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The nine paths

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

Assassin
Race

Assassin

Damage · melee

No one sees you coming. Many don't see you leave.

The Assassin strikes a target, drops it, vanishes. He has neither heavy armor nor healing: his survival rests entirely on stealth and timing. Played badly, he dies in two hits. Played well, he decides a guild fight by removing the enemy healer before anyone reacts. A punishing class that rewards positioning and patience.

Damage
Resistance
Support
Difficulty

Signature skills

  • Wind ShadowBlinks instantly behind the target; the next strike is a critical.
  • Vicious IntentStacks a poison that doubles with each application, up to five times.
  • VeilOut-of-combat invisibility, broken by any offensive action.

Every class at a glance

Still unsure? Compare here. Difficulty shows the learning curve, not power: at level 90, no class is weak.

ClassRaceRole DamageResistanceDifficulty
Warrior Human | ElfDamage · melee
Protector Stoneman MTank
Assassin Human | Kindred | Lycan MDamage · melee
Marksman DwarfDamage · ranged
Mage Human | KindredDamage · ranged
Priest Human | Elf | Lycan FHealing
Vampire KindredDamage · hybrid
Bard ElfSupport · hybrid
Reaper Kindred | LycanDamage · melee