A Class is the first half of a player's mythological role, which is assigned with an Aspect at Character creation. Classes are either passive (+) or active (-), which determines the effectiveness of different Aspect Patterns in game.
There are 12 different classes to choose from, with varying degrees of active/passiveness. The master classes (Muse and Lord) are not available.
- Witch - 160%
- Knight - 150%
- Prince - 140%
- Maid - 130%
- Mage - 120%
- Thief - 110%
- Rogue - 110%
- Seer - 120%
- Sylph - 130%
- Bard - 140%
- Page - 150%
- Heir - 160%
Active players get a power bonus when fighting strifes, but get an equal power penalty when assisting others. Passive players get a power penalty when fighting strifes, but get an equal power bonus when assisting others. It is important to note that this benefit or penalty only affects your power from echeladder position, NOT your weapon and sprite. Thus, it is only important at low levels and on dream moons, where your echeladder power is your main source of power.
Each class does well with certain patterns and not so well with other patterns, based on a percentage applied over the average effectiveness of each pattern attribute. Currently, Invulnerability, Temporary Boosts and Multitarget aren't implemented, so those parameters are unused in-game.
Not every class affects every attribute. A Prince of Space for example is no better at healing than a Bard of Space. Additionally, Pages and Heirs do not get extra bonuses or penalities to any categories, nor do Witches. Bards have a roletech that randomizes their aspect patterns, making them unpredictable.
|Damage||Power Reduction||Offense Boosting||Defense Boosting||Power Boosting||Invulnerability||Healing||Multitarget||Cost Reduction|