In my LitRPG system, Classes are divided into two primarily types.
Base Classes, and
Advanced Classes. Each also has its own rules for obtaining it. Additionally, there are two 'Special' Base Classes that serve as the starting point for all people in the world.
Commoner and
Noble. A common citizen is either one, or the other initially. Typically inherited.
The LitRPG mechanics of this system are broken down structurally speaking, where each class does possess its own basic requirements to enter into under the Class-Change Mechanics, simplified by the use of a Crest-System, but they have not yet been fully fleshed out. If you are curious about any classes in particular, or what they do, feel free to ask in the meantime.
Below, are the corresponding class lists. None are intended to be complete and exhaustive, but rather, to represent the most common options within each category.
In order to advance to a Specialized Base Class, someone with a General Base Class must be level 5 and register as an Adventurer at one of the local Adventurer's Guilds, as well as possessing a minimum aptitude for their desired specialization.
Alternatively, reaching level 10 in the General Base Class and using the appropriate Crest item (readily available at all Adventurer's Guild Halls) will allow the individual to assume the specialized base class.
General Base Classes
Specialized Base Classes
- Warrior
- Thief
- Brawler
- Swashbuckler
- Archer
- Soldier
- Mage
- Cleric
- Shaman
- Tinkerer
- Minstrel
- Cavalier
- Squire
- Brigand
- Mercenary
- Shieldmaiden **
Martial Advanced Classes
- Warlord
- Knight
- Ranger
- Rogue
- Monk
- Pirate
- Templar *
- Centurion
- Samurai
- Dervish *
- Valkyrie * **
- Rune Knight *
- Sword-master
- Duelist
- Dread Knight *
- Dragoon
- Bard *
- Berserker
- Champion
Mage Advanced Classes
- Wizard
- Witch/Warlock
- Sage
- Bishop
- High Priest
- Summoner
- Druid
- Archmage
- Psionicist
- Enchantress **
- Rune Knight *
- Valkyrie * **
- Magus
- Necromancer
- Dread Knight *
- Siren
- Mystic
- Shadow Mage
- Bard
- Artificer
- Engineer
- Dervish *
- Templar *
* - Denotes a class that is capable of both Martial and Magic advancement, and can be advanced to from any appropriate base-class.
** - Denotes a class that is restricted to female characters only
Special Advanced Classes
- Lord *
- King *
- Dark Lord
- Dread Emperor
* - Denotes a class that is archetypal, and has multiple forms. (IE: Ork King, Demon King, Human King, etc etc etc) All of them have the 'King' class.
Changing Classes
As I hinted at earlier, there are multiple ways for a character to change classes from one class to another. Most typically undergo their first class-change when they become an Adventurer, going from either
Commoner or
Noble to one of the specialized Base Classes using the specialized
Adventurer's Crest item that allows them to assume any other Base Class they meet the requisites for regardless of their level.
When a character takes on a new class, their level is reset to 1, in that class.
Additionally, they lose any Class-Bonuses to their Attributes from the old class, and gain the Class Bonus attributes of their new class.
They retain any Skills learned and gained from their previous class(es), and gain the 1st-level skill of their new class, but can only use the skills of their new class unless they have the 'Class Mastery' skill of a previous class equipped in one of their skill slots. (Will be detailed in the Character Status Sheet notes).
A character's attributes do not change beyond the above noted adjustment when changing classes excepting in if their current attributes are above the class maximum for that attribute. In this scenario, their attributes are effectively reduced to the maximum of their class.
In order to obtain a new class, a character
MUST use the appropriate
Crest Item for that class, and using one such item requires a minimum of
Level 10 in their current class unless that Crest item has a higher requirement.
The Crest Items
- Adventurer's Crest - Requires Level 5 - Granted by Adventurer's Guild to Commoners and Nobles upon registering as Adventurers.
- 'Class' Crest - Requires Level 10 & Class-Specific Requisites - For every class, there is a crest to allow characters to obtain that class, and all of the above listed classes are included in this 'Class' crest. (IE: Brigand's Crest, Mercenary's Crest, etc etc etc).
- Hero's Crest - Requires Level 15 in the current class - Allows the user to advance into ANY Martial Advanced Class, regardless of current class. Highly sought after.
- Arcanist's Crest - Requires Level 15 - Functions as the Hero's Crest, except for Mage classes. A character using this can assume any mage class regardless of their current class.
- Grand Crest - Requires Level 20 - A Legendary Crest - This mythic item is not consumed by its use, and allows its user to change their class into ANY class, overriding all other class and level requisites.
- Lord's Crest - Requires Level 20 & Noble Class - Advance into the appropriate 'Lord' Class. (May also advance into Dark Lord class)
- King's Crest - Requires Level 20 & Lord Class - Advance into the appropriate 'King' Class. (May also advance into Dread Emperor Class)