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A rich, diverse Tactical RPG, envisioned by the master of the genre Yasumi Matsuno, Playdek, and you, the fans!
A rich, diverse Tactical RPG, envisioned by the master of the genre Yasumi Matsuno and you, the fans!
A rich, diverse Tactical RPG, envisioned by the master of the genre Yasumi Matsuno and you, the fans!
15,824 backers pledged $660,126 to help bring this project to life.

Class System Overview


Hello everyone!

In this update we wanted to share with you some more details about the class system overview. We have seen a few questions posted regarding the information we have shared with you in previous updates so for now we want to take some time to explain how these classes are broken up and answer a few of the questions you have asked.

For reference, you can view Update #11 which first mentioned these five primary class types:

In Unsung Story, classes are spread across three game play types that allow for unique party construction:

  • Warrior types that are geared for attacking and defending 
  • Mage types that use magic for attacking, healing and buffing 
  • Monster types that excel in the use of specialized attacks

With this perspective in mind, the system is then made up of five primary class types:

This is a class connection map that shows the options for leveling characters across class types and professions.

These are front line fighters that emphasize attack power. They fight with long swords, massive axes, spears, and maces, for example.

These are front line fighters that emphasize defense. They are equipped with a shields and other defensive equipment, and will protect their party from enemy attacks.

These are magic-users that wield offensive and support magic, including the ability to strengthen a party’s attack abilities.

These are magic-users that wield defensive and healing magic, and can strengthen a party’s defensive position.

These are characters that command mythical beasts and monsters. The tamed monsters can be used for both offensive and defensive purposes.  

All of these class types have a Profession, which are a cultural/intellectual/craft alignment, and each profession has an affiliation bonus with another profession.

A unit’s primary class type and sub-class is determined by the type of weapon equipped, and by using various weapon types, a player’s character can gain XP in any class level this way. Units will be able to freely switch between classes that align with certain professions, as each weapon will belong to one of the primary classes and any experience points earned will be applied to levels for that class.

These branches show various class types aligned to certain professions.

For example, equipping two different Defender weapons, the Knight’s short sword or the Hoplite’s short spear, will both earn experience points toward the Defender primary class level.

What makes the sub-class different is that their special skills in battle will vary between subs. Though they will still have different character stats, they will have unique skills available to their sub-class type to use in battle. This is also key to class development because the skills a unit can learn when leveling up depend on its sub-class at the time.

Essentially, the system allows you to shape a unit’s development by choosing which sub-class it is, and in turn what skills it learns, thus giving each character its own identity.

A Tamer Class putting a dragon under his control.

The following answers are replies to questions about the last game play update from Mr. Matsuno.

Q: “Both your Primary class and your subclass are determined by the weapon you have equipped. Your subclass is what determines your stats, what abilities you can use as well as what abilities you learn when you level up. Matsuno states you can switch freely between classes by equipping different weapons but it's unclear whether Matsuno is referring to Primary class, subclass or both."

A: Sorry for the confusion, let me explain the class change system using a unit whose current primary class is “Defender” as an example.

The weapon this Defender unit is wielding determines its subclass. If it wields a short sword, it’s a Knight. If it wields a short spear, it’s a Hoplite.

In both cases, it remains a Defender, and XP gained either as a Knight or a Hoplite count toward its Defender level (which in turn acts as its Knight level when it’s a Knight and its Hoplite level when it’s a Hoplite.)

Should this same unit wield a staff of healing instead, its primary class would become Healer and its subclass would become Cleric.

Q: “If weapons determine the class, then how will I know which classes I will learn from weapons? Will certain skills be blocked off depending on the weapons I use?"

A: Help text for each weapon will make its associated class clear. Once you’ve learned a skill, you keep that skill, even if you change class. However, some skills will be fairly specialized, meaning you won’t be able to use those skills unless you’re wielding the right kind of weapon.

Q: “One major complaint about this system is that it's difficult to learn all the abilities you want. For example, there may be two subclasses within the same Primary class that learn ability at level 5. When you get to level 5 in your Primary class and learn the level 5 ability of your subclass, the OTHER level 5 ability becomes lost to you forever since you can't level up to level 5 twice. It's possible there may be a method to reset your level to go back and get abilities you missed but this would be repetitive and time-consuming."

A: We’re definitely planning to have a way to do this in the game.

Thank you for reading and thank you for your continued support! We still have more updates coming your way so be sure to stick around and continue to ask your questions and share your ideas!



Ahmad Khan, Bryan Brown, and 35 more people like this update.


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    1. Gearsoul Dragon
      on February 12, 2014

      Awesome, love this system~ :D

      I don't think it makes for feeling less for them. If you don't like their class just change it. Better than getting stuck with a party member that you really need to use to get through a certain area(e.g. It's early on and you really need as many characters as possible to live through it!) but you can make them any class you like.

      I think it's BETTER this way, in-so-much-as it builds a PERSONAL history.

      For example...

      Rodney the Noble began life as a Knight, he travelled the land and dabbled in some Taming, worked up the courage to try being a Mage, ultimately though he found a love and purpose in the Healing Arts!

      :P See?

    2. Missing avatar

      Annam on February 12, 2014

      If anyone can confirm, deny or clarify for me:
      1. a unit is "born" in one Profession that cannot be changed for that unit,
      2. The unit's Profession does not limit what primary class or subclass it can become, meaning any unit can use any type of weapon.
      3. However the unit's Profession influence how well it uses the equiped weapon, e.g. unit C, with Corporeal wont get the same stats from a sword as, unit N with Noble as Profession, meaning unit N gets some bonus compared to unit C, equipped with the same sword.

      So anyone can be anything they want, but some are better in some areas than in other

      4. "each profession has an affiliation bonus with another profession", does that mean a noble next to a noble in the field gets some kind of "proximity noble boost"? is it primary proffession and sub proffession, vis a vis primary class, sub class?

    3. Lienn on February 12, 2014

      Nice update! ^^ That's the kind of updates we neeed since the very start! ^^

    4. Evil Midnight Lurker
      on February 12, 2014

      I'm confused by "Ballast Knight."

      Why ballast? It seems so... crude and common, for some kind of knightly order. Sure it keeps a ship stable, but it's also the stuff you throw over the side of a balloon to lighten the load. What kind of knights think of themselves as ballast?

    5. Walton Werner Chua Go on February 11, 2014

      Please restart this kickstarter.. i want you to reach all your stretch goals.. and i want it in my 3DS.. also.. physical copies please..

    6. Adrian Tai on February 11, 2014

      oops... just going thru more stuffs...
      "So for example, if there was a character named “Yazz,” he might be a Lv. 10 Attacker, Lv. 20 Defender, Lv. 17 Mage, Lv. 12 Healer, and Lv. 4 Tamer."
      "A: Help text for each weapon will make its associated class clear. Once you’ve learned a skill, you keep that skill, even if you change class. However, some skills will be fairly specialized, meaning you won’t be able to use those skills unless you’re wielding the right kind of weapon."

      so, for first battle, if one character wields a long sword, he's probably some fighter. then next battle, i arm him with staff of healing... he becomes a cleric. third battle, i give him an ice wand and he becomes a mage.

      hmmm... what i feared. but seriously, its still fine with me. a lot of people would not like the single class kind of character anyway. but why i just dun like it so much (i can live with it, no worries) is that... it makes the character generic. they could be anything at anytime, which may then make a person feel less for the character. but having such flexibility, it makes class change and experimentation very much easier -- just a matter of changing weapons. :)

    7. Ryan on February 11, 2014

      Great update, I like the flexibility of the system.

    8. Asa on February 11, 2014

      I think I understand. I realize that the classes are still in flux, but it would help in the future if your examples used the same game logic as the pictures / diagrams you show us.

    9. Little Orbit Creator on February 11, 2014

      Adrian I'm sure as we continue through development this class system will continue to grow and evolve and we will be able to work out any sort of "kinks" we run into. As we share more information during the development process we will be able to listen to your ideas and concerns which will help make sure this system is the best it can be.

    10. Adrian Tai on February 11, 2014

      i'm still a bit confused and maybe just need more time to 'absorb' this...

      however, i've mentioned somewhere before... some games to get this class thing wrong and end up with something not so logical like a warrior that suddenly swaps class/profession and becomes a necromancer (slightly exaggerated but hope you get my point) -- this is... not so nice, imho anyway.

    11. Little Orbit Creator on February 11, 2014

      Just to help explain, the classes listed in the example are being used for explanation purposes, so in the example given above both the Knight and Hoplite are Defender based classes.

      The primary class in this scenario is the "Defender". The sub-classes would be the Knight and Hoplite classes. So if you use the short sword you would be gaining XP for both the primary class (Defender) and for your sub-class (Knight). The Profession name (Noble) is where those classes fall under, kind of like a category.

      Also Lumiere, why can't they be part of the healing class in Unsung Story? ;)

    12. Lumiere on February 11, 2014

      Since when were hoplites healers? Historically, they're warriors with a spear and shield.

    13. Zombra on February 11, 2014

      Yeah, that's very unclear. I think you meant Noble instead of Defender.

    14. Asa on February 11, 2014

      "The weapon this Defender unit is wielding determines its subclass. If it wields a short sword, it’s a Knight. If it wields a short spear, it’s a Hoplite."

      I'm confused how wielding a short sword or spear would count towards your Defender XP when the Knight is an attacker class and the Hoplite is a healer class. Does a weapon make you one class but give you XP for another class? The Knight and Hoplite ate subclasses of the Noble, not the Defender. Did you get the two terns confused?