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See also AnAdventurerIsYou for a breakdown of the party-based RPG (especially the MMORPG).

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See also AnAdventurerIsYou for a breakdown of the party-based RPG (especially the MMORPG). See also, ActionHero, ScienceHero, and GuileHero.
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** Fighter=Siege units like tanks.

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** Fighter=Siege Fighter=Slow-but-strong units like tanks.



** Thief=Scouting units like the ATVs and aircraft.

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** Thief=Scouting Thief=Fast-but-weak units like the ATVs and aircraft.
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** Fighter=Siege units like tanks and helicopters.
** Mage=Ranged splash-damage units like artillery and warships.
** Thief=Scouting units like the ATVs and jet-fighters.

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** Fighter=Siege units like tanks and helicopters.
tanks.
** Mage=Ranged splash-damage units like artillery and warships.
naval-ships.
** Thief=Scouting units like the ATVs and jet-fighters.
aircraft.

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!!Non-video game examples:




** ''{{Exalted}}'' does it, too--White Wolf has a thing for the number 5, and most types of Exalted have 5 subtypes. For example, the 5 castes of Solar Exalted are Dawn (Warriors), Zenith (Leaders), Twilight (Sorcerers/Smart Guys), Nights (Thieves), and Eclipse (Masters of SocialFu).

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** * ''{{Exalted}}'' does it, too--White Wolf has a thing for the number 5, and most types of Exalted have 5 subtypes. For example, the 5 castes of Solar Exalted are Dawn (Warriors), Zenith (Leaders), Twilight (Sorcerers/Smart Guys), Nights (Thieves), and Eclipse (Masters of SocialFu).




!!Non-video game examples:

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\n!!Non-video game examples:\n* In the ''DungeonsAndDragons'' ForgottenRealms setting there were three adventurers who quested to overthrow Jergal, the god of discord, death, and the dead. They were a warlord named Bane, an assassin named Bhaal, and a necromancer named Myrkul, making them an evil version of this trope. Each of them ended up being freely given an aspect of the god's power, as he'd become bored with the job.

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*And when you think about the more modern real-time strategy games like ''{{Starcraft II}}'', each of the units are classified into the following:
**Fighter=Siege units like tanks and helicopters.
**Mage=Ranged splash-damage units like artillery and warships.
**Thief=Scouting units like the ATVs and jet-fighters.
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[[quoteright:358:[[QuestForGlory http://static.tvtropes.org/pmwiki/pub/images/qfgclasses2.jpg]]]]

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[[quoteright:358:[[QuestForGlory [[quoteright:358:[[QuestForGloryIII http://static.tvtropes.org/pmwiki/pub/images/qfgclasses2.jpg]]]]
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[[AC:MMORPGs]]

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[[AC:MMORPGs]][[AC:{{MMORPG}}s]]
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Added DiffLines:

** Defined by their high Vim, Imagination and Sepulchritude, respectively.
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* ''Mage'': The SquishyWizard and GlassCannon. A [[DepartmentOfRedundancyDepartment mighty wielder of arcane might]], the mage has a tendency to die if enemies look at him funny. His method of solving problems therefore tends to consist of blowing them up before they can get to him. He has the ability to take advantage of [[ElementalRockPaperScissors elemental powers]] to exploit the enemy's weaknesses, and may also get a number of utility spells to bypass the stickiest situations. It's also possible for them to use their power to heal, making them TheMedic (some games treat healers as the fourth archetype in this setup, if they're different enough from mages). Mages tend to favor the MagicWand or SimpleStaff as weapons (not that they want to be in a situation where they have to actually use them).

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* ''Mage'': The SquishyWizard and GlassCannon. A [[DepartmentOfRedundancyDepartment mighty wielder of arcane might]], the mage has a tendency to [[SquishyWizard die if enemies look at him funny.funny]]. His method of solving problems therefore tends to consist of blowing them up before they can get to him. He has the ability to take advantage of [[ElementalRockPaperScissors elemental powers]] to exploit the enemy's weaknesses, and may also get a number of utility spells to bypass the stickiest situations. It's also possible for them to use their power to heal, making them TheMedic (some games treat healers as the fourth archetype in this setup, if they're different enough from mages). Mages tend to favor the MagicWand or SimpleStaff as weapons (not that they want to be in a situation where they have to actually use them).
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** ''TeamFortress2'' does this as well with its nine classes. Loosely speaking, the Heavy, Soldier, and Demoman are fighters--possessing decent HP and lots of power, but lower speeds. The Scout, Sniper, and Spy are thieves, being weaker but generally sneakier or faster to make up for it. The Pyro, Engineer, and Medic are mages, being more supporting classes with a medley of abilities that aren't wholly focused on direct combat.
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** TeamFortress2 does this within its 9 classes. Roughly speaking, The Heavy, Soldier, and Demoman are classed under fighter, while the Sniper, Spy, and Scout can be filed under thief. This leaves the supportive Pyro, Medic, and Engineer as mages.
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* Although most people like to forget, the FirstPersonShooter genre also utilize that concept of FighterMageThief via its own weapons and equipment. The assault-rifle, shotgun, and RPG-launcher are to the fighter, in that they rely on raw-power more than accuracy and lightness. The submachine-gun, handgun, and sniper-rifle are to the thief, in that they rely on either precision or lightweight to make-up for their lack of any raw-power. And the ordnance, tech, and medkits are to the mage, in that they rely on high intelligence to be used properly. This trope would otherwise be called SoldierSniperScientist.

to:

* Although most people like to forget, the FirstPersonShooter genre also utilize that concept of FighterMageThief via its own weapons and equipment. The assault-rifle, shotgun, and RPG-launcher are to the fighter, in that they rely on raw-power more than accuracy and lightness. The submachine-gun, handgun, and sniper-rifle are to the thief, in that they rely on either precision or lightweight to make-up for their lack of any raw-power. And the ordnance, tech, and medkits are to the mage, in that they rely on high intelligence to be used properly. This trope would otherwise be called SoldierSniperScientist.
SoldierScientistSniper.
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* Although most people like to forget, the FirstPersonShooter genre also utilize that concept of FighterMageThief via its own weapons and equipment. The assault-rifle, shotgun, and RPG-launcher are to the fighter, in that they rely on raw-power more than accuracy and lightness. The submachine-gun, handgun, and sniper-rifle are to the thief, in that they rely on either precision or lightweight to make-up for their lack of any raw-power. And the ordnance, tech, and medkits are to the mage, in that they rely on high intelligence to be used properly.

to:

* Although most people like to forget, the FirstPersonShooter genre also utilize that concept of FighterMageThief via its own weapons and equipment. The assault-rifle, shotgun, and RPG-launcher are to the fighter, in that they rely on raw-power more than accuracy and lightness. The submachine-gun, handgun, and sniper-rifle are to the thief, in that they rely on either precision or lightweight to make-up for their lack of any raw-power. And the ordnance, tech, and medkits are to the mage, in that they rely on high intelligence to be used properly.
properly. This trope would otherwise be called SoldierSniperScientist.
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** Also, Wizard isn't a class, it's an title for academically certified Magic Users, earned in the second game. (As if you haven't earned it, you [[strike: can't]] shouldn't be able to ''complete'' the second or subsequent games as a Magic User, this becomes part of a "new" character's assumed backstory.)

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** Also, Wizard isn't a class, it's an title for academically certified Magic Users, earned in the second game. (As game upon graduation from the Wizard's Institute of Technocery. (As, if you haven't earned it, graduated from the school, you [[strike: can't]] shouldn't be able to ''complete'' the second or subsequent games as a Magic User, this User. This becomes part of a "new" character's assumed backstory.)

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* ''Fighter'': The MightyGlacier. A physical powerhouse of prodigious strength, the fighter solves problems by dicing (or smashing) them to bits with [[WeaponOfChoice weapons]]. These include [[CoolSword swords]], [[AnAxeToGrind axes]], [[DropTheHammer bludgeons]], [[EpicFlail flails]], [[EightBitTheater Swordchucks]], and the occasional [[BladeOnAStick spear or halberd]], but not much in the way of ranged weapons. He usually has the best armor as well, making him an effective MeatShield.
* ''Mage'': The SquishyWizard and GlassCannon. A [[DepartmentOfRedundancyDepartment mighty wielder of arcane might]], the mage has a tendency to die if enemies look at him funny. His method of solving problems therefore tends to consist of blowing them up before they can get to him. He has the ability to take advantage of [[ElementalRockPaperScissors elemental powers]] to exploit the enemy's weaknesses, and may also get a number of utility spells to bypass the stickiest situations. It's also possible for them to use their power to heal, making them TheMedic (some games treat healers as the fourth archetype in this setup, if they're different enough from mages). Mages tend to favor the MagicWand or SimpleStaff as weapons (not that they want to be in a situation where they have to actually use them).
* ''Thief'': The FragileSpeedster. Being quite a bit squishier than the fighter (not as much as [[SquishyWizard the wizard]]), the thief relies on stealth and guile. His methods of solving problems typically involve sneaking by them, stabbing them in the back (or sniping them from a distance), or even talking to them. His weapons of choice are usually light weapons like [[KnifeNut knives]] or ranged weapons like [[TheArcher bows and crossbows]]. His survival usually depends on stealth abilities, evasion/speed, weapon range, or a combination of these factors, rather than armor.

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* * ''Fighter'': The MightyGlacier. A physical powerhouse of prodigious strength, the fighter solves problems by dicing (or smashing) them to bits with [[WeaponOfChoice weapons]]. These include [[CoolSword swords]], [[AnAxeToGrind axes]], [[DropTheHammer bludgeons]], [[EpicFlail flails]], [[EightBitTheater Swordchucks]], and the occasional [[BladeOnAStick spear or halberd]], but not much in the way of ranged weapons. He usually has the best armor as well, making him an effective MeatShield.
* * ''Mage'': The SquishyWizard and GlassCannon. A [[DepartmentOfRedundancyDepartment mighty wielder of arcane might]], the mage has a tendency to die if enemies look at him funny. His method of solving problems therefore tends to consist of blowing them up before they can get to him. He has the ability to take advantage of [[ElementalRockPaperScissors elemental powers]] to exploit the enemy's weaknesses, and may also get a number of utility spells to bypass the stickiest situations. It's also possible for them to use their power to heal, making them TheMedic (some games treat healers as the fourth archetype in this setup, if they're different enough from mages). Mages tend to favor the MagicWand or SimpleStaff as weapons (not that they want to be in a situation where they have to actually use them).
* * ''Thief'': The FragileSpeedster. Being quite a bit squishier than the fighter (not as much as [[SquishyWizard the wizard]]), the thief relies on stealth and guile. His methods of solving problems typically involve sneaking by them, stabbing them in the back (or sniping them from a distance), or even talking to them. His weapons of choice are usually light weapons like [[KnifeNut knives]] or ranged weapons like [[TheArcher bows and crossbows]]. His survival usually depends on stealth abilities, evasion/speed, weapon range, or a combination of these factors, rather than armor.



* ''Fighter+ Thief'' - GlassCannon: A quick and powerful individual who does ''not'' want to get hit. May also be a BareFistedMonk if he relies on unarmed martial arts rather than weapons and armor.
* ''Fighter+ Mage'' - MagicKnight: Combines the power of might and magic to deadly effect.
** SwordAndSorcerer: Combines the two as different characters.

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* * ''Fighter+ Thief'' - GlassCannon: A quick and powerful individual who does ''not'' want to get hit. May also be a BareFistedMonk if he relies on unarmed martial arts rather than weapons and armor.
* * ''Fighter+ Mage'' - MagicKnight: Combines the power of might and magic to deadly effect.
** ** SwordAndSorcerer: Combines the two as different characters.



* ''Fighter+ Thief+ Mage'' - TheMario: A jack of all trades that risks being a MasterOfNone if his skills don't have synergy.

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* * ''Fighter+ Thief+ Mage'' - TheMario: A jack of all trades that risks being a MasterOfNone if his skills don't have synergy.



* ''PlanescapeTorment'': the Nameless One begins the game as a Fighter, and can remember the skills needed to become a Thief or a Mage by respectively speaking to the thief Ratbone and to the midwife Old Mebbeth (who will first send you on a set of {{Fetch Quest}}s that help create your spellbook, and which you can realise [[WaxOnWaxOff taught you some secret lessons about magic]] if your Intelligence or Wisdom is at least better then average), both of whom are in the Ragpicker's Square. The Nameless One can only be one class at a time (though a bug does exist to make multiclassing possible), but once having "remembered" the other classes can switch between gaining experience by talking to party members of the appropriate classes. The other characters consist of Vhailor (Fighter), Morte (Fighter), Nordom ("Archer" - that is, a Fighter who uses [[GunsAkimbo twin crossbows]], thanks to having [[MultiArmedAndDangerous four arms]]), Dak'kon (Fighter/Mage), Annah (Fighter/Thief), Ignus (PyroManiac Mage) and Fall-From-Grace ("Cleric" - that is, a Mage who uses healing spells).
* ''TheElderScrolls: Oblivion'' generally tacks in these three directions, though some of the builds you're offered at the beginning are a blend of two or three. The leveling system generally means that every character winds up the pinnacle of all 3, especially in games before ''Morrowind'', where a bunch of skills leveled even if you weren't trying to practice them - Stealth, Medical, Backstab, Critical Hit, and Running and Jumping, for some examples.
** TES's skill breakdown demonstrates how this trope can be carried on through a purely skill-based character system. Though there are classes presented, the player can arbitrarily select any skills up to the limit and define the class with any name, and that class will still be predominantly combat, magic or stealth-based. Any class's leaning is subject to change at any time regardless of the name, but because of TES's skillpoint leveling system, it's as a result of what the player does. If you become more fighter-like it's because you're acting more fighter-like.
*** Although normally invisible to the player, when you start modding around [=NPCs=], espescially if you are modding in partners/followers, they strictly grow in skill according to their class. Fortunately, you can custom-build classes for them, as well, to cherry-pick the abilities of your companions.
* ''{{Fable}}'' allows you to invest experience into Strength (health, damage resistance, and melee weapons), Skill (archery, bartering, and stealth), and Will (magic powers).
** ''Fable 2'' streamlines things further, though still into Strength (melee), Skill (ranged) and Will (magic). It also has heroes as [=NPCs=] that each personify one of these paths, so the Hero of Strength is big and muscular, the Hero of Will is glowing with magic power, and the Hero of Skill is tall and lanky, just like how the character will look if they specialize in a particular path.
*** Not like anyone would specialize in a single path unless they wanted a SelfImposedChallenge. As Exp is available from numerous sources, most people will specialize in all areas, which eventually makes the character look like a giant (Skill) glowing (Will) barrel (Strength) with arms and legs (same goes if you're playing as a female).
* The original ''{{Diablo}}'' provided a breakdown of Warrior, Rogue, and Sorcerer, with later games adding more classes.
** ''Diablo'' is also a partial subversion in that any character can potentially learn any magic and use any equipment.
* ''{{Ultima}}'' has the stats of strength, dexterity, and intellect, with the three Principles each related to one stat (Strength = Courage, Int = Truth, Dex = Love). The classes assosiated with the virtues derived from the principles also mostly work out, with the meleeist Fighter for Valor (courage), pure-caster Mage for Honesty (truth), ranged fighter Bard for Compassion (love), Magic Knight Paladin for Honor (truth and courage), more-agile fighter Tinker for Sacrifice (love and courage), more-agile caster Druid for Justice (truth and love), jack-of-all-trades Ranger for Spirituality (all three), and mostly-worthless Shepherd for Humility (none!)
** ''Ultima IX'' gives you starting equipment based on what class you choose. The super-awesome Ranger gets an immediate boost to the three main stats, but crappy equipment. The super-crappy Shepherd, which gets no boost at all to the three main stats, gets equipment that other classes can't get for a least four or five hours. It pays to handicap yourself, apparently.
** While ''Ultima I'' and ''II'' and the standard roster of fighter, cleric, thief and wizard, UltimaIII expanded this to include not only RPG standbys such as the barbarian and druid, but also the illusionist and lark.
* ''JadeEmpire'' has the stats of Body (health and strength), Mind (raises Focus, which allows you to enact BulletTime and use [[strike: special or non-mastered]] weapons), and Spirit (raises Chi, which allows you to heal and use magical martial arts). It's not a traditional breakdown, as there's little stealth involved, but it does provide a basic breakdown between strength, speed, and sorcery.
* The [=True20=] RPG system, based off of the [=D20=] system for ''DungeonsAndDragons'', provides the three basic classes of warrior, expert, and adept.
* The ''QuestForGlory'' series has Fighter, Magic User (renamed Wizard in later games) and Thief. Unlocking cross-class abilities is possible at the expense of same-class starting abilities, though some quests are class-specific and criticized for it. It's possible to earn the class of Paladin, which amounts to a Fighter who does good things rather than just kill stuff, ''and'' has a FlamingSword to kill stuff with. Appropriately but oddly, there's at least one Paladin quest which is done for the sake of right, with no reward.
** ''[=QfG=]'' loves to [[{{Anvilicious}} hammer home]] the Paladin's need to be selfless: each game, starting with the second one, has a least one quest where you're either offered a reward that you should turn down, ''or'' you're not offered a reward at all. QfG4 even has a quest where the ''quest'' isn't given to you; you just hear the basics and you're expected to run with it.
*** It is possible to become a paladin if you're playing as a thief, but do any actual thieving and you've lost your chance.
** Also, Wizard isn't a class, it's an title for academically certified Magic Users, earned in the second game. (As if you haven't earned it, you [[strike: can't]] shouldn't be able to ''complete'' the second or subsequent games as a Magic User, this becomes part of a "new" character's assumed backstory.)
* [[http://www.basicfantasy.org/ Basic Fantasy Role-Playing Game]] has four classes; Fighter, Thief, Magic-User and Cleric
** [[http://www.swordsandwizardry.com/ Swords and Wizardry]] uses five classes based on [=OD&D=]: the Fighting-Man (or Fighter), the Magic-User, the Cleric, the Dwarven Warrior (who was much like the fighting-man) and the Elven Adventurer (who could choose whether to be a fighter or a magic-user once a day).
** [[http://www.goblinoidgames.com/labyrinthlord.htm Labyrinth Lord]], another old-style D&D retroclone, uses the Cleric, the Fighter, the Magic-User, and the Thief. In addition, the other races are classes in their own: the Dwarf (basically a Fighter, who is limited to level 12), the Elf (a MagicKnight who combines the powers of a Fighter and a Magic-User and is limited to 10th level), and the Halfling (small fighters with a few thief abilities who are limited to level 8).
* Because magic obviously doesn't exist in the ''{{Fallout}}'' universe, the three basic character builds seem to be Fighter (punches and guns), Thief (stealth and stealing), and ''Lawyer'' ([[TalkingTheMonsterToDeath talking your enemies to death]]). The first game offered 3 pre-built characters fitting each type. Of course, the open-ended character system allows you to mix and match attributes as you like.
** Which is even more apparent when you arm your diplomat character with a [[strike:miss]]... [[RandomNumberGod rocket]] launcher.
** In the first two games, the easiest (and probably getting the most out of the plot) character to play is a 'Diplosniper', which is JustWhatItSaysOnTheTin. This troper hears say that this approach is less usefull in Fallout 3.
* ''Arcanum: Of Steamworks and Magick Obscura'': if one were trying to play a pure class, though the game tries to make you stretch your expertise, there are only a few core fighter skills (Combat Skill set) and many thieving skills (Combat, Technologic, Thieving Skill sets) but being a mage could have few to no requirements beyond good INT and WILL primary stats.
** Unless you sold your soul during character creation, you'd also need to learn a number of spells and avoid tech skills to boost your magicka to make spells do decent damage.
* ''SystemShock 2'' opens with the main character, a soldier, deciding whether to join the Marines (which specializes in combat), the Navy (which specializes in technical skills), or the OSA (which specializes in psychic powers), but there's nothing restricting a player from becoming adept with any particular skill. It's entirely possible to have a super-hacker psychic, for example.
* ''MassEffect'' does this with a little sci-fi flavor, dividing proficiency into three categories, with respect to this trope's name: [[MoreDakka Combat]], [[AppliedPhlebotinum Biotics]] and [[GadgeteerGenius Tech]]. You can be a pure class, or a class hybridized with any two:

to:

* ''PlanescapeTorment'': the Nameless One begins the game as a Fighter, and can remember the skills needed to become a Thief or a Mage by respectively speaking to the thief Ratbone and to the midwife Old Mebbeth (who will first send you on a set of {{Fetch Quest}}s that help create your spellbook, and which you can realise [[WaxOnWaxOff taught you some secret lessons about magic]] if your Intelligence or Wisdom is at least better then average), both of whom are in the Ragpicker's Square. [[AC:ActionAdventure]]
*
The Nameless One can only be one class at a time (though a bug does exist to make multiclassing possible), but once having "remembered" the other classes can switch between gaining experience by talking to party members of the appropriate classes. The other characters consist of Vhailor (Fighter), Morte (Fighter), Nordom ("Archer" - that is, a Fighter who uses [[GunsAkimbo twin crossbows]], thanks to having [[MultiArmedAndDangerous four arms]]), Dak'kon (Fighter/Mage), Annah (Fighter/Thief), Ignus (PyroManiac Mage) and Fall-From-Grace ("Cleric" - that is, a Mage who uses healing spells).
* ''TheElderScrolls: Oblivion'' generally tacks in these three directions, though some of the builds you're offered at the beginning are a blend of two or three. The leveling system generally means that every character winds up the pinnacle of all 3, especially in
''{{Overlord}}'' games before ''Morrowind'', where a bunch of skills leveled even if you weren't trying to practice them - Stealth, Medical, Backstab, Critical Hit, and Running and Jumping, for some examples.
** TES's skill breakdown demonstrates how this trope can be carried on through a purely skill-based character system. Though there are classes presented, the player can arbitrarily select any skills up to the limit and define the class with any name, and
have minions that class will still be predominantly combat, magic or stealth-based. Any class's leaning is subject correspond to change at any time regardless of the name, but because of TES's skillpoint leveling system, it's as a result of what the player does. If you become more fighter-like it's because you're acting more fighter-like.
*** Although normally invisible to the player, when you start modding around [=NPCs=], espescially if you are modding in partners/followers, they strictly grow in skill according to their class. Fortunately, you can custom-build classes for them, as well, to cherry-pick the abilities of your companions.
* ''{{Fable}}'' allows you to invest experience into Strength (health, damage resistance, and melee weapons), Skill (archery, bartering, and stealth), and Will (magic powers).
** ''Fable 2'' streamlines things further, though still into Strength (melee), Skill (ranged) and Will (magic). It also has heroes as [=NPCs=] that each personify one of these paths, so the Hero of Strength is big and muscular, the Hero of Will is glowing with magic power, and the Hero of Skill is tall and lanky, just like how the character will look if they specialize in a particular path.
*** Not like anyone would specialize in a single path unless they wanted a SelfImposedChallenge. As Exp is available from numerous sources, most people will specialize in all areas, which eventually makes the character look like a giant (Skill) glowing (Will) barrel (Strength) with arms and legs (same goes if you're playing as a female).
* The original ''{{Diablo}}'' provided a breakdown of Warrior, Rogue, and Sorcerer, with later games adding more classes.
** ''Diablo'' is also a partial subversion in that any character can potentially learn any magic and use any equipment.
* ''{{Ultima}}'' has the stats of strength, dexterity, and intellect, with the three Principles each related to one stat (Strength = Courage, Int = Truth, Dex = Love). The classes assosiated with the virtues derived from the principles also mostly work out, with the meleeist Fighter for Valor (courage), pure-caster Mage for Honesty (truth), ranged fighter Bard for Compassion (love), Magic Knight Paladin for Honor (truth and courage), more-agile fighter Tinker for Sacrifice (love and courage), more-agile caster Druid for Justice (truth and love), jack-of-all-trades Ranger for Spirituality (all three), and mostly-worthless Shepherd for Humility (none!)
** ''Ultima IX'' gives you starting equipment based on what class you choose. The super-awesome Ranger gets an immediate boost to the three main stats, but crappy equipment. The super-crappy Shepherd, which gets no boost at all to the three main stats, gets equipment that other classes can't get for a least four or five hours. It pays to handicap yourself, apparently.
** While ''Ultima I'' and ''II'' and the standard roster of
fighter, cleric, thief mage, thief, and wizard, UltimaIII expanded this to include not only RPG standbys such as the barbarian and druid, but also the illusionist and lark.
* ''JadeEmpire'' has the stats of Body (health and strength), Mind (raises Focus, which allows you to enact BulletTime and use [[strike: special or non-mastered]] weapons), and Spirit (raises Chi, which allows you to heal and use magical martial arts). It's not a traditional breakdown, as there's little stealth involved, but it does provide a basic breakdown between strength, speed, and sorcery.
* The [=True20=] RPG system, based off of the [=D20=] system for ''DungeonsAndDragons'', provides the three basic classes of warrior, expert, and adept.
*
cleric while mixing in ElementalPowers.

[[AC:AdventureGame]]
*
The ''QuestForGlory'' series has Fighter, Magic User (renamed Wizard in later games) and Thief. Unlocking cross-class abilities is possible at the expense of same-class starting abilities, though some quests are class-specific and criticized for it. It's possible to earn the class of Paladin, which amounts to a Fighter who does good things rather than just kill stuff, ''and'' has a FlamingSword to kill stuff with. Appropriately but oddly, there's at least one Paladin quest which is done for the sake of right, with no reward.
** ** ''[=QfG=]'' loves to [[{{Anvilicious}} hammer home]] the Paladin's need to be selfless: each game, starting with the second one, has a least one quest where you're either offered a reward that you should turn down, ''or'' you're not offered a reward at all. QfG4 even has a quest where the ''quest'' isn't given to you; you just hear the basics and you're expected to run with it.
*** *** It is possible to become a paladin if you're playing as a thief, but do any actual thieving and you've lost your chance.
** ** Also, Wizard isn't a class, it's an title for academically certified Magic Users, earned in the second game. (As if you haven't earned it, you [[strike: can't]] shouldn't be able to ''complete'' the second or subsequent games as a Magic User, this becomes part of a "new" character's assumed backstory.)
* [[http://www.basicfantasy.org/ Basic Fantasy Role-Playing Game]]
)

[[AC:BeatEmUp]]
* ''CastleCrashers''
has four classes; Fighter, Thief, Magic-User and Cleric
** [[http://www.swordsandwizardry.com/ Swords and Wizardry]] uses five classes based on [=OD&D=]: the Fighting-Man (or Fighter), the Magic-User, the Cleric, the Dwarven Warrior (who was much
three ways to fight, each with its own stat: melee weapons, ranged weapons like the fighting-man) bows, and the Elven Adventurer (who could choose whether to be a fighter or a magic-user once a day).
** [[http://www.goblinoidgames.com/labyrinthlord.htm Labyrinth Lord]], another old-style D&D retroclone, uses the Cleric, the Fighter, the Magic-User, and the Thief. In addition, the other races are classes in their own: the Dwarf (basically a Fighter, who is limited to level 12), the Elf (a MagicKnight who combines the powers of a Fighter and a Magic-User and is limited to 10th level), and the Halfling (small fighters with a few thief abilities who are limited to level 8).
* Because
magic obviously doesn't exist in the ''{{Fallout}}'' universe, the three basic character builds seem to be Fighter (punches and guns), Thief (stealth and stealing), and ''Lawyer'' ([[TalkingTheMonsterToDeath talking your enemies to death]]). The first game offered 3 pre-built characters fitting each type. Of course, the open-ended character system allows you to mix and match attributes as you like.
** Which is even more apparent when you arm your diplomat character with a [[strike:miss]]... [[RandomNumberGod rocket]] launcher.
** In the first two games, the easiest (and probably getting the most out of the plot) character to play is a 'Diplosniper', which is JustWhatItSaysOnTheTin. This troper hears say that this approach is less usefull in Fallout 3.
* ''Arcanum: Of Steamworks and Magick Obscura'': if one were trying to play a pure class, though the game tries to make you stretch your expertise, there are only a few core fighter skills (Combat Skill set) and many thieving skills (Combat, Technologic, Thieving Skill sets) but being a mage could have few to no requirements beyond good INT and WILL primary stats.
** Unless you sold your soul during character creation, you'd also need to learn a number of spells and avoid tech skills to boost your magicka to make spells do decent damage.
*
spells.

[[AC:FirstPersonShooter]]
*
''SystemShock 2'' opens with the main character, a soldier, deciding whether to join the Marines (which specializes in combat), the Navy (which specializes in technical skills), or the OSA (which specializes in psychic powers), but there's nothing restricting a player from becoming adept with any particular skill. It's entirely possible to have a super-hacker psychic, for example.
* * ''MassEffect'' does this with a little sci-fi flavor, dividing proficiency into three categories, with respect to this trope's name: [[MoreDakka Combat]], [[AppliedPhlebotinum Biotics]] and [[GadgeteerGenius Tech]]. You can be a pure class, or a class hybridized with any two:



* ''KnightsOfTheOldRepublic'' uses a modified version of the D&D D20 system. Basically, a character can have 3 kinds of features that the user specifically selects: skills, feats, and Force Powers. Each of the 6 classes in the game focuses on one of these. Soldiers focus on feats, while Scouts and Scoundrels focus on different sets of skills. The Jedi classes work like this too, only adding Force Powers to the mix. Guardians are basically Fighters with a few Force Powers; they get lots of access to feats. Consulars are Wizards with [[LaserBlade lightsabers]]. And Sentinels are Thieves that don't steal (skill-focused).
** The sequel's Prestige Classes play it even straighter, essentially boiling down to a combat monster, an arch-wizard and a stealthy assassin each with some Jedi or Sith flavour text.
* ''DokaponKingdom'', a [[XMeetsY hybrid board game and RPG]], has these as the three default classes. All weapons can be equipped by any class, but certain ones grant special bonuses.
* ''{{Warcraft}} III'' uses this as the base for the RPG-based {{Hero unit}}s. Heroes with the main attribute of Strength tend to be front-line brawlers with lots of hit points, Agility heroes are either sneaky types or ranged, and those that focus on Intelligence are, without exception, casters with powerful spells but not much in terms of physical damage.
** There IS one melee int hero, the Goblin Tinker. No ranged STR heroes, though.
* The early ''{{Geneforge}}'' series by Spiderweb Software explicitly follows this trope in its class system, which offers a choice between "Guardian" (Fighter), "Agent" (Thief, albeit with combat magic) and "Shaper" (Mage). Later parts of the series have added new classes, however.
** In practice, it's more Fighter, {{Beastmaster}}, {{Magic Knight}}.

to:

* ''KnightsOfTheOldRepublic'' uses a modified version of Although most people like to forget, the D&D D20 system. Basically, FirstPersonShooter genre also utilize that concept of FighterMageThief via its own weapons and equipment. The assault-rifle, shotgun, and RPG-launcher are to the fighter, in that they rely on raw-power more than accuracy and lightness. The submachine-gun, handgun, and sniper-rifle are to the thief, in that they rely on either precision or lightweight to make-up for their lack of any raw-power. And the ordnance, tech, and medkits are to the mage, in that they rely on high intelligence to be used properly.

[[AC:HackAndSlash]]
* The original ''{{Diablo}}'' provided
a breakdown of Warrior, Rogue, and Sorcerer, with later games adding more classes.
** ''Diablo'' is also a partial subversion in that any
character can have 3 kinds of features that the user specifically selects: skills, feats, potentially learn any magic and Force Powers. Each of the 6 classes in the game focuses on one of these. Soldiers focus on feats, while Scouts and Scoundrels focus on different sets of skills. The Jedi classes work like this too, only adding Force Powers to the mix. Guardians are basically Fighters with a few Force Powers; they get lots of access to feats. Consulars are Wizards with [[LaserBlade lightsabers]]. And Sentinels are Thieves that don't steal (skill-focused).
** The sequel's Prestige Classes play it even straighter, essentially boiling down to a combat monster, an arch-wizard and a stealthy assassin each with some Jedi or Sith flavour text.
* ''DokaponKingdom'', a [[XMeetsY hybrid board game and RPG]], has these as the three default classes. All weapons can be equipped by
use any class, but certain ones grant special bonuses.
* ''{{Warcraft}} III'' uses this as the base for the RPG-based {{Hero unit}}s. Heroes with the main attribute of Strength tend to be front-line brawlers with lots of hit points, Agility heroes are either sneaky types or ranged, and those that focus on Intelligence are, without exception, casters with powerful spells but not much in terms of physical damage.
** There IS one melee int hero, the Goblin Tinker. No ranged STR heroes, though.
* The early ''{{Geneforge}}'' series by Spiderweb Software explicitly follows this trope in its class system, which offers a choice between "Guardian" (Fighter), "Agent" (Thief, albeit with combat magic) and "Shaper" (Mage). Later parts of the series have added new classes, however.
** In practice, it's more Fighter, {{Beastmaster}}, {{Magic Knight}}.
equipment.

[[AC:MMORPGs]]



* ''PhantasyStarOnline'' has three classes: Hunter, Ranger, and Force. Hunters use melee weapons, Rangers use ranged weapons, and Forces use [[MagicFromTechnology Techniques]].
** The ''[[PhantasyStarUniverse Universe]]'' series has four races to pick from: Beast (Brawn), Cast (Skill), Newman ([[strike:Magic]] Techniques), and Human (... TheMario). The various Class options either serve to lead into CripplingOverspecialization, or [[TheMario balance out race weaknesses]]. The second Portable game even has a basic class which qualifies as TheMario, as its specialty is in single hand weapons (which every class has at least one or two of).
* Many of the classes in ''WorldOfWarcraft'' are either these, or combinations of these:
** Warrior = Fighter
** Rogue = Thief
** Mage = [[ExactlyWhatItSaysOnTheTin Mage]]
** Paladin = Fighter+ Mage with an emphasis on melee attacks and healing/defensive spells
** Shaman = Fighter+ Mage with an emphasis on spells
** Druid = Fighter+ Mage+ Thief (depending on which form it's in)
** Priest = Mage with an emphasis on healing magic
** Hunter = Thief, but less sneaky and with more emphasis on ranged weapons and pets
** Warlock = Mage, but tougher and with more emphasis on demon pets
** Death Knight = Fighter+ Mage, with an emphasis on melee attacks and offensive spells
*** Note that Death Knights in ''{{Warcraft}} 3'' are ''literally'' {{Evil Counterpart}}s to Paladins, even referred to such in the manual, hence the similarities.
* ''{{Latale}}'' originally had four character classes, those being the warrior and knight, fighters who specialized in offense and defense respectively, and then wizards and explorers, who fit the stereotypical mage and thief mold. They later added engineers which are something of a [[TheMario Mario]].
* ''{{Dragonica}}'' has 8 different class, but start off as 4; Warrior, Magician, Thief, and Archer. Later in the game, you can branch off to a different class.
** Warriors can choose to be [[MightyGlacier knights]](defense) or [[BloodKnight warriors]](offense)
** Magicians can choose to be [[TheMedic priests/acolytes]](healing) or [[MagicKnight battlemagi]](attacking)
** Thieves can choose to be [[LethalJokeCharacter jesters/tricksters]](flashy, direct battling) or [[InstantAwesomeJustAddNinja assasins]](stealthy, battling from afar)
** Archers can choose to be [[TheArcher rangers]](high attack, low in skills) or [[NatureHero hunters]](low attack, lots of skills)

[[AC:PlatformGame]]
* Some games in ''WizardsAndWarriors'' series let you choose between a knight, wizard and a thief.
* ''CastlevaniaCircleOfTheMoon'' has a version of this. After beating the game in "Vampire Hunter" mode (which has no perks) you get a code to change your class to Magician mode in the next playthrough. Beating Magician unlocks a code for another class (and so on).
** 2nd playthrough= Magician Mode (High MP and all abilities from beginning, but low Strength and Defense)
** 3rd Playthrough= Fighter Mode (High Strength and Defense, but no magic)
** 4th Playthrough= Shooter Mode (Increases Hearts, which are used for long range attacks)
** 5th Playthrough= Thief Mode (Low everything, but insane luck)
* In ''{{Trine}}'', the Mage can create boxes to use as platforms and [[MindOverMatter use telekinesis to move objects]]; the Thief can [[BuildingSwing swing on certain ceilings]] and use her arrow to shoot targets for afar; and the Fighter is your basic bash-things-with-your-sword character.

[[AC:RealTimeStrategy]]
* ''{{Warcraft}} III'' uses this as the base for the RPG-based {{Hero unit}}s. Heroes with the main attribute of Strength tend to be front-line brawlers with lots of hit points, Agility heroes are either sneaky types or ranged, and those that focus on Intelligence are, without exception, casters with powerful spells but not much in terms of physical damage.
** There IS one melee int hero, the Goblin Tinker. No ranged STR heroes, though.

[[AC:RolePlayingGame]]
* ''PlanescapeTorment'': the Nameless One begins the game as a Fighter, and can remember the skills needed to become a Thief or a Mage by respectively speaking to the thief Ratbone and to the midwife Old Mebbeth (who will first send you on a set of {{Fetch Quest}}s that help create your spellbook, and which you can realise [[WaxOnWaxOff taught you some secret lessons about magic]] if your Intelligence or Wisdom is at least better then average), both of whom are in the Ragpicker's Square. The Nameless One can only be one class at a time (though a bug does exist to make multiclassing possible), but once having "remembered" the other classes can switch between gaining experience by talking to party members of the appropriate classes. The other characters consist of Vhailor (Fighter), Morte (Fighter), Nordom ("Archer" - that is, a Fighter who uses [[GunsAkimbo twin crossbows]], thanks to having [[MultiArmedAndDangerous four arms]]), Dak'kon (Fighter/Mage), Annah (Fighter/Thief), Ignus (PyroManiac Mage) and Fall-From-Grace ("Cleric" - that is, a Mage who uses healing spells).
* ''TheElderScrolls: {{Oblivion}}'' generally tacks in these three directions, though some of the builds you're offered at the beginning are a blend of two or three. The leveling system generally means that every character winds up the pinnacle of all 3, especially in games before ''Morrowind'', where a bunch of skills leveled even if you weren't trying to practice them - Stealth, Medical, Backstab, Critical Hit, and Running and Jumping, for some examples.
** TES's skill breakdown demonstrates how this trope can be carried on through a purely skill-based character system. Though there are classes presented, the player can arbitrarily select any skills up to the limit and define the class with any name, and that class will still be predominantly combat, magic or stealth-based. Any class's leaning is subject to change at any time regardless of the name, but because of TES's skillpoint leveling system, it's as a result of what the player does. If you become more fighter-like it's because you're acting more fighter-like.
*** Although normally invisible to the player, when you start modding around [=NPCs=], espescially if you are modding in partners/followers, they strictly grow in skill according to their class. Fortunately, you can custom-build classes for them, as well, to cherry-pick the abilities of your companions.
* ''{{Fable}}'' allows you to invest experience into Strength (health, damage resistance, and melee weapons), Skill (archery, bartering, and stealth), and Will (magic powers).
** ''Fable 2'' streamlines things further, though still into Strength (melee), Skill (ranged) and Will (magic). It also has heroes as [=NPCs=] that each personify one of these paths, so the Hero of Strength is big and muscular, the Hero of Will is glowing with magic power, and the Hero of Skill is tall and lanky, just like how the character will look if they specialize in a particular path.
*** Not like anyone would specialize in a single path unless they wanted a SelfImposedChallenge. As Exp is available from numerous sources, most people will specialize in all areas, which eventually makes the character look like a giant (Skill) glowing (Will) barrel (Strength) with arms and legs (same goes if you're playing as a female).
* ''{{Ultima}}'' has the stats of strength, dexterity, and intellect, with the three Principles each related to one stat (Strength = Courage, Int = Truth, Dex = Love). The classes associated with the virtues derived from the principles also mostly work out, with the meleeist Fighter for Valor (courage), pure-caster Mage for Honesty (truth), ranged fighter Bard for Compassion (love), Magic Knight Paladin for Honor (truth and courage), more-agile fighter Tinker for Sacrifice (love and courage), more-agile caster Druid for Justice (truth and love), jack-of-all-trades Ranger for Spirituality (all three), and mostly-worthless Shepherd for Humility (none!)
** ''UltimaIX'' gives you starting equipment based on what class you choose. The super-awesome Ranger gets an immediate boost to the three main stats, but crappy equipment. The super-crappy Shepherd, which gets no boost at all to the three main stats, gets equipment that other classes can't get for a least four or five hours. It pays to handicap yourself, apparently.
** While ''UltimaI'' and ''[[UltimaII II]]'' and the standard roster of fighter, cleric, thief and wizard, UltimaIII expanded this to include not only RPG standbys such as the barbarian and druid, but also the illusionist and lark.
* ''JadeEmpire'' has the stats of Body (health and strength), Mind (raises Focus, which allows you to enact BulletTime and use [[strike: special or non-mastered]] weapons), and Spirit (raises Chi, which allows you to heal and use magical martial arts). It's not a traditional breakdown, as there's little stealth involved, but it does provide a basic breakdown between strength, speed, and sorcery.
* Because magic obviously doesn't exist in the ''{{Fallout}}'' universe, the three basic character builds seem to be Fighter (punches and guns), Thief (stealth and stealing), and ''Lawyer'' ([[TalkingTheMonsterToDeath talking your enemies to death]]). The first game offered 3 pre-built characters fitting each type. Of course, the open-ended character system allows you to mix and match attributes as you like.
** Which is even more apparent when you arm your diplomat character with a [[strike:miss]]... [[RandomNumberGod rocket]] launcher.
** In the first two games, the easiest (and probably getting the most out of the plot) character to play is a 'Diplosniper', which is ExactlyWhatItSaysOnTheTin. This troper hears say that this approach is less useful in ''{{Fallout 3}}''.
* ''{{Arcanum}}: Of Steamworks and Magick Obscura'': if one were trying to play a pure class, though the game tries to make you stretch your expertise, there are only a few core fighter skills (Combat Skill set) and many thieving skills (Combat, Technologic, Thieving Skill sets) but being a mage could have few to no requirements beyond good INT and WILL primary stats.
** Unless you sold your soul during character creation, you'd also need to learn a number of spells and avoid tech skills to boost your magicka to make spells do decent damage.
* ''KnightsOfTheOldRepublic'' uses a modified version of the D&D D20 system. Basically, a character can have 3 kinds of features that the user specifically selects: skills, feats, and Force Powers. Each of the 6 classes in the game focuses on one of these. Soldiers focus on feats, while Scouts and Scoundrels focus on different sets of skills. The Jedi classes work like this too, only adding Force Powers to the mix. Guardians are basically Fighters with a few Force Powers; they get lots of access to feats. Consulars are Wizards with [[LaserBlade lightsabers]]. And Sentinels are Thieves that don't steal (skill-focused).
** The sequel's Prestige Classes play it even straighter, essentially boiling down to a combat monster, an arch-wizard and a stealthy assassin each with some Jedi or Sith flavour text.
* ''DokaponKingdom'', a [[XMeetsY hybrid board game and RPG]], has these as the three default classes. All weapons can be equipped by any class, but certain ones grant special bonuses.
* The early ''{{Geneforge}}'' series by Spiderweb Software explicitly follows this trope in its class system, which offers a choice between "Guardian" (Fighter), "Agent" (Thief, albeit with combat magic) and "Shaper" (Mage). Later parts of the series have added new classes, however.
** In practice, it's more Fighter, {{Beastmaster}}, {{Magic Knight}}.
* ''KingdomHearts'' gives you a similar choice at the beginning, between Fighter, Mage, and ''Defender''. The latter isn't as strong or agile as the Fighter, but learns defense and [[MoneySpider drop]] related abilities earlier, and has more item slots. The game also makes you give up one of the three, giving the feel of a bit more depth in the trio set-up.
** ''[=~Kingdom Hearts: Birth By Sleep~=]'' is a straighter example. It has three MagicKnight protagonists, each with a different specialty: Terra specializes in strength, Ven specializes in speed, and Aqua specializes in magic.
* ''DragonAge'' goes in this direction with its classes, having the typical Fighter-Rogue-Mage setup. The playable races are also set up in a similar pattern, with the [[SquishyWizard magical]] [[OurElvesAreBetter elves]], [[MightyGlacier hardy]] [[OurDwarvesAreAllTheSame dwarves]], and [[TheMario average]] humans.
* ''{{Torchlight}}''. Destroyer is fighter, Vanquisher is thief (archer), Alchemist is mage. Classes are heavy customised. I.e. you can easily make a magic knight, a sneaky sorcerer or TheMario out of the Alchemist, and so on.
* ''FinalFantasyI'' has the original forms for several of the classes found (in various mutations) throughout the series. Given its dependence on the original D&D, it's hardly surprising.
** Fighter = [[ExactlyWhatItSaysOnTheTin Fighter]]
** Thief = [[ExactlyWhatItSaysOnTheTin Thief]]
** (Black) Mage = [[ExactlyWhatItSaysOnTheTin Mage]]
** (White) Mage = Cleric
** (Red) Mage = MagicKnight
** Monk = Fighter
** In addition, the Class Change that marked the midpoint of the game would give the magic-users access to more powerful spells and the monk a better attack, but would also grant MagicKnight status to the Fighter (who became the Knight and could use White Magic) and the Thief (who got a major upgrade as the Ninja and could use Black Magic).

[[AC:TabletopGames]]
* The [=True20=] RPG system, based off of the [=D20=] system for ''DungeonsAndDragons'', provides the three basic classes of warrior, expert, and adept.
* ''[[http://www.basicfantasy.org/ Basic Fantasy Role-Playing Game]]'' has four classes; Fighter, Thief, Magic-User and Cleric
** ''[[http://www.swordsandwizardry.com/ Swords and Wizardry]]'' uses five classes based on [=OD&D=]: the Fighting-Man (or Fighter), the Magic-User, the Cleric, the Dwarven Warrior (who was much like the fighting-man) and the Elven Adventurer (who could choose whether to be a fighter or a magic-user once a day).
** ''[[http://www.goblinoidgames.com/labyrinthlord.htm Labyrinth Lord]]'', another old-style D&D retroclone, uses the Cleric, the Fighter, the Magic-User, and the Thief. In addition, the other races are classes in their own: the Dwarf (basically a Fighter, who is limited to level 12), the Elf (a MagicKnight who combines the powers of a Fighter and a Magic-User and is limited to 10th level), and the Halfling (small fighters with a few thief abilities who are limited to level 8).



** ''{{Exalted}}'' does it, too--White Wolf has a thing for the number 5, and most types of Exalted have 5 subtypes. For example, the 5 castes of Solar Exalted are Dawn (Warriors), Zenith (Leaders), Twilight (Sorcerers/Smart Guys), Nights (Thieves), and Eclipse (Masters of SocialFu).
** It's been noted that ''White Wolf'' games that stick to the five-by-five system usually have a familiar breakdown for the social splats: Leader, Warrior, Mystic, Rebel, and Spy. ''WerewolfTheForsaken'' goes Blood Talons (Warrior), Bone Shadows (Mystics), Hunters in Darkness (Spy), Iron Masters (Rebel), and Storm Lords (Leader). ''MageTheAwakening'' goes Adamantine Arrow (Warrior), Free Council (Rebel), Guardians of the Veil (Spy), Mysterium (Mystic), and Silver Ladder (Leader). ''PrometheanTheCreated'' has Ferrum (Warrior), Mercurius (Mystic), and Stannum (Rebel) with Aurum (embracing humanity and mortals) and Cuprum (remaining isolated from humanity and touching on the inner self) blending elements of Leader and Spy.
* ''KingdomHearts'' gives you a similar choice at the beginning, between Fighter, Mage, and ''Defender''. The latter isn't as strong or agile as the Fighter, but learns defense and [[MoneySpider drop]] related abilities earlier, and has more item slots. The game also makes you give up one of the three, giving the feel of a bit more depth in the trio set-up.
** ''[=~Kingdom Hearts: Birth By Sleep~=]'' is a straighter example. It has three MagicKnight protagonists, each with a different specialty: Terra specializes in strength, Ven specializes in speed, and Aqua specializes in magic.
* ''PhantasyStarOnline'' has three classes: Hunter, Ranger, and Force. Hunters use melee weapons, Rangers use ranged weapons, and Forces use [[MagicFromTechnology Techniques]].
** The ''[[PhantasyStarUniverse Universe]]'' series has four races to pick from: Beast (Brawn), Cast (Skill), Newman ([[strike:Magic]] Techniques), and Human (... TheMario). The various Class options either serve to lead into CripplingOverspecilization, or [[TheMario balance out race weaknesses]]. The second Portable game even has a basic class which qualifies as TheMario, as its specialty is in single hand weapons (which every class has at least one or two of).
* ''CastleCrashers'' has three ways to fight, each with its own stat: melee weapons, ranged weapons like bows, and magic spells.
* Some games in ''WizardsAndWarriors'' series let you choose between a knight, wizard and a thief.
* Many of the classes in ''WorldOfWarcraft'' are either these, or combinations of these:
** Warrior = Fighter
** Rogue = Thief
** Mage = [[ExactlyWhatItSaysOnTheTin Mage]]
** Paladin = Fighter+ Mage with an emphasis on melee attacks and healing/defensive spells
** Shaman = Fighter+ Mage with an emphasis on spells
** Druid = Fighter+ Mage+ Thief (depending on which form it's in)
** Priest = Mage with an emphasis on healing magic
** Hunter = Thief, but less sneaky and with more emphasis on ranged weapons and pets
** Warlock = Mage, but tougher and with more emphasis on demon pets
** Death Knight = Fighter+ Mage, with an emphasis on melee attacks and offensive spells
*** Note that Death Knights in ''{{Warcraft}} 3'' are ''literally'' {{Evil Counterpart}}s to Paladins, even referred to such in the manual, hence the similarities.
* The ''{{Overlord}}'' games have minions that correspond to fighter, mage, thief, and cleric while mixing in ElementalPowers.
* ''CastlevaniaCircleOfTheMoon'' has a version of this. After beating the game in "Vampire Hunter" mode (which has no perks) you get a code to change your class to Magician mode in the next playthrough. Beating Magician unlocks a code for another class (and so on).
** 2nd playthrough= Magician Mode (High MP and all abilities from beginning, but low Strength and Defense)
** 3rd Playthrough= Fighter Mode (High Strength and Defense, but no magic)
** 4th Playthrough= Shooter Mode (Increases Hearts, which are used for long range attacks)
** 5th Playthrough= Thief Mode (Low everything, but insane luck)
* ''{{Latale}}'' originally had four character classes, those being the warrior and knight, fighters who specialized in offense and defense respectively, and then wizards and explorers, who fit the stereotypical mage and thief mold. They later added engineers which are something of a [[TheMario Mario]].
* ''DragonAge'' goes in this direction with its classes, having the typical Fighter-Rogue-Mage setup. The playable races are also set up in a similar pattern, with the [[SquishyWizard magical]] [[OurElvesAreBetter elves]], [[MightyGlacier hardy]] [[OurDwarvesAreAllTheSame dwarves]], and [[TheMario average]] humans.
* ''{{Torchlight}}''. Destroyer is fighter, Vanquisher is thief (archer), Alchemist is mage. Classes are heavy customised. I.e. you can easily make a magic knight, a sneaky sorcerer or TheMario out of the Alchemist, and so on.
* In ''{{Trine}}'', the Mage can create boxes to use as platforms and [[MindOverMatter use telekinesis to move objects]]; the Thief can [[BuildingSwing swing on certain ceilings]] and use her arrow to shoot targets for afar; and the Fighter is your basic bash-things-with-your-sword character.
* ''ProblemSleuth'', which was designed to imitate a video game, has its three main characters match up with the archetypes: Ace Dick is the Fighter, Pickle Inspector is the Mage, and Problem Sleuth is the Thief.
* The three main characters in the ''BirdsOfPrey'' comic each fit these archetypes: Oracle, who, with her hacking abilities, can gain knowledge and harm enemies from a great distance, but, being a paraplegic, is not [[strike:much]] [[HandicappedBadass as]] good in close combat, is the wizard; Black Canary, who, being the best martial artist of the three, and having the canary cry for dealing with more powerful enemies, is the best close combatant, is the fighter (although her ability to soak up damage is not appreciably greater than the others'); Huntress, being the best at and most reliant upon stealth, and using a crossbow as her primary weapon, is the thief.
* ''FinalFantasyI'' has the original forms for several of the classes found (in various mutations) throughout the series. Given its dependence on the original D&D, it's hardly surprising.
** Fighter = [[ExactlyWhatItSaysOnTheTin Fighter]]
** Thief = [[ExactlyWhatItSaysOnTheTin Thief]]
** (Black) Mage = [[ExactlyWhatItSaysOnTheTin Mage]]
** (White) Mage = Cleric
** (Red) Mage = MagicKnight
** Monk = Fighter
** In addition, the Class Change that marked the midpoint of the game would give the magic-users access to more powerful spells and the monk a better attack, but would also grant MagicKnight status to the Fighter (who became the Knight and could use White Magic) and the Thief (who got a major upgrade as the Ninja and could use Black Magic).
* {{Dragonica}} has 8 different class, but start off as 4; Warrior, Magician, Thief, and Archer. Later in the game, you can branch off to a different class.
** Warriors can choose to be [[MightyGlacier knights]](defense) or [[BloodKnight warriors]](offense)
** Magicians can choose to be [[TheMedic priests/acolytes]](healing) or [[MagicKnight battlemagi]](attacking)
** Thieves can choose to be [[LethalJokeCharacter jesters/tricksters]](flashy, direct battling) or [[InstantAwesomeJustAddNinja assasins]](stealthy, battling from afar)
** Archers can choose to be [[TheArcher rangers]](high attack, low in skills) or [[NatureHero hunters]](low attack, lots of skills)
* Although most people like to forget, the FirstPersonShooter genre also utilize that concept of FighterMageThief via its own weapons and equipment. The assault-rifle, shotgun, and RPG-launcher are to the fighter, in that they rely on raw-power more than accuracy and lightness. The submachine-gun, handgun, and sniper-rifle are to the thief, in that they rely on either precision or lightweight to make-up for their lack of any raw-power. And the ordnance, tech, and medkits are to the mage, in that they rely on high intelligence to be used properly.

to:

** ** ''{{Exalted}}'' does it, too--White Wolf has a thing for the number 5, and most types of Exalted have 5 subtypes. For example, the 5 castes of Solar Exalted are Dawn (Warriors), Zenith (Leaders), Twilight (Sorcerers/Smart Guys), Nights (Thieves), and Eclipse (Masters of SocialFu).
** ** It's been noted that ''White Wolf'' games that stick to the five-by-five system usually have a familiar breakdown for the social splats: Leader, Warrior, Mystic, Rebel, and Spy. ''WerewolfTheForsaken'' goes Blood Talons (Warrior), Bone Shadows (Mystics), Hunters in Darkness (Spy), Iron Masters (Rebel), and Storm Lords (Leader). ''MageTheAwakening'' goes Adamantine Arrow (Warrior), Free Council (Rebel), Guardians of the Veil (Spy), Mysterium (Mystic), and Silver Ladder (Leader). ''PrometheanTheCreated'' has Ferrum (Warrior), Mercurius (Mystic), and Stannum (Rebel) with Aurum (embracing humanity and mortals) and Cuprum (remaining isolated from humanity and touching on the inner self) blending elements of Leader and Spy. \n* ''KingdomHearts'' gives you a similar choice at the beginning, between Fighter, Mage, and ''Defender''. The latter isn't as strong or agile as the Fighter, but learns defense and [[MoneySpider drop]] related abilities earlier, and has more item slots. The

!!Non-video
game also makes you give up one of the three, giving the feel of a bit more depth in the trio set-up.
** ''[=~Kingdom Hearts: Birth By Sleep~=]'' is a straighter example. It has three MagicKnight protagonists, each with a different specialty: Terra specializes in strength, Ven specializes in speed, and Aqua specializes in magic.
* ''PhantasyStarOnline'' has three classes: Hunter, Ranger, and Force. Hunters use melee weapons, Rangers use ranged weapons, and Forces use [[MagicFromTechnology Techniques]].
** The ''[[PhantasyStarUniverse Universe]]'' series has four races to pick from: Beast (Brawn), Cast (Skill), Newman ([[strike:Magic]] Techniques), and Human (... TheMario). The various Class options either serve to lead into CripplingOverspecilization, or [[TheMario balance out race weaknesses]]. The second Portable game even has a basic class which qualifies as TheMario, as its specialty is in single hand weapons (which every class has at least one or two of).
* ''CastleCrashers'' has three ways to fight, each with its own stat: melee weapons, ranged weapons like bows, and magic spells.
* Some games in ''WizardsAndWarriors'' series let you choose between a knight, wizard and a thief.
* Many of the classes in ''WorldOfWarcraft'' are either these, or combinations of these:
** Warrior = Fighter
** Rogue = Thief
** Mage = [[ExactlyWhatItSaysOnTheTin Mage]]
** Paladin = Fighter+ Mage with an emphasis on melee attacks and healing/defensive spells
** Shaman = Fighter+ Mage with an emphasis on spells
** Druid = Fighter+ Mage+ Thief (depending on which form it's in)
** Priest = Mage with an emphasis on healing magic
** Hunter = Thief, but less sneaky and with more emphasis on ranged weapons and pets
** Warlock = Mage, but tougher and with more emphasis on demon pets
** Death Knight = Fighter+ Mage, with an emphasis on melee attacks and offensive spells
*** Note that Death Knights in ''{{Warcraft}} 3'' are ''literally'' {{Evil Counterpart}}s to Paladins, even referred to such in the manual, hence the similarities.
* The ''{{Overlord}}'' games have minions that correspond to fighter, mage, thief, and cleric while mixing in ElementalPowers.
* ''CastlevaniaCircleOfTheMoon'' has a version of this. After beating the game in "Vampire Hunter" mode (which has no perks) you get a code to change your class to Magician mode in the next playthrough. Beating Magician unlocks a code for another class (and so on).
** 2nd playthrough= Magician Mode (High MP and all abilities from beginning, but low Strength and Defense)
** 3rd Playthrough= Fighter Mode (High Strength and Defense, but no magic)
** 4th Playthrough= Shooter Mode (Increases Hearts, which are used for long range attacks)
** 5th Playthrough= Thief Mode (Low everything, but insane luck)
* ''{{Latale}}'' originally had four character classes, those being the warrior and knight, fighters who specialized in offense and defense respectively, and then wizards and explorers, who fit the stereotypical mage and thief mold. They later added engineers which are something of a [[TheMario Mario]].
* ''DragonAge'' goes in this direction with its classes, having the typical Fighter-Rogue-Mage setup. The playable races are also set up in a similar pattern, with the [[SquishyWizard magical]] [[OurElvesAreBetter elves]], [[MightyGlacier hardy]] [[OurDwarvesAreAllTheSame dwarves]], and [[TheMario average]] humans.
* ''{{Torchlight}}''. Destroyer is fighter, Vanquisher is thief (archer), Alchemist is mage. Classes are heavy customised. I.e. you can easily make a magic knight, a sneaky sorcerer or TheMario out of the Alchemist, and so on.
* In ''{{Trine}}'', the Mage can create boxes to use as platforms and [[MindOverMatter use telekinesis to move objects]]; the Thief can [[BuildingSwing swing on certain ceilings]] and use her arrow to shoot targets for afar; and the Fighter is your basic bash-things-with-your-sword character.
* ''ProblemSleuth'', which was designed to imitate a video game, has its three main characters match up with the archetypes: Ace Dick is the Fighter, Pickle Inspector is the Mage, and Problem Sleuth is the Thief.
*
examples:

[[AC:ComicBooks]]
*
The three main characters in the ''BirdsOfPrey'' comic each fit these archetypes: Oracle, who, with her hacking abilities, can gain knowledge and harm enemies from a great distance, but, being a paraplegic, is not [[strike:much]] [[HandicappedBadass as]] good in close combat, is the wizard; Black Canary, who, being the best martial artist of the three, and having the canary cry for dealing with more powerful enemies, is the best close combatant, is the fighter (although her ability to soak up damage is not appreciably greater than the others'); Huntress, being the best at and most reliant upon stealth, and using a crossbow as her primary weapon, is the thief.
* ''FinalFantasyI'' has the original forms for several of the classes found (in various mutations) throughout the series. Given its dependence on the original D&D, it's hardly surprising.
** Fighter = [[ExactlyWhatItSaysOnTheTin Fighter]]
** Thief = [[ExactlyWhatItSaysOnTheTin Thief]]
** (Black) Mage = [[ExactlyWhatItSaysOnTheTin Mage]]
** (White) Mage = Cleric
** (Red) Mage = MagicKnight
** Monk = Fighter
** In addition, the Class Change that marked the midpoint of the game would give the magic-users access
thief.

[[AC:WebComics]]
* ''ProblemSleuth'', which was designed
to more powerful spells and the monk imitate a better attack, but would also grant MagicKnight status to the Fighter (who became the Knight and could use White Magic) and the Thief (who got a major upgrade as the Ninja and could use Black Magic).
* {{Dragonica}} has 8 different class, but start off as 4; Warrior, Magician, Thief, and Archer. Later in the
video game, you can branch off to a different class.
** Warriors can choose to be [[MightyGlacier knights]](defense) or [[BloodKnight warriors]](offense)
** Magicians can choose to be [[TheMedic priests/acolytes]](healing) or [[MagicKnight battlemagi]](attacking)
** Thieves can choose to be [[LethalJokeCharacter jesters/tricksters]](flashy, direct battling) or [[InstantAwesomeJustAddNinja assasins]](stealthy, battling from afar)
** Archers can choose to be [[TheArcher rangers]](high attack, low in skills) or [[NatureHero hunters]](low attack, lots of skills)
* Although most people like to forget,
has its three main characters match up with the FirstPersonShooter genre also utilize that concept of FighterMageThief via its own weapons archetypes: Ace Dick is the Fighter, Pickle Inspector is the Mage, and equipment. The assault-rifle, shotgun, and RPG-launcher are to Problem Sleuth is the fighter, in that they rely on raw-power more than accuracy and lightness. The submachine-gun, handgun, and sniper-rifle are to the thief, in that they rely on either precision or lightweight to make-up for their lack of any raw-power. And the ordnance, tech, and medkits are to the mage, in that they rely on high intelligence to be used properly.Thief.



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* ''Arcanum: Of Steamworks and Magick Obscura'': if one were trying to play a pure class, though the game tries to make you stretch your expertise, there are only a few core fighter skills (Combat Skill set) and many thieving skills (Combat, Technologic, Thieving Skill sets) but being a mage could have few to no requirements beyond good INT and WILL primary stats.

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* ''Arcanum: Of Steamworks and Magick Obscura'': if one were trying to play a pure class, though the game tries to make you stretch your expertise, there are only a few core fighter skills (Combat Skill set) and many thieving skills (Combat, Technologic, Thieving Skill sets) but being a mage could have few to no requirements beyond good INT and WILL primary stats. stats.
** Unless you sold your soul during character creation, you'd also need to learn a number of spells and avoid tech skills to boost your magicka to make spells do decent damage.

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* ''MassEffect'' does this with a little sci-fi flavor; you can be a soldier, an adept with [[PsychicPowers psychokinetic powers]], or an engineer (who's not particularly stealthy, but does manipulate enemy weapons and break into weapons lockers, and also has an infinite stock of special debilitating grenades and mines).
** There's also the option to multiclass between any two of those:
*** Vanguard (Soldier/Adept): MagicKnight
*** Infiltrator (Soldier/Engineer): GlassCannon Trickster
*** Sentinel (Adept/Engineer): TheMario or TheTank, depending on how you play the class.

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* ''MassEffect'' does this with a little sci-fi flavor; you flavor, dividing proficiency into three categories, with respect to this trope's name: [[MoreDakka Combat]], [[AppliedPhlebotinum Biotics]] and [[GadgeteerGenius Tech]]. You can be a soldier, an adept pure class, or a class hybridized with [[PsychicPowers psychokinetic powers]], any two:
** Soldier (pure Combat): TheMario (a gun for any situation),
or an engineer (who's not particularly stealthy, but does manipulate enemy weapons and break into weapons lockers, and also has an infinite stock MightyGlacier (most durable of special debilitating grenades and mines).
** There's also
all player classes)
** Engineer (pure Tech): Debuffer, MasterOfUnlocking
** Adept (pure Biotics): GravityScrew (though
the option hybrid classes are too to multiclass between any two of those:
***
a lesser extent)
**
Vanguard (Soldier/Adept): MagicKnight
***
(Combat/Biotics): MagicKnight
**
Infiltrator (Soldier/Engineer): (Combat/Tech): GlassCannon Trickster
*** ** Sentinel (Adept/Engineer): (Tech/Biotics): TheMario or TheTank, depending on how you play the class.
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* Although most people like to forget, the FirstPersonShooter genre also utilize that concept of FighterMageThief via its own weapons and equipment. The assault-rifle, shotgun, and RPG-launcher are to the fighter, in that they rely on raw-power more than accuracy and lightness. The submachine-gun, handgun, and sniper-rifle are to the thief, in that they rely on either precision or lightweight to make-up for their lack of any raw-power. And the ordnance, tech, and medkits are to the mage, in that they rely on high intelligence to be used properly.
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** In addition, the Class Change that marked the midpoint of the game would give the magic-users access to more powerful spells and the monk a better attack, but would also grant MagicKnight status to the Fighter (who became the Knight and could use White Magic) and the Thief (who got a major upgrade as the Ninja and could use Black Magic).
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*** Although normally invisible to the player, when you start modding around NPCs, espescially if you are modding in partners/followers, they strictly grow in skill according to their class. Fortunately, you can custom-build classes for them, as well, to cherry-pick the abilities of your companions.

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*** Although normally invisible to the player, when you start modding around NPCs, [=NPCs=], espescially if you are modding in partners/followers, they strictly grow in skill according to their class. Fortunately, you can custom-build classes for them, as well, to cherry-pick the abilities of your companions.
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* ''KingdomHearts'' gives you a similar choice at the beginning, between Fighter, Mage, and ''Defender''. The latter isn't as strong or agile as the Fighter, but has more item slots. The game also makes you give up one of the three, giving the feel of a bit more depth in the trio set-up.

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* ''KingdomHearts'' gives you a similar choice at the beginning, between Fighter, Mage, and ''Defender''. The latter isn't as strong or agile as the Fighter, but learns defense and [[MoneySpider drop]] related abilities earlier, and has more item slots. The game also makes you give up one of the three, giving the feel of a bit more depth in the trio set-up.
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* ''Thief+ Mage'' - {{Trickster}}: Takes advantage of the mage's utility spells such as shapeshifting, illusion-casting, and invisibility to get the best angle on a situation.

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* ''Thief+ Mage'' - {{Trickster}}: [[{{Tricksters}} Trickster]]: Takes advantage of the mage's utility spells such as shapeshifting, illusion-casting, and invisibility to get the best angle on a situation.

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* In ''KingdomOfLoathing'', there are three main stats: Muscle, Moxie, and Mysticality, and two classes "attuned" to each stat. The fact that the whole game is basically a parody of the RPG genre makes this a no-brainer.
** It should be clarified that it's "Muscle, Mysticality, and Moxie", because the order is as much a part of this trope as it is a part of the parody.

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* In ''KingdomOfLoathing'', there are three main stats: Muscle, Moxie, and Mysticality, and Moxie (in that order), and two classes "attuned" to each stat. The fact that the whole game is basically a parody of the RPG genre makes this a no-brainer.
** It should be clarified that it's "Muscle, Mysticality, and Moxie", because the order is as much a part of this trope as it is a part of the parody.
no-brainer.
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** Paladin = Fighter+ Mage with an emphasis on melee attacks
** Shaman = Fighter+ Mage with an emphasis on totems and spells

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** Paladin = Fighter+ Mage with an emphasis on melee attacks
attacks and healing/defensive spells
** Shaman = Fighter+ Mage with an emphasis on totems and spells



** Death Knight = Fighter+ Mage, also with an emphasis on melee attacks

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** Death Knight = Fighter+ Mage, also with an emphasis on melee attacksattacks and offensive spells
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*** Note that the main Death Knight in Warcraft III is [[spoiler:a fallen Paladin (Arthas), hence the similarities.]]

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*** Note that the main Death Knight Knights in Warcraft III is [[spoiler:a fallen Paladin (Arthas), ''{{Warcraft}} 3'' are ''literally'' {{Evil Counterpart}}s to Paladins, even referred to such in the manual, hence the similarities.]]

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* ''KingdomHearts'' gives you a similar choice at the beginning, between Fighter, Mage, and ''Defender''. The latter isn't as strong or agile as the Fighter, but has more item slots.

to:

* ''KingdomHearts'' gives you a similar choice at the beginning, between Fighter, Mage, and ''Defender''. The latter isn't as strong or agile as the Fighter, but has more item slots. The game also makes you give up one of the three, giving the feel of a bit more depth in the trio set-up.


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** The ''[[PhantasyStarUniverse Universe]]'' series has four races to pick from: Beast (Brawn), Cast (Skill), Newman ([[strike:Magic]] Techniques), and Human (... TheMario). The various Class options either serve to lead into CripplingOverspecilization, or [[TheMario balance out race weaknesses]]. The second Portable game even has a basic class which qualifies as TheMario, as its specialty is in single hand weapons (which every class has at least one or two of).
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[[caption-width-right:358:Whichever you choose, you know you'll regret it later.]]

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[[caption-width-right:358:Whichever [[caption-width-right:360:Whichever you choose, you know you'll regret it later.]]
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[[caption-width-right:358:Whichever you choose you know you'll regret it later.]]

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[[caption-width-right:358:Whichever you choose choose, you know you'll regret it later.]]
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**There IS one melee int hero, the Goblin Tinker. No ranged STR heroes, though.
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* {{Dragonica}} has 8 different class, but start off as 4; Warrior, Magician, Thief, and Archer. Later in the game, you can branch off to a different class.
** Warriors can choose to be [[MightyGlacier knights]](defense) or [[BloodKnight warriors]](offense)
** Magicians can choose to be [[TheMedic priests/acolytes]](healing) or [[MagicKnight battlemagi]](attacking)
** Thieves can choose to be [[LethalJokeCharacter jesters/tricksters]](flashy, direct battling) or [[InstantAwesomeJustAddNinja assasins]](stealthy, battling from afar)
** Archers can choose to be [[TheArcher rangers]](high attack, low in skills) or [[NatureHero hunters]](low attack, lots of skills)

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