A sixth class that fights with light. The Crusader wields a two-handed sword, mixes heavy blade strikes with light magic, and keeps the party standing with heals and shields. It starts at level 60 and takes a job change to Templar at level 100.
Role
Melee hybrid. Blade skills (Heroic Strike, Light Strike, Advent) deal physical damage, light skills (Light Blast, Light Explosion) deal magic damage, and Lifeline, Light Touch and Illuminating Heal heal an ally. Main stats are Strength (blade damage) and Intelligence (light damage); the passives Learn Blade Skill and Learn Magic Skill raise both.
Strengths
- Starts at level 60 with its full first skill set
- Both physical and magic damage, plus an area stun (Advent, up to 20 targets)
- Heals and shields for allies, not only for itself
Weaknesses
- Needs a character of level 60 or higher on the account first
- Less HP and Endurance than a Fighter
- Wears Crusader gear only: fewer item sets than the other classes
Becoming a Crusader
You do not change into a Crusader. When you create a new character, pick the Crusader card on the class screen; it is open once a character of level 60 or higher is on the same account. The new Crusader starts at level 60 in Elderine with a bound starter blade and armor. Tiros, the Crusader Leader in Elderine, gives the Crusader's first quests and sells its skill books.
Weapons & armor
- Two-handed sword (Crusader blades)
- Crusader-class armor only
Every Crusader weapon and armor piece is listed in the game database.
Starting stats (level 60)
| STR | DEX | END | INT | SPR |
|---|---|---|---|---|
| 256 | 153 | 155 | 207 | 118 |
STR raises blade damage, INT raises light (magic) damage, END raises HP and physical defense, SPR raises magic defense, SP and crit chance.
Skills
- Level 60: Advent, Heroic Strike, Light Blast, Lifeline, Light Jump, Moonlight, Solid Light Shield, Sunlight, and the passives Learn Blade Skill and Learn Magic Skill
- Level 70: Light Strike, Light Touch
- Level 90: Final Light, Illuminating Heal, Light Explosion
Ranks, SP costs and cooldowns are in the Crusader skill list.
In game
Advancement - Templar
At level 100 the Crusader takes the Guardian Stone quests in Alberstol Ruins and becomes a Templar - one path, no choice to make (see Class Change). The Templar adds Light Impact, Light Mark, Light Orb, Light Wind, Shining Earth and the passive Savior Light at level 100, and Ascension at level 110. Templar gear is in the game database.
Light Orb (Templar, level 100)
Calls the power of light to raise the physical and magic damage of nearby party members.
Shining Earth (Templar, level 100)
Calls the light of the earth to shield you and your party; the shield breaks when it has taken its capacity or when its time runs out.
Ascension (Templar, level 110)
Raises pillars of light that damage every enemy in a large area.