Due to the large amount of playable classes in the game and the detail it entails, it is more practical to list the classes and the paradigms they embody right here.
(Also, always in construction.)
Archer
- Primary Weapons: Bows, Crossbows, Slings, BlunderbussesSecondary Weapons: BrawlingForeign Weapons: Throwing Weapons
An expert of most major ranged weapons who can also disarm traps and heal. A staple despite being a free class, they are typically fast and hits hard, but can't take a melee or magic hit.
Tropes:
- Combat Medic: With the First Aid skill.
- Critical Hit Class: For ranged attackers. It's not uncommon for well-built Archers to break 300 in attack rolls by mid-game.
- The Gunslinger: With muskets.
- Hand Cannon/BFG: There's one in-game named Bombaah Cannon. It's generally thought to be rather worthless since it takes out one of the Archer's main advantage (initiative), consumes a lot of supplies, and not as damaging as it could be.
- Paper Ram: With their fragility and large damage coupled with high initiative rolls, they are more in line to the Raider type. As such, they are usually kept in the back position away from melee.
Barbarian
- Primary Weapons: Axes, Throwing WeaponsSecondary Weapons: Swords, Maces, BrawlingForeign Weapons: Spears
A brawny expert of close combat who can either protect the party or dish out damage through various means. They can be played in a surprisingly diverse role, from tanking to dealing ranged damage.
Tropes:
- The Berserker: The skill Raging Boar is the embodiment of this, since it gives the extra attack turns when used. Even if the character's build isn't centered on this skill, it is still advised to take at least one level.
- Lightning Bruiser: The offensive builds can be a mix of this and Paper Ram for their (relative) fragility.
- Stone Wall: Defensive barbarians tend to be this, mixed with some debuffing options.
- Spin Attack: The Roundhouse skill. Builds centered around this skill function as melee AOE damage dealers.
Mage
- Primary Weapons: -Secondary Weapons: StaffsForeign Weapons: Brawling
A magic user with small life point pool who can either deal damage or support the party. They can specialize in fire, ice, or supportive magic.
Tropes:
- Damage Over Time: Fire mage builds mixes this a little into their style (fire spells deal damage over time), though they do a lot of damage on their own.
- Fire, Ice, Lightning: The primary damage system; Interestingly, the 'lightning' part often ends up being the bread-and-butter in damage-dealing of most mages due to them not consuming any consumable item (fire needs sulfur to cast, while ice needs ice crystals), thus making it cheaper to cast especially in the lower levels.
- Magic Wand: Wielded with two hands, apparently for game balance.
- Status Buff: What a support mage will do, when s/he isn't busy raining thunders on the enemy.
- Status Effects: Also a support mage's job, if s/he chooses to do it with various offensive scrolls. Ice-build mages also deal various penalties to the enemy while doing smaller damage than fire-build mages.
Alchemist
- Primary Weapons: -Secondary Weapons: Brawling, StaffsForeign Weapons: -
carries the Mad Scientist archaetype; The class has the greatest potential for healing, but can also deal damage via Stuff Blowing Up.
Bard
- Primary Weapons: -Secondary Weapons: Rapiers, Maces, Swords, Brawling, CrossbowsForeign Weapons: Blunderbusses, Throwing Weapons
A wandering musician in search of tales and adventure, they are magicians who supports his party or undermine his enemies through song.
Tropes:
- Combat Clairvoyance: A skill they shared with Jugglers, Hunters, and Alchemists.
- Combat Medic: Through the use of Song of Healing skills.
- Magic Music: They can use it to heal their comrades, buff the party, or insult their enemy.
- Magical Flutist: They could be one, though stringed instrument are also prevalent.
- Master of None: They have no Primary weapon-related skills.
- Mocking Sing-Song: The Song of Mockery skill is essentially a weaponized form of this.
- Power of Rock: It's easy to imagine Bards using their Song of Courage skills like this, if in text form.
- Wandering Minstrel
Drifter
- Primary Weapons: Duel PistolsSecondary Weapons: Rapiers, BrawlingForeign Weapons: -
An adventuring swashbuckler who either wants to bring good name to one's family, or distance him/herself from it. Formidable duelists who uses guns or rapiers to inflict damage to their enemies.
Tropes:
- Flynning: Not really apparent, but considering the amount of movement skills in the Drifter's arsenal they must be prancing around. More apparent if they use the Fencing skills as a means to defend themselves (i.e. turning it into a defensive skill).
- Master Swordsman: One of the Prestige Class turns the Drifter into a rapier-wielding one.
- Pirate: One possible prestige class, although the associated skills are there in the basic class and the prestige class merely strengthens them.
- Royal Rapier: Interestingly, not the Drifter's Primary weapon skill.
- Royals Who Actually Do Something: Another possible prestige choice.
- Swashbuckler
- Sword and Gun: The guns are either wielded in the Drifter's off hand, or hidden in their clothes.
Gladiator
- Primary Weapons: Nets, BrawlingSecondary Weapons: Almost all melee weapons except class-specific onesForeign Weapons: Throwing Weapons
An unparallelled warrior and user of all weapons, although they can punch things well too.
Tropes:
- Bare-Fisted Monk: Those who choose to master brawling can be considered one.
- Critical Hit Class: For melee weapons. Fully-kitted Gladiators can hit for massive damage with an attack roll upwards of 500.
- Gladiator Games: Their origins.
- Improbable Weapon User: Nets, anyone? Brawling weapons also tend to be rather nonsensical, from boxer-style handwraps to beer glasses to a Dwarfs-only helmet optimized for Groin Attack.
- Luckily, My Shield Will Protect Me: Their shield skill is a Primary, surprisingly enough.
- Master of None: Skill-wise. In actuality, most Gladiators do focus their skill in one or two weapons.
Hunter
- Primary Weapons: Bows, Knives, SpearsSecondary Weapons: Throwing Weapons, Nets, BrawlingForeign Weapons: -
The woodsman archaetype with both melee and ranged capability, but can also support the party with poisons.
Tropes:
- Combat Clairvoyance: A skill they shared with Jugglers, Alchemists, and Bards.
- Forest Ranger: Their schtick.
- Poisoned Weapons: Their offensive buff skill; doubles as averting the Poison Is Evil stereotype of the setting.
Juggler
- Primary Weapons: -Secondary Weapons: Brawling, StaffsForeign Weapons: -
Fighting clowns who can throw a knife at their enemies or cut their throat.
Knight
- Primary Weapons: Swords, Maces, SpearsSecondary Weapons: Axes, Crossbows, BrawlingForeign Weapons: -
The martial commanders of Ezantoh, these brave men and women exemplify warriors who lead from the front line, clad in heavy armor and using their force of personality to rouse their comrades or unnerve their enemies.
Tropes:
- Carry a Big Stick: One of their Primary weapon skills.
- The Captain: The Knight's buff skills has shades of military or feudal command, implying that they come from rank-and-file soldiering background. As a bonus, one of their buffing skills is actually called Captain.
- Cool Sword: Another Primary weapon skills.
- Knight in Shining Armor: Subverted by some builds who capitalize evasion instead of thick armor.
- Luckily, My Shield Will Protect Me: One of their Primary defense skills.
- Master Swordsman: One of the Prestige Class turns a Knight into the longsword-wielding one.
Paladin
- Primary Weapons: Swords, MacesSecondary Weapons: Crossbows, SpearsForeign Weapons: Brawling
The more religious variation of Knights, masters of the shield and generally being hard to kill. It is one of the more popular premium class.
Tropes:
- Barrier Warrior: Some of their Spheres, though not quite a Beehive Barrier, adds armor bonus to team-mates.
- Combat Medic: Paladins get one healing spell (shared with Priests), although they are considered secondary healers at best.
- Luckily, My Shield Will Protect Me: One of their Primary defense skill.
- Magic Knight: The defensive variant, since their 'Spheres' skill group can buff out fellow party members.
- Stone Wall: The turtling incarnate of this game, especially when melee defense is considered. They can even elect to not carry weapons to maximize defense/buffing options.
Priest
- Primary Weapons: -Secondary Weapons: Brawling, StaffsForeign Weapons: -
Religious devotees belonging to the church, and surprisingly versatile.
Scholar
- Primary Weapons: -Secondary Weapons: Brawling, StaffsForeign Weapons: -
A more watered down version of Badass Bookworm and Adventurer Archaeologist, this class supports the party through lectures.
Shaman
- Primary Weapons: Claws, BlowpipesSecondary Weapons: KnivesForeign Weapons: -
Nature-based warriors with great versatility on their roles. They could be melee attackers, ranged attackers, or mages with buffing and damage dealing spells.
Tropes:
- Combat Medic: Shamans have some healing magic.
- Druid
- Gaia's Vengeance: They are usually viewed as Gaia's Avengers.
- Status Buff: Their buffs divided into three main designations: Bear shamans buff physical strength, Eagle shamans buff awareness and celerity, and Snake shamans buff intelligence.
- Summon Magic
- The Minion Master: Some summoning shamans prefer summoning lots of weaker creatures.