Classes Overview
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1) What this system is
Class choice defines your combat identity, weapon access, and talent options.
Current launch classes:
- Fury Fighter
- Light Paladin
- Sol Elementalist
- Shinobi Rogue
2) Who should use it
- New players choosing their first class.
- Players planning a second character.
- Groups building balanced party roles.
3) Core rules (exact mechanics)
- You have one main class and one active subclass path.
- Current launch-enabled subclasses are:
- Fighter -> Fury
- Paladin -> Light
- Elementalist -> Sol
- Rogue -> Shinobi
- Talent tiers unlock every 5 class levels up to 30.
Weapon identity (launch restrictions):
- Fury Fighter -> battleaxes
- Light Paladin -> clubs
- Sol Elementalist -> staffs
- Shinobi Rogue -> swords/kunai family
4) Progression path
- Pick class in intro.
- Complete class weapon quest.
- Hit level 5 and choose first talent tier.
- Hit level 10 and complete devotion part I.
- Hit level 25 and complete devotion part II.
- Finish level 30 talent tier.
5) Rewards and breakpoints
- Level 5: first meaningful specialization.
- Level 10: class identity starts to feel complete.
- Level 20-25: stronger mobility/control/defensive tools come online.
- Level 30: final tier adds signature playstyle finishers.
6) Common mistakes
- Ignoring class weapon type and building wrong gear.
- Taking talents with no synergy with your own playstyle.
- Not adapting for solo vs group content.
7) Patch notes for this page
- Last updated: 2026-02-24
- Added launch subclass status and class-role summaries.