Jobs and skills
Classes
Start here: how jobs work
Everyone starts as a Beginner
Three skills, one point a level, and no decisions. Spend your on the class you are heading for, not the one you have.
Pick a branch
At level 10 you go to one of four towns and join the Warrior, Magician, Bowman or Thief branch. This is the choice that decides everything after it.
Pick a specialism
At level 30 your branch's advisor sends you to a field instructor for a four-quest test. Pass it and you choose from two or three second jobs.
CoT2: From Closed Online Test 2 (Beta 2). Not in the Public Release; kept here as a record.
3rd job: CoT2 only
The Public Release stops at 2nd job. Closed Online Test 2 had one 3rd job for each 2nd job, and its ten classes and their skills are kept here, marked; how the test's advancement worked was never in its files.
You keep everything
Skill points are not refundable
Your branch picks your town
Choose a branch
Warrior
Walks up to things and hits them. The most HP, the most defence and the shortest reach in the game.
Magician
Casts from across the platform. Enormous MP, almost no HP, and the simplest stat line in the game.
Bowman
Shoots from further away than anything else can reach.
Thief
Fast, hard to hit, and lands a lot of small hits instead of a few big ones.
Before any of that
Nine skill points and ten levels between you and a real class. The Beginner guide covers the nine points you get before level 10 and the one mistake that is hard to undo, which is spending stat points on the wrong stat.
Read the Beginner guide ›All 15 classes, +10 from CoT2
93 skills, +70 from CoT2| Class | Job | Branch | Stats | |||
|---|---|---|---|---|---|---|
| 1st Job | Bowman | DEX+ STR | 6 | 3 | The ten-to-thirty apprenticeship for both bowman forks. Range, criticals, and an attack that hits two things. | |
| 2nd Job | Bowman | DEX+ STR | 6 | 2 | Crossbows, the hardest-hitting extra attack in the branch, and the same free-arrows trick as the Hunter. | |
| 2nd Job | Bowman | DEX+ STR | 6 | 2 | Bows, a stun on a crowd attack, and the skill that stops arrows costing money. | |
| 3rd Job | Bowman | DEX+ STR | 7 | 3 | A four-hit single-target attack, a crowd attack that hits everything twice, and a hawk. | |
| 3rd Job | Bowman | DEX+ STR | 7 | 3 | The hardest-hitting crowd attack in the branch, the same four-hit single target as the Ranger, and an eagle. | |
| Beginner | Beginner | with your branch | 3 | 1 | Nine skill points and ten levels between you and a real class. | |
| 1st Job | Magician | INT+ LUK | 6 | 2 | The ten-to-thirty apprenticeship for every mage. One attack, and the skill that makes having no HP survivable. | |
| 2nd Job | Magician | INT+ LUK | 6 | 3 | The one class whose attack is also its healing. Heal hits up to six undead monsters and puts HP back into the party in the same cast. | |
| 2nd Job | Magician | INT+ LUK | 6 | 2 | Fire and poison. One big single-target attack with a burn on it, and a crowd attack that keeps ticking after you stop casting. | |
| 2nd Job | Magician | INT+ LUK | 6 | 2 | Ice and lightning. An attack as wide as 2nd job reaches, and a single-target attack that slows what it touches. | |
| 3rd Job | Magician | INT+ LUK | 7 | 3 | Single-target magic damage at the top of what the test offers, assembled out of three skills that only work together. | |
| 3rd Job | Magician | INT+ LUK | 7 | 3 | Ice for crowds, lightning for single targets, and the same multiplier the F/P Mage builds around. | |
| 3rd Job | Magician | INT+ LUK | 7 | 1 | A support class with a real attack. Four monsters at a time, a dragon that fights for you, and half an hour of insurance against dying. | |
| 1st Job | Thief | LUK+ DEX | 6 | 2 | The ten-to-thirty apprenticeship for both thief forks, and the one 1st job where the weapon you pick decides which attack you take. | |
| 2nd Job | Thief | LUK+ DEX | 6 | 1 | Throwing stars and critical hits, and the biggest critical bonus any class buys outright. | |
| 2nd Job | Thief | LUK+ DEX | 6 | 2 | Daggers, six hits a cast, and a steal that buffs your own attack when it lands. | |
| 3rd Job | Thief | LUK+ DEX | 7 | 3 | Six monsters at once, a 600% single hit, and a whole second economy made of coins on the floor. | |
| 3rd Job | Thief | LUK+ DEX | 7 | 3 | A shadow that repeats everything you do, plus the branch’s crowd attack. | |
| 1st Job | Warrior | STR+ DEX | 6 | 2 | The ten-to-thirty apprenticeship every warrior serves. Two attacks, and the HP that carries into every job after this one. | |
| 2nd Job | Warrior | STR+ DEX | 8 | 3 | The straight-damage arm of the warrior fork. Swords or axes, a party attack buff, and the skill that closes the gap for you. | |
| 2nd Job | Warrior | STR+ DEX | 8 | 3 | The warrior that makes monsters worse rather than making itself better. Swords or blunt weapons, and a debuff that lands on four at once. | |
| 2nd Job | Warrior | STR+ DEX | 8 | 3 | Reach, for a melee class. Spears and polearms hit further than a sword, and Iron Will stops the knockback that interrupts them. | |
| 3rd Job | Warrior | STR+ DEX | 7 | 3 | A combo counter that makes everything else hit harder, and two attacks built on top of it: one for a crowd, one for a boss. | |
| 3rd Job | Warrior | STR+ DEX | 7 | 3 | The biggest crowd attack in the branch and the buff every party asks for. | |
| 3rd Job | Warrior | STR+ DEX | 7 | 1 | One attack and three elements to put on it. Whatever a monster is weak to, a White Knight can be holding it. |
