Adrenaline field guide · 21 jobs

Explore all Flyff classes and job paths.

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.

  1. 01VagrantLevel 1
  2. 02First jobLevel 15
  3. 03Second jobLevel 60
  4. 04Third jobLevel 130-H
Flyff class progression chart showing all 21 job paths

01 / Class paths

Choose a discipline

Use the filters to compare one branch at a time, or keep the whole tree open.

Vagrant Flyff class artwork

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
Mercenary Flyff class artwork

Steel & stamina

Mercenary

Level 15 · Melee fighter

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.

Starts with Sword, axe, and shield
Acrobat Flyff class artwork

Range & precision

Acrobat

Level 15 · Ranged skirmisher

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.

Starts with Bow or yo-yo
Assist Flyff class artwork

Faith & force

Assist

Level 15 · Support or brawler

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.

Starts with Stick or knuckle
Magician Flyff class artwork

Mind & elements

Magician

Level 15 · Ranged spellcaster

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.

Starts with Wand or staff