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.
Steel & resolve
Warrior lineage
Warriors are the classic stand-in-front starters. At 20 you pick a lane: Knight if you like holding aggro and soaking hits, or Gladiator if you'd rather swing harder and keep pressing forward. Both lines stay melee — just with very different party jobs.
Starting class
Guardian path
Defense & resilienceKnight
First step into the tank line. Better guard tools and the habit of keeping mobs on you instead of your glassier friends.
Paladin
Mid-game shield wall. Paladin leans into party defense and stays relevant when someone has to eat boss patterns.
Dragoon
End of the Knight line. Full tank kit — sturdier holds, better tools for packs, and the usual pick when a group needs a dedicated frontliner.
Conqueror path
Power & pressureGladiator
Offense-first Warrior job. Trades some of the Knight's bulk for bigger swings and a more aggressive clear style.
Myrmidon
Doubles down on melee pressure. Natural mid-game step if you already like Gladiator's pacing.
Berserker
Top of the Gladiator tree. High-damage Warrior finish — you hit hard and expect to stay in the thick of the fight.
Warrior
Magician
Archer
Thief
Shaman
Twin Fighter