Real-time 2D action RPG

Sixteen ways to kill a dragon

Six races. Sixteen classes. Levels one through 105, seven zones of grind, and a forge that ends at Rank 9 fourth cast. Your hero is saved to the cloud — log in anywhere and keep going.

16
Classes
6
Races
105
Max level

Endgame ladder

  1. R8Rank 8 Warsoul Set+420 atk
  2. R8R1Rank 8 First Cast+560 atk
  3. R8RRRank 8 Second Cast+760 atk
  4. R9Rank 9 Warsoul Set+980 atk
  5. R9R1Rank 9 First Cast+1250 atk
  6. R9R2Rank 9 Second Cast+1600 atk
  7. R9R3Rank 9 Third Cast+2050 atk
  8. R9R4Rank 9 Fourth Cast+2700 atk

R8RR is the practical endgame. R9R4 is the wall at the end of the world.

The six bloodlines

Race decides your homeland, your innate edge, and which classes you may walk.

Human

Adaptable heirs of the old empire. Disciplined blades and the first schools of arcane fire.

+5% experience from kills

Blademaster · Mage · Technician

Elf

Winged folk of the highlands. Masters of the longbow, of mending light, and of song.

+8% skill range

Archer · Cleric · Bard

Untamed

Beast-blooded wanderers who shift between two skins. Unbreakable bodies, feral pacts.

+10% maximum health

Barbarian · Venomancer · Wildwalker

Tideborn

Risen from the drowned deep. Silent killers and mind-benders carried on the current.

+8% movement speed

Assassin · Psychic · Edgerunner

Earthguard

Stone-forged sentinels woken from the roots of the world. Slow to anger, brutal in it.

+10% physical defense

Seeker · Mystic

Nightshade

Children of the eclipse. They trade in shadow, storm, and the debt owed by both.

+6% critical damage

Duskblade · Stormbringer

Sixteen classes

Blademaster

Melee DD

Twin blades

Mage

Caster DD

Soulsphere

Technician

Ranged DD

Arc rifle

Archer

Ranged DD

Longbow

Cleric

Healer

Magic sword

Bard

Support

Resonant lute

Barbarian

Tank

Great axe

Venomancer

Caster DD

Fox claws

Wildwalker

Melee DD

Bone glaive

Assassin

Melee DD

Daggers

Psychic

Caster DD

Soulsphere

Edgerunner

Melee DD

Chain hook

Seeker

Melee DD

Soulsaber

Mystic

Healer

Soulsphere

Duskblade

Melee DD

Eclipse blade

Stormbringer

Caster DD

Storm talisman

Seven zones of grind

Archosaur Fields

Wheat, mud and mud pups. Every hero starts by hitting something harmless here.

Lv 1–10

Silt Hollow

A drained riverbed full of crawling husks and the first real boars.

Lv 6–16

Plume Thicket

Overgrown elven terraces. Boars, stalkers and a lot of unhelpful vines.

Lv 12–22

Briarwood Marches

Thorn walls that move when you don't look. Spiders nest deeper in.

Lv 18–28

Cragrock Ledges

Broken cliffs webbed shut. Wraiths drift up from the sand below.

Lv 24–36

Sandsong Waste

Singing dunes where the first Rank Tokens start turning up.

Lv 32–44

Raging Tide Shelf

Drowned reefs above the trench. Things down there hunt upward.

Lv 40–52

Sunken Reef Crown

Coral throne of the tyrants. First Uncanny Crystals appear here.

Lv 48–62

Ashen Morai

Stone plains after the burning. Revenants keep walking their old patrols.

Lv 58–70

Cinder Wastes

Burning glass flats. Hounds hunt in the smoke, sentinels wait past it.

Lv 66–80

The Void Reach

Where the map stops being a map. Sentinels guard the seams.

Lv 76–86

Riftmaw Expanse

Howlers tear the seams wider. Warsoul Fragments start dropping.

Lv 84–94

Warsoul Vault

The forge-tomb. Warsoul Fragments and Void Stones for R8RR and Rank 9.

Lv 90–100

Dusk Spire

Endgame. Primal Embers and the only Dragon Sigils in the world.

Lv 98–105

Veil of Echoes

A hidden rift that opens only when a Unique falls. No respawns — slay everything to escape.

Lv 100–105

Firecrag Grotto

A lava-lit crypt. Ten Warsong thralls shamble the halls — slay them all to leave.

Lv 30–45

Warsong City

The drowned war capital. Ten Warsong reavers guard it — clear them to escape with the spoils.

Lv 90–105

Your hero is waiting to be made.

Enter the world