Grand Open live · PC + Android · iOS not yet open · Checked 6 Nov 2026
Astellia 2

A decision guide for your first character

Six classes is not a hard choice. It is three choices — what you want to be doing at level 30, how much failure you tolerate, and whether you play alone — and the answer falls out of those.

Official class video still showing the Mage class in Astellia 2

Start with the party question

If you play mostly solo, cross off Scholar first. It is the only class whose official weakness is low attack power, and low attack power is exactly what solo content punishes. Knight is the second-slowest solo pick, because its weakness is damage as well as mobility.

If you have a fixed group, the calculation inverts. Scholar becomes the highest-value pick in the game, because every group wants a healer and almost nobody levels one. A Knight who holds a line is the second most valuable.

If you queue with strangers, take a class that does not need cooperation to function. Archer and Mage both work in a disorganised group because their contribution is damage and debuffs, not coordination.

Then decide how you want to fail

Every class in Astellia 2 has an official weakness, and that weakness is the actual gameplay. Pick the one you find interesting rather than the one you think is strongest.

ClassYou will spend the game…That is fun if…
KnightDeciding where the fight happensYou like being the reason the group survives
BerserkerTrading hits you cannot affordYou like pressure and fast decisions
AssassinLooking for the right moment to commitYou like timing over stats
ArcherManaging distanceYou like control and setup
ScholarWatching everyone else's health barYou like being needed
MageChoosing when to detonate a roomYou like big, planned damage

The four common mistakes

Picking a class for a tier list that does not exist. No damage coefficients, cooldowns or stat curves have been published. Any ranking you see is an opinion, including this one.

Picking a tank to "be safe". The Knight's described weakness is low damage, and in a game with a lot of solo questing that is the weakness you feel every session.

Picking a healer to "get groups". True, but only if you actually enjoy healing. A Scholar who resents healing is a Scholar who quits at level 20.

Ignoring the weapon fantasy. Longsword and shield, greatsword, twin blades, bow, staff, grimoire. If none of those weapons appeals, you will bounce off the class regardless of its role.

A short decision tree

  1. Do you want to be the reason the party survives? → Knight (or Scholar, if you would rather heal than tank).
  2. Do you want to end fights quickly and accept the risk? → Berserker.
  3. Do you want to choose when the fight starts? → Assassin.
  4. Do you want to control a fight from a distance? → Archer.
  5. Do you want to delete groups of enemies? → Mage.
  6. Do you want to be indispensable and never top a damage meter? → Scholar.

The reroll question

There is no published information on class-change costs, and no confirmation that class changes exist at all. That matters: if you cannot reroll cheaply, the first choice is the expensive one.

The safe approach in any new MMO is to level two characters to roughly the point where the class's weakness starts to bite — which for most of these classes is when group content opens — and then commit. It costs time, not money, and it tells you something no guide can.

What each class pairs with

Astels are summoned companions, so every class is effectively a duo. The official material names one Astel, Papilla, as a guaranteed launch summon, and does not publish a class-compatibility table.

The practical rule from the class descriptions: classes that give up defence (Berserker, Assassin, Mage) benefit most from a companion that absorbs attention, and classes that give up damage (Knight, Scholar) benefit most from one that adds it. That is reasoning from the stated weaknesses, not a published system.

The answer, in one line

Play the class whose weakness you find interesting, because you will be living with it. If you want the group-friendly pick, take Scholar or Knight; if you want the solo-friendly pick, take Mage or Archer; if you want the highest-variance pick, take Assassin or Berserker.

Full official descriptions for all six are in the classes overview, checked 6 November 2026.

What the class does to your first week

The launch build gives every class the same content and different friction, and the friction shows up in specific places.

ClassWhere the weakness bites firstWhen it stops hurting
KnightSolo quest chains; low damage slows every killWhen group content opens
BerserkerBoss fights with no healerWhen you learn the defensive window
AssassinLong fights against armoured targetsWhen burst windows matter more than sustain
ArcherAnything that closes distance fastWhen you learn to pre-position
ScholarEvery solo quest, all of themWhen a fixed group forms
MageBeing focused by anything mobileWhen a tank holds the line

Read that column as a warning about which evening will annoy you, not as a ranking.

If you cannot decide, pick by weapon

The six weapons are deliberately distinct: longsword and shield, greatsword, twin blades, bow, staff, grimoire. Animation feel is the one thing a guide cannot convey and the one thing you will notice in hour three. If two classes are tied on role, pick the weapon you want to watch for a hundred hours.