Getting Started

Skills

How you learn and pay for skills, why your weapon decides what you can press, and a first look at each job's kit.

Skills are the buttons you actually press. This page is about how you get them; Classes covers what line they belong to.

Your first two skills are free

Every class is granted its two basic skills at level 1, so a new character has something to press before the first trainer visit. The starter kit - the skills of the level 1-19 band - can be levelled from the moment you get it: it now goes to rank 3, at 1 skill point and no gold per rank, and the full opening kit is yours by level 12. Maxing the whole band costs 31 points against 18 earned, so it is a real choice - and every point you spend there is refunded at the job change, so nothing is wasted.

Buying the rest from a trainer

Past the starter band, skills come from a trainer NPC. A request is refused before it charges you anything, checked in this order:

  1. the trainer teaches your job at all
  2. your character level is high enough
  3. you have the skill points
  4. you have the gold

Learning then spends skill points, god points and gold together - not just one of them. Skill point costs across the class trees were rebalanced on 10 September, so a rank that felt expensive earlier in the alpha may not cost what you remember.

Some skills share a cooldown with their upgraded form: using the base skill puts the improved version on cooldown too, and the reverse.

Your weapon decides what you can press

Roughly nine skills in ten are locked to a single weapon type, so swapping to an off-type weapon silently costs you most of your kit - see Classes for the full weapon table and the swap cooldown. This is the real shape of a "build": which weapon family you live in, more than which class name you picked.

A first look at each job's kit

Skill names and every skill and buff description now show fully in Portuguese when the game language is set to Portuguese - only the skill name itself stays in English, to match what is drawn on the skill bar. A taste of what each weapon family opens with, before you specialise further into one of its two lines:

JobEarly skills
Warrior (sword and shield)Severe Cut, Warrior Strike, Provoke, Holy Shield
Swordsman (two-handed blade)Sword Draw, Gravity Blow, Giant Strike, Sharp Strike
Assassin (dual katar)Assassinate, Hands of Ghost, Dragon Claw, Snake Bite
Archer (bow)Focus, Muscle Buster, Rattlesnake, Sharp Eyes
Cleric (orb, healer)Divine Blessing, Quick Heal, Thunder Energy, Meditation
Wizard (staff, nuker)Time Bomb, Sphere of Fire, Wind Explosion, Mana Energy

Past this opening kit, a line's later ranks are titles on the same kit, not a new one - see Classes for how the twelve lines and their rank titles fit together.

Where to go next

  • Classes - the twelve lines, the weapon table and the swap cooldown
  • Marbles - the flat damage bonus every class can carry
  • Tome of Power - class-specific passive stats on top of your skills

Reviewed 2026-09-20