Character creation offers three roots: Fighter, Rogue and Mage. Each root splits into two first jobs, and each first job splits into two lines. Everything after that is a rank title on the same line, not a new fork.
The twelve lines
This version of the game reaches up to your second job - the line names below.
Every job below has its own page with its full skill list and the level each skill unlocks at. A first job's page covers what both its lines share; at the current level cap most of a line's own page is skills still to come as the cap rises.
| Root | First job | Lines |
|---|---|---|
| Fighter | Warrior | Defender and Barbarian |
| Fighter | Swordsman | Champion and Gladiator |
| Rogue | Assassin | Dark Walker and Hunter |
| Rogue | Archer | Ranger and Chaser |
| Mage | Cleric | Priest and Shaman |
| Mage | Wizard | Elementalist and Sorceror |
Every skill and buff description shows fully in Portuguese when the game language is set to Portuguese - only the skill name itself stays in English, to match what is drawn on the skill bar.
Your weapon decides your attacks
There are six weapon types: one-handed sword, two-handed sword, dual katar, bow, orb and staff.
That matters more than it sounds:
- The basic-attack chain belongs to the weapon, not to you. Each weapon type has its own three-hit chain, and a swing whose chain does not match what you are holding is refused.
- Roughly nine skills in ten are locked to a single weapon type. A few accept any weapon and a couple require a shield.
So the practical read of a class is "which weapon family does it live in". Swapping to an off-type weapon silently costs you most of your kit.
Swapping weapons has a cooldown: 3 seconds in the open world, and 12 seconds on a Sacred War map, where it is deliberate anti-escape pacing.
Learning skills
Your first two skills are free. Every class is granted its two basic skills at level 1, so a new character starts with something to press rather than only an auto-attack.
Starter skills go to rank 3 before the job change, at 1 skill point and no gold per rank.
The full opening kit is yours by level 12, and the ranks are spread across the level 1-19 band.
Wizards get Charge CP at level 20, so the CP gauge is usable before Time Bomb unlocks.
Every first-evolution tree offers its paid rank from level 21.
Maxing the whole starter kit costs 31 points and the band only earns 18, so it is a real choice rather than a checklist - and the points are refunded at the job change, so nothing you spend here is lost.
The rest are bought from a trainer NPC. The request is refused before it charges you anything, and it checks, in order:
- the trainer teaches your job at all
- your character level is high enough
- you have the skill points
- you have the gold
Learning then spends skill points, god points and gold together. Some skills share a cooldown group with their upgraded form, so using one puts the other on cooldown as well. Jump straight to your job's page above for the full skill list.
Where to go next
- Factions - the other half of your identity
- Marbles - the flat damage bonus every class can carry
- Sacred War - where a build meets other players
Reviewed 2026-10-02
