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Classes & combat

Classes and Jobs

The five classes, their two paths each, the four advancements, and how to try every class before you choose.

Every hero starts as a Wanderer. At level 10 you choose one of five classes. At level 30 your class splits into two paths and you choose again. Both choices are for good, so the game lets you try everything first.

The five classes

ClassFeelMainHelpsGauge
LightbladeKnight of light, sturdySTRDEXRadiance
StarweaverStar caster, big magicINTLUKConstellation
WindstriderMobile archer, hawk or crossbowDEXSTRGale
MoonshadeMoon assassin, crits and shadowsLUKDEXLunar Phase
ThornwardenPrimal warden, heals or drainsINTLUKVerdance

Each class has its own way to survive: protection, a mana shield, going untouchable, evasion with decoys, or healing. See How Each Class Survives. Lightblade is the toughest. Starweaver and Thornwarden carry the most mana and hit with Magic Attack. The other three hit with Attack. See Stats and Ability Points.

Advancements

LevelJobWhat happens
1 to 9WandererEveryone starts here with the Wanderer's Walking Stick
10First jobPick a class
30Second jobPick a path. Your mentor opens the Crossroads
60Third jobYour path continues. No new choice
100Fourth job (the Fourth Light)Your path continues again, with a final main skill

The top level is 120. Each advancement needs the level, a trial from your class mentor and a visit to hand it in. It brings new skills and a six-piece outfit made for your path.

The five mentors stand at the Circle of Paths in Dawnhollow:

The class gauge

Each class has a gauge by its portrait. Every attack that lands adds one point, and each point gives a small bonus. Out of a fight for 5 seconds it slowly fades, and falling empties it.

GaugeMaxEach point gives
Radiance5+2% damage
Constellation3+3% magic attack
Gale10+1% move speed, +1% crit rate
Lunar Phase4+3% crit rate, +2% crit damage
Verdance5+1% damage, +10 HP regen

Each class has one extra way to fill it, once every 6 seconds:

  • Lightblade: take a hard hit.
  • Starweaver: hit three or more foes with one cast.
  • Windstrider: attack from a new spot, a short way from the last.
  • Moonshade: land a critical hit.
  • Thornwarden: heal someone in a fight.

The Windstrider's Spirit Hawk fills Gale too. Each dive that lands adds one point, however many foes it strikes, and keeps Gale from fading while the hawk fights.

Finisher skills spend the gauge for more power. At the first job these are Solar Verdict, Starfall Smite and Verdant Surge. Later jobs bring bigger ones, and each path adds its own bonus for every point spent. See How Each Class Survives.

The two paths

At level 30 you turn in your second trial and the Crossroads opens: two cards side by side. Each shows the outfit, weapon, role and skills. Tap one, then confirm. The game says it plainly: this choice is permanent.

ClassPathJobs at 30, 60, 100WeaponRole
LightbladeSunguardLightblade, Sunguard Paladin, Dawnsworn ParagonSword and shieldTank, protects the party
LightbladeDragoonDawn Lancer, Solar Dragoon, Sunwyrm HighlordSpear and shieldBurst, aerial lancer
StarweaverStarsStarweaver, Astral Sage, Firmament ArchonStaff and orbArea magic, meteors
StarweaverStar MonkStar Monk, Celestial Hierophant, Heavenfist AscendantKnuckle and orbClose range, monk heals
WindstriderSkywardenWindstrider, Skywarden, Stormwing SovereignBow and quiverRanged, hawk companion
WindstriderMarksmanSharpshooter, Stormeye Marksman, Starfall DeadeyeCrossbow and quiverLong range, sniper
MoonshadeReaperMoonshade, Umbral Reaper, Nightveil RevenantDagger and talismanAssassin, shadow clone
MoonshadeDancerCrescent Dancer, Eclipse Sovereign, Crescent EternalChakram and talismanMid range, returning blades
ThornwardenWildheartThornwarden, Wildheart Warden, World-Root PrimarchScepter and lanternHealer, treant guardian
ThornwardenHarbingerThornscythe, Bloodroot Harbinger, Blightcrown HarbingerScythe and lanternMelee caster, life drain

In a party, a support role pays too. Heals, party buffs and taunts that help a friend earn you Assist EXP, and healers who keep healing earn the most. See Parties and Friends.

One weapon per path

At levels 10 to 29 a first job may use either of its class's two weapons: sword or greatsword, staff or wand, bow or crossbow, dagger or glaive, scepter or staff. From level 30 each path uses one weapon type only. If you carry a copy of the other one, it is reforged into your path's weapon the moment you advance, and the game sends a letter that says so. Its stars and bonuses are kept. The Crossroads also puts your path's weapon in your hand.

Try every class first

You never have to guess. Your mentor offers a free practice at levels 10 and 30.

  • Talk to a mentor and choose Try the class. At 30, you can try either path of your class.
  • You enter a private room with the class's weapon, two or three of its skills and its gauge lent to you. Nothing is counted, you cannot fail, you can leave any time, and it lasts three minutes.
  • Try as many classes as you like, as often as you like. The rooms are The Dawn Yard, The Star Roof, The Wind Cliff, The Moon Court and The Thorn Grove.

You can also start any mentor's trial at the same time. Starting a trial does not choose a class. Only handing one in does. When you do, the other trials fade, and the game says "for good" and lists the classes you tried.

A level 10 trial is a short field task, then a fight in your mentor's Proving Ground that tests how that class plays: holding a lantern as a Lightblade, catching swarms as a Starweaver, killing from the air as a Windstrider, landing crits as a Moonshade, guarding a stag as a Thornwarden. Failing costs no EXP and you can retry for free. After you pass, you can fight it again until you hand it in. The level 30 trial ends with an echo of your mentor. At 60 and 100 the trials are chains of steps in the world, and at 100 the last step is the hunt for the Hollow Sun.

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