Choose your character
Trickster begins with eight classic characters divided into Power, Magic, Sense and Charm types. Your character determines the family of jobs and skills available later.
VIEW CLASSES
A beginner-friendly route that explains what matters first without spoiling the entire adventure.
Create the account on this website. Your first game account is created and linked automatically, so the same login can take you from the portal into Trickster Revival.
Trickster begins with eight classic characters divided into Power, Magic, Sense and Charm types. Your character determines the family of jobs and skills available later.
VIEW CLASSESTalk to NPCs, read quest objectives and use the first areas to learn movement, combat, inventory and the rhythm of Caballa Island.
QUEST LIBRARYDrilling is a defining Trickster system. Equip a drill, search the ground for buried items and learn how soil and drill limits affect exploration.
DRILLING GUIDEDo not rush every skill point. Learn what your class is trying to become, then plan around the job path you actually want.
CLASS BUILDSPets, weapons, armor, accessories and other systems become increasingly important as you progress. The Revival School connects their origins and uses.
PET LIBRARYIf a mechanic feels confusing, use the Wiki first and the community second. A healthy MMO is easier when players share what they learn.
INFO CENTERA practical reference for the systems every new Trickster player meets first.
Move by clicking the ground. Click NPCs, monsters, portals and interactable objects to use them. Keep an eye on your position before clicking through crowded areas.
HP is your health and MP powers many skills. Base EXP raises your character level. TM EXP is a separate progression track used to learn and improve skills.
The four character families emphasize different combat and utility identities. Your starting character fixes your job family, while builds determine how you specialize inside it.
NPC quests are a major source of progression and also teach the world. Check requested quantities, monster or map names and whether an item comes from combat, drilling or another NPC.
Do not treat TM Level as ordinary character level. Skills have their own requirements and point costs, so spending without a job plan can delay the abilities you actually want.
Items have weight. Consumables, quest materials and drill finds can fill your carrying capacity quickly, so sell, store or bank things you do not need before a long trip.
Weapons, headgear, shields and accessories can alter several statistics. A higher-level item is not automatically better for every build; compare the attributes that support your class.
Drills have level requirements, preferred soil, maximum depth and durability. Use the Revival School drilling table to choose an appropriate drill before hunting buried quest materials.
OPEN DRILLING →Monster level, behavior and resistances affect how comfortable an area feels. Carry recovery items and move to a safer map if normal enemies are consuming too many resources.
Each of the eight characters advances into a second job and later into third-job paths. Revival School lists the Pure and Hybrid routes and the historical advancement requirements.
OPEN CLASSES →Use storage for materials you expect to need later instead of carrying everything. This is especially useful for quest, compound and event items whose purpose may not be obvious at first.
Galders are the normal in-game currency. NPC shops cover basic supplies and equipment, while other systems may use their own exchange items or currencies. Check the item source before discarding it.
The handbook above is complete as a text-first beginner reference. These reserved slots can receive real Revival client captures later without making screenshots a requirement for the guide itself.