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.
Wisdom & wonder
Magician lineage
Magicians start as generalist casters, then split hard at 20. Monk opens the heal/support line; Battlemage goes full spell damage. Need a healer for parties? Sacred path. Like clearing rooms with AoE? Arcane path.
Starting class
Sacred path
Healing & supportMonk
First healer job. Still a Magician at heart, but the kit starts shifting toward keeping people alive.
Priest
Where support really clicks. More time watching party HP, less chasing personal DPS rankings.
Cleric
Full Sacred finish. Go-to endgame healer when groups want reliable heals and someone who can stabilize a messy fight.
Arcane path
Area damage & controlBattlemage
Damage Magician route. Keeps the spell focus and builds the AoE habits you'll use for the rest of the line.
Archmage
Bigger spells, wider clears. The mid-game mage people remember melting field packs and mission waves.
Chaosmage
Peak offensive Magician. Heavy magical damage for late Chapter content and constellation runs.
Warrior
Magician
Archer
Thief
Shaman
Twin Fighter