Classes and balance notes
The classic archive lists Blader, Paladin, Rogue, Sorceress, Bowmistress, Mystic and Gunner. The roles below are archetypes; confirm beta choices in character creation.
We did not change the number of classes or their roles: Karos has five playable classes and each does its own job. What changed is how those roles are measured against each other. Below are the archetypes first, then the balance rework. In-game names appear on the character creation screen, and we quote no exact numbers because we are still measuring them throughout the beta.
The five archetypes, briefly
- Heavily armoured melee. Absorbs damage, holds a crowd, and holds the gate during a siege.
- Dual-dagger rogue. Huge pressure in a short window; for players who enjoy reading openings and positioning.
- Archer. Manages distance, farms efficiently, and is dangerous in the hands of anyone who can shoot while retreating.
- Mage. Turns mass fights with area damage, and needs protecting because of cast time.
- Support and healing. Keeps the group standing; slow alone, indispensable in a guild.
Why the damage calculation was rewritten
The original balance had two problems. In PvE, certain effects quietly failed against monsters: the player used an ability, something happened on screen, and the result was not what the skill promised. In PvP, a level gap decided the fight by itself. Rebuilding the calculation focused on exactly those two points: reduction now works against a ceiling, and the level difference matters without being the only factor.
Which class suits whom?
The gentlest start for a newcomer is the armoured melee class or the archer; both forgive mistakes while farming alone. A player who loves mass PvP will get the most out of the mage, where one well-timed area spell can turn a fight. If you are chasing duels, take the rogue. If you plan to run a guild or simply enjoy being in a group, the support class gives the most back. Class cannot be changed later, but creating a second character is free, which is how most players try a second archetype.
Making a class stronger
What separates two players of the same class is equipment and investment. Enhancement now follows tiers, and protection is considered separately for weapons and armour. The soul stone and rune merging flow was corrected, because it used to be unclear which stone belonged in which slot. Gaps in the pet and companion systems were closed as well.
What happens during the beta
The beta is a balance laboratory. We collect per-class feedback through Discord and publish every change in the announcement channel. The point worth repeating: balance settings may change, but apart from the one-time reset at launch your progress is left alone. For the game itself see Karos Online; to start, read How to Play, and for quick answers FAQ.