Optional gameplay roles with stat modifiers, starter kits, and restrictions.
Character Classes
Classes are optional. A world with no classes plays exactly as it does today — every character can use everything. Author one or more and you get roles that shape what a character is good at and what they're allowed to touch.
Classes live in Database → Classes.
What a Class Defines
| Field | Effect |
|---|---|
| Name / description / icon | What players see when choosing |
| Selectable at creation | Whether new characters can pick it (leave off for classes granted later) |
| Additive stats | Flat bonuses (e.g. +5 attack, +20 max HP) |
| Multiplier stats | Percentage modifiers (e.g. ×1.1 move speed) |
| Starter items | The kit a new character of this class begins with |
| Starter abilities | Abilities granted on creation |
| Innate element | An element applied to this class's attacks |
| Element / status rates | Innate resistances and vulnerabilities (id → multiplier, 1 = normal) |
| Sort order | Where it appears in the list |
Restrictions
Restrictions are the enforcement half, and every one of them is checked on the server at equip, use, and cast time — not just hidden in the UI:
| Restriction | Blocks |
|---|---|
| Forbidden equip slots | Equipping anything into a slot (e.g. a monk who can't use an off-hand) |
| Forbidden weapon types | Wielding those authored weapon types |
| Forbidden armor types | Wearing those authored armor types |
| Forbidden item tags | Using or equipping anything carrying the tag |
| Forbidden item ids | Specific items |
| Forbidden ability ids / tags | Learning or casting those abilities |
A character with no class has no restrictions, so classes are purely additive to an existing world — you can introduce them without invalidating anyone's gear.