Classes
Every class in the game, from 1st to 3rd job, across nine lines. Each with the skills its tree gives, the archetype its gear points to and where it sits on the ladder.
The class ladder
Every line follows the same steps. The branch (A or B) chosen at 2nd job locks the chain up to 3rd job, and each step opens more skill slots.
Learns the basics of the line. Once you meet the requirement, you choose the 2nd job: the branch is permanent.
Opens the second attack slot: your first real rotation. At the cap, you can be Reborn.
Rebirth resets your level to 1 and keeps gear, bag and account. The extra attribute points are the reward.
A boosted 2nd job, with one more passive and its own Transcendent tree.
The final identity and the only one past level 99. All three attack slots open; at the cap comes Ascension.
The lines
Swordman
Melee physical. Branch A is raw damage; branch B is the tank that holds the party.
Mage
Pure magic damage. Both branches are INT; the flavor changes: focused nuke or versatile elemental.
Warlock3rd job · AArcher
Ranged damage. For bows and instruments, DEX is their "STR": it goes fully into damage.
Acolyte
The branch changes everything: Arch Bishop is INT (healing and holy), Sura is STR (fists).
Thief
Agile and stealthy, and the only line where AGI goes fully into damage, like DEX does for bows.
Shadow Chaser3rd job · BMerchant
Branch A is a physical machine (STR); branch B is chemistry and plants (INT), both with summons that keep earning while you are away.
Gunslinger
Single path, ranged, with DEX instead of STR. The archetype is Combo: damage comes from chaining, not one big hit.
Taekwon
Two paths that barely look alike: Star Emperor is Combo with STR (kicks); Soul Reaper is Elemental with INT (a support that also hits).
Ninja
Single path, but two branches in the same hero: Taijutsu (critical, AGI) and Ninjutsu (element, INT). Switching is free while you have not spent points on branch skills.
