AIOCL

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Characters in Sword World 2.0 use their knowledge of a variety of classes in order to solve problems and achieve goals. The following is a detailed explanation of classes and their capabilities.

Class Descriptions

PCs in SW2.0 gain experience, and use this experience to advance their knowledge of various classes in order to become more powerful. The higher the class level, the more refined the abilities. Below are descriptions of each class, as well as the skills and checks that class is proficient in.

Warrior-type Classes

There are 4 separate Warrior-type classes, each with their own way of fighting enemies. Among the Warrior-type classes, Fighter, Grappler and Fencer have very similar skillsets, so it is recommended to only master one of these classes.

Fighter (Major Class)

Standing at the front, wielding mighty weapons, the Fighter stands strong in the face of danger. Fighters are able to don any type of armor and can wield any melee weapon, given they have the Strength to use it. However, where they lack is at range, as Fighters are not proficient with any sort of ranged weapon.

Fighters are proficient in:

  • Accuracy checks
  • Evasion checks
  • Calculated Damage (along with Strength modifier) with any melee weapon

Grappler (Major Class)

Eschewing weapons in favor of punches and kicks, a Grappler is able to wrestle with the best. Weapon and armor choices are quite limited, as Grapplers are only proficient with Wrestling weapons and can only wear specially designed armor. Even shields are off-limits to a Grappler, though they compensate for this by being much more evasive in combat. While the Grappler's damage output and Defense may seem inferior to a Fighter's at first glance, the Combat Feats 《Chain Attack》 and 《Throw Attack》 make up for that.

Grapplers are proficient in:

  • Accuracy checks
  • Evasion checks
  • Calculated Damage (along with Strength modifier) with Wrestling weapons

Fencer (Minor Class)

Lightly armored, a Fencer dodges and feints, hoping to land a critical strike on enemies. Fencers treat their Strength as half as high (rounded up) when determining what weapons and armor they may use, but also reduce the Crit Rate of whatever weapon they wield by -1. Additionally, as a Minor class the Experience requirements to advance isn't nearly as high as a Major class, meaning it's very easy to advance as a Fencer.

Fencers are proficient in:

  • Accuracy checks
  • Evasion checks
  • Calculated Damage (along with Strength modifier) with any melee weapon

Marksman (Minor Class)

Taking aim at distant enemies, a Marksman can unleash a barrage of fire without putting themselves at risk. While Marksmen are not limited with regards to weapons or armor, their class also doesn't add any bonuses to Evasion. Additionally, ranged weapons don't always work like other weapons, and may just have a fixed value for Calculated Damage instead, so double-check the weapons lists.

Marksmen are proficient in:

  • Accuracy checks with ranged weapons
  • Calculated Damage with ranged weapons (except Guns)※

※Certain weapons (such as Crossbows) have a fixed value for Extra Damage, see the Item lists for more details.

Wizard-type Classes

There are 5 distinct Wizard-type classes, each with their own type of spells available. Unlike most of the Warrior-type classes, there's very little overlap between Wizard-type classes, and so each needs to have their own needs taken into account.

Sorcerer (Major Class)

Masters of Truespeech magic, Sorcerers are capable of creating powerful offensive magics. Requiring Magical Implements in order to cast their spells, a Sorcerer also receives penalties for wearing certain armor in combat when casting.

Sorcerers are proficient in:

  • Spellcasting checks for Truespeech spells
  • Calculated Damage (as part of Magic Power)

Conjurer (Major Class)

Able to animate dolls and golems with the same ease as buffing allies, Conjurers are adept at Spiritualism magic. As with Truespeech magic, Conjurers require Magical Implements when casting spells, and will also receive penalties for casting spells while wearing certain armor.

Conjurers are proficient in:

  • Spellcasting checks for Spiritualism spells
  • Calculated Damage (as part of Magic Power)

Priest (Major Class)

Followers of the deities of Raxia, Priests use their connection to the divine to help the less devout followers, while punishing the Barbarous. When taking the first level in Priest, the character must choose a deity to follow; this allows the Priest access to that deity's Specialized Divine spells as well as the Basic Divine spells all Priests have access to. In order to cast spells, a Priest must have a Holy Symbol somewhere on their person, and must be able to speak clearly to invoke the divine.

Priests are proficient in:

  • Spellcasting checks for Divine spells
  • Calculated Damage (as part of Magic Power)

Fairy Tamer (Major Class)

Summoning elemental fairies to their aid, a Fairy Tamer is in tune with nature itself. By using Fairy Gems to create contracts with the various elemental fairies, Fairy Tamers have access to the six elements (earth, fire, wind, water, light, and darkness). Without an appropriate number of Fairy Gems on their person (whether in a Gem Box or stylized into Accessories), Fairy Tamers will not be able to cast spells. Additionally, Fairy Tamers will be penalized for casting spells in certain armor.

Fairy Tamers are proficient in:

  • Spellcasting checks for Fairy spells
  • Calculated Damage (as part of Magic Power)

Artificer (Major Class)

Artificers tap into the magical technology of past civilizations to power mana-fueled machines. Utilizing various Magispheres, an Artificer can not only create a variety of useful magitech tools, but also imbue bullets with destructive energy. Magitech spells will list the size of Magisphere needed in order to power each particular spell.

Artificers are proficient in:

  • Spellcasting checks for Magitech spells
  • Calculated Damage (as part of Magic Power; also includes Guns)

Other-type Classes

These classes aren't meant for combat, but are designed to aid in knowledge and exploration. PCs would do well to have levels in at least one of these classes, as the information they offer is nearly indispensable.

Scout (Minor Class)

Reconnaissance and investigation is the name of the game for Scouts. The skills the Scout class offers lets one move around dungeons with a light touch, leaving little trace anyone had passed through. However, wearing metal armor may penalize some skills, as will attempting certain skills without a set of Scout's Tools handy. The skills affected by these will specifically say so in the skill descriptions.

Scouts are proficient in:

  • Initiative
  • Sneak checks
  • Open Lock checks
  • Pickpocket checks
  • Disguise checks
  • Set Trap checks
  • Tumble checks
  • Hide checks
  • Acrobatics checks
  • Follow checks
  • Track checks
  • Listen checks
  • Danger Sense checks
  • Search checks
  • Cartography checks
  • Meteorology checks
  • Appraise checks
  • Find Trap checks

Ranger (Minor Class)

At home in the outdoors, the Ranger is a master of tracking and stalking prey. Their knowledge of plants comes in handy when dealing with medicines as well, increasing recovery from the various herbs and potions. As with the Scout, though, they do have some issues with using certain skills with metal armor on.

Rangers are proficient in:

  • Medicinal Herb recovery (along with the Ranger's Dexterity modifier)
  • Potion recovery (along with the Ranger's Intelligence modifier)
  • Sneak checks
  • First Aid checks
  • Open Lock checks
  • Set Trap checks
  • Tumble Checks
  • Hide checks
  • Acrobatics checks
  • Follow checks
  • Track checks
  • Listen checks
  • Danger Sense checks
  • Search checks
  • Cartography checks
  • Meteorology checks
  • Pathology checks
  • Herbology checks
  • Find Trap checks

Sage (Minor Class)

A repository of book smarts, a Sage can have a wide variety of knowledge on very odd subjects. Additionally, upon taking a level in Sage, choose a language. The Sage is now able to either speak or read and write in that language.

Sages are proficient in:

  • Insight checks
  • Engineering checks
  • Cartography checks
  • Pathology checks
  • Literature checks
  • Appraise checks
  • Monster Knowledge checks
  • Herbology checks

Enhancer (Minor Class)

Infusing their own body with mana to create advantages in battle, Enhancers are a very physical class. While Enhancers don't allow for the use of any sort of weapons, armor or magic, they instead use various Techniques in combat, making them very dangerous even when completely unequipped. While Techniques do cost MP to activate and use, the Enhancer class does not add to the character's MP pool.

Enhancers are not proficient with any checks.

Bard (Minor Class)

Masters of music, Bards are capable of performing such intoxicating songs that leave one unsure if the performance itself was magic. Able to support a large number of allies, Bards are unique battlefield assistants and incredible force multipliers. While many of their Spellsongs have similar effects to many spells, they do not require MP to use.

Bards are also well-traveled, learning the local languages on their way from one area to another. For each level of Bard a character takes, they can learn the verbal aspect of any language of their choice (including Grassrunner). However, Bards do not automatically learn the written forms of any languages they can speak.

Bards are proficient in:

  • Insight checks

Rider (Minor Class)

A class designed to control mounts of various types, those with Rider class levels are colloquially known as jockeys. While not a class designed to teach aptitude in combat with spells or steel, they can still participate and use their mounts to turn the tides. Jockeys become familiar with a number of different mounts, and can control a mount with minimal movements.

Riders are proficient in:

  • First Aid checks
  • Riding checks
  • Tumble checks
  • Cartography checks
  • Monster Knowledge checks (Identifying monsters only; cannot determine Weaknesses)

Classes References

Class Major / Minor Type Book Blurb
Fighter Major Warrior CR1 Fighters are front-line combat experts, proficient in all types of melee/thrown weapons and armor. They can range from a knight with sword and shining armour, to a barbarian with a giant axe, to a centurion with spears and shield-wall.
Grappler Major Warrior CR1 Grapplers are wrestlers and martial artists, proficient in punching, kicking, and throwing their enemies. They even learn combo moves to become even more effective.
Fencer Minor Warrior CR1 Despite being a Minor class, Fencers gain all the same proficiencies as a Fighter, and even an expanded critical range. However, in exchange, they can only use equipment that doesn't weigh very much; their strength only counts as half for holding gear!
Marksman Minor Warrior CR1 As Fighters are to melee, Marksmen are to ranged weapons. If you plan to ever shoot something at something, you'll want levels in Marksman.
Sorceror Major Wizard CR1 / CREX / Wizard's Tome Sorcerers are secretive practitioners of Truespeech, a primarily offense-oriented type of magic. Direct attacks, detection, and debuffs are their specialty. In another game, you might know this sort of magic as Evocation, Divination, and Abjuration.
Conjurer Major Wizard CR1 / CREX / Wizard's Tome Conjurers practice Spiritualism, spells that are primarily buffs and countermagic, and which allow them to alter or transform people and objects, as well as animate golems and even the undead. In another game, you might say their magics are primarily Transmutation, Necromancy, and Abjuration.
Wizard Special Special CREX / Wizard's Tome Not technically a class in its own right, but if you are both a Sorcerer and a Conjurer, you are said to be a Wizard, which grants you additional special spells known as the Deep Magics!
Priest Major Wizard CR1 / CREX / Wizard's Tome Priests rely upon the gods of Raxia to cast their spells, which are generally healing or protective in nature. The God the priest follows will grant them unique extra spells, which can give them different additional roles. Unlike clerics in other games, they don't naturally have weapon proficiencies, you'll have to get them from another class.
Fairy Tamer Major Wizard CR1 / CREX / Wizard's Tome Rather than cast spells themselves, Fairy Tamers form contracts with Fairies who cast magic on their behalf. While the core book contains a basic version of class that works similar to other spellcasting classes and acts as a jack-of-all-trades sort of caster, Wizard's Tome contains a much-expanded version with a complex contracting mechanic. Depending on which fairies you contract, you can specialize in different roles!
Artificer Major Wizard CR1 / CREX / Wizard's Tome Artificers study the ancient magi-technology of Raxia. By energizing magispheres with their mana, they can transform them into all sorts of useful items, cause useful effects, or even fire mana-filled bullets from special devices called "guns". Note: Artificers who plan to use guns a lot will need to be Marksmen, too!
Scout Minor Other CR1 It's said that every party needs at least one Scout, and looking at their skill list, it's easy to see why. Opening locks, noticing traps, sensing danger, they're proficient in just about everything you need to do in a dungeon, including initiative! In another game, you might think of this as a thief or a rogue.
Ranger Minor Other CR1 Rangers and Scouts learn many of the same skills that make adventuring easier, but instead of dungeons, Rangers specialize in nature. They also know how to increase the effectiveness of healing and mana restoring items.
Sage Minor Other CR1 Sages are scholars of the world and learn many different "intellectual" skills, as well as extra languages. They can also use this knowledge to determine the weaknesses of enemies, which is why it's also said that every party needs at least one Sage.
Enhancer Minor Other CR2 / Wizard's Tome Enhancers use special techniques to modify their bodies temporarily for various effects, such as gaining the strength of a bear or the shell of a beetle.
Bard Minor Other CR2 / Wizard's Tome Bards use spellsongs to help their allies or can hinder their enemies. Bards learn to speak new languages, like the Sage, and also gain access to pets who can sing alongside you.
Rider Minor Other CR3 / CREX / Wizard's Tome Riders use mounts or vehicles and can perform all kinds of stunts! Be a jockey if you want ride a horse, dolphin, wyvern or even a Manabike! Certificate or other fees may need to be paid by the rider.
Alchemist Minor Other Alchemist Works Alchemists can create items using materials, or transform items into special cards, which they can use to perform evocations; magic-like alchemical abilities. Alchemists also learn a handful of skills to help in their trade.
Warlord Minor Other Cardia Grace Warlords use their stragetic genius to help their allies gain an advantage in battle through superior leadership. This is done by the use of non-magical techniques called stratagems. Warlords are able to adapt to situations quickly and to represent this, they are profecient in initative.
Mystic Minor Other Cardia Grace Mystic class users (called Diviners) use their special magic to tell fortunes which can affect certain outcomes. Diviners have a handful of proficiencies that help with their trade.
Warlock Major Wizard Cardia Grace Warlocks are special summoners that call upon daemons. Their trade is very illegal in Raxia. In addition, it is a very risky class requiring those that master the summoning arts to be ready to lay their lives on the line as even their own summons can turn against them.
Arcanist Major Wizard Age of Grimoire Arcanists are spell casters that cast powerful Arcane magic from their Grimoires. Their spells are the strongest of any magic user, but they learn only a few.
Aristocrat Minor Other Age of Grimoire Aristocrats are nobles with the power of Noblesse, which grants them various abilities, especially in social situations, and also allows them to contract others to join their Legions, an troop or even full-fledged army of NPCs they control in battle. Aristocrats are also the only class proficient in the Impression skill, similar to Charisma checks in other games.
Artisan Minor Other Age of Grimoire {Not yet translated!}
Heritor Minor Other Barbarous Tales The Heritor is exclusive to those Barbarous who can transform into a second form, and grants them abilities that give their alternate form even more power!