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MMORPG — The Castle · Progression

Choose your class

Weapons, strengths, group roles and beginner tips

3 min read

On this page
  1. A class that fits your play style
  2. Compare the families
  3. Edge: learn melee combat
  4. Fang: exploit openings
  5. Blunt: fight up close
  6. Heavy: protect the group
  7. Archery: keep a useful distance
  8. Arcane: manage your mana reserve
  9. Make your first choice
  10. Coordinate as a group

A class that fits your play style

A class specialises your character around a weapon family and bonuses. A profession develops your activities and talents: choose them separately, based on your equipment and what you enjoy doing.

Compare the families

Compare the families
ClassReference weaponsSuggested style and role
EdgeSwords, longswords, spearsVersatile melee, damage alongside the tank
FangDaggers; shortbow as a secondary optionMobile fighter, opportunistic attacks
BluntMaces, clubsDurable melee, fighting up close
HeavyAxes, battleaxesTank, engaging and controlling enemies
ArcheryShortbows, crossbowsRanged damage, positioning and threat management
ArcaneStaves, wands, spellbooksMagical combat, mana management

These roles are gameplay suggestions. They do not replace your weapon's properties or the bonuses shown in the menu.

Edge: learn melee combat

Edge combines melee weapons, defence and mobility. Consider it when starting with a sword or spear and learning to alternate attacks, movement and protection.

In a group, let the tank engage before attacking a target they control. Keep enough stamina to escape instead of draining your reserve with continuous attacks.

Fang: exploit openings

Fang favours mobility and critical damage, with less health than the most durable families. Daggers are central to its specialisation; shortbows are also listed as reference weapons, without the same damage bonuses in the base configuration.

Take advantage of openings and reposition when an enemy targets you. In a group, wait for the tank to engage before exposing yourself. This style suits players who enjoy moving and watching their position.

Blunt: fight up close

Blunt stands out for health and defence bonuses, using maces and clubs. Consider it if you prefer a durable melee fighter.

Watch your stamina and avoid being surrounded. In a group, follow the engagement and focus on the same target as your allies. Blunt's durability does not automatically grant Heavy's Taunt.

Heavy: protect the group

Heavy has a large health reserve and generates more threat through the RPG integration. Its tank role involves engaging enemies and keeping their attention while allies deal damage.

Use blocking and Taunt to regain control when an enemy chases an ally. Group targets together and avoid moving them unnecessarily far from your team. This choice suits players who enjoy setting the pace of combat and watching their teammates.

Archery: keep a useful distance

Archery specialises in bow and crossbow attacks. It generates less threat than Heavy, but enemies can still turn towards you.

Keep a clear line of fire and plan an escape route. Feint lowers your threat and moves you backwards: check the space behind you before using it. In a group, let the tank engage instead of pulling enemies alone from far away.

Arcane: manage your mana reserve

Arcane favours mana and its regeneration with staves, wands and spellbooks. This style requires watching your reserve so you can continue using your magical equipment.

Prepare your resources before long fights and choose when to attack. Stay where the tank can recover an enemy chasing you. Arcane is not described here as a healing class: check your equipment's effects before assigning it that role.

Make your first choice

  1. Look at the weapons you actually own and compare their bonuses in .
  2. To learn melee, explore Edge or Blunt; to protect a group, explore Heavy.
  3. For ranged play, compare Archery and Arcane; for mobility up close, explore Fang.
  4. Try your equipment in an accessible fight before entering a dungeon.
  5. Check the menu before switching: cooldowns and restrictions may depend on the world.

Coordinate as a group

Threat determines which player a monster pursues. Let Heavy take the initiative, then focus your attacks. If an enemy targets you, return towards the tank without bringing additional enemies into the fight. Taunt and Feint use Ability 2, according to your key bindings.

Professions complement this choice: some archery equipment, quivers and arrows unlock through their talents. Check their requirements before investing points.

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