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41 classes, seven roads
Everyone starts as an Orphan. Where you go after job level 10 decides how the next hundred and forty levels feel - and two of these roads did not exist before the Refuge.
- Classes
- 41
- Final jobs
- 13
- Specialisations
- 8
- Expert jobs
- 4
- Skills documented
- 424
Job shadow sets are gone. In the original, every job had its own mandatory set past level 100 and it decided your build for you. The Refuge removed them and replaced them with more than fifty dungeon-based sets that any job can wear. Every page below is written with that already true.
Everyone starts here
Ten job levels as an Orphan and the whole tree opens. The Orphan's own skills stay with you for all one hundred and fifty levels, which is why the Refuge rebuilt four of them before touching anything else.
The Thief road
The main progression, and the widest. Ten job levels as an Orphan, fifty as a Thief, then a choice that eventually forks eight ways.
Leaving the road
Thieves can abandon the path entirely. Assassins and Rogues can lock their job forever instead of specialising.
The Raider road
Fast job levels, harsh job quests, and a trial nobody will describe.
The unbound
Trickster and Vagabond ignore their destiny in opposite directions. Seventy job levels each before the final change.
Standing alone
Three jobs with no second step. Jester breaks the story, Ronin meditates on it, Mimic laughs at it.
The Expert jobs
Unique systems, steeper learning curves, and explicitly not recommended for a first character.
New in the Refuge
Two jobs that did not exist before. Same progression timing as Raider to Dracomancer, so the second step comes quickly.
Not sure where to start?
Thief is the main road and the most forgiving. Ronin, Jester and the Expert jobs are explicitly not recommended for a first character.