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.
At Level 15, you may choose one of four paths. Instructors for Mercenaries and Assists are located in Flarine, Acrobat instructors in Darkon 2, and Magician instructors in Sain City.
Powerful and headstrong, Mercenaries possess the physical strength and strong bodies required to withstand heavy attacks.
Role: Frontline combat specializing in close-range engagement.
Resource: Uses FP for all offensive skills and self-buffs (Sword Mastery).
Kind and gentle with a heart of gold, Assists are the most versatile class—serving as either fierce fighters or dedicated healers.
Weapons: Knuckles for close combat or Magic Sticks for support.
Resources: Uses MP for buffs (Heap Up) and FP for physical attack skills (Straight Punch).
Sly and wily, Acrobats are cunning tricksters who utilize speed and accuracy.
Weapons: Bows for range or Yo-Yos for technical combat.
Resources: Uses MP for Bow skills (Rapid Shot) and FP for Yo-Yo skills (Slow Step) and universal utility like Dark Illusion.
Silent and mysterious, Magicians are ranged casters who focus massive amounts of magic to damage and slow enemies before they can even reach them.
Drawbacks: Typically characterized by lower HP and Defense.
Resource: Uses MP for all elemental and mental spells.
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 Crossbow to kill multiple targets from immense distances.
Mentalist & Arcanist: Mentalists playfully yet gracefully manipulate the battlefield, while Arcanists rain down elemental destruction from the heavens.