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
Bard
Support · hybridThe blade in one hand, the melody in the other.
The Bard is the group's Swiss army knife: buffs, off-healing, control and decent damage, all blending music and blade. He excels at nothing, and that's the price of versatility: he replaces neither a real healer nor a real DPS. But a good Bard changes a fight's tempo, sleeps a key target and holds his people at the right moment. A class for those who like reading the whole field.
Signature skills
- Hymn of ValorLastingly boosts the nearby group's attack and speed.
- LullabySleeps a target as long as it takes no damage.
- Healing RefrainGradually heals allies around you as you play.
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 |