Class guide
Four classes, each with nine or ten skills and a job no other class does. Here is what each one is for, which stats to raise and every skill with the level it unlocks.
Every class has the same plain attack (R): a weapon hit at melee reach. Skills cost MP, and the MP cost grows with your level. Three stat points come with every level; your class's main stat raises your attack power.
Warrior
Tank, meleeMain stat: STR40% more HPSwords, axes, falchions with a shield, or two-handed waraxes and scythes
The Warrior holds the front line. War Cry pulls nearby monsters onto you and hardens your party's defense, Iron Skin cuts the damage you take, and Shield Bash stuns a target for a moment. Charge closes the gap to a target and slows it, and Sunder Armor weakens its defense for the rest of the party.
Warriors have no area skills: their strength is short-cooldown hits on one target. Rose Blade swings every second, and Executioner's Blow at level 45 is the heaviest single hit of the class.
Skills
| Level | Skill | What it does | Cooldown |
|---|---|---|---|
| 1 | Heavy Strike | Single target damage | 6 s |
| 1 | Sprint | Run faster | 9 s |
| 5 | Shield Bash | Single target damage, stun, slow | 12 s |
| 10 | War Cry | Party buff: defense, taunt | 30 s |
| 10 | Rose Blade | Single target damage | 1 s |
| 15 | Charge | Charge to the target, slow | 15 s |
| 20 | Iron Skin | Buff: less damage taken | 1 min |
| 30 | Sunder Armor | Single target damage, weakens | 12 s |
| 45 | Executioner's Blow | Single target damage | 18 s |
- Put most points into STR and the rest into VIT. The class bonus makes every VIT point count for more.
- A shield adds defense; a two-handed weapon hits harder but leaves no hand for the shield.
- Open a fight with War Cry so the monsters come to you, not to your Priest.
Rogue
Damage, meleeMain stat: DEX10% more HPTwin daggers
The Rogue is a dagger assassin, never an archer. Twin Strike and Venom Blade come back every few seconds, and the poison keeps biting after the hit. Shadow Step hides you from the other nation for a few seconds and lets you run faster; Ambush from the shadows deals far more damage than in the open.
Hamstring roots a target in place, Crippling Venom slows and poisons it, and Shake Off clears slows, roots and poisons from you. Blade Flurry at level 40 strikes four times.
Skills
| Level | Skill | What it does | Cooldown |
|---|---|---|---|
| 1 | Twin Strike | Single target damage | 2 s |
| 1 | Swift | Run faster | 9 s |
| 5 | Venom Blade | Single target damage, damage over time | 3 s |
| 10 | Shadow Step | Stealth | 18 s |
| 12 | Shake Off | Removes debuffs | 15 s |
| 15 | Hamstring | Single target damage, root | 6 s |
| 20 | Ambush | Single target damage | 8 s |
| 30 | Crippling Venom | Single target damage, damage over time, slow | 5 s |
| 40 | Blade Flurry | Single target damage | 4 s |
- DEX raises both your attack power and your critical chance, so it is worth every point.
- Open a duel from Shadow Step with Ambush, then root the target with Hamstring.
- Keep Shake Off for the moment a Mage freezes you or a Warrior slows you.
Mage
Damage, rangedMain stat: INTThe lowest HPStaves
The Mage fights from a distance. Firebolt has no cooldown and reaches 20 metres; Frostbite freezes a target in place. From level 20 the Mage gets the area spells: Meteor, Flame Wave in a cone in front of you, Glacier that slows everything it hits, and Cataclysm at level 50. Ground spells are aimed with the mouse.
Blink teleports you forward out of trouble and breaks roots and slows. Arcane Recall brings every party member in the zone who is out of combat to your side.
Skills
| Level | Skill | What it does | Cooldown |
|---|---|---|---|
| 1 | Firebolt | Single target damage | none |
| 1 | Sprint | Run faster | 9 s |
| 5 | Frostbite | Single target damage, freeze | 14 s |
| 10 | Blink | Teleport forward | 20 s |
| 20 | Meteor | Area damage | 25 s |
| 25 | Flame Wave | Area damage | 10 s |
| 30 | Arcane Recall | Brings the party to you | 1 min |
| 35 | Glacier | Area damage, slow | 12 s |
| 50 | Cataclysm | Area damage | 40 s |
- INT raises your attack power and your MP pool together. Add some VIT: the Mage has the lowest HP of all.
- Freeze the closest enemy with Frostbite, step back, and keep casting Firebolt.
- Area spells shine when a Warrior has gathered the monsters around them.
Priest
Healer, rangedMain stat: INT15% more HPMaces with a shield
The Priest keeps the party alive. Mend heals one ally with no cooldown, Prayer of Healing heals the whole party around you, and Purify and Cure All clear poisons, slows and roots. Blessing raises the party's attack power and HP for a long fight.
A Priest can still fight. Smite strikes from range, Radiant Strike is a quick melee hit with a golden flash, and Plague and Judgment weaken whole groups of enemies.
Skills
| Level | Skill | What it does | Cooldown |
|---|---|---|---|
| 1 | Smite | Single target damage | none |
| 1 | Sprint | Run faster | 9 s |
| 5 | Mend | Heal | none |
| 10 | Radiant Strike | Single target damage | 1 s |
| 12 | Purify | Removes debuffs | 8 s |
| 15 | Blessing | Party buff: attack power, max HP | 2 min |
| 20 | Prayer of Healing | Party heal | 10 s |
| 30 | Plague | Area damage, damage over time, weakens | 15 s |
| 40 | Cure All | Removes the party's debuffs | 20 s |
| 50 | Judgment | Area damage, weakens | 25 s |
- INT raises both your healing power and your MP, so it comes first.
- Cast Blessing before a boss: it lasts and its cooldown is long.
- A Priest is welcome in every party. Ask to join one early.
Which class to pick
- Want to stand in front and take the hits? Warrior.
- Like quick, sneaky duels? Rogue.
- Prefer to fight from a distance and hit many at once? Mage.
- Enjoy keeping others alive? Priest.
Each account can have five characters on every server, so you can try more than one. New to the game? Start with the beginner's guide.