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
Assassin
Damage · meleeNo 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.
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.
| 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 |