Classes are used to describe your character’s natural talents. This may or may not have anything to do with your character’s profession—for example, not all rogues are thieves and not all scholars are spellcasters.
Your own physical characteristics and abilities need not match those of your chosen character but it can help you in your adventuring career if your actual physical skills are congruent with your character’s fantasy skills. Still, you are encouraged to “be all that you can’t be” in the Alliance.
The three main classes are Fighter, Rogue, and Scholar. Then there are the three hybrid classes: Scout is a cross between Fighter and Rogue, Adept is a cross between Rogue and Scholar, and Spellsword is a cross between Scholar and Fighter. Finally, there is Artisan which is a class all by itself. Choosing which class you wish to play should be based upon what skills you wish to purchase, as your class is out-of-game.
Adept
When it comes to skills required to get a task done, the Adept is most likely to use the fastest and most expedient means available. Their ability to cast spells, use alchemy, backstab, and use many other skills makes them very, well, adept in adventuring. They are most successful when using a combination of spellcasting and backstabbing.
Artisan
The Artisan class is exceptionally tuned to the manufacturing and sale of trade items. The Artisan has power not through spells or weapons but through wealth. Artisans do not excel in weapon use or spellcasting, but can be excellent merchants, craftsmen, and pure alchemists.
Fighter
Fighters take naturally to the physical combat arts and rely mainly on strength and stamina to accomplish their goals. They can wear any type of armor and can learn a number of interesting battle skills to aid them with their chosen weapons. If being on the frontline and bashing in the enemy is what you want, this class will give you the most power to accomplish that goal.
Rogue
Rogues have a natural bent towards dexterity based skills. The lower Body Points, lighter armor and relatively high costs for combat skills does not make them well suited for front line combat roles, but Rogues always find a way to make up for this injustice. If you wish to play a sneaky, backstabbing, and cunning character, this is the class for you.
Scholar
Scholars are good at many mental skills and the magical arts. You will find Scholars in the midst of battle throwing their spells, on the outskirts healing those in need, and deep in study in the guilds researching arcane texts and documents. Scholars cannot wear heavy armor, and weapon skills are difficult for them, but for sheer spell power, none can compare.
Scout
The swashbuckling Scout can learn both fighting and rogue skills easily and so tends to become an expert at damage from any direction. They may not be able to do as much as Fighters and Rogues at their level but versatality can make up for that. Scouts can avail themselves of skills available to rogues at a reasonable price and at the same time learn basic fighting skills which can be useful, making them a threat from front and back.
Spellsword
Spellswords are spellcasting fighters who can use a weapon as easily as they can throw a spell. Their combat training leaves them better able to fight but takes away from their studies. Spells are a bit harder for them than Scholars and weapons a bit harder for them than Fighters, but at higher levels, Spellswords are a good match for either of those two classes.
When it comes to skills required to get a task done, the Adept is most likely to use the fastest and most expedient means available. Their ability to cast spells, use alchemy, backstab, and use many other skills makes them very, well, adept in adventuring. They are most successful when using a combination of spellcasting and backstabbing.
The Artisan class is exceptionally tuned to the manufacturing and sale of trade items. The Artisan has power not through spells or weapons but through wealth. Artisans do not excel in weapon use or spellcasting, but can be excellent merchants, craftsmen, and pure alchemists.
Fighters take naturally to the physical combat arts and rely mainly on strength and stamina to accomplish their goals. They can wear any type of armor and can learn a number of interesting battle skills to aid them with their chosen weapons. If being on the frontline and bashing in the enemy is what you want, this class will give you the most power to accomplish that goal.
Rogues have a natural bent towards dexterity based skills. The lower Body Points, lighter armor and relatively high costs for combat skills does not make them well suited for front line combat roles, but Rogues always find a way to make up for this injustice. If you wish to play a sneaky, backstabbing, and cunning character, this is the class for you.
Scholars are good at many mental skills and the magical arts. You will find Scholars in the midst of battle throwing their spells, on the outskirts healing those in need, and deep in study in the guilds researching arcane texts and documents. Scholars cannot wear heavy armor, and weapon skills are difficult for them, but for sheer spell power, none can compare.
The swashbuckling Scout can learn both fighting and rogue skills easily and so tends to become an expert at damage from any direction. They may not be able to do as much as Fighters and Rogues at their level but versatality can make up for that. Scouts can avail themselves of skills available to rogues at a reasonable price and at the same time learn basic fighting skills which can be useful, making them a threat from front and back.
Spellswords are spellcasting fighters who can use a weapon as easily as they can throw a spell. Their combat training leaves them better able to fight but takes away from their studies. Spells are a bit harder for them than Scholars and weapons a bit harder for them than Fighters, but at higher levels, Spellswords are a good match for either of those two classes.