An overview of the upcoming class system
As the class update is still in development, all info is subject to change. Please keep that in mind. The links I added are the sources for the previous paragraph.
How will the class system work?
Each weapon archetype will be assigned to a class. They plan to have 10-16 weapons per archetype. By using a weapon, which will be substantially easier because we won’t have attributes and their requirements anymore, you gain
points, that you can use to unlock traits with.
Up to 6 of those can be freely mixed and matched.
These traits will be designed to more substantially change how you play the game, then just stat up or down. Additionally, you need to master a weapon to extract it’s runes.
Multiple images of a mockup of the classes screen, where we’ll unlock and equip the traits, also got shared:
source1 source2 source3 source4
How many classes will be implemented?
We don’t have a concrete number, but 2 lists were shared on Discord. This one includes some classes that are confirmed not to be in the game at 1.0, although we don’t know which:
The classes in this list seem to be planned for 1.0:
- Marauder - Don’t worry about getting hit, you gain bonuses for that. Just smash.
- Assassin - Get out of Combat / Deal Sneak Attacks
- Pyromancer - Deal lots of burn or burn buildup, then combust or rely on Damage over Time. The more enemies you burn, the better
- Frost Mage - Try to slow down and freeze enemies with your runes, then shatter them with physical hits or runes
- Brute - Try to interrupt / stagger enemies as much as possible while dodging their attacks
- Berserker - Try to perform fatalities cause you gain bonuses from those
- Barbarian - Build up Fury through killing / staggering, then unleash a charge / rune attack to deal up to 100% more damage
- Fencer - Parry Class. Deal more Damage after Parry, deal more damage after perfect dodge. Marker appears on enemies during windups: Hit enemies while marker appears and they take more damage. Light Shields increase Parry Window.
- Rogue: Death by a thousand cuts. The higher your combo meter, the more effective you are.
- Monk: Stamina-based Class. Remove downtime after last hit with a trait, keep hitting enemies with stamina gains without getting hit yourself
- Knight: The lower your health, the less damage you take. The more damage you take, the higher your own damage.
- Paladin: Charged Attack Class. Smite. Retribution. Auras.
- Guardian: Should be simple Allrounder class. Blocking an attack increases damage of next attack, basic stat increases, each consecutive combo deals more damage, light shield increases parry window.
- Plaguebearer: Affliction Class. Inflict yourself with poison (plague), infect other enemies passively while you’re near them, then take enemies down by dealing more damage to them once they’re plagued. Moment to Moment: Use Plague Buildup Runes to get enemies to plagued status, then use payback runes to deal massive damage to plagued enemies.
- Cleric: Focus Class: Hitting enemies drops focus orbs that any player can collect. Runes are all support: Heal Auras, Cleanse, Res, etc.
- Stormbringer: Crit Class: Build your entire class around critical damage, Crits deal even more damage, enemies that hit you get shocked / shock buildup. Line up enemies to thunderbolt through all of them. Other runes ricochet.
- Archer: Bow and Arrow Class: Dodge enemy attacks, retaliate with arrows.
- Crusader: Anti-Paladin: Super heavy, slow hits, themed around plagued. Gain high focus in order to perform plague supers.
- Dragoon: Long-Distance Melee Class: Damage goes up the farther away you’re from an enemy - Hit enemies, get away to build up damage buff, rush back in to deal massive damage.
One of the classes confirmed not to be coming with 1.0 is the necromancer. Thomas, the lead dev, still shared an early concept video:
As I can’t post the video, here’s the link to it: source7
Thomas also seems interested in making the Necro being able to possess enemies, so that you’ll be able to play as them. We’ll just have to wait and see how it will turn out like.
When will this class system be released?
The class system will be implemented with 1.0, but tested beforehand in a PTR/beta. Many underlying changes are also coming with it, for example balancing, new weapon archetypes and more, which will lead to a save wipe. New classes might also get implemented after 1.0.
Speculations and expectations
This soft class system, which is inspired by Final Fantasy Tactics’ job system, seems very promising in my opinion. I think it will be a hard task to get it right, but if they do, then it surely will be a massive success. Thomas also shared some loose info on stuff that will tie together with the class system, but isn’t enough to be mentioned in one of the previous paragraphs. One of the things he mentioned are factions. We sadly don’t really know anything about them, apart from the fact that they will be a thing. Then there also are the parry changes, which freed up a button. The reason for that might be class abilities, but that’s just speculation on my part.
What do you think? How will traits influence gameplay? Will there be class abilities? Please share your thoughts.





