Ten paths: Assassin, Druid, Riftwalker and Alchemist arrive
The last four vocations land with their own techniques, specialisations, talent branches, equipment families and pixel art in four directions.
With version 0.36.0 the roster is complete: nine vocations and the Survivor, ten playable paths. Assassin, Druid, Riftwalker and Alchemist join Knight, Ranger, Mage, Necromancer and Paladin.
Who they are
- Assassin: twin blades, combos built from basic hits, poison and finishers. Lower defense and an approach that respects obstacles. No combo credit for missing or for hitting several targets with the same strike.
- Druid: thorns at range in human form and a temporary beast form for close combat. Forms change attack and look without touching the persisted equipment statistics. Roots, recovery and control, with limits against bosses.
- Riftwalker: a fencer of rifts. Leaves echoes of position on reachable ground, then recalls or detonates them. Displacements never cross walls; echoes are temporary entities, not simulated cooperative players.
- Alchemist: combat reagents, temporary mixtures, bombs and controlled mutation. Its own class resources, independent of purchased potions. Nothing buys items on your behalf to attack.
What each one carries
Every new vocation has six techniques, two specialisations, three talent branches with four talents each, its own attribute and training progression, automatic-mode behaviour and art. Equipment families cover ten slots at levels 1, 12, 24, 36, 50, 70 and 95, with one-handed and two-handed alternatives where they make sense. Each vocation gets three sets with bonuses at 2, 4 and 6 pieces and three uniques. Sources and drop requirements use the existing bosses and rare tables; common creatures did not become set vendors.
Existing characters, equipment, character slots, rankings and elixirs are preserved.