Rhizards start as Adventurers, gifted with specific abilities upon creation of their character. Edit
Passive abilities are automatic and do not need to be manually selected. Rhizard Adventurers begin with Stone Scales (5% Dex bonus) and Diplomat (5% discount at NPC merchants).
Active abilities must be selected specifically, and the Rhizard Adventurer starts out with No Scars (10% increased defense for 1 hour).
At level 10 the Rhizard will choose their first class to promote into. The promotion path for each class is as follows: Edit
The Raider is strong enough to wield the largest of two handed weaponry; Raiders easily overwhelm their opponents with massive blows. At level 25 the Raider promotes to the Marauder class, at level 50 the Barbarian class awaits, Berserker is available at level 75, and then your final promotion at level 100 gives you a choice: the Paragon or the Titan.
Agile and swift, the Tracker dual wields weapons or masters the bow. With lightning speed and precision, they unleash a barrage of strikes or arrows at their enemies. You'll promote to Scout at level 25, Strider at level 50, level 75 brings you to the Ranger class, and your final promo at 100 is your choice of Sharpshooter or Assassin.
A Warrior is resilient and stout; the shield is said to be the greatest asset. They have learned to use a shield to not only block attacks but to strike powerful blows to their enemies. Level 25 Warriors promote to Squires, followed by the Knight class at level 50. The next class is the Templar at 75, and the choices at level 100 are Crusader or Paladin.
Attendants are skilled in the arts of spell casting, and they train to one day decimate their foes with raw magic or summon powerful allies to aid them in battle. The path of Attendant is denied to Hounzalids, who have an exclusive path of their own. Apprentice is the class awaiting the Attendant at level 25, then at level 50 the Mage opens up. You promote to Mystic at level 75, and then choose Magi or Sage at level 100.