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
Marksman
Damage · rangedHe hits you before you know where it came from.
A methodical shooter, the Marksman deals sustained ranged damage and controls the field with traps. His strength is also his constraint: he must keep his distance. Pinned in melee with no escape ready, he collapses fast. He rewards kiting, reading the fight and managing spacing more than raw reflex.
Signature skills
- Piercing ShotAn arrow that punches through armor and ignores part of the defense.
- Arrow RainSaturates an area with projectiles; excellent on tight groups.
- Jaw TrapRoots the first enemy that steps on it.
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 |