CL-CR1R

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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 actions that class influences.

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. Ranged weapons are the only weapons a Fighter is not skilled with, but they are otherwise limited only by their Strength.

Restrictions: No Ranged Weapons

Fighter levels influence the following:

  • Accuracy checks
  • Evasion checks
  • Calculated Damage (along with Strength bonus)

Grappler (Major Class)

Eschewing weapons in favor of punches and kicks, a Grappler is able to wrestle with the best. They do have a limited choice of weapons and armor, but make up for that with sheer muscle. While the Grappler's damage output and Defense seem inferior to a Fighter's, the Combat Feats 《Chain Attack》 and 《Throw Attack》 make up for that.

Restrictions: Wrestling Weapons Only; Grappler-specific Armor only, No Shields

Grappler levels influence the following:

  • Accuracy checks
  • Evasion checks
  • Calculated Damage (along with Strength bonus)

Fencer (Minor Class)

Lightly armored, a Fencer dodges and feints, hoping to land a critical strike on enemies. Fencers treat their Strength as half (rounded up) for determining what weapons and armor they may use, but also reduce the C Value 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.

Restrictions: 1/2 Strength for Weapon/Armor, -1 C Value

Fencer levels influence the following:

  • Accuracy checks
  • Evasion checks
  • Calculated Damage (along with Strength bonus)

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.

Restrictions: None

Marksman levels influence the following:

  • 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 armor in combat when casting.

Restrictions: Magical Implement Required, Armor Penalty

Sorcerer levels influence the following:

  • 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 armor.

Restrictions: Magical Implement Required, Armor Penalty

Conjurer levels influence the following:

  • 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.

Restrictions: Holy Symbol Required

Priest levels influence the following:

  • 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 armor.

Restrictions: Fairy Gems Required, Armor Penalty

Fairy Tamer levels influence the following:

  • 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.

Restrictions: Magisphere Required

Artificer levels influence the following:

  • 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 well attempting some skills without a set of Scout's Tools handy. The skills affected by these will specifically say so in their descriptions.

Restrictions: Scout's Tools Recommended, Armor Penalty

Scout levels influence the following:

  • 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.

Restrictions: Armor Penalty

Ranger levels influence the following:

  • Medicinal Herb recovery (along with the Ranger's Dexterity bonus)
  • Potion recovery (along with the Ranger's Intelligence bonus)
  • 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.

Restrictions: None

Sage levels influence the following:

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