Overview
This guide is mostly just notes that I’ve taken while playing but might help understand some basics of the class system. I’ll update as I continue playing and I appreciate notes!
Element Basics
There are 6 elements in this game, each which has an opposite. Skills and attributes do NOT have opposites.
Black–White
Bronze–Green
Red–Blue
Each class will have a primary element and this is what limits your ability to cross-class (that and just time to level)
Note that unlike a lot of games, Elements in this game don’t relate to attack/defense. Blue isn’t ice, red isn’t fire, for instance.
Class Elements
Black
Rogue and Illusionist.
White
Cleric and Paladin.
Bronze
Alchemist and Gunner.
Green
Ranger and Druid.
Red
Warlock and Warrior.
Blue
Knight and Mage.
Note that the base classes Adventurer and Student will somewhat dictate the best classes to move into.
Adventurer
Black, Green, Red.
Student
White, Bronze, Blue.
So if you can only hire new Adventurers, but want more Mages, just turn freshly hired Adventurer into a Student before they level up.
When looking to cross-class it’s pretty easy to determine what goes where by more easily determining what doesn’t go where
Druids/Rangers =/= Alchemists/Gunners
Rogues/Illusionists =/= Clerics/Paladins
Warriors/Warlocks =/= Knights/Mages
Leadership Specials
Some classes do better when placed with other classes, so you can squeak out a bit more performance by following a ‘theme’ for your lances.
Warlocks lead Berserkers
Illusionists lead Rogues, Pumpkinheads, and Scarecrows
Alchemists lead Gunners, Slimes, and Autogunners (and other robots)
Clerics lead Undead and Paladins
Knights lead Cadets
Mages lead Knights
Rangers lead Wolves.
Wolves lead Wolves.
I haven’t discovered all of these yet, will update as I do.