Cursed by fate, handed a dagger, and told nothing else. The tree opens
at the orphanage door and never rejoins itself: some roads end where
they start, one keeps forking until it runs off the edge of the world.
Touch any face to see what it is like to be, and the road that leads
there lights up behind it.
No class is all of those at once. Try dropping one.
The Thief road
The main line, and the one most people walk. You stay a Thief long enough to find out what you are, and then the road opens all at once: some doors end where they stand, some fork again, and one gives up every specialisation to keep every school at the same time.
The Assassin sharpens what already works. A specialisation lifts the ceiling the job was holding you under, and it is what a final job wants to see before it will take you. Refuse, and the job locks instead.
The Rogue throws the manual away. The same rules, somewhere else entirely: these roads end furthest from where they started, and one of them ends in a spellcaster. Refuse, and the job locks instead.
Keep every school and answer to none of them. An Unchained Thief never narrows, and what waits at the end of that is the one job in the world that never has to choose.
One change at the orphanage door, and never a second one. These jobs do not branch into another job later: they grow inside their own skill tree, so everything the character will ever learn is already in front of you at the moment you choose. Merchant is not a combat job at all. It does not fight and it does not level; it trades.
StarterFirst jobSecond jobSpecialisationFinal jobExpert jobAlternate pathPhysical damageMagic damageRangedDurableBattlefield controlSupportUtilityEasy to pick upModerateHardExpert onlyMaleFemaleArt ofNewIdleAttackingSittingCastingCursed by fate. The starter, and the only one.Path of the hero. Endless skills and spells.Niflheim's eyes in Midgard. Lifesteal, criticals and fire.Plays with destiny. A barrage of skills.Perfect play. Every skill can crit, every hit taken costs you.Every skill in the game. If the dice agree.Forging your destiny. Auto attack specialist.The forgotten myth. Heart of weapons.Fists and punch combos. The first casting skills in the tree, too.A life of peace and profits. Cannot fight, can sell.Power from the royalty. High preparation for high burst.Whips and trinkets. One continuous combo.Memories given life. Summons and illusion spells.Vengeance incarnate. Life energy into power.Power of tradition. Master of weapon arts.Power of change. Jack of all trades.Evasive backstabber. Close in and slaughter.Duality of reality. A rain of autospells.The storm walker. Bound to dragons.Master of life and death. Engagement and explosive damage.Master of your destiny. Battlefield dominance with power.Big setup for big hits.Master of blades. Dual wielding, properly.Master of elements. Change the element, change the fight.Master of katars. Chain the skills, land the damage.Master of poisons. Debuff everything, including yourself.Spellcasting, unlocked.Counter charges. A stance, and the skills that read it.Traps and explosions. And a pitcher for the party.The bow and the nest. One very heavy finisher.Unseen blade from the skies. Speed, mobility, precision.Master of shadows and magic. Attacks from shadows and spells.Loki's legacy for Midgard. Critical attacks and combos.Unseen death from inside. Poisons, toxins, curses and death.Unrestricted forbidden magic. Spellcasting, autospells, elements.Master of strategy and war. Versatility, control, protection.No restrictions or rules. Bombs, traps and explosions.Repent through cleansing. Smiting arrows and turrets.Power of tradition and change. User of multiple schools.Break the limit and lock the job. Master of the basic arts.Break the limit and lock the job. Master of the basic arts.Master of tradition and change. Infinite possibilities.