Every character starts without a class. At level 10, visit the job changer in the guild hall and choose one of 5. Each class has its own skill tree, and skill points earned by levelling up are spent there.
Ranged magic damage across four elements.
The Mage attacks from a distance with fire, water, earth and wind. Each element has a spell that hits one enemy and a spell that hits everything in an area you pick on the ground.
Area spells leave something behind: burning ground that keeps damaging, ice that slows enemies to half speed, broken earth that holds them in place, or a whirlwind that drags them together. Passive upgrades make each area larger and each effect last longer.
Healing, protection and holy damage.
The Acolyte keeps a group alive. Heal one player, heal everyone standing in a circle, or give a player healing over time.
Blessings raise an ally’s attack or defence for a while, and Sanctuary gives both to everyone in an area. When there is nothing to heal, Smite and Consecration deal holy damage to enemies.
Long-range bow attacks that hit several enemies.
The Archer attacks from further away than any other class. Power Shot fires one heavy arrow, Chain Arrow jumps from enemy to enemy, Arrow Rain hits everything in an area you pick, and Explosive Arrow also damages enemies standing near the target.
Passive skills increase the range of your bow, make your attacks faster, raise your critical hit chance, and let Chain Arrow jump to more enemies.
A fast dagger fighter who avoids hits.
The Scoundrel fights up close with a dagger. Instead of armour, their skills raise dodge chance and agility, so attacks miss them more often.
Other skills make their attacks faster and more likely to land critical hits, and Venom Blade poisons an enemy with damage that stacks up to three times.
Fights alongside summoned beasts.
The Beast Master summons one of four beasts to fight beside them: Ironhide, a tough boar that draws enemies away; Rendclaw, a fast melee beast; Emberwisp, which attacks with fire from range; and the Verdant Doe, which heals.
Summoning takes a moment to cast, and only one beast can be out at a time: use the same summon again to send it away before calling another. Each beast has an ability you can command it to use, and passive skills that make it stronger.
Beast Masters wear hide and fur, and fight with a skill book that they can also swing in close combat.