Assassin · Shadow or Sentinel

The Veiled · Mar Antā

Sahira

Fragile but lethal. When you see a Sahira, it is already too late.

abilitiesAssassin · Shadow or Sentinel
Who they are

Who they are

Lithe hunters from the southern marshes and the archipelagos of the Antā Sea, where the mist never fully lifts. They master two weapons — the dagger for melee and the bow for range — as well as invisibility, poisons and the perfect ambush.

Their story

Their story

No one remembers the true face of a Sahira. In the marshes of the Antā Sea, where the mist blurs roads and debts alike, they learned that survival is an art of silence. They speak little, promise less and never forget. After the Sundering, while the realms screamed, the southern guilds moved silently through the cracks of the world, selling secrets and collecting in blood. By the time you see a Sahira, they have already made a decision about you.

Origin and culture

Origin and culture

Southern marshes and archipelagos of the Antā Sea, where the mist never fully lifts. Guilds bound like adoptive families. Nomadic merchants and hunters, secrets passed down for generations.

Mute lines

Mute lines

Fine tattoos of plant-based ink, invisible except against the light. Cunning, discretion, loyalty to the guild, adaptive survival.

Resource and signature

Resource and signature

Like every lineage, the Sahira fights with Resonance: each skill spends it and it comes back over time, faster while sitting out of combat. Her signature is Cunning: every point is worth 10 % more and becomes critical chance, attack speed and evasion. Stealth is not a resource but a skill: Shadow Mantle makes her invisible, and the first attack that breaks it is a guaranteed critical with amplified damage.

The path

The path

At level 5 she chooses her role: Shadow (daggers) or Sentinel (bow). The base kit is four attacks (levels 1 to 4) and two supports (5 and 7); the role adds a skill almost every level up to 25.

Two paths

roles

Daggers

Shadow

Bleeds, ambushes and the dance of blades. A Shadow never receives bow skills.

  • Puñalada TraseraPuñalada Trasera
  • Lluvia de DagasLluvia de Dagas
  • Humo CegadorHumo Cegador
  • Paso FantasmaPaso Fantasma
All 18 skills, in the grimoire

Bow

Sentinel

Arrows of ice, poison and thunder, volleys and the hawk’s eye. A Sentinel never receives dagger skills.

  • Tiro de GraciaTiro de Gracia
  • Flecha de FuegoFlecha de Fuego
  • Flecha AturdidoraFlecha Aturdidora
  • Retirada ÁgilRetirada Ágil
All 18 skills, in the grimoire

The lineage's base kit is four attacks (levels 1 to 4) and two supports (levels 5 and 7), with either role. On reaching 5 the game tells you: open the book (K), go to Talents and pick one of the two cards. You choose once: the role's skills unlock in the book, almost one per level up to 25, the other role's leave and your skill points become available again.

The grimoire

abilities

Four attacks and two supports every character of the lineage carries from the first minute, with either role.

Corte Rápido, skill from Ashram Online

Corte Rápido

Playable

Builder · Dagger

A quick dagger strike at close range. Low damage but minimal cost. No individual cooldown, only limited by the GCD. Ideal to keep pressure or finish off weakened enemies.

Cost
14 Res
Cooldown
2s
Range
Melee
Damage
AP ×1.5
Ojo del Halcón, skill from Ashram Online

Ojo del Halcón

Level 15 · Sentinel

Passive. Years of reading the exact spot where flesh gives way. Permanently increases your critical strike chance.

Pulso Ligero, skill from Ashram Online

Pulso Ligero

Level 5 · Base kit

Passive. Your wrist carries no weight. Permanently increases your attack speed, shortening the time between strikes.

How you grow

attributes

All four lineages can raise any attribute, but Cunning is your signature: it receives the Lineage Bonus ×1.10, so every point pays off more than for the others. Build your character and watch it grow in real time.

Level50
Free points: 320 / 320
Vigor
10

+16 Health · +0.8 Physical Defense · +0.4 Block · magical defense and regeneration (pure tank)

Strength
10

+1.0 Attack Power · +0.25 Physical Penetration · +0.3 Attack Speed (physical power)

CunningLineage Bonus ×1.10
14

+0.5 Crit · +0.5 Attack Speed · evasion · penetration · movement speed

Breath
10

+0.6 Healing · +3 Resonance · cooldown reduction · tenacity · magical defense

Crystal
10

+0.8 Resonance Power · +5 Resonance · cast speed · magical penetration

Your character

Max Health1044
Max Resonance964
Attack Power196
Resonance Power77
Physical Mitigation4.7%
Magical Mitigation4.6%
Crit Chance3.0%
Crit Damage1.5%
Attack Speed2.1%
Cast Speed1.0%
Cooldown Reduction0.6%
Healing Power1.7%
Evasion1.7%
Block0.0%
Tenacity1.0%
Physical Penetration4
Magical Penetration3
Lifesteal (gear)0.0%
Movement Speed408

Real in-game calculations (v3 formula: diminishing returns rating ÷ (rating + K), per-level growth and the lineage bonus ×1.10 on Cunning). Lifesteal comes from gear, not from attributes.

At level 5 she chooses her role: Shadow (daggers) or Sentinel (bow). The base kit is four attacks (levels 1 to 4) and two supports (5 and 7); the role adds a skill almost every level up to 25.