WikiYour HeroClasses

ClassesOne starter, four paths. Choose who you become at Level 15.

Every hero begins as a Wayfarer; a wandering blade with no specialty. At Level 15 you take a Master’s trial and commit to one of four jobs, each with its own weapons, skills and role in a party. The choice is permanent for this journey (a second job change waits at the level cap in a future update), so it’s worth understanding all four.

Vanguard Skydancer Oracle Channeler

Wayfarer: the starter

Novice · Melee   “A wandering blade. Reach Lv 15 to choose your path.”

Everyone starts here. The Wayfarer is a straightforward melee fighter that swings a sword (an axe does just as well). It exists to carry you through Levels 1–15 and let you sample combat before you commit. Past the auto-attack it learns three skills of its own, each needing a sword or axe in hand:

SkillLvTypeCooldownBase DmgCost
Clean Hit3Melee, single target1.4s225 FP
Flurry5Melee, three rapid stabs2.6s11 ×310 FP
Over Cut10Melee, upward finisher4.0s4830 FP

Those are rank-1 numbers: each rank you buy adds to them (Clean Hit +6, Flurry +4 a stab, Over Cut +11), up to rank 10. See the Skills page. Remember: a Wayfarer is hard-capped at Level 15 until you change job, and you keep this tree through the change.


⚔ Vanguard

Melee Bruiser   “Get in close. Hit hard. Hit everything.”

The Vanguard is Skybound’s frontline tank-brawler. It wades into a pack, soaks the hits, and grinds everything down at close range. Highest survivability of the four (job defense factor 1.25), and the natural pick if you like being in the thick of it.

◉ Live capture
Sword and axe, close in: the Vanguard working a row of training dummies.
Role
Melee bruiser / off-tank
Weapons
Sword, Axe
Main stats
STR (damage) · STA (survival)
Job-change SP
+40 skill points
Style
Single-target & self-centred AoE

Signature skills

Slash Lv 15; two rapid strikes on one target, cd 1.3s, 24 damage a hit, 10 FP. Yours the moment you change job, and the start of the chain everything else hangs off.

Special Hit Lv 30; one powerful strike that lands on every enemy within 6 units, cd 5s, dmg 50, 55 FP. This is the pack-clearer.

The learnable tree adds shouts and buffs; Protection (+STA), Empower Weapon (+STR), Blazing Sword, Guillotine, Shield Bash (a stun) and weapon masteries. Full list on Skills.


✷ Skydancer

Ranged Striker   “Strike from range, dance through the sky.”

The Skydancer is the mobility and ranged-damage class. It splits into two very different weapons: the bow for pure ranged damage and the yo-yo for close, control-heavy fighting. Bow auto-attacks reach an enormous 22 units; you can whittle a target down before it ever reaches you.

◉ Live capture
Bow at range, yo-yo up close: the Skydancer's two lines, one after the other.
Role
Ranged / mobility striker
Weapons
Bow, Yo-Yo
Main stats
Bow build: DEX (attack, crit, speed) · Yo-yo build: STR
Job-change SP
+50 skill points
Style
Kite with the bow, control with the yo-yo

Signature skills

Junk Arrow Lv 15; bow, 22 reach, 20 MP: looses four arrows at once, each rolling its own chance to land (30% at rank 1, 70% at rank 20) for 13 base damage; four smaller hits at 0.8× each, not four full ones. Scales on DEX.

Slow Step Lv 15; yo-yo, 16 FP: a close 16-damage strike with a 32% chance (70% at rank 20) to slow what it hits for 5 seconds. Scales on STR.

The Skydancer is two builds, not one, and they want different stats. Bow skills scale on DEX; every skill in the yo-yo line (Slow Step, Cross Line, Snatch, Deadly Swing, Counter Attack) scales on STR and on nothing else: around +2.2 to +3.4 damage per point of STR at rank 20. DEX still buys you crit and attack speed whichever weapon you hold, but a yo-yo hero who poured everything into DEX has bought no skill damage at all. There is no respec, so decide which weapon you are before you start spending.

Its deep tree is one of the game’s richest: Aimed Shot (chance to double damage), Silent Shot, Auto Shot, plus a control-oriented yo-yo line: Slow Step, Pulling, Cross Line (stun), Dark Illusion (invisibility) and Snatch. See Skills.


✚ Oracle

Support Healer   “Smite foes, mend your own wounds.”

The Oracle is the party keystone, heals, revives and a whole rack of buffs, but it’s far from helpless solo, thanks to a punchy knuckle line. In a group it’s the most-wanted class in the game; the buffs it hands out (attack speed, casting speed, movement speed, all four attributes and Max HP) transform everyone around it.

◉ Live capture
The Oracle at work: the blessings first, then the staff.
Role
Healer / buffer / support
Weapons
Stick (magic) · Knuckle (melee)
Main stats
INT (heals) · STA · STR (knuckle)
Job-change SP
+60 skill points
Style
Buff the party, heal, punch things

Signature skills

Heal Lv 15; stick, 17 MP, 0.6s cast, cd 1.5s: restores 200 HP at rank 1 and 650 at rank 20, plus 5.5 HP for every point of INT. Cast it on yourself or walk it to a party member.

Temping Hole Lv 15; knuckle, 20 FP, cd 0.5s: a fast 20-damage jab, and the door into the knuckle line that lets an Oracle level alone.

The Oracle’s tree is huge: Heal, Circle Healing (AoE), Resurrection, the classic buff suite (Haste, Beef Up, Heap Up, Patience, Accuracy, Cat’s Reflex), Prevention (a revive-ward), and the knuckle line (Temping Hole, Stonehand, Burst Crack, Power Fist). See Skills.

New characters get a leg up here: Elen, the Oracle Master, casts a full set of party buffs (rank 5, one hour each) plus a full restore on anyone Level 15 or under. Grab it before a grind session.

✸ Channeler

Elemental Mage   “Burst single targets, freeze the swarm.”

The Channeler is the glass-cannon caster: the highest burst in the game, delivered through five elements. It’s fragile up close, so it plays at range and leans on crowd control (slows, knockbacks) to stay safe. It also earns the largest job-change skill bundle of any class (+90 points).

◉ Live capture
The Channeler casting down the row: every element in turn.
Role
Elemental burst / AoE caster
Weapons
Wand, Staff
Main stats
INT (magic attack, MP) · STA
Job-change SP
+90 skill points
Style
Nuke from range, match elements to foes

Signature skills

Mental Strike Lv 15; non-elemental bolt, 15 MP, 15 range: 35 damage plus INT ×2.8 on a 0.6s cast. Every other spell in the tree branches off it.

Flame Ball Lv 18; fire, 25 MP: 41 damage plus INT ×2.0, with a 10% chance (20% at rank 20) to stop the target’s wounds closing for 12 seconds.

Every element gets a line: Fire (Flame Ball → Flame Geyser → Fire Strike), Water (Ice Missile, Waterball, Water Well), Electric (Static Ball, Lightning Ram/Shock), Wind (Swordwind, Strongwind, Wind Cutter), plus utility (Blinkpool, a short teleport). Note that Channeler spells carry no cooldown at all; the cast time is the rate limit, so a shorter cast genuinely means more spells. Matching your element to a monster’s weakness is a real damage lever; see the element wheel.


How to choose

If you like…PlayBecause
Being in the middle of the fight, tankyVanguardHighest defense, simple and durable
Range, kiting, high skill ceilingSkydancer22-reach bow + a control-heavy yo-yo line
Groups, keeping allies alive, always wantedOracleHeals + the buffs every party craves
Big numbers, elemental varietyChannelerTop burst & AoE, five elements
Archetypes are deliberately genre-classic, a melee, a ranged, a support, a mage, but every name, skill and number in Skybound is its own. The Masters are named Aldric, Perrin, Elen and Mirae; find them in the Masters’ Hall.