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
| Root | First job | Lines, with their later rank titles |
|---|---|---|
| Fighter | Warrior | Defender (Templar, Knight, Crusader, Storm Knight) and Barbarian (Great Barbarian, Panzer, Magnus, Battle Commander) |
| Fighter | Swordsman | Champion (Guard, Arch-Guard, Destroyer, Mercury) and Gladiator (Phalanx, Berserker, War Lord, Sword Raider) |
| Rogue | Assassin | Dark Walker (Shadow Runner, Thief, Finisher, Blood Seeker) and Hunter (Venom, Blood, Ghost Hunter, Pirate) |
| Rogue | Archer | Ranger (Sniper, Rapid Soldier, Voyager, Entracer) and Chaser (Scout, Avenger, Wind Breaker, Phantom Hawk) |
| Mage | Cleric | Priest (Bishop, Prophet, Protector, Elder) and Shaman (High Shaman, Spiritist, Soul Embessedor, Liberator) |
| Mage | Wizard | Elementalist (Arcanist, Flame Mage, Implanter, Hierophant) and Sorceror (Necromancer, Warlock, Dark Mage, Arch-Mage) |
The later titles do not branch your build. A line's skill kit is keyed to your job and your god grade, so advancing a rank expands the kit you already have rather than replacing it.
⚠️ Three second-job promotions used to grant nothing. The Shaman and Sorceror stat blocks were byte-identical copies of their parent job, so promoting into them changed no stat at all, and the Hunter carried the wrong branch's block - including 1,000 MP where the rest of its tree is a flat 1,500. All three were rebuilt on 4 September from their real parent, using the same per-stat profile the other second jobs already used. If one of those three felt strangely flat after the promotion, that is why.
Two names mislead, and they catch people out:
- The Sorceror line is called Necromancer and Warlock and summons nothing. It is an ice-and-dark nuker wearing those names.
- The only real summoner in the game is the Shaman (Summon Fury, Silph, Sandman).
Your weapon decides your attacks
There are six usable weapon types - one-handed sword, two-handed sword, dual katar, bow, orb and staff - plus an unused bare-handed set. There is no gun, spear, axe, mace, knuckle, book or whip.
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 the server refuses a swing whose chain does not match what you are holding.
- 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. The open-world figure was 7 seconds until 30 August, which read as a broken key rather than as a cost.
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.
The starter kit can now be levelled before the job change. Until 30 August the 33 skills of the level 1-19 band had a rank 1 and nothing above it, so the skill window was frozen until the job change at 20. They now go to rank 3, at 1 skill point and no gold per rank.
They also arrive earlier. Since 2 September the full opening kit is yours by level 12 rather than 15, and the ranks are spread across the band instead of bunched at 19.
Wizards get Charge CP at level 20, not 28 - so the CP gauge is usable before Time Bomb unlocks rather than six levels after it.
Every first-evolution tree offers its paid rank from level 21, rather than making you wait until 25.
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.
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 2026-09-04
