The 7 Classes
Class is chosen once at character creation and sets your resource bar, armor type, and ability kit. At level 15 you also choose one of 3 Specializations for your class — resettable later with a Potion of Unlearning from the Diamond Mall.
| Class | Resource | Armor | Stat Priority | Role |
|---|---|---|---|---|
| Warrior | Rage (builds on attack) | Plate | STR > VIT > DEX | Tank / Melee |
| Paladin | Holy Power (builds on attack) | Plate | STR > INT > LUK | Tank / Off-heal |
| Cleric | Mana (regenerates) | Cloth/Mail | INT > VIT > LUK | Healer / Support |
| Mage | Mana (regenerates) | Cloth | INT > VIT > LUK | Magic / Control |
| Necromancer | Mana (regenerates) | Cloth | INT > LUK > VIT | Magic / Summoner |
| Ranger | Focus (regenerates) | Leather/Mail | DEX > INT > VIT | Ranged / Pet |
| Rogue | Energy (regenerates) | Leather | DEX > VIT > STR | Melee / Control |
Class Compendium
Every class has two abilities from level 1, unlocks more as it levels (through a level-75 capstone), and some gain a specialization-exclusive ability at level 20 — shown below tagged with the spec that grants it. The three Mana classes additionally always have Magic Bolt. Each entry lists its unlock level, resource cost, effect type, and power — the coefficient applied to its scaling attribute (e.g. ×1.4 INT means the effect scales with 1.4× your Intelligence). Buffs, debuffs, control, and party-wide aura effects have no direct magnitude and are described in the Effect column.
Warrior
The unbreakable line and the falling axe. Warriors build Rage by striking and being struck, then spend it on devastating maneuvers.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Cleave | 1 | 15 | Damage | ×1.3 STR | Strike the enemy for physical damage. |
| Rend | 1 | 15 | DoT | ×0.6 STR | Apply a stacking Bleed that gnaws at the enemy. |
| Taunt | 15 | 20 | Buff | — | Brace for the enemy's fury, raising your mitigation this fight. |
| Battle Shout Warlord | 20 | 25 | Aura | — | A commanding roar that empowers every nearby party member's strength. |
| Shield Wall Guardian | 20 | 20 | Shield | ×3 VIT | Raise your shield and brace, absorbing a large amount of incoming damage. |
| Blood Frenzy Berserker | 20 | 20 | Damage | ×1.6 STR | Throw yourself into a reckless assault — the closer you are to falling, the harder it lands (up to +75% at death’s door). |
| Shield Wall | 30 | 25 | Shield | ×2 STR | Raise your shield, absorbing a wave of incoming damage. |
| Battle Shout | 45 | 30 | Buff | — | Bellow a war cry, raising your attack for the rest of the fight. |
| Execute | 60 | 35 | Damage | ×2.5 STR | Massive bonus damage against a badly wounded foe. |
| Unbreakable | 75 capstone | 50 | Shield | ×5 STR | Become immune to being felled outright for the rest of the fight. |
Specializations (lvl 15): Guardian shield-and-board tank — −10% ATK, shields 30% stronger, unlocks Shield Wall at 20, and opens the 🛡 shield equipment slot (its bulk now comes from crafted shields rather than a passive DEF bonus); unlocks its own Shield Wall at 20. Warlord commander — +8% ATK, +10% ability power, and the party-wide Battle Shout aura at 20. Berserker two-hander DPS — +20% ATK, −15% DEF, and up to +30% bonus damage the more wounded you are; unlocks Blood Frenzy at 20, which scales the same way for up to +75%.
Paladin
Holy warriors who blend the Warrior's steel with the Cleric's light. Durable, self-sufficient, and superb in a fight.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Judgment | 1 | 15 | Damage | ×1.3 STR | A Holy strike that builds Holy Power. |
| Consecration | 1 | 15 | Damage | ×1 STR | Sanctify the ground beneath the enemy. |
| Challenge | 15 | 15 | Buff | — | Issue a holy challenge the enemy cannot ignore, seizing its attention and bracing yourself. |
| Lay on Hands | 15 | 25 | Heal | ×1.8 INT | A large emergency heal. |
| Blessing of Might Herald | 20 | 25 | Aura | — | Bless your allies, raising the strength of every nearby party member. |
| Aura | 30 | 20 | Buff | — | A persistent aura that strengthens you. |
| Guardian | 45 | 25 | Shield | ×2.2 STR | Brace to intercept the next blows. |
| Divine Storm | 60 | 30 | Damage | ×1.7 INT | AoE Holy damage that also heals you. |
| Avenging Wrath | 75 capstone | 50 | Buff | — | Wings unfurl; your damage and healing surge for the rest of the fight. |
Specializations (lvl 15): Protector immovable tank — +32% DEF, −10% ATK, +20% healing, opens the 🛡 shield equipment slot. Herald party support — +10% MAG, +10% ability power, and the Blessing of Might aura at 20. Crusader Holy DPS in the two-handed style — a pure stat package of +20% ATK, +10% MAG, −10% DEF. The "two-handed" is flavor: it grants no special weapon type or extra equipment slot (only the Rogue's Outlaw opens an off-hand).
Cleric
The light that keeps a party alive. Clerics heal, shield, buff, and smite — no serious group leaves home without one.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Magic Bolt | 1 | 1 | Damage | ×1 MAG | A bolt of raw magic that strikes with your Magic instead of your Attack. (Always available to Mana classes.) |
| Heal | 1 | 15 | Heal | ×1.5 INT | A strong single-target restoration. |
| Renew | 1 | 15 | Heal | ×0.9 INT | A gentle restoration that mends your wounds. |
| Sanctuary | 15 | 20 | Shield | ×2 INT | Raise a bubble that absorbs incoming damage. |
| Bless | 30 | 20 | Buff | — | Bless yourself, raising your attributes for the fight. |
| Smite | 45 | 20 | Damage | ×1.3 INT | Holy damage, with bonus power against the undead. |
| Divine Shield | 60 | 30 | Shield | ×3 INT | Become briefly immune to harm. |
| Resurrection | 75 capstone | 50 | Heal | ×3 INT | A massive restoration, pulling you back from the brink. |
Specializations (lvl 15): Templar battle-priest — +15% ATK, +10% DEF, +10% MAG, but −20% healing. Warden preventer — shields 50% stronger, +15% DEF. Oracle pure healer — +40% healing, +5% MAG.
Mage
Raw elemental annihilation. Mages trade fragility for the highest burst damage and battlefield control in the game.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Magic Bolt | 1 | 1 | Damage | ×1 MAG | A bolt of raw magic that strikes with your Magic instead of your Attack. (Always available to Mana classes.) |
| Firebolt | 1 | 15 | Damage | ×1.4 INT | A reliable single-target elemental nuke. |
| Fireball | 1 | 15 | Damage | ×1.2 INT | A blazing explosion that also sears with Burn. |
| Frost Nova | 15 | 20 | Control | — | Freeze the enemy in place. |
| Arcane Missiles | 30 | 25 | Damage | ×1.6 INT | A rapid multi-hit barrage that partially ignores resistance. |
| Blink | 45 | 20 | Buff | — | Instantly reposition, avoiding the enemy's next attack. |
| Polymorph | 60 | 30 | Control | — | Transform the enemy, removing it from the fight briefly. |
| Meteor | 75 capstone | 50 | Damage | ×3 INT | A delayed cataclysm of fire and stone. |
Specializations (lvl 15): Pyromancer +40% damage-over-time, +15% MAG. Arcanist +25% MAG, +10% ability power. Cryomancer +10% ability power, +10% DEF, +5% MAG.
Necromancer
Masters of death magic who fight through wasting curses and stolen life.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Magic Bolt | 1 | 1 | Damage | ×1 MAG | A bolt of raw magic that strikes with your Magic instead of your Attack. (Always available to Mana classes.) |
| Raise Undead | 1 | 15 | Buff | — | Spend Souls to summon skeletal minions to fight for you. |
| Corruption | 1 | 15 | DoT | ×0.7 INT | A heavy Necrotic damage-over-time. |
| Life Drain | 15 | 20 | Damage | ×1.2 INT | Deal Necrotic damage and heal yourself for a portion. |
| Curse of Weakness | 30 | 20 | Debuff | — | Lower the target's attributes. |
| Bone Armor | 45 | 25 | Shield | ×2.3 INT | A Necrotic shield that absorbs damage. |
| Summon Wraith | 60 | 30 | Buff | — | Summon a powerful spectral servant. |
| Army of the Dead | 75 capstone | 50 | Damage | ×3 INT | Raise a battalion of undead for a devastating assault. |
Specializations (lvl 15): Bonelord a Skeletal Minion strikes alongside every attack for 30% of your ATK; +5% MAG. Plaguecaster +60% damage-over-time, +5% MAG. Soulbinder heals you for 25% of ability damage dealt; +10% MAG.
Ranger
The patient hunter and a loyal beast at their side. Rangers control the fight with Focus-fueled shots and traps.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Aimed Shot | 1 | 15 | Damage | ×1.5 DEX | A slow, heavy-hitting precision shot. |
| Multishot | 1 | 15 | Damage | ×1.1 DEX | A quick flurry of arrows. |
| Hunter's Mark | 15 | 20 | Debuff | — | Mark the enemy, making it take extra damage from all sources. |
| Beast Companion | 30 | 25 | Buff | — | Summon your animal companion to fight at your side. |
| Snare Trap | 45 | 25 | Control | — | Root the enemy in place, damaging and delaying it. |
| Camouflage | 60 | 30 | Buff | — | Blend into the surroundings, becoming much harder to hit. |
| Rain of Arrows | 75 capstone | 50 | Damage | ×2.6 DEX | A multi-round volley that blankets the enemy. |
Specializations (lvl 15): Marksman +15% ATK, +8 flat Crit Chance. Beastmaster an Animal Companion strikes alongside every attack for 30% of your ATK; +5% ATK. Trapper +30% damage-over-time, +10% ability power.
Rogue
Death from the shadows. Rogues spend Energy on precise, brutal strikes and vanish before the counter lands.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Stealth | 1 | 15 | Buff | — | Vanish and strike from the shadows, guaranteeing your next blow lands true. |
| Backstab | 1 | 15 | Damage | ×1.4 DEX | Heavy damage from a hidden angle. |
| Poison Blade | 15 | 20 | DoT | ×0.5 DEX | Coat your blade in poison, sickening the enemy over time. |
| Blade Flurry Outlaw | 20 | 20 | Damage | ×1.5 DEX | Whirl both blades in a sustained flurry of strikes. |
| Eviscerate | 30 | 25 | Damage | ×1.8 DEX | A brutal finishing strike. |
| Smoke Bomb | 45 | 25 | Buff | — | Vanish in a cloud of smoke, becoming much harder to hit. |
| Vanish | 60 | 30 | Shield | ×2.5 DEX | Slip away and re-enter the fight from an advantageous position. |
| Shadowstep Assault | 75 capstone | 50 | Damage | ×2.8 DEX | Teleport behind the enemy and unleash a full combo. |
Specializations (lvl 15): Assassin +10 flat Crit Chance, +20% ability power. Outlaw dual wield — equip a second weapon in an off-hand slot and attack twice each round, main hand then off-hand, each rolling its own critical hit. The off-hand swing is a complete attack in its own right, built from the same stats and gear as the main hand at 60% effectiveness, and it strikes alongside damage abilities too. +5% ATK; unlocks Blade Flurry at 20. Nightblade +50% damage-over-time, +5% ability power.
Fighting as a Party
Fights are individual, but support crosses them. While in a party with allies on the same map (and same dungeon instance), several abilities gain a target picker:
- Ally healing — Clerics and Paladins casting any heal can choose themselves or an ally. Ally heals are server-capped by the caster's INT (20 + INT × 4).
- Renew as a heal-over-time — a Cleric's Renew cast on an ally becomes a 10-minute blessing that mends them at the start of every enemy turn (per-tick amount capped at 5 + INT).
- Ally shields — a Cleric's Sanctuary or Divine Shield can be raised over an ally: for 10 minutes they begin every fight with that many absorb points (capped at 20 + 4×max(INT,VIT)).
- Party auras — the Warlord's Battle Shout and Herald's Blessing of Might grant 4 + level÷5 STR to the whole party for 10 minutes. Auras stack with feast and elixir buffs on the same attribute rather than overwriting them; recasting only refreshes the aura layer.
- Taunts — in shared boss and dungeon fights, a Warrior's Taunt or Paladin's Challenge turns the enemy's fury onto the tank.