Type

When creating an Avatar, its type determines its combat strength. While not a marker of skill sets like Classes, an Avatar's Type affects where the Avatar's power comes from. Warriors have strength in combat, Mages have strength in spells, Rogues have strength in movement, and Rangers have strength in maneuverability.

Warrior
The most physically intimidating class. Warriors gain power in the Strength stat while losing some ability to cast spells. Any weapon in a Warrior's hands is a tool of raw destruction at high levels. The mightiest Warriors are easily capable of rending the battlefield itself with a basic attack.
+ Strength | - Mana

Mage
The class which truly excels in magical abilities. Mages gain power to the Mana stat while losing some of their physical ability. Conventional weapons are only truly useful to a Mage as channeling devices for their spells, as their power comes from within. The greatest Mages are said to be capable of feats as extreme as altering reality in some sense depending on the spells they use.
+ Mana | - Strength

Rogue
The swiftest class. Rogues gain more Endurance while losing Strength. Rogues find solace in fast and lightweight weapons. Rogue is a class which does not typically achieve colossal feats at high levels, unlike the other classes, but their speed and ingenuity allow them to produce the same effect in a less explosive manner.
+ Endurance | - Strength

Ranger
The most accurate class. Rangers gain greater Agility while sacrificing some Endurance. Rangers are capable of using any ranged weapon with deadly proficiency, and their skills with ranged weapons allow them to accomplish inhuman feats with projectiles. The greatest Rangers are capable of felling armies from great distances by showering them with projectiles boasting pinpoint accuracy.
+ Agility | - Endurance


Class

An Avatar's Class does not determine its power output in any specific criteria the way Type does. Class affects an Avatar's skill in offense and defense. An Avatar's Primary Class also determines its starting Parameters, though these are modified in some respect by the Avatar's Type choice.

Three Knight Classes


Saber

Avatars placed within this class are agile and powerful melee warriors adept at swordsmanship, boasting high ratings in all categories. It is the class that requires the highest levels of attributes in all but the Magic attribute. Compatible Heroic Spirits usually excel in delivering powerful burst attacks, and the Class Skills are Magic Resistance, Consecration, and Riding. The standard opinion is that the Saber Class is the best of the seven classes and the strongest of the Avatars. They will generally have an overwhelming advantage over Caster-class Servants who uses magecraft as their main offensive ability due to their Magic Resistance Skill. The weakness of the class is its straightforwardness in battle, only able to attack the enemy with their sword while unable to resort to other tactics like the Presence Concealment of the Assassin Class.

Parameter
  • Strength: A
  • Endurance: B
  • Agility: B
  • Mana: C
  • Luck: D
  • Artifact: N/A

Archer

Avatars placed within this Class excel in possessing powerful Artifact Weapons, and are able to act as highly effective scouts. The qualifying condition for this Class is not attributes, but instead the possession of powerful projectile weapons or special abilities related to projectile weapons. They possess high Magic Resistance as a Class Skill, so most modern magi are unable to inflict great damage to them. They also posses Independent Action, allowing them the ability to lock on to their desired target through any interference that isn't skill-based, and Ballistics, which lets them fire rapidly at long range while having infinite ammunition.

Parameter
  • Strength: C
  • Endurance: C
  • Agility: C
  • Mana: E
  • Luck: E
  • Artifact: N/A

Lancer

Avatars placed within this Class are agile, display excellent close-combat skills, show proficiency in hit-and-run tactics that capitalize on range and speed, and are skilled with long-range melee weapons such as spears and lances. The qualifying conditions for this Class are second only to the Saber Class, requiring overall excellent attributes and a high Agility attribute. Their Class abilities are Magic Resistance, Unstoppable Spear and Riding, and although they tend to be "less flashy" than the other classes, they display great reliability.

Parameter
  • Strength: B
  • Endurance: C
  • Agility: A
  • Mana: D
  • Luck: E
  • Artifact: N/A

Four Cavalry Classes


Rider

Avatars placed within this Class are those known for riding mounts, whether living beasts or constructs of some sort with an ability to deploy multiple mounts at once in combat. They generally have lower attributes compared to the Three Knight Classes, but the abilities of the mounts compensate by granting them powerful artifacts or abilities. They have the Class abilities of a high rank in Riding, allowing them to fully utilize the abilities of their mounts and unlock new powers for any mount, Beast Mastery to allow them to use their mounts in combat, and Beast Soul, which allows them to channel their mount's abilities and attributes into themselves. Depending on the rank, they can take full control of everything from simple horses, modern machinery like motorcycles and planes, and even Divine Beasts. Dragons are the only exception as the ability to ride them falls under a different Skill; however, rare exceptions do occur.


Parameter
  • Strength: D
  • Endurance: D
  • Agility: B
  • Mana: C
  • Luck: E
  • Artifact: N/A

Caster

Avatars placed within this Class are usually adept at magecraft, and the only qualifying condition is the mastery of sorceries of the highest caliber compared to the specific parameter requirements of the other Classes. Due to not requiring any strong statistics, they generally have low combat abilities, and due to the majority of Classes having some form of Magic Resistance, this Class is thought to be the weakest of all seven. They make up for this with other means, using magecraft that applies various effects and, no matter which Major Class they have, possessing many possible ploys to be used against enemies. Those of the Saber Class can likely challenge any Caster who uses magecraft as their main offensive ability without needing to plan due to their high Magic Resistance, while those of lesser resistance like the Rider Class may require more strategy. Their Class abilities are Territory Creation, altering the surrounding lands in favor of their sorcery, Item Construction, which allows the magus to create magical items and tools, and Transcendence, allowing them to alter the element of their spells.

Parameter
  • Strength: E
  • Endurance: E
  • Agility: C
  • Mana: A
  • Luck: B
  • Artifact: N/A

Berserker

Avatars placed within this Class have the special ability Mad Enhancement, which trades their consciousness and sanity for a large power boost to a chosen attribute. Mad Enhancement, when activated, meets a special requirement which also allows the Berserker to access Endless Stamina and Poise, allowing them to keep on the offensive without pause and take damage without having a physical reaction. This Class has no requirements for strong statistics, as they are able to strengthen themselves to make up for low attributes and compete against stronger opponents depending on what their focus is when they trigger their special ability. While it is ideal for Avatars to reach a level of skill to go along with each attribute they choose to amplify, this Class allows for their attributes to surpass even the level cap and become something monstrous at high levels. The abuse of this to create powerful avatars has made this Class referred to as the strongest of all seven Classes.

Parameter
  • Strength: C
  • Endurance: D
  • Agility: D
  • Mana: E
  • Luck: E
  • Artifact: N/A

Assassin

Avatars of this Class are skilled at operating covertly, stealthily, and silently. This Class is one of the weaker Classes at fighting; as its members possess low attributes, it instead specializes in killing through status ailments such as Bleeding, Poison, etc. It is an oddity compared to the more formal Knight Classes who believe in fair duels and chivalry in combat; they will attack using the most unfair and favorable conditions, and with these conditions, it is possible for an Assassin to match and defeat other Avatars. The Assassins' special Class ability is Presence Concealment, which allows them to remain undetected when spying or preparing to ambush their targets. The Assassin also has access to Predator, allowing them to maim a target with critical strikes and hunt them down if they escape, and Utility Belt, granting them additional storage for small weapons.

Parameter
  • Strength: D
  • Endurance: D
  • Agility: B
  • Mana: E
  • Luck: B
  • Artifact: N/A