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.
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 | 1.4s | 22 | 5 FP |
| Flurry | 5 | Melee, three rapid stabs | 2.6s | 11 ×3 | 10 FP |
| Over Cut | 10 | Melee, upward finisher | 4.0s | 48 | 30 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.
- 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.
- 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, 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… | 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 |