Four classes, two specialisations each, five skills per specialisation. The class decides which stat converts into damage and how much health you carry.
The short version
| Class | Damage comes from | Base HP | Feel |
|---|---|---|---|
| Warrior | STR (×2) | 600 | Highest damage per point in one stat, most forgiving |
| Ninja | DEX (×2) + STR | 650 | Fast, accuracy-driven, rewards attack speed |
| Sura | STR + INT | 650 | Split scaling, hybrid physical/magic |
| Shaman | INT (×2) | 700 | Highest base health, magic damage |
Every class gains health from VIT at the same rate (40 HP per point) and rolls per-level health gains around the same average, so the base-HP column is a starting advantage, not a permanent one.
Specialisations
Each class has two specialisations. You are not locked out of either — the split organises which five skills a tree contains, and skill points are spent per skill.
- Warrior — Body / Mental
- Ninja — Blade / Assassin
- Sura — (see Skills)
- Shaman — Dragon / Healing
Every skill's power at rank 1, 17 and 38 is listed on the Skills page, so you can see exactly what a point buys before spending it.
Which should you pick?
If you're optimising, don't — not on a first character. Class differences are smaller than gear differences, and every class clears the same content.
Pick on how you want to play:
- You want the simplest build. Warrior. One damage stat, most health, hardest to misallocate.
- You like attack speed and crit. Ninja. Its passives push speed and critical chance, which compound with gear that does the same.
- You want magic damage. Shaman, or Sura if you want a physical/magic hybrid rather than pure INT scaling.
Stat allocation
Primary stats gained from levelling cap at 90 each. That cap applies only to points you allocate — gear bonuses stack on top and are uncapped by it.
The practical consequence: early on, allocation is most of your power. Later, it's a rounding error next to equipment. Don't agonise over the first hundred points.