

Assassin
Shards
Crit
Omnivamp“You'll want me here. Trust me.”
800HealthA character dies when their Health reaches 0.
35Basic AttackThe amount of damage a character deals with its auto attacks. Increased by Attack.
0AttackIncreases the damage of auto attacks.
0MagicIncreases the effectiveness of abilities.
0Attack SpeedIncreases how often a character auto attacks.
50CritThe percent chance that an auto attack or active ability deals double damage. Each Crit above 100 increases Crit Damage by 1%.
40DefenseReduces incoming damage. 100 Defense = 1/2 damage received, 200 Defense = 1/3 damage received, 300 Defense = 1/4 damage received, etc.
1RangeThe distance in hexes that a character can auto attack from.
35Mana StartThe amount of Mana a character begins combat with.
75Total ManaCharacters cast their active ability whenever their Max Mana becomes full.
4Mana RegenThe amount of Mana a character gains every 2 seconds.
Gain 1 (+10
) Omnivamp, then deal 250 (+200
+1000
) damage.
On kill, gain 2 (+2
) Shards.

Devour generates 2 (+1
) more Shards on kill.
On cast, consume 2 Shards to permanently gain 1 (+1
) Omnivamp and 1 (+1
) Crit.

Gain the Mage class and 25 Magic.
On cast, gain 4 (+4
) Omnivamp and teleport behind the lowest health enemy.
On Devour kill, gain 70 Mana and Stealth for 4 seconds.

Gain the Vanguard class and 200 Max HP.
For Rush (8), Assassins and Vanguards gain 1 Omnivamp and 1 Crit per Shard generated this game. Backup.

Assassins use Crit to deal bursts of damage with their auto attacks and active abilities.
Assassin Mechanics: Crit, Shards, Poison, Rush, Stealth.

Shards: The currency used to purchase upgrades from the shop.

Crit: The percent chance that an auto attack or active ability deals double damage. Each Crit above 100 increases Crit Damage by 1%.

Omnivamp: Restores Health to a character based on the damage they deal. 1 Omnivamp = 1% healing from damage dealt.
Dragomir's Awakening nearly killed him. Look closely and you could argue it partly did. Yet every year since, he's looked a little more vibrant, a little more alive; his doctors stopped trying to offer explanations long ago. He's well-spoken, with an old-world courtesy that puts people at ease and keeps anyone from investigating his condition too closely.
Aegis is starting to ask questions. A new guild means new faces and answers he won't have to give for years.