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Classes and builds

Legends of Hina has four starting classes. At level 20 each one branches into one of two advanced classes, and at level 40 every advanced class picks one of two specialisations. That gives sixteen builds. This guide lists them all, with the exact bonuses each specialisation applies.

Accurate as of version 0.22.19, updated .

How advancement works

  1. Pick Warrior, Archer, Mage or Cleric when you create your character. Your class decides your weapon, the armour you can wear and the stat your gear rolls.
  2. At level 20 you can advance. A resident of a city gives you a trial quest; finish it to unlock your advanced class and its skill tree. You can preview both paths before you choose.
  3. At level 40 your advanced class can specialise. The specialisation sharpens your role and opens the last branch of your skill tree.
The Warrior skill tree: Slash branches into Cleave and Heavy Strike, each ranked up to 20 with skill points
The start of the Warrior skill tree. Every class ranks its skills up with skill points earned by levelling.

A specialisation multiplies four things: the damage you deal, how much incoming damage you shrug off, how often enemies pick you as their target, and how strong your healing is. The tables below show each one as a change from the baseline.

Warrior

Starts with a sword and a shield, wears plate armour and builds around Strength. The Warrior fights up close and is built to stand in the front row. Strength raises physical attack, and Warrior gear rolls Strength and Stamina, so a Warrior hits hard and has the hit points to take the enemy's attention.

Guardian

Gives up damage to take far less of it and draw more attacks away from the party.

SpecDamageDamage takenThreatHealing
Bulwark−20%−29%+30%±0%
Sentinel−15%−20%+45%+5%

Berserker

Gives up defence for raw damage. The Reaver goes furthest; the Warbringer keeps a little more armour.

SpecDamageDamage takenThreatHealing
Reaver+35%+33%±0%−15%
Warbringer+20%+11%+15%−15%

Archer

Starts with a bow, wears leather armour and builds around Dexterity. The Archer attacks from range and turns Luck into critical hits far better than any other class: half a percent of crit chance per point of Luck, up to a 90% cap, against 50% for everyone else. Dexterity raises attack speed.

Marksman

Pure damage from the back row, with the least defence of the Archer paths.

SpecDamageDamage takenThreatHealing
Sharpshooter+40%+43%−20%−20%
Deadeye+30%+25%−25%−10%

Ranger

A versatile path. The Trapper leans into support, the Skirmisher stays balanced.

SpecDamageDamage takenThreatHealing
Trapper−10%+5%−15%+35%
Skirmisher+10%−5%−5%±0%

Mage

Starts with a wand, wears cloth armour and builds around Intelligence. The Mage casts spells from the back row. Intelligence counts five times towards magic attack for intelligence classes and also raises maximum MP, which every spell spends.

Archmage

The highest damage in the game: the Pyromancer deals 45% more and pays for it in defence.

SpecDamageDamage takenThreatHealing
Pyromancer+45%+43%−10%−20%
Cryomancer+25%+11%−15%−5%

Spellbinder

Supports the party. The Enchanter has the strongest support bonus of any Mage path; the Warlock mixes support with damage.

SpecDamageDamage takenThreatHealing
Enchanter−20%±0%−15%+40%
Warlock+10%+11%−10%+15%

Cleric

Starts with a mace and a shield, wears mail armour and builds around Wisdom. The Cleric heals and protects. Wisdom counts five times towards magic attack for wisdom classes and raises magic defence and MP, so a Cleric holds up well against spellcasters.

Priest

The dedicated healer: the Healer spec heals for half again as much; the Zealot trades some healing for damage.

SpecDamageDamage takenThreatHealing
Healer−35%±0%−25%+50%
Zealot+5%+5%−10%+20%

Paladin

A holy tank. The Crusader takes the hits and draws attacks; the Templar is a balanced all-rounder.

SpecDamageDamage takenThreatHealing
Crusader−10%−26%+35%+5%
Templar+10%−13%+10%±0%

Companions and the two rows

Your class is only part of your party. Companions you recruit with your scout each have a class of their own, and they level, wear gear and learn skills just like you, so a party can cover the roles your own build leaves open.

Every member stands in the front or the back row. The back row deals 85% of its normal damage, takes 80% of the damage aimed at it, and is half as likely to be targeted. Put Warriors, Guardians and Paladins in front and keep Mages, Archers and healers behind them.

Ready to pick a class? Create a character for free, or read how guilds use their fighters in the guild conquest guide.