Where you roll
Classes are not sold in a normal shop. You spend Dice at the Mother Tree spawn altar. Quests from NPCs such as Clyde and Harold, raid waves, and some codes are the reported Dice sources. FULL RELEASE pays 5 Class Dice.
A new roll replaces the class you have. If you land Necromancer, Paladin, or Reaper, stop until you can afford to miss.
Odds and stat lines
These chances and perks are from the class directory.
| Class | Rarity | Chance | Role line |
|---|---|---|---|
| Townsperson | Starter | Default | No perks and no penalties |
| Warrior | Common | 26% | DPS. -10% max health, +10% spirit heal |
| Knight | Common | 19% | Tank. +15% max health, -10% move speed |
| Alchemist | Common | 18% | Healer. +15% stamina, -15% ability cooldowns |
| Tree | Rare | 15% | Tank. Same health and speed line as Knight |
| Shroom | Rare | 11% | Healer. Same stamina line as Alchemist |
| Elemental Warden | Epic | 7% | DPS. -10% max health, +10% spirit heal |
| Necromancer | Epic | 3% | Healer. Same stamina line as Alchemist |
| Paladin | Legendary | 0.5% | Tank. Same health and speed line as Knight |
| Reaper | Legendary | 0.5% | DPS. -20% max health, +10% spirit heal |
Perks that change a fight
Warrior. Parried enemies stay vulnerable 50% longer. A collected spirit has a 50% chance to refund a dash.
Knight and Paladin. With a sword or greatsword, blocking stops projectiles and cuts other hits to 25% damage. You walk 25% slower while blocking. Dashing while you block charges for 50% weapon damage and costs double stamina. Paladin also adds 15% melee reach, a 10% attack-speed aura for allies within 15 studs, and a 15% chance for a melee hit to call lightning for +50% weapon damage, chaining to 3 enemies.
Alchemist. One extra potion slot.
Tree. 50% less knockback. Out of combat, allies within 12 studs build a shield up to 15% of their max health.
Shroom. A 15% chance on a kill to leave a 10-stud ring that restores 1% max health every 0.2 seconds.
Elemental Warden. A 20% chance to add an extra elemental stack. Hitting a target that already has 3 stacks spreads that element within 15 studs.
Necromancer. A 10% chance a slain enemy rises for you, up to 5. Spirits you collect heal allies within 15 studs for 10% of their max health. Version 2.0.4 added a summon cap shared with The Golden Hand. Version 2.0.1 stopped a summoned sorcerer from healing enemies.
Reaper. +15% melee reach. One extra dash, and dashes cost 15% less stamina. Air dashes blink up to 36 studs and hit enemies within 12 studs for 25% weapon damage. A hit has a 10% chance to heal 30% of the damage dealt. A parry has a 25% chance to raise attack speed and damage by 15% for 3 seconds.
How to choose
Keep Alchemist or Shroom while you learn. Keep Necromancer if it appears. Keep Reaper if you like parry and dash. Keep Paladin if you want the block kit. The class tier board is that community order. It is not a Frost Blade Games ranking.
Full perk text for each class is on the class pages.
