Every hero's journey begins in the same humble way, but the path you choose will define your legacy across Madrigal.
| Pre-Class | 1st Job | 2nd Job | 3rd Job |
|---|---|---|---|
| Vagrant | Mercenary | Blade | Slayer |
| Knight | Templar | ||
| Assist | Ringmaster | Seraph | |
| Billposter | Force Master | ||
| Acrobat | Ranger | Crackshooter | |
| Jester | Harlequin | ||
| Magician | Elementor | Arcanist | |
| Psykeeper | Mentalist |
When you first enter Madrigal, you are a Vagrant. This introductory melee class allows players to learn the way of the sword and grasp the game's core mechanics.
Resource: Uses FP (Focus Points) for special skills like Clean Hit, Flurry, and Over Cut.
Progression: Upon reaching Level 15, you must seek an instructor for your first Job Quest. Experience gain is capped at Level 15 until the quest is finished.
When you reach level 15 your xp gain pauses until you speak to an instructor. Instructors are scattered amongst Madrigal, you can find their location on the class wiki.
Powerful and headstrong, Mercenaries possess the physical strength and strong bodies required to withstand heavy attacks.
Resource: Uses FP for all offensive skills and self-buffs (Sword Mastery).
Weapons: Swords & Axes
Drawbacks: Slower to level compared to other classes because of its 1v1 focused skillset.
Kind and Kind and gentle with a heart of gold, Assists are the most versatile class—serving as either fierce fighters or dedicated healers.
Resources: Uses MP for buffs (Heap Up) and FP for physical attack skills (Straight Punch).
Weapons: Sticks & Knuckles
Drawbacks: Better when working with a party, not specifically designed for solo play
Sly and wily, Acrobats are cunning tricksters who utilize speed and accuracy.
Resources: Uses MP for Bow skills (Rapid Shot) and FP for Yo-Yo skills (Slow Step) and universal utility like Dark Illusion.
Weapons: Bows & Yo-Yos.
Drawbacks: Can be extremely 'Squishy' meaning you may die quickly if you're not killing enemies fast enough.
Silent and mysterious, Magicians are ranged casters who focus massive amounts of magic to damage and slow enemies before they can even reach them.
Resource: Uses MP for all elemental and mental spells.
Weapons: Staves & Wands
Drawbacks: Burns through MP quickly so requires you to use constant or expensive potions to manage your MP.
Reaching Level 60 unlocks specialized evolutions for your primary class.
| Base Class | Evolution A | Evolution B |
|---|---|---|
| Mercenary | Blade: Dual-wielders and the best damage dealers in the game. | Knight: The premier tank, receiving more HP per Stamina point than any other class. |
| Assist | Billposter: The most self-sufficient class; a brawler with their own buffs. | Ringmaster: The essential partner for all, enhancing the abilities of others. |
| Acrobat | Jester: Focuses on Yo-Yos with high Crit rates and PvP utility. | Ranger: Bow-based melee class that excels at silencing enemies. |
| Magician | Psykeeper: Uses powerful mental and demonic forces for damage. | Elementor: Wields staves to cast devastating Area of Effect (AoE) spells. |
Upon reaching Level 130, masters of their craft can reach their final evolution.
Slayer & Templar: Slayers are ferocious fighters who never relent on the attack, while Templars are the ultimate guardians—far more than just a "meat shield".
Force Master & Seraph: Force Masters bring a welcome boost to party abilities, while Seraphs can mend any wound and even invoke temporary immortality.
Harlequin & Crackshooter: Harlequins attack from the shadows with deadly combos; Crackshooters use the Bow to kill multiple targets from immense distances.
Mentalist & Arcanist: Mentalists playfully manipulate the battlefield with mental magic, while Arcanists rain down elemental destruction with powerful AOE strikes.