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Classes
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You can zoom in or out and navigate the trees. Tap each job icon to show their full details and link to their respective page.
Quick Job Navigation
Click to Expand - Job Visuals and Tree Art
NOTE: THE JOB PAGES ARE STILL NOT IMPLEMENTED! OVERALL INFORMATION CAN BE SEEN IN THE TREE BELOW!
You can see the full job tree and job sprites + base design on the Image on the right. A more detailed view with a star rating for each job capabilities is avaliable below.
Information is subject to change when needed.
Luna Obscura is currently composed of 32 Regular Jobs, split between the Astral and Umbral branches.
It also features the special Mortal branch, which only includes Rosewarden currently.
1 Apprentice per branch, with essential skills and identity. Max Job Level of 10.
5 First Jobs per branch, with key gameplay styles and core skills. Max Job Level of 25.
10 Final Jobs per branch, with a complete skill and gameplay style. Max Job Level of 50.
Astral and Umbral jobs have access to the same game and play together. There is no faction war or anything similar, they are brother-in-arms.
Mortal jobs have unique mechanics and unique job progression. Rosewarden is based on castlevania's belmont clan as inspiration.
Wielding Whips, Trinkets and Roses, the job fights using BP instead of SP, generating and consuming it in ways that change how combat flows. Heavily inspired by castlevania's belmont clan.
Interactive Job Tree
Astral Apprentice
Weapon: Trainee Sword
Core: Basics
Difficulty:★☆☆☆☆
Offense:★☆☆☆☆
Defense:★★☆☆☆
Support:★☆☆☆☆
Element: None
First step in the path to Astral jobs. Has access to Solar Heal for a strong, direct heal and a higher level of Quickstep, with longer invincibility window.
Accessible job with a simple focus on 3 hit combos. Has access to Lunge for an alternate opener with a gap closer, can specialize with select passives.
Protective job with defensive skills and enemy pushing capabilities, can take take hits for allies or strongly mitigate and counter damage taken when needed.
Single target focused job that generates 15-hit combos by quickly chaining skills. Can deal exceptional single target damage and has a unique very aggressive style. A fighting powerhouse with kicking prowess.
Heavy magic user with large spells and area control through AoE damage. Can slow-down casts to push power further and deal extreme damage. Can activate a unique stance to triple cast spells.
Soon
Phoenix
Weapon: Floating Staff
Core: Control and Necromancy
Difficulty:★★★★☆
Offense:★★☆☆☆
Defense:★★★☆☆
Support:★★★☆☆
Element: Fire / Dark
Necromancer-like with a pet Phoenix that devours enemies and enslaves defeated ones. Can use risky skills to come back to life dealing heavy damage, managing hordes and chain smaller spells.
Focused on negating enemy aggression and safety, repositioning allies and enemies for killing and survival. Has direct rotations to knock enemies away with the Shotgun to rain down damage with the gatling.
Soon
Anubis
Weapon: Soul Revolvers
Core: SP Scales and Autospell
Difficulty:★★★★★
Offense:★★★★★
Defense:★☆☆☆☆
Support:★☆☆☆☆
Element: Fire / Water
Has multiple buffs that provide unique autospell bonuses, while bringing exponential power growth and SP consumption. Managing SP is the key component in causing the most damage.
Agile Bruiser that can tank enemies and take them with him away from allies. Can deal heavy damage by preparing strong dives and dragonic powers. Gets stronger the more risks it takes.
Soon
Sleipnir
Weapon: Long Sword and Shield
Core: Weight and Trampling
Difficulty:★★☆☆☆
Offense:★★☆☆☆
Defense:★★★★★
Support:★★☆☆☆
Element: Holy / Earth
The ultimate answer in defensive capabilities, has stronger access to combat the higher its HP is, unique interactions to keep allies safe and a strong focus on running over and pushing enemies to walls.
Soon
Djinn
Weapon: Burning Flail
Core: Traps and Bombs
Difficulty:★★★★☆
Offense:★★★☆☆
Defense:★☆☆☆☆
Support:★★★★☆
Element: Fire / Holy
Can use a large variety of bombs, Area control skills to punish enemies based on positioning, bombs have unique ways to be chained one into the next, enabling special effects and dynamic combat changes.
Soon
Raiju
Weapon: Electro Axe
Core: Pets and Turrets
Difficulty:★★★★★
Offense:★★★☆☆
Defense:★★★☆☆
Support:★★★☆☆
Element: Wind / Ghost
Has access to the Baron and the Baroness, a pair of Constructs that can be controlled individually with their own skills and systems. Also have access to turrets and gadgets to setup the area against enemies.
Soon
Umbral Apprentice
Weapon: Trainee Dagger
Core: Basics
Difficulty:★☆☆☆☆
Offense:★☆☆☆☆
Defense:★☆☆☆☆
Support:★★☆☆☆
Element: None
First step in the path to Umbral jobs. Has access to Lunar Heal for a longer, over time heal and a higher level of Parry, with longer trigger window.
A precise fighter that prepares the weapon for the perfect hit, guarantees crits on correct order of attacks, always cleaning the weapon to prepare the next rotation.
Supportive job with screen-wide mist effects for all allies and applying curses to enemies to improve attacking allies. Can burst all of it by themselves dealing damage and decreasing enemy danger.
Focused on basic attacks and speed, can break the action speed limit and gets stacking bonuses that speed up as you attack longer, can also auto-chain skills in between basic attacks.
Can Quickly chain attacks in between stabs to twist and deal a secondary strike, can activate fire and burning effects to skills when stacked, the cane is a powerful tool to improve on guaranteed critical hits.
Can quickly dash through enemies forth and back while activating quick skills to strike the enemy. Extensive mobility while using skills seamlessly during movement to hit enemies.
Soon
Tsukuyomi
Weapon:Spirit Katana
Core: Iaijutsu
Difficulty:★★★☆☆
Offense:★★★☆☆
Defense:★★★☆☆
Support:★★★☆☆
Element: Holy / Dark
The ultimate art of precision, has extremely powerful critical hits and can deal massive damage by properly preparing the sword for the perfect attack. A proper balance of light and dark arts can make the difference.
Soon
Medusa
Weapon: Codex
Core: Hex Curses
Difficulty:★★☆☆☆
Offense:★☆☆☆☆
Defense:★★★☆☆
Support:★★★★☆
Element: Earth / Dark
Cursing and debuffing enemies in a huge variety of ways, while providing positives to the party members. Setup enemies for being taken down, or of course, being petrified easily.
Soon
Siren
Weapon: Violin
Core: Musical Notes
Difficulty:★★★★☆
Offense:☆☆☆☆☆
Defense:★★★☆☆
Support:★★★★★
Element: Neutral
Can play 4 out of 16 notes to build its own buffs, debuffs, healing or even damage, all in screenwide ways. Needs to be played in a reasonable rythm and rewards adaptability and consistency.
Shooting an enemy from a specific range allows skills secondary effects to activate, rewarding proper positioning. With a variety of ranges, positioning and ways to break the rules, they have unmatched reach.
Soon
Chimera
Weapon: Bladed Bow
Core: Dash in and out Alternation
Difficulty:★★★★☆
Offense:★★★★☆
Defense:★☆☆☆☆
Support:★★☆☆☆
Element: Ghost / Fire
Quickly change between the ranged and melee combat variations, by properly setting up the enemy from one type, to then jump in/out and use the other type of attacks to properly finish the enemy.
Soon
Charon
Weapon: Scythe
Core: Leeching and Draining
Difficulty:★★★☆☆
Offense:★★★☆☆
Defense:★☆☆☆☆
Support:★★★★☆
Element: Neutral / Dark
The ultimate sustain in combat. With extensive ways to leech from enemies and keep its resources full. Can commit to high risk by lowering its own health for damage.
Soon
Wight
Weapon: Twinblades
Core: Ganking and Weaving
Difficulty:★★★★★
Offense:★★★☆☆
Defense:★★★★☆
Support:★★☆☆☆
Element: Ghost and Water
Going in an out of combat constantly, using a mix of evasion and misdirection with extra invisibility tools, ensures the enemy has no chance to fight back against what they cannot hit.