Lord Nine: Infinite Class (LordNine) has eight hidden classes — specialized roles unlocked by carrying a specific combination of six abilities at the same time. Each slot offers two interchangeable options. Pick one from each row, satisfy all three row slots on the same character, and the class unlocks.
This is the complete reference for all eight: every slot, every option, plus a short note on what each class actually does in combat.
Verified current as of the August 12, 2026 update. Every class skill, milestone bonus, and level 800 skill below matches the live in-game tooltips.
How to Read the Tables
For every class below, you'll see three slots. Each slot offers two ability options — you need both from each row, and they're both interchangeable but within that row only.
- The order of slots doesn't matter as long as each row pair is matched up. You can carry the abilities in any sequence on your build.
- Abilities can come from any base class you've leveled. The hidden class system pulls from a shared pool.
- All six (3 * 2 per row) requirements must be active at the same time on the same character.
Each class entry has its ability slots plus a short note on what the class actually does in combat — pulled from player testing, not in-game tooltips.

Ability Total Level Bonuses
Unlocking the class is only the first step. Each hidden class also grants passive bonuses at ability total level milestones: 100, 200, 300, 400, 500, 600, 700, and 800. Your ability total level is the sum of every ability's level on your build, so leveling abilities (any abilities, not just the three slot requirements) walks you up the threshold ladder.
Levels 200, 300, and 400 are identical across all eight classes — Movement Speed +8%, Attack Speed +8%, and Attack Power +70 respectively. The 100, 500, 600, and 700 milestones are where each class diverges into its own stat profile. The new 800 milestone goes a step further: instead of another passive stat line, every class unlocks a second class skill with its own name and mechanic — Sword Master gets Bloom: Blazing Blade Dance, Destroyer gets Earthquake, and so on down the roster. The level 800 descriptions in the tables below are taken straight from the in-game skill tooltips.
Each class section below now lists its inherent class skill (the signature mechanic that activates the moment the three-ability combo is satisfied) plus the full level-bonus table.
Sword Master
Sword Master requires all six abilities at once: Deathblow and Time Haste (slot 1), Secreta's Talent and Parry (slot 2), Wild Dance and Deliberate Attack (slot 3).
Pure melee auto-attacker. Sword Master's signature passive gives basic attacks a 25% chance to deal an extra Combined Damage hit — the class scales hardest with attack speed uptime and is the cleanest pick when you want to lean into sustained basic-attack DPS over skill rotation.
| Slot | Option A | Option B |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 |
Class Skill: Basic Attacks have a 25% chance of dealing Extra Combined Damage.
| Ability Total Level | Bonus |
|---|---|
| 100 | Melee Defense Penetration +50 |
| 200 | Movement Speed +8% |
| 300 | Attack Speed +8% |
| 400 | Attack Power +70 |
| 500 | Melee Attack +50, All Damage +3.5% |
| 600 | When hit, increases the caster's All Damage by 10% and decreases Damage Received by 10% for 6 sec. |
| 700 | Defense Power +100 |
| 800 | Bloom: Blazing Blade Dance — Deals 30% + 30% bonus Combined Damage within a 7m radius around the caster and inflicts Stun for 2 sec with a +60% chance. Afterwards, deals 30% + 30% bonus Combined Damage 3 times, dealing Combined Critical Hit Damage on the final attack. (Up to 10 targets) |
Deep dive: read the full Sword Master guide for builds, relic priorities, milestone verdicts, and who should actually play it.
Destroyer
Destroyer requires all six abilities at once: Gamble and Polish Weapon (slot 1), Power of Darkness and Blink (slot 2), Hellfire Weapon and Honed Weaponry (slot 3).
All-rounder class with a signature jump skill that knocks down up to 10 targets in an area on cast (60% chance per target) while granting the caster a 2-second damage immunity window — a hard engage with a built-in safety net.
| Slot | Option A | Option B |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 |
Class Skill: Jumps to a target within a 7m radius and deals Combined Damage around the target and inflicts Knockdown for 2 sec with a +60% chance. (Up to 10 targets) Applies Damage Immunity to the caster for 2 sec.
| Ability Total Level | Bonus |
|---|---|
| 100 | Defense Penetration +50 |
| 200 | Movement Speed +8% |
| 300 | Attack Speed +8% |
| 400 | Attack Power +70 |
| 500 | Skill Damage +7%, Cooldown Decrease +10% |
| 600 | Landing Attack increases the caster's Attack Power and Defense Power for 60 sec. |
| 700 | Attack Power +100, Defense Power +100 |
| 800 | Earthquake — Causes an Earthquake around the caster for 10 sec, dealing an extra 75% Physical Damage to targets in range every 2 sec with a +50% chance to Stun for 1 sec. |
Deep dive: read the full Destroyer guide for builds, relic priorities, milestone verdicts, and who should actually play it.
Frost Knight
Frost Knight requires all six abilities at once: Frost Weapon and Earth Shock (slot 1), Cutting Strike and Life Tap (slot 2), Leech and Anatomy (slot 3).
A freeze-mechanic class that's used more by magic DPS than melee. The reason: when an enemy is frozen, only magic damage can go through the freeze — physical damage doesn't connect. Staff and battlestaff users pair extremely well with Frost Knight's freeze windows; physical builds get less out of it. The freeze applies with a 60% chance per hit of the class skill.
| Slot | Option A | Option B |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 |
Class Skill: Deals Combined Damage to the target and inflicts Frozen for 4 sec with a +60% chance. When Frozen ends, reduces Movement Speed for 10 sec. Reduces Movement Speed around the target for 10 sec. (Up to 5 targets)
| Ability Total Level | Bonus |
|---|---|
| 100 | Endurance Ignore +50 |
| 200 | Movement Speed +8% |
| 300 | Attack Speed +8% |
| 400 | Attack Power +70 |
| 500 | Critical Hit +100, Critical Hit Damage +7% |
| 600 | When HP is at 50% or below, increases the caster's Endurance. |
| 700 | Attack Power +100 |
| 800 | Blizzard — Creates an Ice Storm in a 7m radius around the target for 10 sec, dealing an extra 50% Magic Damage per second and reducing Movement Speed by 20% for 3 sec, stacking up to 3 times. |
Deep dive: read the full Frost Knight guide for builds, relic priorities, milestone verdicts, and who should actually play it.
Ancient Protector
Ancient Protector requires all six abilities at once: Create Zone and Deliberate Attack (slot 1), Overcome and Fire Spirit (slot 2), Spell Infusion and Wanderer (slot 3).
All-rounder that boosts both offense and defense simultaneously. It's mainly slotted into high-level PvE content, where its dual-stat profile beats the Hunter class in scenarios where Hunter can't reach its 50-stack conditional passive — content where you can't reliably build to the Hunter ramp, Ancient Protector wins.
| Slot | Option A | Option B |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 |
Class Skill: Landing a Basic Attack has a 100% chance of increasing All Damage and Damage to Monster. Stacks up to 20 times.
| Ability Total Level | Bonus |
|---|---|
| 100 | Defense Power +50 |
| 200 | Movement Speed +8% |
| 300 | Attack Speed +8% |
| 400 | Attack Power +70 |
| 500 | Defense Power +75, Attack Power +100 |
| 600 | Increases the caster's Attack Power and Defense Power per 4% of HP lost. (Lost HP Increases up to 80%) |
| 700 | Defense Power +100, Endurance +30 |
| 800 | Light of Protection — Increases All Damage of the caster and allies within a 10m radius by 15% for 30 sec, and reduces Damage Received by 15%. (Up to 10 targets) |
Deep dive: read the full Ancient Protector guide for builds, relic priorities, milestone verdicts, and who should actually play it.
Immortal Knight
Immortal Knight requires all six abilities at once: Chase and Defensive Stance (slot 1), Deathblow and Supersense (slot 2), Install Bomb and Secreta's Talent (slot 3).
All-rounder with a survival panic button: when HP drops below 10%, the class triggers a window of immortality for around 5 seconds, then restores HP back to 30%. Effectively a built-in second life on a long cooldown — turns near-deaths into a free reset window.
| Slot | Option A | Option B |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 |
Class Skill: When the caster's HP is at 10% or below, becomes Immortal and immune to all Damage, Status Effects, and Debuffs for 5 sec. When Immortal ends, recovers HP equal to 30% of Max HP. [Recovery cannot exceed Max 15,000.]
| Ability Total Level | Bonus |
|---|---|
| 100 | Defense Penetration +50 |
| 200 | Movement Speed +8% |
| 300 | Attack Speed +8% |
| 400 | Attack Power +70 |
| 500 | Attack Power +75, Damage Received Decrease +3.5% |
| 600 | Landing Attack increases the caster's Accuracy and Critical Hit for 30 sec. |
| 700 | Defense Power +100 |
| 800 | Petrification Curse — Grants Petrify to the caster for 5 sec. While Petrified, the caster is immune to All Damage and Status Effects. |
Deep dive: read the full Immortal Knight guide for builds, relic priorities, milestone verdicts, and who should actually play it.
Trinity
Trinity requires all six abilities at once: Cutting Strike and Magic Ignition (slot 1), Magic Circulation and Supersense (slot 2), Weapon of Destruction and Weak Spot Analysis (slot 3).
Offensive all-rounder. Trinity excels in offense because of the many buffs the class brings to its own kit — the buff stacking is what pushes its damage above what raw spell power would suggest.
| Slot | Option A | Option B |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 |
Class Skill: Basic attacks have a 100% chance to grant an Effect to the caster for a short duration. Effects are applied in the order of Attack Speed, Defense Penetration, and Critical Hit, circulating every 25 attacks.
| Ability Total Level | Bonus |
|---|---|
| 100 | Defense Power +50 |
| 200 | Movement Speed +8% |
| 300 | Attack Speed +8% |
| 400 | Attack Power +70 |
| 500 | Attack Power +75, All Damage +3.5% |
| 600 | Landing an Attack Skill increases the caster's Attack Power, Accuracy, and Critical Hit for 60 sec. |
| 700 | Attack Power +100, Attack Speed +5% |
| 800 | World Line Collision — Deals 150% + 150% Combined Damage in a star-shaped area around the caster and inflicts Stun for 5 sec with a +60% chance. (Up to 10 targets) |
Deep dive: read the full Trinity guide for builds, relic priorities, milestone verdicts, and who should actually play it.
Harbinger of Storms
Harbinger of Storms requires all six abilities at once: Mirror Shield and War Cry (slot 1), Ice Spirit and Power of Darkness (slot 2), Magnetic Field and Spread Venom (slot 3).
AoE-focused class built around AoE farming. Its signature is a large activatable Storm Area that pulls dense packs onto the caster (60% chance per target), burns them down with repeated damage ticks plus a delayed burst, and keeps the caster immune to all status effects while it's active.
| Slot | Option A | Option B |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 |
Class Skill: Summons a Storm Area to pull targets toward the caster with a +60% chance and significantly reduces their Movement Speed. Storm Area deals fixed damage 8 times and deals a powerful Combined Damage 3 sec later. (Up to 10 targets) While the Storm Area is summoned, the caster becomes immune to all Status Effects.
| Ability Total Level | Bonus |
|---|---|
| 100 | Skill Damage +7% |
| 200 | Movement Speed +8% |
| 300 | Attack Speed +8% |
| 400 | Attack Power +70 |
| 500 | Skill Damage +15% |
| 600 | Landing Attack Skill increases the caster's Movement Speed for 30 sec. |
| 700 | Attack Power +100, Attack Speed +5% |
| 800 | Descent of Wind God — Increases the caster's Max HP by 20%, Defense Power by 200, Attack Speed by 20%, and Movement Speed by 20% for 30 sec. |
Deep dive: read the full Harbinger of Storms guide for builds, relic priorities, milestone verdicts, and who should actually play it.
Goddess of Blessings
Goddess of Blessings requires all six abilities at once: Create Zone and Lightning Spirit (slot 1), Leech and Time Haste (slot 2), Wanderer and Continuous Curing (slot 3).
A support class built around a single high-impact activatable. On cast, it grants party members attack power, movement speed, and status resistance for the duration. Pure team utility — the value scales with how good your party already is.
| Slot | Option A | Option B |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 |
Class Skill: Increases Attack Power, Movement Speed and Status Effects Resistance of the caster and allies within a 15m radius for 10 sec. (Up to 10 targets)
| Ability Total Level | Bonus |
|---|---|
| 100 | Endurance +50 |
| 200 | Movement Speed +8% |
| 300 | Attack Speed +8% |
| 400 | Attack Power +70 |
| 500 | Defense +75, Cooldown Reduction +10% |
| 600 | Landing Attack Skill increases the caster's Attack Power, Defense Power, and Attack Speed for 60 sec. |
| 700 | Attack Power +100, Attack Speed +5% |
| 800 | Grace of Goddess — Recovers HP of the caster and party members within a 10m radius equal to 10% of Max HP every 2 sec for 10 sec. |
Deep dive: read the full Goddess of Blessings guide for builds, relic priorities, milestone verdicts, and who should actually play it.
What If I'm Missing an Ability?
If you're staring at a slot you haven't unlocked, you have four ways to fix it:
- Farm normal monsters that drop it. Each ability has a specific monster pool that can drop it. Slow but free — works in the background while you're grinding for anything else.
- Kill the red boss that drops it. Specific abilities are tied to specific red bosses. This is the targeted route when the random monster grind isn't paying off.
- Reroll from a Legendary Ability Book chest. Crafting one chest costs 5 Maestro Scrolls and the result is random — you might roll the ability you wanted, you might roll one you already have. Treat this as a long-shot tool, not a deterministic path.
- Buy it on NextMarket. Other players sell abilities. The fastest method if you've got the budget — pull up the marketplace, search the ability name, pay.
Keep in mind: switching one ability out of your active build will revert the hidden class state until the requirements line up again. Plan ability swaps carefully.
Where Next?
Every class above now has a dedicated deep-dive guide — start with Destroyer if you're choosing your first unlock, or Immortal Knight if PvP is your endgame.
Once you've locked in a hidden class, the next bottleneck is usually gear progression and resource management. Both of those are calculator territory:
- Try our free LordNine tools for live market prices, MP recovery math, and enhancement simulators.



