ClassesOne starter, four paths, eight second jobs. Choose at Level 15, and again at 60.
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, and at Level 60 each job splits again into two second jobs that climb to Level 120, so it’s worth understanding all four.
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:
| Skill | Lv | Type | Cooldown | Base Dmg | Cost |
|---|---|---|---|---|---|
| Clean Hit | 3 | Melee, single target | At attack speed | 9–10 + 1.0× STR | 5 FP |
| Flurry | 5 | Melee, three rapid stabs | At attack speed | 5–6 + 0.4× STR | 10 FP |
| Over Cut | 10 | Melee, upward finisher | At attack speed | 20–21 + 1.0× STR | 30 FP |
Those are rank-1 numbers, and both halves grow with each rank you buy, up to rank 10: Clean Hit reaches 27–28 and 1.18× STR, Flurry 7–8 and 0.58× STR, Over Cut 28–29 and 1.18× STR. None of the three has a cooldown of its own, so each is paced by the swing it replaces. Flurry is the cheap link, not the big hit: it scales Strength at less than half the rate its two neighbours do, which is what makes it worth pressing between them rather than instead of them. The three stabs are the animation; the damage lands once. 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.
- 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 of your target, 1.25s cast, dmg 50, 34 FP rising to 50 FP at Lv 20. This is the pack-clearer.
The learnable tree adds shouts and buffs; Protection (defence), Empower Weapon (attack), 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.
- 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.
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.
- 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.
✸ 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).
- 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, 24 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, 22 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. MP cost does not climb as you rank a spell up, either: a spell costs what its column of the tree costs, the same at rank 1 as at rank 20. Mental Strike is 24; the first column (Flame Ball, Lightning Ball, Stone Spike, Ice Missile, Swordwind, and Blinkpool with them) is 22; the second column is 26; the Lv 40 column is 34. The later columns hit harder than their attack line alone suggests: a second-column spell lands for 15% more than its listed attack, and a Lv 40 spell for 85% more, which is what makes the longer cast on that top tier worth paying and what puts the Lv 40 line at the top of the tree. Matching your element to a monster’s weakness is a real damage lever; see the element wheel.
Second jobs: the road from Level 60
At Level 60 a first job stops: the experience bar sits at 0% and you gain no further level until you take your second job, which then climbs all the way to Level 120. Each of the four jobs splits into two second jobs, and you choose one of them. The second job keeps every weapon and piece of gear its first job could use, and adds a tree of its own skills.
| First job | Second job | Plays as |
|---|---|---|
| Vanguard | Duelist | Two-blade melee striker |
| Vanguard | Bulwark | Two-handed bruiser and tank |
| Skydancer | Harlequin | Yo-yo assassin |
| Skydancer | Farstrider | Long-range archer |
| Oracle | Luminary | Healer and party support |
| Oracle | Ironhand | Knuckle fighter and battle support |
| Channeler | Stormcaller | Elemental area caster |
| Channeler | Mindbender | Mind mage and controller |
How to earn it
- Reach Level 60 in your first job, having passed your first job's trial.
- Go back to your Master in the Masters' Hall, by the north gate of Dawnhaven: Master Aldric for a Vanguard, Perrin for a Skydancer, Elen for an Oracle, Mirae for a Channeler.
- Pick one of your two second jobs and accept its trial. You can carry only one trial at a time, and once you are promoted the other road is closed for good, so choose with care.
- Finish the hunt in the Rustfall and hand the trial back to your Master.
| Second job | Trial | Master | What it asks |
|---|---|---|---|
| Duelist | Trial of the Twin Edge | Master Aldric | Slay 12 gnashrock in the crane yards; collect 6 paired fang from sparkbox in the crane yards |
| Bulwark | Trial of the Wall | Master Aldric | Slay 12 stormwing in the crane yards; collect 6 gnashrock tooth from gnashrock in the crane yards |
| Harlequin | Trial of the Yo-Yo | Perrin | Slay 12 jade reaper; collect 6 slag ember from slagbrute in the dead dynamo |
| Farstrider | Trial of the Long Shot | Perrin | Slay 12 scrapweaver in the dead dynamo; collect 6 storm plume from stormwing in the crane yards |
| Luminary | Trial of the Lantern | Elen | Slay 12 gantry colossus in the crane yards; collect 6 reaper mandible from jade reaper |
| Ironhand | Trial of the Closed Fist | Elen | Slay 12 slagbrute in the dead dynamo; collect 6 sentinel rivet from old sentinel in the crane yards |
| Stormcaller | Trial of the Storm | Mirae | Slay 12 tickwork in the dead dynamo; collect 6 storm coil from sparkbox in the crane yards |
| Mindbender | Trial of the Mind | Mirae | Slay 12 old sentinel in the crane yards; collect 6 reaper eye from jade reaper |
Every trial pays the same: 9,000 Glint, 13,547,300 XP and 60 skill points on top of your first job's bonus, and the new job itself. The trial's creatures are Level 61 to 68, well inside your reach at 60.
Duelist a Vanguard's second job
Two-blade melee striker
Fights with a weapon in each hand. Its strikes stun and blind, and Berserk trades skill damage for raw speed.
- From
- Vanguard, at Level 60
- Weapons
- Sword, Axe, everything a Vanguard could use
- Trial
- Trial of the Twin Edge, from Master Aldric
- Skills
- 9, learned from Level 60 to 100
| Skill | Lv | Type | Max rank | What it does |
|---|---|---|---|---|
| Silent Strike | 60 | Single target | 10 | A two-weapon strike that may stun the enemy. Grows with STR and DEX. |
| Spring Attack | 60 | Single target | 10 | A two-weapon blow with a chance to land double. Grows with STR and DEX. |
| Armor Penetrate | 62 | Single target | 10 | A strike that tears the enemy's block. Grows with STR and DEX. |
| Blade Dance | 65 | Area | 10 | Both blades strike everything around you, twice. Grows with DEX. |
| Berserk | 65 | Buff | 10 | Attack speed, attack and block penetration rise, and your skills hit for half, while it lasts. |
| Hawk Attack | 65 | Single target | 10 | A downward two-weapon strike that blinds the enemy. Grows with STR and DEX. |
| Sonic Blade | 70 | Area | 10 | A two-weapon slash that strikes everything around you. Grows with STR and DEX. |
| Cross Strike | 75 | Single target | 10 | The heaviest two-weapon strike. Grows with STR and DEX. |
| Rending Entry | 100 | Area | 5 | Blink to the mark and strike everything there, with a chance to root it. A kill resets the cooldown. Grows with STR. |
Bulwark a Vanguard's second job
Two-handed bruiser and tank
The Vanguard's wall. Heavy two-handed blows that stun and break defence, Guard and Rage to choose between toughness and damage, and Call of Fury to pull a crowd onto itself.
- From
- Vanguard, at Level 60
- Weapons
- Sword, Axe, everything a Vanguard could use
- Trial
- Trial of the Wall, from Master Aldric
- Skills
- 12, learned from Level 60 to 100
| Skill | Lv | Type | Max rank | What it does |
|---|---|---|---|---|
| Pain Dealer | 60 | Single target | 10 | A downward two-handed strike that tears the enemy's defence and leaves them taking more from every blow. Grows with STR. |
| Charge | 60 | Single target | 10 | An upward two-handed strike that stuns the enemy. Grows with STR. |
| Heart of Fury | 60 | Buff | 10 | With a one-handed weapon: every blow carries a share of your max FP as attack, and your attack speed and critical chance rise. Each swing spends a little FP. Ten minutes. |
| Guard | 62 | Buff | 10 | For a few breaths you take far less from every blow, at the cost of a quarter of your attack. |
| Earth Divider | 65 | Single target | 10 | A heavy two-handed strike that may keep the enemy's wounds from closing. Grows with STR. |
| Rage | 65 | Buff | 10 | Your attack and block penetration rise for five minutes, and you take more from every blow. |
| Call of Fury | 65 | Area | 1 | A furious shout: everything at the mark is struck and turns on you. |
| Grand Rage | 65 | Single target | 10 | A one-handed blow that draws a share of the damage back as FP. Grows with STR. |
| Power Stomp | 65 | Area | 10 | Pounds the ground with a two-handed weapon: everything around you is struck and may be stunned. Grows with STR. |
| Pain Reflection | 70 | Buff | 10 | For five minutes a share of every blow you take is thrown back at whoever struck. |
| Power Swing | 75 | Area | 10 | A wide two-handed swing that strikes everything around you. Grows with STR. |
| Heart of Sacrifice | 100 | Buff | 5 | Take an ally's wounds: a share of the damage they take lands on you instead, for a few breaths. |
Harlequin a Skydancer's second job
Yo-yo assassin
The Skydancer's close road. Coats the yo-yo with poison, bleeding or life-drain, strikes from Dark Illusion, and sheds debuffs with Escape.
- From
- Skydancer, at Level 60
- Weapons
- Bow, Yo-yo, everything a Skydancer could use
- Trial
- Trial of the Yo-Yo, from Perrin
- Skills
- 8, learned from Level 60 to 80
| Skill | Lv | Type | Max rank | What it does |
|---|---|---|---|---|
| Escape | 60 | Buff | 10 | Sheds every debuff on you. Nothing else. |
| Multi-Stab | 60 | Single target | 10 | A flurry of yo-yo strikes on one enemy. Grows with STR and DEX. |
| Enchant Poison | 60 | Buff | 10 | Coats the yo-yo for five minutes: attack rises, and every blow may poison what it strikes. |
| Enchant Blood | 60 | Buff | 10 | Coats the yo-yo for five minutes: attack rises, and every blow may leave what it strikes bleeding. |
| Critical Swing | 65 | Buff | 10 | For five minutes your critical chance and block penetration rise. |
| Enchant Absorb | 70 | Buff | 10 | Coats the yo-yo for five minutes: attack rises, and every blow may draw a little life back to you. |
| Hit of Glint | 75 | Single target | 10 | A devastating yo-yo blow on one enemy. Grows with STR. |
| Vital Stab | 80 | Single target | 10 | A surprise strike from Dark Illusion on one enemy. Grows with STR, and harder at every rank. |
Farstrider a Skydancer's second job
Long-range archer
The Skydancer's bow road. Ice, poison and fire arrows, a shot that pierces a whole line, and Silent Arrow to stop a caster casting.
- From
- Skydancer, at Level 60
- Weapons
- Bow, Yo-yo, everything a Skydancer could use
- Trial
- Trial of the Long Shot, from Perrin
- Skills
- 9, learned from Level 60 to 100
| Skill | Lv | Type | Max rank | What it does |
|---|---|---|---|---|
| Ice Arrow | 60 | Area | 10 | Ice-tipped arrows at the mark and everything around it, with a chance to slow them. Grows with DEX, and a little with INT. |
| Poison Arrow | 60 | Single target | 10 | A poisoned shot: the wound keeps taking a share of the blow, and it will not close. Grows with DEX. |
| Flame Arrow | 60 | Area | 10 | A burning arrow that strikes everything at the mark and leaves a field of fire there for six seconds. Grows with DEX, and a little with INT. |
| Critical Shot | 65 | Buff | 10 | Five minutes of a steadier eye: your critical chance rises. |
| Nature | 70 | Buff | 10 | Attunes one archer to the wind: magic resistance and bow range rise for five minutes. Cast on an ally or yourself. |
| Piercing Arrow | 70 | Area | 10 | One arrow through everything in its path, from you through the mark and out to the bow's full reach. Grows with DEX. |
| Silent Arrow | 75 | Single target | 10 | A shot that seals the target's voice: no skill may be cast while it holds. Grows with DEX. |
| Triple Shot | 80 | Single target | 10 | A volley that stuns the target where it stands. Grows with DEX. |
| Boomburst | 100 | Area | 5 | A shot that bursts at the mark, striking everything around it; the burst widens as it ranks. Grows with DEX. |
Luminary a Oracle's second job
Healer and party support
The Oracle's light. Wards, party-wide healing and buffs, Holy Mark to double the next blow, and Barrier of Life to turn aside every blow on one player for a moment.
- From
- Oracle, at Level 60
- Weapons
- Stick, Knuckle, everything a Oracle could use
- Trial
- Trial of the Lantern, from Elen
- Skills
- 9, learned from Level 60 to 100
| Skill | Lv | Type | Max rank | What it does |
|---|---|---|---|---|
| Protect | 60 | Buff | 10 | A ward on one player: their defence and magic resistance rise for minutes. Cast on an ally or yourself. |
| Holy Mark | 60 | Utility | 1 | Marks an enemy: the next blow that lands on it strikes double. |
| Merkaba | 60 | Area | 10 | A wheel of light set at the mark that keeps striking everything inside it for ten seconds. Grows with INT. |
| Holyguard | 65 | Buff | 10 | For a few breaths, no blow on one player can be a critical. Cast on an ally or yourself. |
| Spirit Fortune | 65 | Buff | 10 | A gift of flat attack to one player, for minutes. Cast on an ally or yourself. |
| Heal Rain | 70 | Heal | 10 | Mending light on every party member around you. Grows with INT. |
| Geburah Tiphreth | 75 | Buff | 10 | Draws on the party's inner strength: attack, attack speed and casting speed rise for everyone around you, for half a minute. |
| Gvur Tialla | 80 | Buff | 3 | Sheds every debuff on one player and steels them against the next for a second. Cast on an ally or yourself. |
| Barrier of Life | 100 | Buff | 5 | A barrier on one player: every blow on them is blocked, for a moment. Cast on an ally or yourself. |
Ironhand a Oracle's second job
Knuckle fighter and battle support
The Oracle's fist. Heavy knuckle strikes that grow with STR, Iron Ward and Iron Oath to push an ally's or your own attack, and Steadfast to shrug off stuns and roots.
- From
- Oracle, at Level 60
- Weapons
- Stick, Knuckle, everything a Oracle could use
- Trial
- Trial of the Closed Fist, from Elen
- Skills
- 9, learned from Level 60 to 100
| Skill | Lv | Type | Max rank | What it does |
|---|---|---|---|---|
| Serpent Jab | 60 | Single target | 10 | A piercing beam driven from the fist, fast and repeatable. Grows with INT. |
| Iron Oath | 60 | Buff | 10 | Half an hour of weight behind the knuckle: flat attack while one is held, and a share of the enemy's block ignored. |
| Hammerfall | 65 | Single target | 10 | A slow overhead smash that lands like a dropped anvil. Grows with STR. |
| Iron Ward | 65 | Buff | 10 | Marks one player for the fight: their attack rises a tenth, and every blow on them lands harder for it. A trade, cast on an ally or yourself. |
| Crushing Blow | 70 | Area | 10 | An outward shockwave that strikes every foe near the target. Costly, and grows with INT. |
| Rushing Fist | 70 | Single target | 10 | A heavy blow that leaves the foe bleeding and slows their swings. Grows with STR. |
| Thunder Palm | 75 | Single target | 10 | An open palm driven forward hard enough to be heard. Grows with STR. |
| Sunder Fist | 80 | Single target | 10 | Everything you have, in one blow. Grows with STR. |
| Steadfast | 100 | Buff | 5 | Plant your feet. Every debuff falls away, no stun or root can take hold, and healing lands harder, for a few breaths in which you can cast nothing. |
Stormcaller a Channeler's second job
Elemental area caster
The Channeler's storm: a single-target spell in every element, a range of area storms that slow, burn, poison or freeze, a mastery that strengthens each element, and Meteo Shower as the heaviest blow of all.
- From
- Channeler, at Level 60
- Weapons
- Wand, Staff, everything a Channeler could use
- Trial
- Trial of the Storm, from Mirae
- Skills
- 20, learned from Level 60 to 100
| Skill | Lv | Type | Max rank | What it does |
|---|---|---|---|---|
| Stone Spear | 60 | Single target | 10 | A spear of earth hurled at one enemy. Grows with INT. |
| Void | 60 | Single target | 10 | A pocket of empty wind collapses on one enemy. Grows with INT. |
| Firebird | 60 | Single target | 10 | A bird of flame dives on one enemy. Grows with INT. |
| Lightning Strike | 60 | Single target | 10 | A bolt from a clear sky strikes one enemy. Grows with INT. |
| Iceshark | 60 | Single target | 10 | A shark of ice tears through one enemy. Grows with INT. |
| Electric Shock | 65 | Area | 10 | A jolt through everything at the mark that leaves their magic resistance torn for ten seconds. Grows with INT. |
| Windfield | 65 | Area | 10 | A gale over everything at the mark that may slow them. Grows with INT. |
| Burningfield | 65 | Area | 10 | Sets the ground at the mark alight: everything inside keeps burning for the fire's length. Grows with INT. |
| Earthquake | 65 | Area | 10 | The ground heaves under everything at the mark and may weaken their blows. Grows with INT. |
| Poison Cloud | 65 | Area | 10 | A cloud over everything at the mark: poisons them and keeps their wounds from closing. Grows with INT. |
| Meteo Shower | 70 | Area | 10 | Meteors fall on everything at the mark. The heaviest blow the storm carries. Grows with INT. |
| Fire Mastery | 70 | Buff | 10 | Every fire spell you cast strikes harder, for an hour. |
| Earth Mastery | 70 | Buff | 10 | Every earth spell you cast strikes harder, for an hour. |
| Wind Mastery | 70 | Buff | 10 | Every wind spell you cast strikes harder, for an hour. |
| Water Mastery | 70 | Buff | 10 | Every water spell you cast strikes harder, for an hour. |
| Lightning Mastery | 70 | Buff | 10 | Every lightning spell you cast strikes harder, for an hour. |
| Sandstorm | 70 | Area | 10 | A storm of sand over everything at the mark that may blind them. Grows with INT. |
| Lightning Storm | 70 | Area | 10 | Lightning over everything at the mark that may dull their critical blows. Grows with INT. |
| Blizzard | 75 | Area | 10 | A blizzard over everything at the mark that may freeze them in place. Grows with INT. |
| Eye of the Storm | 100 | Utility | 1 | A storm around you for fifteen seconds: every enemy that steps into it is thrown back out to its edge. |
Mindbender a Channeler's second job
Mind mage and controller
The Channeler's mind. Psychic blasts that stun and weaken, Satanology to hold one enemy in place, Psychic Wall to strike and push back whatever walks into it, and Gravity Well to drag a crowd to a crawl.
- From
- Channeler, at Level 60
- Weapons
- Wand, Staff, everything a Channeler could use
- Trial
- Trial of the Mind, from Mirae
- Skills
- 9, learned from Level 60 to 100
| Skill | Lv | Type | Max rank | What it does |
|---|---|---|---|---|
| Crucio Spell | 60 | Buff | 10 | For five minutes, a share of every basic blow that lands on you is thrown back at whoever struck. Grows past the whole blow at high rank. |
| Psychic Bomb | 60 | Single target | 10 | A ball of mental force hurled at one enemy, with a chance to stun. Grows with INT. |
| Demonology | 60 | Single target | 10 | A mental blast at one enemy that weakens their blows for half a minute. Grows with INT. |
| Maximum Crisis | 65 | Area | 10 | A mental explosion at the mark that strikes everything around it, with a small chance to stun. Grows with INT. |
| Spirit Bomb | 65 | Single target | 10 | The mind's heaviest single blow, hurled at one enemy. Grows with INT. |
| Satanology | 65 | Utility | 10 | A curse that holds one enemy where it stands, dealing nothing. Certain at high rank. |
| Psychic Wall | 70 | Utility | 10 | Raises a wall of will a few steps ahead of you, across your facing. Every enemy that touches it is struck, slowed and pushed back, until it has taken its contacts or its time runs out. Grows with INT. |
| Psychic Square | 75 | Area | 10 | A psychic blast at the mark that strikes everything around it. Grows with INT. |
| Gravity Well | 100 | Area | 5 | A well of gravity set at the mark: everything inside is struck and dragged to a crawl. Grows with INT. |
How skill points and ranks work is on the Skills page.
How to choose
| If you like… | Play | Because |
|---|---|---|
| Being in the middle of the fight, tanky | Vanguard | Highest defense, simple and durable |
| Range, kiting, high skill ceiling | Skydancer | 22-reach bow + a control-heavy yo-yo line |
| Groups, keeping allies alive, always wanted | Oracle | Heals + the buffs every party craves |
| Big numbers, elemental variety | Channeler | Top burst & AoE, five elements |