Do this first
- 01Name the party job before selecting a vocation.
- 02Separate starter roles from options unlocked later.
- 03Check whether a vocation is available to Pawns or only the Arisen.
- 04Pair long casting or charged attacks with party protection.
- 05Rebuild the remaining party after changing the Arisen’s role.
Start with the four clear roles
The official overview presents Fighter, Archer, Thief and Mage as distinct foundations. Fighter holds close space with sword and shield; Archer targets distant or elevated weaknesses; Thief uses speed and mobility; Mage combines magick attacks, weapon enchantment and healing.
Pick the action you want to perform directly. The rest of the party can then cover the missing distance, protection or support.
Account for timing and position
Warrior and Sorcerer can deliver powerful charged or long-cast attacks, but the official descriptions stress their need to identify an opening or cast from safety.
A high-impact skill is not self-sufficient. Pair commitment-heavy roles with Pawns that hold attention, create space or keep the user alive long enough to finish the action.

Respect Arisen-only options
Magick Archer, Mystic Spearhand and Trickster are described as available only to the Arisen. Trickster manipulates enemies with illusions and can strengthen Pawns, while the other two mix range, magick, melee or support in different ways.
Do not hire or design a Pawn around an unavailable vocation. When the Arisen changes to one of these roles, rebuild the hired party around the new gap.
Choose for the current route
A vocation can be strong and still be wrong for the next task. Ranged control helps against elevated targets, protection helps long casts, and support becomes more valuable when attrition—not burst damage—ends the journey.
Test the normal attack, defensive response and core skill flow before judging the role by late-game demonstrations from another save.
