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Vocations

Olimpia has eight vocations. You pick one at character creation. At level 300, Socrates upgrades that vocation into one of two permanent ascensions. Level, skills and items stay. Combat skills spend Mana. Stat point costs live on Character Stats.

8 familiesBase vocation + 2 ascensions each. Same HP/MP/Cap per level after the upgrade.
Ascension at 300Patron first, then Socrates. New spells + a passive. See Ascension System.
Primary statsEach vocation has a cheap pair. Dumping the wrong stat wastes points.
Numbers below come from the live vocation table. HP / Mana / Capacity are gain per level. Attack speed is the vocation interval in ms — lower is faster. Full spell lists sit on each vocation page.

Per level

Vocation HP MP Cap AS Cheap stats
Warrior155302000Strength / Dexterity
Archer1015251600Dexterity / Strength
Wizard530152000Intelligence / Spirit
Druid629152000Intelligence / Spirit
Monk1114251700Strength / Dexterity
Samurai128301800Dexterity / Strength
Bard1111151800Intelligence / Dexterity
Assassin1015251400Dexterity / Strength
Warrior

Warrior

MeleeFrontline

Frontline fighter. Heavy armor, swords / axes / clubs and a shield. Highest HP and capacity per level, lowest mana. Strength and Dexterity are the cheap pair; Vitality stays 1:1.

HP+15
MP+5
Cap+30
AS2000
  • Weapons: sword, axe, club + shield. Magic level is slow (multiplier 3.0).
  • Base kit: Charge, Brace, Crushing Blow, Rage, Earthquake, Battle Roar. Passive Battle Rage (30% chance: +30% melee damage and cleave for 10s).
Berserker
BerserkerDPS. Blood Rage: vs monsters, 30% chance to make the target bleed, +15% damage on bleeding targets and your bleed heals you. Vs players, Frenzy: stacks up to +15% damage on your target and every 6th hit applies a guaranteed bleed that heals you and speeds you up. Below 50% health it takes 15% less damage (25% below 25%).
Defender
DefenderTank. Bastion Debt: each direct hit taken adds 1% damage reduction; at 4 stacks from monsters it releases a shockwave (12% of max HP), at 8 stacks from players (4%). Melee formula is 1.45 — hits harder than Berserker on paper.
Full Warrior page →
Archer

Archer

RangedPhysical

Distance fighter. Bows and crossbows. Faster attacks than Warrior (1600 ms). Distance formula is 0.92 — slightly less raw shot damage, paid back with range and attack speed. Dexterity + Strength stay cheap.

HP+10
MP+15
Cap+25
AS1600
  • Weapons: bow / crossbow. Distance skill is the fast one.
  • Play: stay at range, drop AoE rains, peel with slows. Intelligence is tertiary — more expensive.
Bowman
BowmanAoE ice/physical. Armor Piercing Arrow: 25% on ranged hits and spells for +35% damage, +10% more on a wounded target.
Falcon
FalconSharp Eye is stronger on Falcon: +20% crit chance, +15% crit damage and +25% distance. Falcon Assist: keep pressure on one target and ranged hits get 20% to fire 3 extra shots at 50% each.
Full Archer page →
Wizard

Wizard

CasterBurst

Arcane burst. Fire, energy and death from a wand. Lowest HP (+5), highest mana (+30). Intelligence + Spirit are the cheap pair; Intelligence also grants magic level. Magic level rises fast (multiplier 1.1).

HP+5
MP+30
Cap+15
AS2000
  • Weapons: wand. Fragile in melee — range and shields matter.
  • Play: dump mana into storms, keep distance, time the big detonations.
Hellmage
HellmageFire/death. Dark Sacrifice: magic hits deal an extra 15% as true damage (ignores defenses); a magic kill gives +10% magic damage for 4s.
Thunderlord
ThunderlordEnergy chains. Overload: after 5 spells, the next one deals +50%; a kill with it restarts the counter at 2.
Full Wizard page →
Druid

Druid

CasterHeal / control

Nature caster. Earth, ice and life from a rod. Same cheap pair as Wizard (Intelligence + Spirit), a bit more HP (+6) and almost the same mana (+29). Party heal and crowd control live here.

HP+6
MP+29
Cap+15
AS2000
  • Weapons: rod. Magic level multiplier 1.1, same as Wizard.
  • Play: keep allies up, root and chain from 6 tiles, drop ice on the target's pack — or toggle Bear Form and maul in melee.
Priest
PriestHealer. Salvation: +25% healing; overhealing grants Grace (+15% on the next hit). Holy Redemption for area holy.
Shaman
ShamanIce hex + mana window. Overheal turns extra healing into a shield (cap 50% max MP) that zaps whoever breaks it.
Full Druid page →
Monk

Monk

MeleeFist

Unarmed martial artist. Fists, chi, self-sustain. Strength + Dexterity are cheap. Melee formula is 0.95 — a small raw-hit penalty versus other melee. Attack speed 1700 ms sits between Warrior and Assassin.

HP+11
MP+14
Cap+25
AS1700
  • Weapons: fist fighting. No sword/axe/club main-hand.
  • Play: stay in melee, stack combos, leap onto a target and keep hitting.
Rage Fighter
Rage FighterIron Combo: melee hits build Chi (max 5); at 5 the next melee hit deals +40%. Kills keep the combo for 2s.
Champion
ChampionLeap + bleed. Counter Pulse: 20% on hit taken to mark the attacker; hits on it deal +20% and heal 30%.
Full Monk page →
Samurai

Samurai

MeleeKatana

Katana melee with party tools. HP/Cap close to Warrior (+12 / +30), more mana (+8). Dexterity primary, Strength secondary — same cheap pair as Archer. Magic level is slow (3.0), like Warrior.

HP+12
MP+8
Cap+30
AS1800
  • Weapons: katana (own skill). Not a generic sword vocation.
  • Play: fast katana cuts. The extended blade reaches 3 tiles on Blade Storm, Bladed Tempest and Setsudan. Iaido Slash hits around you; Severing Strike is three hits on an adjacent target. Duel one target or hold the pack for the party.
Ronin
RoninDuelist: +1% damage per hit on the same target (max 20%), then a defense break and a 20% lifesteal hit.
Shogun
ShogunBushido Focus is stronger on Shogun: +28% katana (instead of +20%) and +10% attack speed. Imperial Aura slows monsters, speeds allies and cuts monsters within 2 sqm every 3s (+12% from you on them).
Full Samurai page →
Bard

Bard

SupportHoly

Music as a weapon. Instruments, holy waves, party buffs and heals. Balanced HP/mana (+11 / +11), low capacity. Intelligence + Dexterity; Intelligence also grants music level.

HP+11
MP+11
Cap+15
AS1800
  • Weapons: instrument (music skill). Not a wand caster and not a sword melee.
  • Play: stand with the party, keep anthems rolling, mix heal and holy pressure.
Minstrel
MinstrelBattle Song: 15% per hit to give nearby party +15% damage for 5s; your kills extend it (max 8s).
Spellsinger
SpellsingerEcho Spell: 20% chance spell damage repeats at 60% (1.5s per target); an echo kill makes the next echo 100%. Strong Tune also restores 6% max HP and 3% max mana every 5s.
Full Bard page →
Assassin

Assassin

MeleeDagger

Dagger melee. Fastest vocation attack speed (1400 ms). Dexterity + Strength, like Archer and Samurai. Stealth, poison, execute windows. Fragile if you eat the pack face-first.

HP+10
MP+15
Cap+25
AS1400
  • Weapons: dagger (own skill). Burst and marks, not a shield wall.
  • Play: open from stealth, dump the combo, leave before you get collapsed.
Deathblade
DeathbladeThe AoE line: bigger Dagger Cult (radius-3 circle). Reaper: +30% below 50% HP, 25% to Hemorrhage, +10% on your bleeding targets. AoE leaps ignore dodge.
Shadow
ShadowThe single-target line: keeps the base Fan of Knives, Shadow Arc and Dagger Cult (3x3), while its own Umbral Reaping and Eclipse Stride hit one target. Mark of Death: 20% to mark (+40% for 8s); a spell consumes it for +25%.
Full Assassin page →
Spells, energy costs and cooldowns are on each vocation page. Combos across skills: Skill Combos. Point costs: Character Stats.

Evolution roles

Each class family has a main evolution in PvP and another in PvE. See the table in Evolution roles.