I actually talk about the class system for once


False Skies is a class-based RPG, so actually going into some detail about them all somewhere's probably a good idea.

To begin with, each class has a few things associated with them:

-Stat growths: each stat is ranked from 1-5 stars, with half stars included. The maximum each stat can be rises as the tiers progress, starting at 3 stars at Tier 1 and reaching 5 stars at Tier 5. -Skills: each class learns special skills as you gain levels in them. Some are fairly straightforward: a fighter's Fang, for instance, does physical damage to a single target. Others are less so, but most of those are in higher tier classes.

-Special skill: each class gets an attack they can use for free, [in addition to their weapon-based attack, of course]. They vary in utility, from attacks with certain properties, to buffs, to healing.

-Weapon proficiencies: each class can use certain weapons and armor to varying degrees of effectiveness. Some classes [most notably the Generalist] can use a lot of types of equipment just fine, while others [Archers, Pugilists] are stuck to using a small amount of weapons without massive drawbacks.

The other main thing False Skies's class system has going for it is that you can stack four classes on the same character. You can add on a class from the next tier up as soon as you reach a certain level threshold [10 for Tier 2, 25 for Tier 3, 40 for Tier 4].

Character growth is fairly straightforward - your existing skills and stats stay the same upon changing class, but any further skills and stat growths come from the new class. Generally speaking, it's a good idea to swap the moment you can, but there are instances where it's good to wait to grab a skill or two past that point.

You'll also have to find most classes through looking for side quests or otherwise poking around and talking to people. You are an explorer, after all.


With all that said, here's the classes:

TIER 1 - These classes are the ones that you a new character starts out with. They're foundational, if you will.

Generalist - This one is an outlier, as it's something you only get with your starting character. You learn a grab bag of skills (including the very useful attack buff Pike), and have good proficiency with every weapon... but you're not going to be doing as much damage as a dedicated physical or magic attacker.

Fighter - Fighter - As straightforward a physical damage dealer you can get. Their special skill raises their ATK, and Fang [and eventually White Fang] does a good bit more damage than regular attacks. I'm debating on whether to give them some elemental attacks after the point you'd have switched from them at the moment.

Mage - How ether skills actually work in False Skies is a bit vague. Whatever the case, these are one flavor of magicians, focusing on Fire and Ice skills and getting Amp Up to double their SKL until the next turn ends. They also get an all target skill earlier than Sorcerers, at level 10, making random battles much more manageable.

Recon - The thief analogue. Their special skill gives you part of an enemy's stat if their HP is high and potentially an item otherwise; otherwise, Tracker and Duster do a decent job at lowering an enemy's evasion and accuracy, respectively.

Healer - I don't really need to explain these guys. Their most interesting skill is Autopana, which targets the lowest HP ally and heals them, even if they were KOd and thus an ineligible target at the start of the round.

Defender - Damage mitigation is an important part of a good RPG, and these guys are good at dealing with the physical side of things. They have the typical defensive buffs you'd expect, and DEF Loan lets you give some of the user's DEF directly to an ally, without having to deal with the questionable nature of low DEF allies getting percentile buffs.

Sorcerer - The other flavor of magicians, trading raw power for better SP growths and earth and wind for fire and ice. As opposed to Mages, they get a more powerful single-target skill at level 10. Blood Tonic [and eventually Blood Wine/Blood Spirit] trade in the user's HP to regain the whole party's SP, and also give a small SKL buff too.

Backup - DEF Wave, and all the other Wave skills these guys get target the whole party with buffs, but they'll go away after three turns. They still have their use once you acquire more permanent buffs, though - they all have preposterously high stat ceilings, and are cheaper to use too.

Archer - The ranged counterpart of the Fighter. They don't get the raw power of Fighters, but get defense avoidance and poisoning skills instead. They're also the only Tier 1 physical attacker that gets something that hits all enemies, which is always a useful trait.


TIER 2 - While some of these classes are straight upgrades to previous ones, on the whole taking any of these requires a bit of change of strategy to what you were doing before. You can change into these classes upon reaching level 10.

Pugilist - These guys get a bonus to their ATK when unarmed, and have a bunch of more technical skills to play around with. R.Hit raises their own ATK if it's not already raised, and Airpunch largely ignores enemy DEF if their target's HP is lower than their own ATK. Where would that come into play? Well...

Light Infantry - The high-risk, high-reward class of the tier. Twin Edge and the others in its skill family deal high damage for how much they cost, but deal recoil damage in the process. Lash works similarly, acting as an all-target attack that has a minor HP cost before even doing any damage. Revenge ties it all together, doing damage based on the user's HP.

Dancer - The luck-based class of the lot. Their Steps hit random targets 2-5 times, sort of like the Dances in the Devil Survivor games; at their best, the have a total multiplier better than that of the third level of the generic fire/ice/slash/etc. skills. They also have Elecall, if you want to build off a SKL-based class for some reason.

Evoker - Like summoners in a bunch of RPGs, these guys have to go around the world finding things to summon in order to be at max efficiency. Unlike most of the ones I've played, though, there's a catch - you can only have one particular Pact equipped at a time, forcing you to choose one based on the situation. You get more than the summon itself, thankfully - a bunch of other skills that also change based on what Pact you have equipped, which in some cases may be more useful than relying on a potentially temperamental spirit.

Hexer - The other side of damage mitigation. While this class does eventually get a damaging skill, the meat of their skillset is based on pure debuffs. At a high enough level, they go from being single-target to affecting all enemies, which is very nice when defanging random encounters.

Infiltrator - One of two classes that raise an invisible stat upon leveling up, this one being evasion. A bunch of their skills mess around with it for themselves or enemies; if you bother leveling them up to level 25 in their class, they'll learn Shank, which, if used against a 0 evasion enemy, has the highest attack multiplier in the game!

Librarian - The  analogue of the Ranger/enemy-type-killer class a bunch of RPGs have. Their base skills do double damage to specific enemy types, while the tier 2 versions of them do the same, but with a higher base multiplier and the caveat that they'll just fizzle if used against an invalid target.

Medic - See Healer above, but this time they have even more powerful healing. They also steal from Etrian Odyssey's medics and get Caduceus, so if you want to spend a round where you don't need to heal trying to bonk an enemy on the head, go for it.


TIER 3 - Some of these classes rely a lot on one's prior skillset being strong, while others grant a bunch of skills that work well on their own. Either way, you can change into these classes upon reaching level 25.

Guardian - Do you like enemies doing next to no damage to you? Take these guys, then; their skills all focus on doing that, and better yet can weaponize their own defenses to great effect with DEF Burst.

Samurai - Stances attack with an elemental slash, then affect a bunch of the user's stats at once, overwriting whatever changes were made to them earlier in battle. Whether or not this is ideal is heavily situation-dependent, as they're also fairly SP-intensive to use. Outside of all this, they also get 50% more money from battles.

Arcanist - One of the two T3 class that doesn't really care about their own stats, instead caring a lot about the enemy's. The damage output is also unaffected by pesky things like defenses, which means that enemies that shield up have only made themselves a nicer target. Sure, it makes debuffing enemies not necessarily the best thing to do, but that's fine, right?

Shadowmage - As mages get fire and ice, and sorcerers get wind and earth, shadowmages get lux and dark skills, starting off with Lune (which is both lux and dark-element). Their skill list is a bit bloated at the moment, so it may get cut down a bit from the 9 skill slots they fill up right now, but even without those they're still capable of abusing the poor resistances to either lux or dark a lot of enemies have.

Gunner - Guns in False Skies are an oddball weapon type for multiple reasons: they deal damage based on SKL but are a physical attack, and require ammo to be usable at all. This class continues the trend, as all their skills require ammo, in exchange doing things like having no attributes or going off your base SKL. They also get SKL Amp, in case you 1) didn't go to them from a Mage, and/or 2) want the sensation of lining up your shots in battle.

Chemist - Tonics, by the point you'll grab a chemist, aren't very effective anymore as a healing item, so this class takes them and uses them for other purposes. They are also the other class who get an invisible stat boost per level, this time being the one that affects the power of items they use. If you don't care about their SKL-based attack skills and just want to use them as a healer, though, they also have a strong RCV growth.

Starlet - The other T3 classes that don't necessarily care about their own stats. Three of their skills deal damage based off some other source - Bloodwing goes off the last attack an enemy got hit with, Grudge goes off the last attack the user was hit with, and Encore goes off the damage of the last attack the user used. Of their other two attacks, Spur is the most interesting; it reduces an ally's HP down to critical but boosts their speed dramatically. What to do with it...

Merchant - SP is very tricky to recover in the midst of battle. This class has two ways of dealing with this - the first is its SP Discount, which cuts off a bit of the SP needed for a character to use skills, and the second is SP Buy, which restores the SP of the entire party. Both cost money, though, so make sure you're flush with cash before using these. As an additional benefit to using them, they more than double the rate at which rare items can drop from enemies.

TIER 4 - With some exceptions, these classes give skills that are powerful, but require jumping through a hoop of some sort to fully abuse. You can change into these classes upon reaching level 40.

...I haven't fully hashed out all the skill lists of these, so they're not going to be quite as descriptive, and their actual focus in battle may also change. Watch this space.

Barrier Mage - The name's a bit of a misnomer, actually: while they do have some defensive skills, most of their skillset is predicated on making a crater of their enemies' defensive skills, or ignoring them outright.

Elementalist - Tired of seeing those elemental abilities from tier 1 classes at the top of your skill list, unused? Take this class, then: they'll upgrade them to much more powerful versions, and then potentially fill up the rest of your skill list with elemental fusion attacks based on the elemental alignment of other skills you have on hand. whoops I changed this one around since writing this; now, if you don't have the relevant elemental skill on hand, you'll instead get an elementally-aligned physical attack skill!

Heavy Infantry - This class focuses on traps, setting up things for the enemy to wander into and take rude amounts of damage from. It'll be something every party member will take advantage of, too, [...because that's the only reasonable way I can see to make it work in the engine I'm using]

Champion - A true champion seeks out ever more powerful opponents, and so this class's skills work best when up against more powerful opponents. Unlike the scholar below, which will focus on SKL and defense-oriented checks, this class cares more about opponent's ATK and HP, and is the ATK-oriented one.

Seer - This class can queue up attacks to happen on future turns. Want to give your allies time to set up debuffs and buffs, or line stuff up to seriously disrespect an enemy? Go with this one.

Havenmaker - They're another flavor of healer, but that's of secondary interest to their ability outside of battle, which lets them set up [save point, effectively] in certain areas. By the lategame those become rather sparse, and the act of setting them up also lets you fight special bosses, so what's not to like?

Heavy Archer - Do you like status effects? Do you hate birds? Take this class then. I might also give them some short-lasting debuffs, so as to differentiate them a bit more from the regular archer class, but we'll see what happens.

Scholar - The other swotty class, this time directly based on stat differences. They learn skills that let them rise up towards the level of their opponents, in addition to some other effect; unlike other buffs, there's also no limits on how high they can go if their opponents still tower over them. Just watch out if you do become the better of your foes.


...Tier 5? What's that?

[This is a repost from my Patreon btw]

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