The nine paths
Six races, nine classes. Each holds a precise party role. None is a duplicate, and all reach level 90 without compromise.

Race
Warrior
Damage · meleeWhere it hurts, he's already in the thick of it.
The Warrior opens fights and never backs off. He takes a decent beating, hits hard and chains targets without downtime. He is neither the toughest tank nor the best ranged damage: his weakness is the kiting target that keeps him at bay and wears him down. Against a mobile, well-played opponent, he chases. But the moment he sticks to a target, few classes hold the pressure.
Signature skills
- Thunder ChargeCharges the target across the gap and briefly stuns on impact.
- Steel WhirlwindStrikes every target around you: ideal when swarmed.
- Cry of ValorBoosts the nearby party's attack and draws enemy attention.
Every class at a glance
Still unsure? Compare here. Difficulty shows the learning curve, not power: at level 90, no class is weak.
| Class | Race | Role | Damage | Resistance | Difficulty |
|---|---|---|---|---|---|
| Warrior | Human | Elf | Damage · melee | |||
| Protector | Stoneman M | Tank | |||
| Assassin | Human | Kindred | Lycan M | Damage · melee | |||
| Marksman | Dwarf | Damage · ranged | |||
| Mage | Human | Kindred | Damage · ranged | |||
| Priest | Human | Elf | Lycan F | Healing | |||
| Vampire | Kindred | Damage · hybrid | |||
| Bard | Elf | Support · hybrid | |||
| Reaper | Kindred | Lycan | Damage · melee |