving the character another way to rapidly move through groups of enemies.
Perhaps the most interesting ability for minion players tears open a rift that damages and slows enemies while summoning two temporary allied creatures. Combining it with Bonus Summons and Longer Duration can substantially increase the number and lifespan of those creatures, creating another possible summoner-focused direction for the class.
Talents Can Push Instability Even Further
The Harrower's late-game talents appear designed to let players decide just how heavily they want to specialize in his unique mechanics.
One revealed talent makes Unstable elements expire more quickly but increases the damage bonus received while Unleashed. It can also cause all four elements to become Unstable at once after using a cooldown skill, potentially creating a much faster route into the Harrower's primary damage state.
Another talent shown by Eko Software applies bonuses from common and uncommon modifiers to all of the Harrower's class skills without requiring those modifiers to occupy additional space on the Ancestral Grid. It also reduces their costs, potentially allowing players to create extremely modifier-heavy setups without sacrificing as much grid space.
The developer has also teased interactions involving summoning and other specialized directions, reinforcing the idea that the Harrower won't have one predetermined build. Players should be able to lean heavily into Instability, Wyrmlings, minions, direct damage, or combinations of several systems.
New Modifiers Give the Harrower More Ways to Become Unleashed
The Harrower is also receiving two class-specific Ancestral Grid modifiers named Instability and Torment.
The Instability modifier provides another method of generating Unstable elements. Offensive skills gain a chance to make an element Unstable simply by dealing damage, with that chance increasing as the modifier reaches higher thresholds. This could reduce the amount of setup required to reach Unleashed and make maintaining the state considerably easier.
Torment activates specifically while the Harrower is already Unleashed. Casting a skill with a cooldown produces an energy wave that causes affected enemies to take increased damage while also slowing them for three seconds. Instead of helping the player reach Unleashed, Torment rewards them for successfully maintaining it.
Eko Software is also adding four new universal modifiers that can be used by other characters as well. Among them are new options for Whirling abilities, Wyrmling-triggered damage, stronger melee attacks with increased energy costs, and a redesigned Double Attack effect. Several Harrower abilities will be compatible with these universal additions, giving the class even more potential combinations inside the Ancestral Grid.
The Harrower Looks Built for Dragonkin's Theorycrafters
After several weeks of individual previews, the Harrower's identity is finally starting to come together.
Rather than simply adding another melee fighter or spellcaster, Eko Software appears to be designing the class around one of Dragonkin: The Banished's most distinctive systems. Wyrmlings aren't secondary companions for the Harrower; they are effectively part of his resource and damage engine.
Being able to equip twice as many Wyrmling skills, use any of the 60 available abilities regardless of companion type, manipulate four elemental Instability states, and build toward the temporary Unleashed condition creates plenty of opportunities for experimentation. Add 17 active skills, eight passives, eight talents, class-specific modifiers, and the flexibility of the Ancestral Grid, and the Harrower could become one of Dragonkin's most theorycrafting-heavy characters yet.
The Harrower is scheduled to join Dragonkin: The Banished in a free update later this fall, and Eko Software has already indicated that there is still more of the class left to reveal.

