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Interlude 1.3 - Roles

A Primer on Classes, Roles, and What Both Mean

The System that came with the Tower is a deceptively complex one, and many people make mistaken assumptions due to a similarity in terms. In our modern world, these mistakes can lead to death, or at the very least wasted time and levels. This primer, therefore, is meant to explain the basics of the System in easy to understand terms. It is my hope that nothing here will be a surprise. I look forward to receiving many complaint letters about how I wasted everyone's time explaining things that everyone already knew.

Class: This is the framework upon which we advance in power and skill. At every 8 levels (starting at level 8), you reach an “advancement,” whereupon you may use a bloodstone to modify your existing class. If you do not have a class yet, you will simply gain the class of the bloodstone. However, if you do have a class already, then the bloodstone will allow you to change to a new class, one that is not strictly connected to your existing class or the bloodstone.

Role: This is the framework upon which classes themselves rest. In short, the point of a role is to tell you the purpose of a class. Mage, for example, is a class of the [Attacker] role. It is designed for dealing damage. That means that any time a Mage deals damage in combat, they will receive experience. Further, every [Attacker] class begins with a similar (though not identical) spread of abilities. There are eight roles, split between four combat roles and four utility roles.

Combat Roles: Due to the fall of humanity leading up to the Last Raid, we now only have access to the four combat roles. These are: [Attacker], [Defender], [Healer], and [Tamer].

Attacker: The role for attacking enemies. Any action which deals damage will grant experience; a tiny amount in training, a small amount against humans in real combat, and a slightly larger amount against monsters in real combat. All [Attackers] gain two active offensive abilities, and one passive skill on first taking a class of this role. For example, the Rogue gains the [Backstab] and [Dodge] techniques, along with the [Stealth] skill. The Mage gains the [Energy Bolt] and [Forceful Push] spells, along with the [Arcane Manipulation] skill.

Defender: The role for defending allies. Any action which prevents damage will grant experience; a tiny amount in training, a small amount against humans in real combat, and a slightly larger amount against monsters in real combat. All [Defenders] gain one active defensive ability, one taunt ability, and one passive skill on first taking a class of this role. For example, the Knight gains the [Intercept Blow] and [Challenge Champion] techniques, along with the [Armor Mastery] skill. The Shielder gains the [Cover Ally] and [Engaging Roar] techniques, along with the [Shield Mastery] skill.

Healer: The role for healing allies. Any action which cures damage will grant experience; a tiny amount in training, a small amount against humans in real combat, and a slightly larger amount against monsters in real combat. All [Healers] gain one active healing ability, one active other support ability, and one passive skill on first taking a class of this role. For example, the Mender gains the [Least Heal] and [Light Orb] spells, along with the [Anatomy] skill. The Priest (although we no longer have the bloodstone for that class) gains the [Least Heal] and [Invigorate] spells, along with the [Staff Mastery] skill. Note the spell overlap.

Tamer: The role for controlling others. Any action which controls others will grant experience. A tiny amount from giving orders to an existing minion during real combat against humans, a small amount from giving orders to an existing minion during real combat against monsters, a slightly larger amount from temporarily taming a minion, and a larger amount from permanently taming a minion. All [Tamers] gain one active command, one taming ability, and one slot for a permanent minion on first taking a class of this role. For example, the Beastmaster gains the [Beast Pounce] and [Tame Beast] techniques, along with one minion slot. The Bard (although we no longer have a bloodstone for that class) gains the [Inspire Courage] and [Enchanting Song] spells, along with one minion slot; Bards gain skills at later levels based on swapping minions out of their “permanent” slot on a regular basis.

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Utility Roles: Due to the fall of humanity leading up to the Last Raid, we have completely lost all Utility classes. The four Utility roles are included here only for the sake of completeness. These are: [Crafter], [Gatherer], [Scholar], and [Explorer].

Crafter: The role for creating items. Any action that creates, repairs, or significantly shapes an item will grant experience. Unlike [Combat] classes, there is no difference from doing this in or out of combat. All [Crafters] gain two crafting techniques or spells, and a skill for the material they can work with on first taking a class of this role. For example, the Smith gains the [Hands-Free Crafting] and [Instant Crafting] spells, as well as the [Forge Use] skill. The Alchemist gains the [Mix Ingredients] and [Analyze Composition] spells, as well as the [Potion Making] skill.

Gatherer: The role for collecting items. Any action that grows a resource or moves an item to the Gatherer's inventory for the first time will grant experience. Unlike [Combat] classes, there is no difference from doing this in or out of combat. All [Gatherers] gain one ability to either pick up specific types of items at range or influence a resource, one ability to highlight specific items, and a skill granting a personal inventory on first taking a class of this role. For example, the Farmer gains the [Collect Plants] spell and [Identify Plants] technique, as well as the [Personal Inventory] skill. The Miner gains the [Collect Ore] spell and [Identify Stone] technique, as well as the [Personal Inventory] skill.

Scholar: The role for gaining knowledge. Any action that acquires new knowledge will grant experience. This means either acquiring a physical representation of knowledge (such as a book), or writing down some new piece of knowledge that they have received. The System takes the Scholar's own abilities and knowledge into account; hunting down the code to a safe will grant more experience than being told that code. Unlike [Combat] classes, there is no difference from doing this in or out of combat. All [Scholars] gain one ability to project or highlight information in some fashion, one ability to write or record information, and an eidetic memory skill on first taking a class of this role. For example, the Diplomat gains the [Display Speech] spell and the [Record Speech] technique, as well as the [Mental Whiteboard] skill. The Reader gains the [Speed Writing] technique and the [Spot Book] spell, as well as the [Mental Bookshelf] skill.

Explorer: The role for finding locations. Any action that directly leads to finding a new location will grant experience. More secret and hidden locations will grant more experience. The System takes the Explorer's own abilities and knowledge into account; searching for the hidden room in a manor will grant more experience than finding it on a map. Unlike [Combat] classes, there is no difference from doing this in or out of combat. All [Explorers] gain one mobility ability, one sensory ability, and a mapping skill (which opens up a minimap on the System interface) on first taking a class of this role. For example, the Runner gains the [Sprint] technique and the [Spot Path] technique, as well as the [Automap] skill. The Scout gains the [Dodge] technique and the [Spot Hostiles] spell, as well as the [Automap] skill.

That is a reasonable summary of classes and roles, and I hope it will clear up some of the misunderstandings that have been cropping up. My next primer will prioritize the eight foundational classes that we still have access to, and their most common advancement paths.

– Victor Tenborn, year 44 After Fall