Class Guide 32

Everyone starts as a Novice. Master it and all seven roads open at once; after that, the roads you have walked open the next ones.

How it works

The stats are the minimum needed to move into that class. All five must be met, while only one of the preceding classes is required.

Skill effects here are base values without gear options. Values with your Skill power option are on your Character page.

Starting class The last seat
Novice where everyone begins

Nothing is required. Seven roads branch from here.

Grandmaster 31 / 31

Opens only after mastering the other thirty-one classes

5 players stand there now.

Polearm 5 classes Ruh

Growth caps by branch

HP 1,300 MP 100 STR 250 VIT 250 INT 50 MEN 50 AGI 150
Spearman step 1

STR 30 AGI 40

On promotion STR +40 VIT +10 AGI +40

Thrust Goes past their guard at 1.7x · 4 MP

Preceding class: Novice

Lancer step 2

STR 10 VIT 30 MEN 30 AGI 30

On promotion STR +60 VIT +20 INT +20 MEN +60 AGI +60

Charge Goes past their guard at 2.2x · 6 MP

Preceding class: Spearman

Ironclad step 2

STR 30 VIT 30 INT 20 MEN 10 AGI 10

On promotion STR +120 VIT +120

Raise the Wall Each use cuts damage taken for the rest of the fight by 36% more (up to 75%) · a locked body at 30% · 5 MP

Preceding class: Spearman

Berserker step 3

STR 30 VIT 20 INT 30 MEN 30 AGI 40

On promotion STR +100 VIT +80 INT -20 MEN -20 AGI +100

Rush Strikes once at 2.8x · a locked body at 35% · 7 MP

Preceding class: Lancer / Ironclad

General step 4

STR 50 VIT 50 INT 50 MEN 50 AGI 50

On promotion STR +140 VIT +100 INT +10 MEN +100 AGI +60

Vanguard 5.7x as many hits this turn · 14 MP

Preceding class: Berserker