14 Fighter

Pros

  • Straightforward
  • Melee and tanky
  • Great for beginners
  • Excels in close combat and in dealing tons of physical damage to armor
  • Great for killing mages or those who have low physical armor
  • Stylish armor selection

Cons

  • Not great against enemies tanky in physical armor
  • Limited range
  • The shield is a bit unnecessary

If the concept of having a traditional Knight sounds a bit too bland, then the Fighter is a great pick for the player. A Fighter is basically very similar to a Knight, since these characters tend to specialize in Warfare skills. However, what sets them apart is their knowledge of elemental magic.

The default Fighter build has the character master the art of Geomancer magic. Although as an element, Geomancer magic isn’t the best, it provides some great spells that either buff physical armor or deal physical damage. Fighters are therefore particularly vicious against spell-casting enemies that tend to have lots of magic armor, but otherwise, they’re a bit niche compared to the Knight.

13 Wayfarer

  • Ranged attacker with decent damage output

  • Good balance between spellcaster and bow user

  • Can utilize variety of arrow types to deal variation of magic and physical attacks

  • Has Geomancy or earth magic

  • Geomancy conflicts with ranger-type playstyle

  • Glass cannon, can get killed easily by melee characters who get close

  • Enemies have tons of countermeasures for single-target ranged attacks

Wayfarer is another spiced-up character class, inspired mainly by the ranger. Wayfarers, however, tend to be equipped with elemental magic just as Fighters are compared to their more default version, the Knight. Wayfarers are considered masters of survival, and as such will have a few spells and Intelligence rather than Wits as their ally in the wild.

The default build of a Wayfarer includes Geomancer magic, with very basic spells like Fossil Strike and Contamination. These are both area of effect spells, which makes the Wayfarer a great character to set up plays for other members of the party, but definitely not the best or the most versatile.

12 Witch

  • Fairly high health for a spellcaster

  • Can buff themselves

  • Primary damage outlets include poisoning and debuffing enemies using Necromancy spells

  • Good tactical disruptors

  • Glass cannon, gets killed fast by melee physical damage classes

  • Some of her most damaging skills require her to get close

  • Not good for beginners

The Witch is a very interesting hybrid class, which basically combines abilities from the Scoundrel skill set and Necromancer skill set. Together, they make up for a truly evil and vicious combination of magic and high damage. A Witch uses both daggers, as well as powerful spells to her advantage.

Many of the Necromancing abilities deal extremely annoying penalties to enemies, and paired with some of the Scoundrel skills that are known for dealing high damage at close range with an ability like Rupture Tendons, the Witch can really carry a fight so long as they have a tank and a healer backing them up. They’re not easy to get value out of early in the game, however, which is why the Witch is a difficult class to master for beginners.

11 Enchanter

  • Great for elemental reactions against enemies and for manipulating the terrain

  • Tons of elemental skills

  • Devastating against enemies weak in magic armor

  • Can stun and incapacitate several enemies

  • Versatile spellcaster that can also become a healer later on

  • Glass cannon, can’t do much when pinned down by melee units

  • Her elemental skills require proper placement or they will hurt allies as much as enemies

  • Not the best class for beginners who haven’t learned much about elemental interactions in the game

The Enchanter is the opposite of the Wizard in many ways, someone considered to have a much closer relationship with nature and its forces. It makes sense, too, as Wizards by default are specialized in Pyromancy rather than Aerotheurge and Hydrosophist skills, which deal damage with water and air.

This is a pretty advanced class to start off the game with, even if Pyromancy will give the player a bit more value early on in fights that take advantage of the environment. Still, an Enchanter has a lot of room to grow and become very powerful. They might not be the best magic users, but spells like Rain can sometimes deal with a huge fire surface and save lives, and Hail Strike is fantastic against clumped-up enemies. As they grow, the Enchanter will also become part healer, and effectively replaces the Cleric in any party.

10 Shadowblade

  • Deals high damage and remains evasive

  • Has a variety of magical skills that make themselves versatile

  • Good for ambushing and flanking enemies

  • Glass cannon, dies easily if caught in the open

  • Too dependent on other party members to function well

9 Cleric

  • Healer class with good elemental abilities

  • Can wear heavy armor, meaning their attire is stylish

  • Can wield melee weapons and can be tanky with their shield

  • Has many roles thanks to the Necromancy alignment

  • Party suffers a lot if the Cleric gets killed

  • Low magic armor depending on their gear

8 Wizard

  • Large variety of elemental and magical skills

  • Lots of possible builds

  • Versatile enough to adjust their specialization depending on the party’s needs

  • Can deal high damage if you’re aware of each skill’s niche

  • Can lock several party members out of combat

  • Glass cannon, can’t do much against melee fighters up close

  • Also can’t do much against enemies with high magic armor

7 Battlemage

  • More flexible than a Wizard or other spellcaster classes when it comes to damage types

  • Can be made tanky

  • Can also wield melee weapons and be a frontline combatant

  • Good single-target damage

  • Struggles with controlling the battlefield unlike other spellcaster classes

  • Easy to mess up builds for them since they’re jack-of-all-trades

  • Not recommended for newbies

6 Knight

  • Better than the Fighter if you want to start with a melee-focused class

  • Can start off with a two-handed weapon

  • Heavy armor is stylish

  • Easy enough to play for beginners

  • Good variety of physical crowd-control skills

  • Not as tanky as the Fighter

  • Has a problem dealing with enemies with high physical armor

5 Metamorph

  • Awesome combination of skills that are great at disrupting enemies

  • Wears heavy armor

  • Can also wield two-handed weapons at the beginning

  • Can becomes powerful if you know how to handle them

  • Good mobility thanks to flight skill

  • Most complex starting class out of all classes

  • Not for newbies

4 Inquisitor

  • Well-balanced class

  • A more straightforward version of the Battlemage

  • Good combination of Warfare and Necromancy skills

  • Can wield two-handed weapons

  • Can be tanky with the right Necromancy skills

  • Good for dealing with both physical and magic armor

  • Suffers in crowd-control abilities

  • Damage output might be lower compared to more specialized classes

3 Ranger

  • Classic bow user class

  • Deals high damage

  • Evasive and highly mobile

  • Can use a variety of arrow types against physical and magic armor

  • Simple to use, good for beginners

  • Glass cannon, relies on range for safety

  • Enemies can easily escape their line of sight

  • Lacks crowd-control abilities

2 Rogue

  • High damage, melee

  • Evasive with invisibility skills

  • Easy to build for even higher damage

  • Not as evasive as the Ranger

  • Too reliant on other classes for safety

  • Lack of crowd-control

1 Conjurer

  • Great for cheesing the game

  • Simple to use

  • Independent class

  • Can act as a precursor to the most overpowered Lone Wolf build

  • Incarnate can deal with a variety of physical and magic armor

  • Playstyle can get boring or bland

  • Fragile without their minions