INTERVAL
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SUB-CLASSES
There are no starting classes in Samsara Fall Online. Your role within the game will vary according to your play style, currently equipped items, and your later chosen skills.
There are twelve sub-classes to choose from, four of those specials that are only unlocked at your last sub-class choosing.
Each unlocked sub-class gives you a permanent passive skill.
{ Normal Sub-Classes:
Shaman: Channels magic rituals with long durations that require preparations, focus, or ingredients. Permanently grants more Energy.
Arcane: Uses energy to cast quick spells, like projectiles or instant effects. Passively grants more Cooldown Reduction.
Master: Allows to befriend a wild animal and level it up, unlocking its skills or having combos with it. If the pet dies, it does not revive by itself, needing another skill or item to do so; after five minutes dead he’ll be lost forever. Gather mounts, cattle, cosmetic, or combat pets.
Survivor: Improved efficiency on outside crafting, collecting resources, using items, as well as having more resistance. Passive increase in Overall Resistance and Overall Damage Blocking.
Devout: Has mainly abilities that can affect themself and/or nearby entities in an aura. Passively grants more Health and Divinity.
Fighter: Use of the raw physical attributes of the body to attack, block, or evade. Passively increases Bonus Melee Damage and Critical Damage.
Gambler: Random-based skills and randomize abilities by increasing the gap between the minimum to maximum output values or adding different critical chances to them. Gains more Critical Chance.
Scout: Greater efficiency in movement and improved senses. Passively adds Movement Speed.
Special Sub-Classes:
Corrupted: Takes something out of yourself to use skills. *Something besides the available quantity of energy. Passively amplifies Action Speed.
Support creative writers by reading their stories on Royal Road, not stolen versions.
Vampire: Their skills are influenced by the ambient or the characters nearby. Passively grants more Primary Attributes, according to surrounding enemy attributes (up to a max).
Trickster: Creates tricks to cheat external perceptions. Permanent bonus of Evasion.
Necromancer: Uses fresh dead bodies as fuel or as puppets to be controlled for a limited amount of time. Passively improves Energy Regeneration and Health Regeneration. }
For every twenty levels, a choice for a sub-class opens. By taking one, its skill tree will appear, there you can choose to equip any abilities within as you unlock them. The combination of two sub-classes adds a few “intermediary” skills to your class-tree.
For example: If you choose a Master and a Shaman, you will become a Beastmaster, allowing you not only to synergize with both sub-classes' skills, like improving your pet with support magic, but it also unlocks new abilities, like being able to temporarily control groups of beasts with rituals.
Now if you’re Master and Arcane, you will be a Bondmaster, unlocking abilities to cast magics through your controlled creature and save his spirit in case the pet dies, allowing you to respawn him afterward.
Master-Shaman-Necromancer is a Puppet Master, while Master-Arcane-Necromancer is a Spirit Master, and Master-Arcane-Shaman is an Energy Master; these are three-combo classes, which unlock not only the in-between abilities of the three sub-classes but also add a single ultimate ability that only such class has.
In the beginning, you can choose only 8 classes, then there are 28 two-combo classes, and finally, there are 168 three-combo classes. So it escalates steeply from simple to complex.
Not only that, but your equipment also changes your role, and there is no weapon use limitations when choosing classes. For example, if you’re a shaman with a staff as a weapon, you probably want projected-type magic where you can activate skills from afar; while when using sharp weapons, blood-related magic that can be used once you receive or deal damage in a melee battle may be the best, but if you use a guitar as a weapon, you can become a bard to play ritual magics to support or even attack while you keep playing music at a medium range. All of that with the Shaman sub-class.
And I won’t even start explaining the usage of armor or tools, because that usually depends on what type of mission and team you are going for. So, if you want to know more, just keep playing at your own pace and you’ll learn them. It’s easier than it looks in practice.
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According to the massive server leak of 2057, and the sketchy videos and stories that followed right after, it’s also believed that there are four more secret sub-classes. In the leaked documents, a file contains all two and three-combo class names that are from sub-classes that supposedly aren’t in the game, which is way too much to be just a prank of an unknown player.
Those classes are: Contractor, Degrader, Temporalist, and Traveler. The game is hardcoded to have a maximum of three sub-classes, and by the leaked document showing only up to the three-combo classes, it’s believed that or you would have to choose them before unlocking the third class, or you would need to sacrifice one of your classes in order to ascend into a secret class.
There’s no proof that these are really secret classes, they might be just unpublished ones that were never truly added to the game, but if you do see a sub-class that isn’t the twelve normal or special choosing classes, email me at: takkarok@insmes