Classes
DYNASTIES keeps the class identities of the 4330 era. You pick one at character creation, and
every class climbs a profession ladder as it levels — your trainer in the Job Center
promotes you and teaches new skills along the way. All four are viable on the seasonal ladder.
| Class | How it fights | Profession ladder | Trainer |
|---|---|---|---|
| Trojan | Melee bruiser with the highest HP of the four — burst damage that can also take a hit. | Trojan → Veteran → Tiger → Dragon → Trojan King | TrojanStar |
| Warrior | Pure melee: the strongest physical defence in the game, built to hold the line. | Warrior → Brass → Silver → Gold → Warrior King | WarriorGod |
| Archer | Ranged and positioning-heavy — fast, and it dodges physical attacks while flying. | Archer → Eagle → Tiger → Dragon → Archer King | ArcherGod |
| Taoist | The caster. Water heals and supports a group; Fire deals area magic damage. | Taoist → Water/Fire Wizard → Master → Saint | TaoistMoon |
Promotions are gated on level and stats, and a few charge a material (an emerald, a Meteor, a
MoonBox). Your trainer always tells you what you are short of, so click them when you level.
Two things worth knowing early
- Warriors and Trojans pick a weapon art at Birth Village. KnowItAll hands over one art and
the weapon it belongs to, and he will not teach a second. See Skills & Combat. - Archers get Scatter at level 15 — earlier than retail — and every bow skill needs arrows
in the quiver or it silently does nothing.
At endgame every class takes Rebirth, where you choose your next profession from
all four — you are not locked to the one you started with.
