The game's class selection is broken down into Melee, Ranged and Magic.
The player chooses two classes, these classes are not restricted based on race or the previously chosen class.
MELEE
* Fist
* Sword
* Rapier
* Dagger
* Mace
* Flail
* Hammer
* Shield
* Claw-Weapon
* Scythe
* Polearm
* Spear
* Cutlass
* Rod
Melee weapons are all around good for new and experienced players, they can be mixed with magics and sometimes ranged weapons.
The wide selection of weapons allows the user to be anything from a mid to a close-ranged fighter.
The fist class in specific is not recommended for new players as it is heavily underpowered in the early game, this is because the fist class give the player the ability to learn a 'Style' - this style will change the appearance, speed, damage of the fists and in some cases add whole new abilities to your arsenal.
RANGED
* Bow
* Crossbow
* Rifle
* Boomstick
* Pistol
* Boomerang
* Slingshot
* Explosives
* Senbon
* Blowdarts
* Instrument
* Trap
Ranged weapons also very in the distance between the attacker and target.
A weapon such as the slingshot, senbon or boomerang is designed for use within several meters of the user.
The pistol, blowdart and bow can be used for greater distances.
The rifle is almost limitless when it comes to range, as long as you see the target, you can technically hit them.
And weapons such as the traps work regardless of if the player is even on the same continent.
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All ranged weapons require ammo, it can be created free of charge and with no mana cost by the user from level one.
This is simply to prevent the user from walking around with a million arrows, terrorizing the melee users, ammo cannot be sold.
MAGIC
* Fire (Colour of your choice)
* Ice
* Air
* Lightning
* Earth
* Water
* Light
* Shadow
* Illusion
* Spacial
* Arcane
* Summoning
* Healing
* Metal (Silver, Gold, Iron, Copper, Titanium,)
* Poison
* Nature
Magic can vary from close to long-range, in general, it is believed that a mix of melee and magic is a safe mix, though many players go for double-magic builds for the sake of maximum damage and a vast variety of spells.
Many magic types are considered "situational" and "basically useless" such as the light magic type which works as a glorified torch most of the time.
Upon picking a type of Magic, you will be prompted to select the Casting-Type you want, for example, should your fireball come from your open palm, your staff or your wand.
CASTING TYPES
* Seals
* Wand
* Staff
* Book
* Enchanting
When picking your classes, you are sometimes rewarded with extra abilities, visual changes to your skills as well as a title for picking certain class-combos.
These often affect your gameplay in little to now way, and as such are often ignored in favour for more useful, non-combo-fitting classes.
CLASS COMBOS
* Water+Nature = Coral
* Earth+(Metal/Fire) = Gem
* Summoning+(Fire, Water, Air, Earth) = Shaman
* Air+Water = Mist
* Shadow+Arcane = Demonic
* Spacial+Illusion = Mindfuckery
* Air+Spacial = Sound
* Earth+Fire = Lava
* Earth+Air = Sand
* Lightning+Metal = Magnetic
* Ice+Air = Snow
* Fire+Air = Explosion
* Spacial+Earth = Motion
* Metal+Water = Rust
* Poison+Life = Necromancy
* Scythe+Shadow = Edgelord
* (Melee)+Light = Paladin
* (Melee)+Shield = Tank
* Senbon+Dagger = Assasin
* Dagger+Illusion = Ninja
* Cutlass+Pistol = Pirate
* (Blade)+Arcane = Spellblade
* (Magic)+Nature = Druid
* (Blade)+Fire = Pyroblade
* Rapier+Fist = Rapist
* Rifle+(Ranged) = Sniper
* Instrument+Magic = Bard
* Claw-Weapon+Melee = Berserker
* (Bow/Crossbow)+Melee = Hunter
* Shield+(Magic) = Spell-Shiled
* Lightning+Water = Stormspell
* (Magic)+Bow = Spellbow
* Poison+Air = Gas
* Nature+Arcane = Sucromancer
* Metal+(Arcane/Lightning) = Machine
* Trap+(Magic) = Spelltrap
* Light+healing = Cleric
* (Melee)+Summoning = Weapon Summoner
* Dagger+Shadow = Rogue
* Explosive+Boomstick = Altilery
* Fist+Claw = Clawhand
* Spacial+Summoning = Portal
* (Earth/Metal)+Nature = Golem