Picking your class
More guidesThe five paths at Mira's Class Shrine, a trial run at every totem, and the Change of Heart if you pick wrong.
Five totems, one minute each
Long before you can choose, you can already feel every class. From level 3, walk up to a trial totem beside the Class Shrine and it lends you that class's very first move for 1 min: swing a sword, throw a bolt of clean water, loose a sling shot, dash in with a blade, or call a river creature to your side. Feel which one fits your hands, then come back at level 8 and make it yours for good.
The five classes
At the shrine, five pedestals each carry a glowing emblem. Stand close and choose:
| Class | Role | Fights with | Feel |
|---|---|---|---|
| Knight | Guard, taunt, shove | Swords and turtle-shell shields | Stands at the front and shields the party |
| Mage | Purify, heal, freeze | Wands and staves | Cleans the Gloom from afar and heals friends |
| Shooter | Shoot, mark, plant | Slings, bows and blowpipes | Hits hard from a distance, marks tough targets |
| Ninja | Dash, climb, dive | Leaf blades and throwing stars | Fast, in and out before anything strikes back |
| Monster | Call, stomp, dig | Claws and heavy armour | Calls river creatures to fight beside it |
Every class can look after itself, and every class helps the river in its own way — there is no wrong pick, only a different feel.
How the shrine works
- Stand close to a pedestal and press E. Before level 8 the shrine only tells you to come back; at level 8 it opens the choice.
- Pick a class. You get a first weapon on the spot and your mentor teaches you your first ability. It goes straight onto a free slot of your 1–8 bar.
- Open your spellbook (K) any time to see the eight abilities your class learns as it levels up, plus three spells every class shares. Your skills live on the 1–8 bar beside your food and potions, cast with the number keys; drag them to the slots you like. R, F, T and G are optional extra keys for any four of them (a controller's d-pad casts those four).
- Change your mind once, free, any time before level 15. You keep your level and everything in your satchel — only the class changes. (In an Explore world, changing class is always free.)
- After that, a Change of Heart still works, but it costs orange coins that grow with your level:
| Your level | A Change of Heart costs |
|---|---|
| 15 | 780 coins |
| 20 | 1,120 coins |
| 30 | 1,920 coins |
| 50 | 4,000 coins |
| 100 | 12,000 coins |
What you can do about it
- Use the totems before you commit. A minute is short, but it's enough to feel whether you like fighting up close or from afar, alone or with a call for help.
- Ask around. Friends already playing a class can tell you what levelling it feels like at 30, 50 and 100 — the feel at level 8 isn't always the feel at level 80.
- Pick before your free window closes. The free Change of Heart lasts until level 15; after that, changing your mind is still possible, just no longer free.
- A class you love is worth more than a class that's "strong". Every class fights, gathers and helps the village; none is left behind.
Before you ever reach level 8, spend an afternoon walking the shrine and waking every totem. By the time you can choose, you won't be guessing — you'll already know which mentor you want to learn from.
Where next
Once you've picked, your abilities and gear grow together: see Levels and power for the climb, Combat and elements for how hits and elements work, and The gear ladder for the weapons and armour waiting at every tier. Curious what a lucky drop can add to your gear? Read Item powers: gear with a will of its own. And however you look while you fight, Your Tatazo covers dressing the part. Every class earns the same orange coins along the way.
