Wiki›Your Hero›Classes

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.

Vanguard Skydancer Oracle Channeler Second jobs

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 targetAt attack speed9–10 + 1.0× STR5 FP
Flurry5Melee, three rapid stabsAt attack speed5–6 + 0.4× STR10 FP
Over Cut10Melee, upward finisherAt attack speed20–21 + 1.0× STR30 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.

◉ 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 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.

◉ 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 free respec: taking stat points back costs a Stat Reset Scroll from Vesper’s Premium Shop, 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.

✦
Everybody gets 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 who asks, at any level. 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, 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 jobSecond jobPlays as
VanguardDuelistTwo-blade melee striker
VanguardBulwarkTwo-handed bruiser and tank
SkydancerHarlequinYo-yo assassin
SkydancerFarstriderLong-range archer
OracleLuminaryHealer and party support
OracleIronhandKnuckle fighter and battle support
ChannelerStormcallerElemental area caster
ChannelerMindbenderMind mage and controller

How to earn it

  1. Reach Level 60 in your first job, having passed your first job's trial.
  2. 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.
  3. 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.
  4. Finish the hunt in the Rustfall and hand the trial back to your Master.
Second jobTrialMasterWhat it asks
DuelistTrial of the Twin EdgeMaster AldricSlay 12 gnashrock in the crane yards; collect 6 paired fang from sparkbox in the crane yards
BulwarkTrial of the WallMaster AldricSlay 12 stormwing in the crane yards; collect 6 gnashrock tooth from gnashrock in the crane yards
HarlequinTrial of the Yo-YoPerrinSlay 12 jade reaper; collect 6 slag ember from slagbrute in the dead dynamo
FarstriderTrial of the Long ShotPerrinSlay 12 scrapweaver in the dead dynamo; collect 6 storm plume from stormwing in the crane yards
LuminaryTrial of the LanternElenSlay 12 gantry colossus in the crane yards; collect 6 reaper mandible from jade reaper
IronhandTrial of the Closed FistElenSlay 12 slagbrute in the dead dynamo; collect 6 sentinel rivet from old sentinel in the crane yards
StormcallerTrial of the StormMiraeSlay 12 tickwork in the dead dynamo; collect 6 storm coil from sparkbox in the crane yards
MindbenderTrial of the MindMiraeSlay 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.

!
The change hands your whole build back. As at the first job change, taking your second job returns every stat point and every skill point unspent, and your attributes go back to where every hero starts. You rebuild for the new job straight away, from the Character and Skills windows.
◈
Second jobs open with Version 2. Until then the Masters offer no second trial, and a first job waits at Level 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
SkillLvTypeMax rankWhat it does
Silent Strike60Single target10A two-weapon strike that may stun the enemy. Grows with STR and DEX.
Spring Attack60Single target10A two-weapon blow with a chance to land double. Grows with STR and DEX.
Armor Penetrate62Single target10A strike that tears the enemy's block. Grows with STR and DEX.
Blade Dance65Area10Both blades strike everything around you, twice. Grows with DEX.
Berserk65Buff10Attack speed, attack and block penetration rise, and your skills hit for half, while it lasts.
Hawk Attack65Single target10A downward two-weapon strike that blinds the enemy. Grows with STR and DEX.
Sonic Blade70Area10A two-weapon slash that strikes everything around you. Grows with STR and DEX.
Cross Strike75Single target10The heaviest two-weapon strike. Grows with STR and DEX.
Rending Entry100Area5Blink 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
SkillLvTypeMax rankWhat it does
Pain Dealer60Single target10A downward two-handed strike that tears the enemy's defence and leaves them taking more from every blow. Grows with STR.
Charge60Single target10An upward two-handed strike that stuns the enemy. Grows with STR.
Heart of Fury60Buff10With 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.
Guard62Buff10For a few breaths you take far less from every blow, at the cost of a quarter of your attack.
Earth Divider65Single target10A heavy two-handed strike that may keep the enemy's wounds from closing. Grows with STR.
Rage65Buff10Your attack and block penetration rise for five minutes, and you take more from every blow.
Call of Fury65Area1A furious shout: everything at the mark is struck and turns on you.
Grand Rage65Single target10A one-handed blow that draws a share of the damage back as FP. Grows with STR.
Power Stomp65Area10Pounds the ground with a two-handed weapon: everything around you is struck and may be stunned. Grows with STR.
Pain Reflection70Buff10For five minutes a share of every blow you take is thrown back at whoever struck.
Power Swing75Area10A wide two-handed swing that strikes everything around you. Grows with STR.
Heart of Sacrifice100Buff5Take 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
SkillLvTypeMax rankWhat it does
Escape60Buff10Sheds every debuff on you. Nothing else.
Multi-Stab60Single target10A flurry of yo-yo strikes on one enemy. Grows with STR and DEX.
Enchant Poison60Buff10Coats the yo-yo for five minutes: attack rises, and every blow may poison what it strikes.
Enchant Blood60Buff10Coats the yo-yo for five minutes: attack rises, and every blow may leave what it strikes bleeding.
Critical Swing65Buff10For five minutes your critical chance and block penetration rise.
Enchant Absorb70Buff10Coats the yo-yo for five minutes: attack rises, and every blow may draw a little life back to you.
Hit of Glint75Single target10A devastating yo-yo blow on one enemy. Grows with STR.
Vital Stab80Single target10A 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
SkillLvTypeMax rankWhat it does
Ice Arrow60Area10Ice-tipped arrows at the mark and everything around it, with a chance to slow them. Grows with DEX, and a little with INT.
Poison Arrow60Single target10A poisoned shot: the wound keeps taking a share of the blow, and it will not close. Grows with DEX.
Flame Arrow60Area10A 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 Shot65Buff10Five minutes of a steadier eye: your critical chance rises.
Nature70Buff10Attunes one archer to the wind: magic resistance and bow range rise for five minutes. Cast on an ally or yourself.
Piercing Arrow70Area10One arrow through everything in its path, from you through the mark and out to the bow's full reach. Grows with DEX.
Silent Arrow75Single target10A shot that seals the target's voice: no skill may be cast while it holds. Grows with DEX.
Triple Shot80Single target10A volley that stuns the target where it stands. Grows with DEX.
Boomburst100Area5A 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
SkillLvTypeMax rankWhat it does
Protect60Buff10A ward on one player: their defence and magic resistance rise for minutes. Cast on an ally or yourself.
Holy Mark60Utility1Marks an enemy: the next blow that lands on it strikes double.
Merkaba60Area10A wheel of light set at the mark that keeps striking everything inside it for ten seconds. Grows with INT.
Holyguard65Buff10For a few breaths, no blow on one player can be a critical. Cast on an ally or yourself.
Spirit Fortune65Buff10A gift of flat attack to one player, for minutes. Cast on an ally or yourself.
Heal Rain70Heal10Mending light on every party member around you. Grows with INT.
Geburah Tiphreth75Buff10Draws on the party's inner strength: attack, attack speed and casting speed rise for everyone around you, for half a minute.
Gvur Tialla80Buff3Sheds every debuff on one player and steels them against the next for a second. Cast on an ally or yourself.
Barrier of Life100Buff5A 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
SkillLvTypeMax rankWhat it does
Serpent Jab60Single target10A piercing beam driven from the fist, fast and repeatable. Grows with INT.
Iron Oath60Buff10Half an hour of weight behind the knuckle: flat attack while one is held, and a share of the enemy's block ignored.
Hammerfall65Single target10A slow overhead smash that lands like a dropped anvil. Grows with STR.
Iron Ward65Buff10Marks 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 Blow70Area10An outward shockwave that strikes every foe near the target. Costly, and grows with INT.
Rushing Fist70Single target10A heavy blow that leaves the foe bleeding and slows their swings. Grows with STR.
Thunder Palm75Single target10An open palm driven forward hard enough to be heard. Grows with STR.
Sunder Fist80Single target10Everything you have, in one blow. Grows with STR.
Steadfast100Buff5Plant 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
SkillLvTypeMax rankWhat it does
Stone Spear60Single target10A spear of earth hurled at one enemy. Grows with INT.
Void60Single target10A pocket of empty wind collapses on one enemy. Grows with INT.
Firebird60Single target10A bird of flame dives on one enemy. Grows with INT.
Lightning Strike60Single target10A bolt from a clear sky strikes one enemy. Grows with INT.
Iceshark60Single target10A shark of ice tears through one enemy. Grows with INT.
Electric Shock65Area10A jolt through everything at the mark that leaves their magic resistance torn for ten seconds. Grows with INT.
Windfield65Area10A gale over everything at the mark that may slow them. Grows with INT.
Burningfield65Area10Sets the ground at the mark alight: everything inside keeps burning for the fire's length. Grows with INT.
Earthquake65Area10The ground heaves under everything at the mark and may weaken their blows. Grows with INT.
Poison Cloud65Area10A cloud over everything at the mark: poisons them and keeps their wounds from closing. Grows with INT.
Meteo Shower70Area10Meteors fall on everything at the mark. The heaviest blow the storm carries. Grows with INT.
Fire Mastery70Buff10Every fire spell you cast strikes harder, for an hour.
Earth Mastery70Buff10Every earth spell you cast strikes harder, for an hour.
Wind Mastery70Buff10Every wind spell you cast strikes harder, for an hour.
Water Mastery70Buff10Every water spell you cast strikes harder, for an hour.
Lightning Mastery70Buff10Every lightning spell you cast strikes harder, for an hour.
Sandstorm70Area10A storm of sand over everything at the mark that may blind them. Grows with INT.
Lightning Storm70Area10Lightning over everything at the mark that may dull their critical blows. Grows with INT.
Blizzard75Area10A blizzard over everything at the mark that may freeze them in place. Grows with INT.
Eye of the Storm100Utility1A 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
SkillLvTypeMax rankWhat it does
Crucio Spell60Buff10For 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 Bomb60Single target10A ball of mental force hurled at one enemy, with a chance to stun. Grows with INT.
Demonology60Single target10A mental blast at one enemy that weakens their blows for half a minute. Grows with INT.
Maximum Crisis65Area10A mental explosion at the mark that strikes everything around it, with a small chance to stun. Grows with INT.
Spirit Bomb65Single target10The mind's heaviest single blow, hurled at one enemy. Grows with INT.
Satanology65Utility10A curse that holds one enemy where it stands, dealing nothing. Certain at high rank.
Psychic Wall70Utility10Raises 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 Square75Area10A psychic blast at the mark that strikes everything around it. Grows with INT.
Gravity Well100Area5A 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…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.