Level 1 · The beginning
Vagrant
Every journey starts as a Vagrant. This opening class teaches the basics of movement, combat, skills, and stat points before the first permanent job choice.
- Role
- Adventurer
- Weapons
- Sword or axe
Adrenaline field guide · 21 jobs
Start small, choose your first discipline at level 15, and shape it into a true endgame identity. Every branch below shows when it unlocks, what it carries, and the role it fills.
01 / Class paths
Use the filters to compare one branch at a time, or keep the whole tree open.
Level 1 · The beginning
Every journey starts as a Vagrant. This opening class teaches the basics of movement, combat, skills, and stat points before the first permanent job choice.
A direct, dependable close-range fighter. Mercenaries combine weapon skills with sturdy defenses, then choose between the speed of a Blade and the resilience of a Knight.
Second job · Level 60
Blades fight up close with a weapon in each hand. Fast attack chains and relentless pressure make them one of the strongest choices for focused physical damage.
Third job · Level 130-H
The Blade path pushed to its limit. Slayers retain the speed and dual-wield identity of their predecessor while gaining stronger burst, mobility, and area attacks.
Second job · Level 60
Knights trade speed for armor, reach, and staying power. Their heavy weapons and defensive skills let them hold groups of enemies and protect a party’s front line.
Third job · Level 130-H
Templars evolve the Knight into a versatile front-line guardian. They can emphasize protection with a shield or bring wide, heavy attacks with a two-handed weapon.
A nimble fighter built around distance, timing, and control. Acrobats use bows or yo-yos and develop into the long-range Ranger or the elusive Jester.
Second job · Level 60
Jesters use yo-yos, stealth, and disabling tricks to create openings. They are difficult to pin down and excel at sudden, high-impact attacks.
Third job · Level 130-H
Harlequins deepen the Jester’s deceptive style with stronger stealth, poison, control, and assassination tools for players who prefer precision over brute force.
Second job · Level 60
Rangers keep enemies at bow range and can pressure several targets at once. Their toolkit works both for independent hunting and offensive party support.
Third job · Level 130-H
The Ranger’s final evolution specializes in consistent long-range pressure. Crackshooters combine powerful bow techniques with wide attacks and battlefield control.
The most flexible first job: use a stick to heal and strengthen allies, or equip a knuckle and shield to become a self-sufficient fighter.
Second job · Level 60
Billposters are independent melee fighters with hard-hitting bursts, useful self-buffs, and a varied skill set that adapts well to solo play and PvP.
Third job · Level 130-H
Force Masters build on the Billposter’s close-range power with stronger bursts, sustained self-enhancement, and techniques that can threaten enemies beyond arm’s reach.
Second job · Level 60
Ringmasters keep a party alive and performing at its best. Their healing, protection, and powerful buffs make them welcome in almost every group.
Third job · Level 130-H
Seraphs are the highest expression of the support path, offering exceptional recovery, protection, and party-wide enhancements for difficult encounters.
Magicians deal damage before enemies can close the gap. Their spells draw on several elements and include tools to slow, stop, or reposition a target.
Second job · Level 60
Psykeepers specialize in mental magic and control. They excel at isolating a target, keeping it at a distance, and punishing it with concentrated spell damage.
Third job · Level 130-H
Mentalists amplify the Psykeeper’s disabling magic. Debuffs and status effects create vulnerable moments for devastating charged and burst attacks.
Second job · Level 60
Elementors wield a broad library of elemental spells. They shine when controlling space and damaging multiple enemies with large-area magic.
Third job · Level 130-H
Arcanists perfect elemental spellcraft with stronger area damage, status effects, and ways to exploit an enemy’s elemental weakness.