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Character development

Fighter: Race, Class, and Skills

From your first race choice to class mastery, here is what shapes an Enchant World fighter.

Your fighter is a separate character built for the Arena and Hunt. Their style takes shape over time: race and damage type establish the foundation, while class, skills, and suitable equipment define how they perform.

Creating your fighter

Creation begins with a unique name, gender, race, and damage type. Gender is purely cosmetic. You can choose Human, Elf, Dark Elf, Orc, or Dwarf; every race except Dwarf can follow either a physical or magical path, while Dwarves are limited to physical damage.

Race sets the starting spread of six attributes: STR, DEX, CON, INT, WIT, and MEN. Each race has a different profile, favoring qualities such as health and defense, speed, accuracy, or critical attacks. This foundation and your damage type are permanent choices. What each attribute does, and which combat stats grow out of them, is covered in the attributes guide.

Your first fighter slot is free, and you can unlock up to 5 slots in total. Extra slots let you develop different characters and explore other combinations of race, damage path, and class.

Class and equipment

At level 20, you choose a class. A physical fighter can become a Warrior, DD, or Archer; a magical fighter can become a mage-DD or healer. The choice depends on race: Orcs have no Archer, and Dwarves can only choose Warrior or DD.

Each class has its own familiar weapons:

Before choosing a class, matching the weapon's physical or magical damage path is enough. After level 20, weapons intended for your class are the better choice. You may equip a mismatched item, but it will be less effective in battle.

Armor uses 4 slots: body, helmet, gloves, and boots. Weapons and armor progress through NG, D, C, B, A, and S grades. Physical sets offer stronger protection from physical attacks, while magical sets favor magical defense. The enchanting guide explains how equipment grows through these grades.

Classes by race

A class name comes from your race and the specialization you choose — the game has 21 classes in total. The name is assigned together with the class at level 20 and appears on the skills screen, in the Mastery path.

RaceWarriorDDArchermage-DDhealer
HumanGladiatorTreasure HunterHawkeyeSorcererBishop
ElfTemple KnightPlains WalkerSilver RangerSpell SingerElven Elder
Dark ElfShillien KnightAbyss WalkerPhantom RangerSpell HowlerShillien Elder
OrcDestroyerTyrantWarcryerOverlord
DwarfWarsmithBounty Hunter

Class names stay the same in every language of the game.

The specialization gives your fighter one standout quality: it sits higher than in other classes, while the remaining four drop slightly.

How that bias stacks with race, equipment, and skills is explained in the attributes guide.

Race still matters underneath: it sets the attribute spread and the level 80 racial ability. That is why a Gladiator and a Temple Knight are both Warriors yet play differently.

SP and skills

Skills are available from level 1 and divided into three paths:

A new fighter starts with 4,000 SP. Each new level grants another 1,500 SP, and more can be earned through Arena battles and defeating monsters in Hunt. Higher skill levels become available as the fighter grows, so it helps to decide what fits your style: survivability, active abilities, core attributes, or mastery of a favorite weapon.

For the first hero on an account, SP and XP come several times faster until level 76 — see the Novice's Blessing.

Class abilities

Every class has its own Mastery path: two passive skills and two active abilities. Names repeat across classes, but each version behaves in its own way.

Warriors

DDs

Archers

Mage-DDs

Healers

Healing and life drain follow the common rule: they trigger once health drops below 40%.

Skills in battle

Passive skills work on their own: they raise the fighter's attributes and count toward every strike. Active abilities follow the order you set in advance through the "Skill usage order" button on the skills screen.

How this plays out in a fight:

An active ability can be dodged or blocked: the chance is lower than against a regular attack, but it exists. When that happens no damage lands, yet the use and the cooldown are still spent. That makes the order worth planning: buffs pay off early in the fight, and the strongest hit should not sit at the very bottom of the list.

Arena puts your completed build against other fighters, while Hunt provides XP, SP, and equipment for further progress. Regular leveling ends at level 80, but future XP advances the fighter through the rank system.