

Starts with three points in intelligence, making it the best starting class for magic damage. Witch: Witches focus on witchcraft and geomancer magic, which puts the onus on status effects and necromancy in combat.They start with a point in crafting, which adds to their versatility. The Wayfarer uses bows and expert marksman abilities like the Ranger, but they also have water and earth magic. Wayfarer: The closest class to a jack-of-all-trades.They focus on debuffing and stun spells in addition to close-range sneak attacks. Shadowblade: A combination of the wizard and rogue, Shadowblades have points in scoundrel, witchcraft, and aerotheurge.They begin with a point in the three "Nasty Deeds" and use one-handed weapons with scoundrel abilities. Rogue: This can be a hard class to use since it depends on sneak attacks for maximum damage.Be careful though, as rangers have little defense. Also a good class for crafting, blacksmithing, and loremastering. They get three points in dexterity and use expert marksman skills. Ranger: The ranger satisfies all your archery needs.They also have a point in leadership and a ton of defense. Knight: The strongest melee class has three points in strength and uses two-handed weapons.They also have a point in perception which gives them more action points (AP). They have more defense than clerics and a point in Man-at-Arms.


