Classes
Six starting lines, each splitting into the familiar 20 / 40 / 60 jobs. Same icons as in the client — click a card if you want the longer write-up.
Speed & mischief
Thief lineage
Thieves are fast, close-range, and a little chaotic. Jester goes into flashy combo and disruption play; Assassin is the stealth-and-burst route. Both need better positioning than a Warrior, but they feel great once the buttons start chaining.
Starting class
Showstopper path
Combos & disruptionJester
Showy first job. About chaining skills, interrupting rhythm, and keeping enemies guessing.
Harlequin
Where the combo game deepens. Natural mid-game step if you liked Jester's movement.
Joker
Top of the show path. Mixes disruption with sharp damage — high skill ceiling when you nail the rotations.
Shadow path
Stealth & burst damageAssassin
Burst-focused Thief job. Look for openings, dump damage, get out before the pack collapses on you.
Ninja
Tightens the Assassin identity — faster approaches, cleaner escapes, better tools for priority targets.
Shadow Walker
Shadow-path finish. Appear, delete something important, vanish again.
Warrior
Magician
Archer
Thief
Shaman
Twin Fighter