Warrior
A heavy-armoured fighter with a sword. Charges the front line, cleaves wide and holds the crowd.
Base skills
Slash in the aimed direction, reaching up to 3 foes: the nearest takes the full blow, the others 30%. The third hit of the combo deals heavy damage and knocks back.
Dash straight ahead, slashing every foe in the path.
Swings the sword to send a piercing shockwave flying in the aimed direction.
Spins the sword around the body, dealing 4 hits and flinging foes away.
Ultimate: calls down blades of light around the body, dealing massive damage and stunning.
Buff: roar to rally, greatly increasing Attack for 20 seconds.
Guardian
A sword, or the shield its master hands down. Turns its Defense into damage: every skill hits harder the harder it is to hurt, and a timed parry stops a blow dead and strikes back. Parry (Ctrl, every 2.5 s): for 0.4 s after the press any blow is turned aside, melee, shot or spell alike, and its striker is stunned and struck back; poison and burns already on you still bite.
Guard · Maximum 100
Landing blows and taking them builds Guard. Iron Guard blocks blows from the front for 2 seconds; a hit in its first 200 ms grants 35 Guard. Parry (its own key) turns one blow aside whole, stuns the striker and strikes back with the shield for 20 Guard. Spent to strengthen counters. Every blow draws three times the threat, and a roar puts the Guardian at the top of the threat table.
Slash in the aimed direction, reaching up to 3 foes: the nearest takes the full blow, the others 30%. The third hit of the combo deals heavy damage and knocks back.
Charges forward with the shield, stopping foes in the path and stunning them. Hits harder the higher your Defense.
Roars to force nearby foes to face you, freezing them in place for a beat. Hits harder the higher your Defense.
Slams the shield into the ground, sending a shockwave that flings everything around the body. Hits harder the higher your Defense, and spends Guard for more.
Ultimate: raises a ring of light around the body, turning every blow aside for a moment, then bursts outward, stunning and flinging all around. Hits harder the higher your Defense, and spends Guard for more.
Buff: takes up the guard stance — blows are cut by 60% for 2 seconds, and one caught in the first instant gives Guard — and greatly increases Defense (and with it every skill's damage) and Health for 20 seconds.
Level 60 awakening: Shield Wall
The shield now covers those standing behind. During Iron Guard, blows aimed at a party member sheltered behind the Guardian (within 90 units, on the shield side opposite the blow) are also blocked: within the first 200 ms the blow is negated entirely and the Guard goes to the Guardian; past that it is still reduced as though aimed at the Guardian.
Berserker
Greatsword and heavy axe. Hits harder the lower the health, trading defence for damage.
Rage · Maximum 100
Dealing and taking damage builds Rage. Below 35% health, Rage from landed blows doubles. Blood Howl spends Rage to enter a frenzy and drain life.
Slash in the aimed direction, reaching up to 3 foes: the nearest takes the full blow, the others 30%. The third hit of the combo deals heavy damage and knocks back.
Charges straight into the crowd, slashing every foe in the path. The Berserker is never invulnerable. Feeds Rage.
Swings the greatsword in three full turns, sweeping everything around the body and drinking 5% of the damage dealt.
Brings the blade crashing straight down, breaking the foe's stance; the more health you have lost, the harder it hits.
Ultimate: pours all Rage into one blow, bringing the weapon down in the middle of the ring of foes and breaking the ground open under all of them; the more health you have lost, the harder it lands.
Buff: needs 30 Rage and spends it; howls through the pain, restores 6% health, enters a frenzy for 10 seconds (blows 22% harder and drinking 8% of the damage) and raises Attack, Attack speed and Move speed for 20 seconds.
Level 60 awakening: Blood Fiend Incarnate
Blood Howl is no longer a frenzy but an incarnation: it spends 30 Rage, as before. The body turns into the Blood Fiend — red-black, bone-horned, the weapon slung on the back and bone claws in both hands — and the first four skills become a hunter's set: Blood Fiend Rend, Blood Fiend Shade, Blood Fiend Pool and Blood Fiend Rending Crescent. The incarnation and its frenzy (blows 18% harder, drinking 8%) last 12 seconds, whatever the Rage does meanwhile; then the old set returns.
Knight
Lance and warhorse. Builds momentum on the move, then charges headlong into the enemy line.
Momentum · Maximum 100
Movement builds Momentum; standing still drains it. Charge skills spend Momentum for more damage. Fights mounted: basic attacks and all skills stay on horseback — only a heavy blow (18% or more of max health, or a stun) throws the Knight from the saddle, and nothing does while a charge is under way.
Slash in the aimed direction, reaching up to 3 foes: the nearest takes the full blow, the others 30%. The third hit of the combo deals heavy damage and knocks back.
Couches the lance and charges straight through the enemy line, spending all Momentum for more damage.
Rears the horse in place, trampling everything within reach.
Thrusts the spear straight and deep, reaching far beyond a sword's length; spends all Momentum for more damage.
Ultimate: spends all Momentum to charge through the formation, the impact rebounding moments after.
Buff: plants a banner, increasing Move speed and Attack for 20 seconds.
Level 60 awakening: Shock Trail
Lance Charge and Break the Line leave a trail of shock along the horse's path that lingers for 4 seconds: every half-second, anyone standing on the trail takes a jolt of 35% Attack and is pushed to its edge.
