Class Bonus Systems
Class Bonus Systems are specialized systems connected to the identities of classes within the Custom Class System.
Instead of every class being defined only by a list of recommended skills or a few passive numerical bonuses, a class can have a distinct system that changes how the character approaches the world.
A Class Bonus System may introduce:
• unique abilities
• class-specific resources
• progression tracks
• special interfaces or control gumps
• companions or summons
• temporary states or combat rhythms
• crafting or support mechanics
• specialized interactions with other shard systems
A Knight should not simply feel like a Berserker with different numbers. A Summoner should not simply be a Mage with stronger summons. A Druid, Alchemist, Spellblade, and Warlock should each have systems that support the role they are intended to play.
A character may use the eligible Class Bonus System of the class currently being played.
Jack of All Trades may gain access only after the associated class has been mastered.
Your active class represents your character's current focus.
When that class has a dedicated Class Bonus System available, the character may use that system while actively following the class.
For example, a character currently playing the Summoner can use the systems associated with Summoner progression. A character following another class would instead use the eligible systems tied to that class.
Active Class Access allows a player to experience a class's specialized mechanics while actually developing and playing that class.
|
Follow the class directly and use its eligible bonus system as part of that class's normal identity and progression.
|
Reach Class Level 100 and permanently complete the class path. Mastery is the requirement that allows the class to contribute more fully toward Jack of All Trades.
|
When the class has an eligible dedicated Class Bonus System, mastery can allow that system to become available through Jack of All Trades.
|
|
Some class identities may support smaller bonuses to statistics, combat performance, defense, crafting, recovery, or other values related to the class.
|
A class system may provide abilities, cooldowns, tactical choices, temporary states, special attacks, or other actions controlled directly by the player.
|
The deepest class bonuses can introduce their own levels, resources, companions, interfaces, choices, unlocks, and progression independent of ordinary skill gain.
|
The Summoner is built around meaningful summoned companions rather than disposable creatures.
Its class identity can include:
• persistent summon families
• saved summon levels and experience
• a summon catalog
• Spiritbond
• summon evolution powers
• selected bonuses that remain tied to creature families
• improved damage, defenses, resistances, speed, duration, command range, special attacks, and other progression choices
This is an example of a Class Bonus System that functions as a complete progression layer rather than a simple numerical increase.
|
A defensive identity centered around armor, shields, guard play, protection, and reliable front-line support.
|
A holy identity focused on cleansing, protected melee combat, defensive healing, and pressure against undead or demonic enemies.
|
An aggressive identity built around momentum, sustained combat pressure, damage taken, and remaining active in close combat.
|
|
A rugged wilderness identity built around heavy weapons, survival, tracking, field food, and resistance to hostile environments.
|
A disciplined combat identity built around close combat, avoidance, recovery, focus, and controlled fighting rhythm.
|
A disciplined dueling identity built around parry timing, melee pressure, Bushido, honor, and defensive counterplay.
|
|
A versatile combat identity centered around active fighting, mixed weapon mastery, crowd attention, and survival under pressure.
|
A mobile melee identity built around movement, precision, burst windows, and pressure against larger creatures.
|
A ranged identity that rewards distance, preparation, precision, ammunition support, and controlled attack chains.
|
|
A wilderness identity connecting ranged combat, tracking, beasts, trophies, and knowledge of creature families.
|
A ranged combat identity based around crafted support, tactical shots, burst opportunities, and controlled cooldowns.
|
A single-target identity centered around choosing a victim, stealth, poison, preparation, and controlled burst damage.
|
|
A mobile stealth identity built around utility tools, tactical disruption, movement, and carefully timed stealth opportunities.
|
A pure spellcasting identity focused on magical throughput, reagent support, mana sustain, and enhanced spell access.
|
A volatile magical identity built around unpredictable arcane effects, explosive power, and controlled risk.
|
|
A dark magical identity focused on curses, shadow pressure, corruption, spirits, and hostile supernatural effects.
|
A dangerous risk-and-reward identity built around pacts, dark sustain, and limited high-impact bursts.
|
A death-magic identity centered around soul-like resources, dark recovery, necromantic power, and supernatural survival.
|
|
A nature-based identity connecting animals, healing, plants, wilderness knowledge, and region-based support.
|
A musical support identity focused on song chains, crowd control, party tempo, and tactical utility.
|
A spiritual identity built around totems, animal bonds, healing support, and spirit magic.
|
|
A potion-focused identity based around antidotes, poison control, reagent support, mixtures, and battlefield preparation.
|
A mechanical identity built around tools, devices, traps, battlefield preparation, and resource-heavy utility.
|
A hybrid identity combining fast weapon combat, temporary enchantments, and supporting magic.
|
Every class may have a named system identity that describes the kind of specialized mechanics the class is intended to support.
Examples include:
• Knightly Oath
• Rage Meter
• Arcane Charge
• Wild Arcana
• Nature Bond
• Spirit Totems
• Experimental Mixtures
• Weapon Enchant Rhythm
A named class identity does not necessarily mean every possible mechanic connected to that identity has already been completed.
A dedicated Class Bonus System is the actual implemented system that provides the class with its specialized gameplay.
This distinction allows classes to have a clear design direction while individual systems continue to grow and expand over time.
Depending upon the class, a Class Bonus System may connect to:
• Class Mastery
• Jack of All Trades
• Prestige Levels
• Evolved Skills
• Summoner Progression
• Esper Companions
• Wands and Wandcraft
• Enhanced Spell Systems
• Magical Meals
• Weapon Mastery and Evolution
• crafting, gathering, companions, combat, and other progression systems
The goal is for classes to feel connected to the larger world rather than existing as isolated bonuses.
|
Classes can feel mechanically different rather than existing only as different arrangements of the same skills.
|
A dedicated class system can continue providing goals after ordinary skill growth has slowed or ended.
|
Mastered classes can eventually allow their eligible systems to become part of the broader Jack of All Trades path.
|
|
Identity
Built Around the Class
Each system supports the intended role and personality of its class.
|
Active
Direct Class Access
Play the class directly to use its eligible bonus system.
|
100
Mastery Requirement
Reach Class Level 100 before the class can contribute its eligible system to Jack.
|
Jack
Carry It Forward
Mastered class systems can become part of the larger multi-class progression path.
|