Classes are used to give combatants additional status benefits.

Classes #

Combatants can change between classes, e.g. switching from a physically attacking warrior to a magically attacking mage class. Changing classes can optionally also remove things like status/ability development of the old class, completely changing the combatant’s status system.

Classes are set up in Combatants > Classes.

Base Settings #

Define some base class settings.

Class Ability #

Classes can optionally use a class ability – similar to the combatant’s base attack.

Class abilities can e.g. be used in battle menus or menu screens.

Battle Menu #

Classes can optionally use a separate battle menu.

This allows to create battle menus to match a class’s functionality.

Control Maps #

Classes can add control maps to the combatant’s control maps to match the class’s functionality.

Status Settings #

A combatant can have defined status modifications while being part of a class.

Attack/Defence Modifiers #

Define attack/defence modifier start values – they’ll override the default start values.

A combatant can override the class’s modifier values.

Status Bonuses #

Optionally use a custom bonus setup or add status bonus templates to the class.

Status bonuses can give bonuses to chances, status values, attack/defence modifiers and change status effects.

Learn more about status bonuses in this documentation.

Development #

A class can contribute to the combatant’s development.

Some of these can optionally be removed when changing classes.

Class Levels #

Classes can have their own status development – this allows the class to level up and change the combatant’s status values.

Class level ups use Experience type status values that use the Class Level experience type.

Ability Development #

Set up which ability will be learned at which level, or use ability developments as templates.

Learn more about abilities and ability development in this documentation.

Research Trees #

Add the research trees that are available to the combatant while being part of a class.

Research trees are used to upgrade status values, learn new abilities or create items, equipment, etc.

Learn more about research trees in this documentation.

Menu Ability Types #

Menu screens and battle menus showing empty ability types can optionally be limited to ability types that will be available to the combatant (in this case via it’s class).

You can define ability types that will be available in addition to the types that are found based on the combatant/class ability development and research trees.

Equipment #

A class defines which equipment is available to a combatant. Combatants can optionally override it with their own equipment setup.

Available Equipment Slots #

Defines the equipment slots that are available to the combatant that is part of the class.

Equipment slots can also be changed by other means, e.g. equipment, passive abilities or status effects can make additional equipment slots available or block existing slots.

Available Equipment #

Defines the equipment that is availalable to the combatant that is part of the class.

The equipment isn’t limited to the defined equipment slots, though it can only be equipped when the combatant has the needed slots (e.g. through later addition).

Available Item Types #

You can also define which equipment is available by the equipment’s item type.

Shortcut Settings #

Classes can optionally have their own shortcut lists. This is enabled in Combatants > Combatants > General Settings in the Attacks & Abilities > Shortcut Settings.

Learn more about shortcut slots in this documentation.

Changing Classes #

Combatants can change their class during the game, this can be done using a Change Class node in schematics.

Changing the class can forget the old class’s abilities and learn the new class’s abilities, remove old status value bonuses (from status development) and use the new class’s status development, etc.

In short, changing classes can remove the old class’s status changes and use the new class’s status changes, completely switching between classes.

The combatant will remember the class level and experience of each individual class. When switching back to an already known class, the combatant will resume at that class level and experience value. Experience in this case is the Class Level experience type Experience status value.