AT A GLANCE
Our solo leveling tiers are S: Thief and Swordsman; A: Archer and Merchant; B: Mage; C: Cleric. Pick Thief for fast melee damage, Swordsman for beginner-friendly survival, or Archer for ranged farming. Choose Cleric when party healing and revival are your priority.
Editorial solo-leveling recommendations weighing damage delivery, ease of use, and self-sufficiency
S
Leading choices for straightforward solo progression through strong melee damage or forgiving survival.
Thief
Fast repeated attacks, strong melee damage, and critical-hit options suit solo hunting. Cross Rend supplies a two-hit single-target attack, while Venom Dash closes distance and poisons.
Properties
- Role
- High-damage melee attacker
- Weapon
- Dual daggers
- Combat style
- Fast repeated attacks and critical hits
- Recommended use
- Solo melee combat
- Skill options
- Cross Rend, Venom Dash, Umbral Strike, Fade, Double Hit, Killer Instinct (Thief skill panel)
- Has skill
- Fade
Swordsman
The highest HP and beginner-friendly handling make mistakes easier to survive. Stone Stance adds armor and self-healing, with single-target and surrounding-area attacks available.
Properties
- Role
- Melee frontline and tank
- Weapon
- Sword
- Durability
- Highest HP; can absorb damage for teammates
- Attack rating
- 3 stars out of 5 (Class-menu rating)
- Durability rating
- 5 stars out of 5 (Class-menu rating)
- Attack range rating
- 1 stars out of 5 (Class-menu rating)
- Ease of use rating
- 5 stars out of 5 (Class-menu rating)
- Recommended use
- Beginner play and drawing monsters or bosses to the frontline
- Skill options
- Crushing Blow, Blazing Ring, War Cry, Stone Stance, Blade Training, Second Wind, Steel Skin (Swordsman skill panel)
A
Strong alternatives with a clear range or farming advantage and a more noticeable survival tradeoff.
Archer
Long-range sustained shooting and slowing area attacks support ranged farming. Low HP makes positioning more important than on the durable frontline option.
Properties
- Role
- Ranged attacker
- Weapon
- Bow
- Combat style
- Long-range sustained shooting with some group attacks and control
- Durability
- Low HP and relatively fragile
- Recommended use
- Fast ranged farming
- Recommended skills
- Echo Arrow, Skyfall Volley, Emerald Lance (Class menu)
- Has skill
- Echo Arrow
- Has combat buff
- Forest Pulse
Merchant
Relatively high attack and moderate durability support melee farming. Coin Smash can grant Gold, and area axe attacks combine fighting with an economy-focused playstyle.
Properties
- Role
- Melee combat and gold generation
- Weapon
- Axe
- Combat profile
- Relatively high attack and moderate durability
- Trading advantage
- Buy at lower prices and sell at higher prices (Class advantage)
- Recommended skills
- Coin Smash, Whirl Axe, Earthsplitter (Class menu)
B
Useful specialized damage with greater casting and survival demands during solo play.
Mage
Fire, ice, and lightning spells provide area damage and control. Casting time, low durability, and SP supply make solo progression more demanding than the higher recommendations.
Properties
- Role
- Ranged area magic
- Weapon
- Staff
- Combat style
- Fire, ice, and lightning spells with casting time
- Attack rating
- 4 stars out of 5 (Class-menu rating)
- Durability rating
- 1 stars out of 5 (Class-menu rating)
- Attack range rating
- 5 stars out of 5 (Class-menu rating)
- Ease of use rating
- 3 stars out of 5 (Class-menu rating)
- Recommended skills
- Cinder Rain, Frost Bloom, Thunder Lance (Class menu)
C
A support-first choice whose main advantages become more valuable with teammates.
Cleric
Self-healing helps survival, but solo progression is harder for this support role. Ally buffs, nearby healing, and item-free teammate revival are stronger reasons to choose Cleric for a party.
Properties
- Role
- Healing and party support
- Weapon
- Spellbook
- Support abilities
- Buff allies, heal self and nearby teammates, and revive fallen teammates
- Revival item required
- No (Reviving teammates with the class's revival ability)
- Attack rating
- 3 stars out of 5 (Healing-class menu preview)
- Durability rating
- 4 stars out of 5 (Healing-class menu preview)
- Attack range rating
- 4 stars out of 5 (Healing-class menu preview)
- Ease of use rating
- 4 stars out of 5 (Healing-class menu preview)
- Skill options
- Halo Burst, Second Dawn, Mending Light, Grace
Solo Leveling Tier List
Thief and Swordsman are our strongest starting recommendations for solo progression. Thief favors an aggressive melee style built around repeated attacks and critical hits. Swordsman offers more room for mistakes through its high HP, defensive skills, and self-healing.
Archer and Merchant offer useful alternatives when you specifically want ranged farming or Gold-focused melee combat. Mage asks you to manage casting and survival for its area damage, while Cleric puts more of its value into helping teammates.
If you are undecided on your first character, choose Swordsman. If fast close-range attacks are your main appeal, choose Thief. Use the class-changing guide to switch to your preferred class.
Choose Between Thief, Swordsman, and Archer
Thief: best for fast melee damage
Thief's dual daggers, repeated attacks, and critical-hit options suit players who want to stay close and keep attacking. Cross Rend hits one target twice, Venom Dash closes the distance and poisons the enemy, and Umbral Strike delivers a strong single-target shadow attack.
Choose Thief when you value offensive pressure and enjoy fighting at melee range. Its S-tier recommendation comes from that direct damage-focused toolkit; Swordsman remains the more forgiving choice when surviving mistakes matters most.
Swordsman: best for beginners
Swordsman has the highest HP and combines its sword attacks with defensive tools. Stone Stance temporarily strengthens armor and heals you, giving it a particularly useful answer to taking damage while alone. Crushing Blow adds a single-target attack with a stun chance, while Blazing Ring hits surrounding enemies.
Choose Swordsman when learning enemy attacks or when you want a durable main class. You still fight up close, but the combination of HP, defense, and recovery earns it an S-tier place alongside Thief.
Archer: best for ranged farming
Archer offers sustained bow attacks from a distance. Echo Arrow fires twice at one enemy, and Skyfall Volley attacks multiple targets and slows them. These tools make Archer appealing when you prefer controlling distance over standing in melee range.
Its low HP makes positioning more important. Keep space between yourself and enemies, and use the slowing area attack to help manage approaching targets. Archer earns A tier because its range is valuable, but it is less forgiving when enemies reach you.
For the stat priorities, weapon direction, and skill choices that support each playstyle, follow the class build guide.
When Merchant, Mage, or Cleric Fits Better
Merchant: A tier for combat with Gold benefits
Merchant combines relatively high attack and moderate durability with an economy-focused toolkit. Coin Smash is a strong single-target attack with a chance to grant Gold. Whirl Axe hits surrounding enemies, and Earthsplitter strikes multiple targets.
Choose Merchant if earning Gold while progressing is part of your goal. Its axe skills support both single-target and group combat, while its buying and selling advantages add value outside a fight. Moderate durability makes it a less forgiving melee recommendation than Swordsman.
Mage: B tier for area damage and control
Mage offers fire, ice, and lightning spells. Cinder Rain brings meteors down around a target, Frost Bloom has a chance to freeze, and Thunder Lance can hit multiple targets with a stun chance.
Choose Mage if you enjoy managing groups with spells and are willing to account for casting time, low durability, and SP supply. Prepare SP-restoring blue potions for extended fighting. Its control effects can help you survive, but chance-based freezes and stuns are not guaranteed protection. Those extra demands put it below the more straightforward solo choices.
Cleric: C tier for solo leveling, valuable for parties
Cleric can heal itself with Mending Light and attack with Halo Burst, so it has tools for playing alone. However, solo progression is more demanding for this support role, and self-healing does not make its whole toolkit equally useful without teammates.
Choose Cleric when you want to support a group: Grace buffs allies, Mending Light heals nearby teammates, and Second Dawn revives fallen teammates without a revival item. Bring blue potions to support SP use. If healing and revival are your main priorities, Cleric is a better fit than its solo tier suggests; use the party guide to plan around those strengths.
How These Recommendations Are Judged
These are our editorial recommendations for solo leveling, weighing three practical factors:
- Damage delivery: how a class applies damage through repeated melee attacks, sustained shooting, or area spells.
- Self-sufficiency: how its HP, defense, healing, range, and control help it fight without teammates.
- Ease of use: how much positioning, casting time, and SP management its toolkit asks of you.
That balance puts Swordsman beside Thief: forgiving survival deserves as much weight as offensive convenience for a player progressing alone. Archer remains a strong alternative if you prefer range and can manage its lower HP. Party healing and revival carry much more value when teammates are present, which changes the case for Cleric.
Treat the tiers as recommendations for choosing a playstyle, rather than measured endgame DPS standings. Once you have chosen your class, follow the beginner leveling guide for quests and progression milestones.