Classes
Six starting lines, each splitting into the familiar 20 / 40 / 60 jobs. Same icons as in the client — click a card if you want the longer write-up.
Focus & freedom
Archer lineage
Archers fight from range and generally kite better than melee. Pathfinder stays mobile and precise; Arbalist leans into heavier weapons and louder firepower. Both are strong solo grinders if you like controlling space.
Starting class
Hunter path
Mobility & precisionPathfinder
Agile first job. Rewards movement and clean targeting more than standing still and dumping cooldowns.
Ranger
Sharpens the Pathfinder kit. Mid-game feel is always repositioning while still putting out steady ranged damage.
Sentinel
Hunter-path finish. Classic high-skill bow line for players who like controlling fights from the back.
Artillery path
Firepower & impactArbalist
Crossbow / heavy-shot start. Less float-like-a-butterfly, more delete-the-pack-in-front-of-you.
Grenadier
Adds splash and pressure tools. Great when missions throw dense packs and you want area answers.
Bombardier
Artillery finish. Built for impact — loud clears and strong ranged burst.
Warrior
Magician
Archer
Thief
Shaman
Twin Fighter