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
| Class | Feel | Main | Helps | Gauge |
|---|---|---|---|---|
| Lightblade | Knight of light, sturdy | STR | DEX | Radiance |
| Starweaver | Star caster, big magic | INT | LUK | Constellation |
| Windstrider | Mobile archer, hawk or crossbow | DEX | STR | Gale |
| Moonshade | Moon assassin, crits and shadows | LUK | DEX | Lunar Phase |
| Thornwarden | Primal warden, heals or drains | INT | LUK | Verdance |
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
| Level | Job | What happens |
|---|---|---|
| 1 to 9 | Wanderer | Everyone starts here with the |
| 10 | First job | Pick a class |
| 30 | Second job | Pick a path. Your mentor opens the Crossroads |
| 60 | Third job | Your path continues. No new choice |
| 100 | Fourth 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.
| Gauge | Max | Each point gives |
|---|---|---|
| Radiance | 5 | +2% damage |
| Constellation | 3 | +3% magic attack |
| Gale | 10 | +1% move speed, +1% crit rate |
| Lunar Phase | 4 | +3% crit rate, +2% crit damage |
| Verdance | 5 | +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.
| Class | Path | Jobs at 30, 60, 100 | Weapon | Role |
|---|---|---|---|---|
| Lightblade | Sunguard | Lightblade, Sunguard Paladin, Dawnsworn Paragon | Sword and shield | Tank, protects the party |
| Lightblade | Dragoon | Dawn Lancer, Solar Dragoon, Sunwyrm Highlord | Spear and shield | Burst, aerial lancer |
| Starweaver | Stars | Starweaver, Astral Sage, Firmament Archon | Staff and orb | Area magic, meteors |
| Starweaver | Star Monk | Star Monk, Celestial Hierophant, Heavenfist Ascendant | Knuckle and orb | Close range, monk heals |
| Windstrider | Skywarden | Windstrider, Skywarden, Stormwing Sovereign | Bow and quiver | Ranged, hawk companion |
| Windstrider | Marksman | Sharpshooter, Stormeye Marksman, Starfall Deadeye | Crossbow and quiver | Long range, sniper |
| Moonshade | Reaper | Moonshade, Umbral Reaper, Nightveil Revenant | Dagger and talisman | Assassin, shadow clone |
| Moonshade | Dancer | Crescent Dancer, Eclipse Sovereign, Crescent Eternal | Chakram and talisman | Mid range, returning blades |
| Thornwarden | Wildheart | Thornwarden, Wildheart Warden, World-Root Primarch | Scepter and lantern | Healer, treant guardian |
| Thornwarden | Harbinger | Thornscythe, Bloodroot Harbinger, Blightcrown Harbinger | Scythe and lantern | Melee 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.
Dame Aurelia
Magister Vey
Kestrel
Nyx
Warden Brenna