Human
Adaptable heirs of the old empire. Disciplined blades and the first schools of arcane fire.
+5% experience from kills
Blademaster · Mage · Technician
Real-time 2D action RPG
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.
Endgame ladder
R8RR is the practical endgame. R9R4 is the wall at the end of the world.
Race decides your homeland, your innate edge, and which classes you may walk.
Adaptable heirs of the old empire. Disciplined blades and the first schools of arcane fire.
+5% experience from kills
Blademaster · Mage · Technician
Winged folk of the highlands. Masters of the longbow, of mending light, and of song.
+8% skill range
Archer · Cleric · Bard
Beast-blooded wanderers who shift between two skins. Unbreakable bodies, feral pacts.
+10% maximum health
Barbarian · Venomancer · Wildwalker
Risen from the drowned deep. Silent killers and mind-benders carried on the current.
+8% movement speed
Assassin · Psychic · Edgerunner
Stone-forged sentinels woken from the roots of the world. Slow to anger, brutal in it.
+10% physical defense
Seeker · Mystic
Children of the eclipse. They trade in shadow, storm, and the debt owed by both.
+6% critical damage
Duskblade · Stormbringer
Melee DD
Twin blades
Caster DD
Soulsphere
Ranged DD
Arc rifle
Ranged DD
Longbow
Healer
Magic sword
Support
Resonant lute
Tank
Great axe
Caster DD
Fox claws
Melee DD
Bone glaive
Melee DD
Daggers
Caster DD
Soulsphere
Melee DD
Chain hook
Melee DD
Soulsaber
Healer
Soulsphere
Melee DD
Eclipse blade
Caster DD
Storm talisman
Wheat, mud and mud pups. Every hero starts by hitting something harmless here.
A drained riverbed full of crawling husks and the first real boars.
Overgrown elven terraces. Boars, stalkers and a lot of unhelpful vines.
Thorn walls that move when you don't look. Spiders nest deeper in.
Broken cliffs webbed shut. Wraiths drift up from the sand below.
Singing dunes where the first Rank Tokens start turning up.
Drowned reefs above the trench. Things down there hunt upward.
Coral throne of the tyrants. First Uncanny Crystals appear here.
Stone plains after the burning. Revenants keep walking their old patrols.
Burning glass flats. Hounds hunt in the smoke, sentinels wait past it.
Where the map stops being a map. Sentinels guard the seams.
Howlers tear the seams wider. Warsoul Fragments start dropping.
The forge-tomb. Warsoul Fragments and Void Stones for R8RR and Rank 9.
Endgame. Primal Embers and the only Dragon Sigils in the world.
A hidden rift that opens only when a Unique falls. No respawns — slay everything to escape.
A lava-lit crypt. Ten Warsong thralls shamble the halls — slay them all to leave.
The drowned war capital. Ten Warsong reavers guard it — clear them to escape with the spoils.
Your hero is waiting to be made.
Enter the world