---
title: Class Slots
url: "https://orkframework.com/guide/ork4/ork4-documentation/section-combatants/class-slots/"
updated: "2026-07-13"
category: "Section: Combatants"
---

# Class Slots

Class slots are used to equip classes.

Class slots are found in **Combatants > Class Slots**.

# Class Slots

This is an optional feature and allows a combatant to use/equip multiple classes at the same time. When not used, the combatant uses only one single class (or none at all). Both systems can also be combined.

Classes can be equipped on class slots, you can define as many of them as you need for your system.

If a class slot is available to a combatant is decided by either the default class setup (**Combatants > Combatants > General Settings**) or optionally the combatant’s own class setup. Additional class slots can be added (and removed) to combatants during a running game, e.g. via [research trees](https://orkframework.com/guide/ork4/ork4-documentation/section-status/ork4-research-trees/) or schematics.

Class slots are used in *Class Slot*menu screens to equip a class on them – they’ll show the classes that can be equipped on them. They can also be hidden from the player and optionally prevent from unequipping a class (i.e. only changing the class is allowed).

## Equipped Class Contribution

Class slots define which parts of a class contribute to the combatant equipping it:

- class ability
- available equipment
- attack/defence modifier start values
- battle menu
- control maps
- shortcuts

The other status benefits of a class allow for a more complex contribution, e.g. using factors and level limits.

### Status Bonuses

Using status bonuses of a class can optionally use a factor to calculate how much of the bonus is used. This factor can also be set per status value.

A factor of 1 means full use of the bonus, while 0.5 will only use half of the bonus value or 2 would double the bonus.

E.g. you can use a factor of 1 for maximum HP/MP status values to fully take them into account, while only using half of other status value bonuses.

### Status Development

Using the status development of a class can also use a factor like status bonuses.

Additionally, the status development can optionally be limited to a defined level, e.g. a sub-class only allowing status development only up to half of the main class’s level.

Using a formula will have the class available as selected data via the key *action*, allowing you to use the class’s level itself using a *Selected Data Level* node in the formula.

### Ability Development

Using the ability development of a class can be limited to (base) level and class levels.

E.g. a sub-class only adding abilities up to level 10.

## UI Settings

### Empty Slot Content

The empty slot content defines how a class slot displays it’s equipped content when it’s empty.

This is used in menu screens instead of the class that’d otherwise be on the slot.

### Unavailable Slot Content

The unavailable slot content defines how a class slot displays it’s equipped content when it’s unavailable.

This is used in menu screens instead of the class that’d otherwise be on the slot.

### Information Overrides

Class slots can replace the default class slot notifications and console texts.

# Using Classes

There are 2 ways to use classes:

- single-class (or main class)
- class slots

Both can be used together, or none at all.

## Single-Class

A combatant can have a single main class – the *single-class* of the combatant. Combatants can have multiple classes, but can only use one class at a time as their single-class.

The status development of a single-class is added to the *base* value of status values.

### Changing Classes

The single-class can be changed in-game using schematics (*Change Class* node) and the *Class (Single)* menu screen part in menu screens.

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.

## Class Slots

Similar to equipment slots and equipment, class slots are used to *equip* a class. Combatants can have multiple class slots and equip multiple classes at the same time (one per slot).

The status development of equipped classes isn’t added to the *base* value of a status value – like equipment status bonuses, it’s added to the final value of the status value instead.

### Changing Equipped Classes

Class slots and their classes can be changed using schematics (e.g. *Change Class Slot* node to change an equiped class) and the *Class Slot* menu screen part in menu screens.

Unequipping a class will remove all of it’s added benefits, equipping a class can use benefits allowed by the class slot it’s equipped on (see below for details on class slots).

[![](https://orkframework.com/wp-content/uploads/ork3_class_slots.gif)](https://orkframework.com/wp-content/uploads/ork3_class_slots.gif)
