Classes
Seven classes. Six of them have a type (fighter, ranger or caster), which is what the game checks when it decides whether you may use a weapon or a spell; the Wanderer, the class everyone starts as, has none. Each class adds a set of stat bonuses. From level 10 you choose a class through the quest Destiny (class), and repeat it to change class. See how classes work.
| Class | Type | Pow | Acc | Def | Dex | Vit | Aur |
|---|---|---|---|---|---|---|---|
| Wanderer | +2 | +3 | |||||
| Paladin | fighter | +4 | +2 | ||||
| Warrior | fighter | +4 | |||||
| Magician | caster | +2 | +2 | ||||
| Priest | caster | +2 | +6 | ||||
| Rogue | ranger | +1 | +5 | ||||
| Archer | ranger | +3 |
Types
The game sorts classes into fighter, ranger and caster (a fourth, combat, is the requirement on gear for every class that is not a caster, fighters and rangers both: Kontra Edge, Ice Blade, Pumpkin Scyth, Reaper, Reaper Scyth and Chains). The fighters’ bonuses (Paladin, Warrior) lean on defence and raw power, the rangers’ (Rogue, Archer) on dexterity and accuracy, and the casters’ (Magician, Priest) on aura, the casting stat.
Equipment answers to the same types: a piece can require a class group (fighter, ranger or caster) or one class, and a piece worn by the wrong class gives no stats, see weapon classes.