Before you start

The schools

Twenty-four of them, across four peoples. This is what each one fights with and what it is for.

Choosing

Pick the one you want to play, not the one that looks strongest.

Every school here is finished content with a full skill tree, so none of them is a trap. What differs is how a fight feels: standing in the middle of it, picking off one target, keeping everyone else alive, or fighting with something you summoned.

  • Your school is fixed, your path is not

    The school you choose at character creation stays with that character. The specialisation splits later, and that is where most of the difference between two players of the same school comes from.

  • Weapons belong to schools

    A Jadeon uses a sword and nothing else; a Celan fights with a zither. Gear you find is for a weapon type, which is why a drop that is useless to you is worth trading.

  • Nothing here is locked

    All four peoples and all twenty-four schools are available on this realm. Nothing on this page has to be bought or unlocked.

Two cultivators mid-duel above the rooftops

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Humans

The six schools of the mortal world. Three follow the righteous path and three the devil path, and the split runs through most of the story.

Sword Righteous

Jadeon

Sword cultivators who fight at range with lightning. Forgiving to learn and welcome in any party, which makes it a reasonable first character.

A balance of attack and defence · Single-target burst · Standing in front and holding
Duoblade Devil

Vim

Front-line brawlers with a blade in each hand. They open fights, hold enemies in place and take the hits meant for everyone behind them.

Locking enemies down · Heavy single-target damage · Taking punishment
Staff Righteous

Skysong

The healers. They keep a party alive and standing, and a good one changes what a group can attempt.

Weakening what you fight · Damage over time · Healing and shielding
Glaive Devil

Lupin

Assassins. They pick one target, get to it, and finish it before anyone can answer. Difficult, and enormously satisfying when it works.

Killing one target quickly · Crippling what you fight · Surviving the counterattack
Fangclaws Devil

Modo

Shapeshifters who tear through crowds. If you like fighting several things at once, start here.

Hitting everything at once · Poison and decay · Steady damage
Twin Kristocs Righteous

Incense Mage

Fire mages who lay down arrays that help the whole party. Ranged, fragile, and a real presence in a group fight.

Holding enemies still · Burning damage · Supporting the party

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Athan

A winged people from beyond the mortal world. Their six schools arrived with the first great expansion and play very differently from the human ones.

Axe Athan

Balo

Warriors built to absorb a fight. Enormous axes, enormous health, and the patience to stand where it hurts.

Wearing enemies down · One decisive hit · Taking punishment
Bow Athan

Arden

Rangers who call on nature. They fight at distance and rarely fight alone — a summoned companion does much of the work.

Fighting alongside a summon · One decisive shot · Helping the party
Scythe Athan

Rayan

Assassins who work from the shadows and leave wounds that keep bleeding.

Weakening as you cut · Damage over time · Fighting alongside a summon
Zither Athan

Celan

Nobles who fight with music. They revive the fallen and turn a losing group fight around.

Hitting everything at once · Supporting the party · Turning damage back
Cestus Athan

Forta

Knights who fight with their fists. Straightforward, durable, and hard to shake off.

Straight damage · Damage that also weakens · Damage while holding the line
Stardial Athan

Voida

Descendants who draw on light and dark at once. Ranged, strange, and strong in the right hands.

Straight damage · Summons and curses · Holding the line with curses

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Etherkin

Made rather than born. Six schools with mechanics that do not resemble anything else in the game.

Paint Brush Etherkin

Psychea

Summoners who paint their allies into being and set traps for anyone who follows.

One decisive hit · Commanding summons · Traps and support
Trident Etherkin

Kytos

Half man, half beast, with a trident and no interest in subtlety.

Weakening what you fight · Straight damage · Taking punishment
Halberd Etherkin

Hydran

Weapon masters who channel a whole armoury through one halberd.

Straight damage · One decisive hit · Holding the line with curses
Fan Etherkin

Seira

Casters who transmute the elements and decide where a fight happens.

Damage that also weakens · Sudden bursts · Control and support
Umbrella Etherkin

Gevrin

Mages who fight with a lotus umbrella and curse whatever they cannot reach.

Crowds and curses · One target at a time · Control and support
Scroll Etherkin

Sylia

Scholars who summon the elements from written scrolls, and bless the people standing next to them.

One target at a time · Curses, strong against monsters · Healing and support

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Deikin

The newest people in the world, and the newest six schools. If you want something nobody has worked out yet, they are here.

Dragon Lance Deikin

Ceros

Lancers who call dragons out of the lance itself.

Fighting with a dragon · One target at a time · Holding the line with curses
Dao Sword Deikin

Imperia

Sword masters who fold wind and fire into their sword art.

Avoiding the hit entirely · Burning damage · Taking punishment
Amulet Deikin

Ashura

Witches who follow the serpent and hex from behind an amulet.

Straight damage · Taking punishment · Strengthening the party
Crescent Fist Deikin

Zephyr

Assassins who invoke the phoenix, built around closing the distance fast.

Getting in and killing · Control and weakening · Staying alive
Flute Deikin

Yuna

Support who charm as much as they damage. A flute is a real weapon here.

Straight damage · Control and weakening · Support and endurance
Scepter Deikin

Akaza

Enchanters who call souls out of the scepter to fight beside them.

Damage that can hold a line · Straight damage · Damage, holding and control

Still undecided

You do not have to get this right.

Making a second character costs nothing but time, and most people play several. If you are stuck between two, make both and see which one you keep opening.

  • Every school is on the boards

    The rankings show which schools the top characters here actually play. Worth a look if you want to know what you will be fighting.

  • Ask before you commit

    People who play a school will tell you honestly what it is like at level 20 and at level 150. Those are very different answers.