

Assassin
Crit“Everything is lining up.”
675HealthA character dies when their Health reaches 0.
37Basic 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%.
30DefenseReduces incoming damage. 100 Defense = 1/2 damage received, 200 Defense = 1/3 damage received, 300 Defense = 1/4 damage received, etc.
5RangeThe distance in hexes that a character can auto attack from.
45Mana StartThe amount of Mana a character begins combat with.
80Total ManaCharacters cast their active ability whenever their Max Mana becomes full.
4Mana RegenThe amount of Mana a character gains every 2 seconds.
Fire an arrow at the farthest enemy. It deals 250 (+250
+250
) damage and gains 25 (+100
) additional Crit.

Gain the Mystic class and 6 Mana Regen.
On kill, permanently gain 2 Mana Regen and Stealth for 4 seconds.
At start of combat, other Assassins and Mystics gain all Mana Regen gained from this ability. Backup.

Killshot gains 50 (+50
) Crit the first 1 (+1
) times it is cast each combat.
On kill, gain 1 Shard for each hex from the enemy.

Gain the Warrior class, 50 Attack, 40 Max Mana, and 5 Attack Range.
Always choose to target the furthest enemy.
Auto attacks gain 10 (+10
) Attack and 3 (+3
) Crit for each hex from the enemy.

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

Crit: The percent chance that an auto attack or active ability deals double damage. Each Crit above 100 increases Crit Damage by 1%.
Even by a marksman's standard he's reliable to a degree that's rare, and no one can trace where he learned it: no paper trail, no prior guild, no training on record. He keeps to himself, says only what needs saying, and the shot lines up every time. He's covering a younger brother's tuition; once it's paid, he may leave the way he arrived.
A smaller guild means less time waiting at the back of a big raid and more contracts he can actually close. More contracts, more rank, more money. The math isn't complicated.