Classes

Your class.
Your presence.

You already know these Interlude classes. The question here is another one: what changed in Knell, and where each one stands in a party where nobody comes back from death.

Role

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Eight supports that decide the fight.

Auras paid in MP per second, a bond with whoever you protect, shields and rescues with a cost. Each page says what changed from Interlude before any lore.

The Interlude you know, under Knell’s rules.

These classes follow Interlude. What changes for all of them: the Threshold and the rescue, PvP with consent, long buffs by category and the monsters that evolve. Future revisions land here once they are in production.

Gladiator

Human · Damage

Warlord

Human · Damage

Paladin

Human · Protect

Dark Avenger

Human · Protect

Treasure Hunter

Human · Damage

Hawkeye

Human · Damage

Sorcerer

Human · Damage

Necromancer

Human · Control

Warlock

Human · Damage

Temple Knight

Elf · Protect

Warsmith

Dwarf · Economy

Plains Walker

Elf · Damage

Silver Ranger

Elf · Damage

Spellsinger

Elf · Damage

Elemental Summoner

Elf · Damage

Shillien Knight

Dark Elf · Protect

Abyss Walker

Dark Elf · Damage

Phantom Ranger

Dark Elf · Damage

Spellhowler

Dark Elf · Damage

Phantom Summoner

Dark Elf · Damage

Destroyer

Orc · Damage

Tyrant

Orc · Damage

Bounty Hunter

Dwarf · Economy

The roles — Protect, Sustain, Empower, Damage, Control — are site labels to guide the choice; a party does not require one of each.

Chosen? Then find who will stay for you.