Qwazy Land

Classes

Six weapon-driven trades — Archery, Wizardry, Knightry, Roguery, Monkery, Merchantry — that level fast and decay faster. Equip the weapon, you're playing the class.

On top of your character level there are six parallel trades. You don't pick one; you play one whenever the right weapon is in your main hand. Equip a bow, you're an archer. Switch to a sword, you're a knight. Each trade levels much faster than character XP and decays much faster too — the deliberate trade-off that lets a returning player ramp back up in an hour instead of a week.

The six classes #

| Class | Weapon kind | What it's good at | |-------------|------------------------------|------------------------------------------------------------| | Archery | Bows / crossbows | Long-range damage, dependable single-target. | | Wizardry | Wands / staves | Magic damage, AOE, mana economy. | | Knightry | Swords + shields | Front-line melee, defense soak bonuses. | | Roguery | Daggers | Crit rate, movement speed, fast cooldowns. | | Monkery | Maces + prayer beads | Magical melee + Party Heal; the support craft. | | Merchantry | (in development) | Better loot rolls, lower vendor prices, gold per kill. |

The active class is whichever one the weapon in your main hand maps to. Switch weapons mid-fight, you switch classes — your character XP stays put, but the rank displayed on the HUD swaps to the new trade's rank.

Rank — separate from level #

Each class has its own rank (1–100, then beyond) and its own XP pool. Rank-up unlocks:

The class HUD lives at the bottom of the screen. The XP bar fills with every kill that lands with that class's weapon equipped.

Decay rates #

Class XP slips much faster than character XP. The exact curve is tuned to push veterans down toward the active class within days of not playing — so a returning player can re-rank into a new class in about the same time it took the first time. There's no "I was once a rank-100 archer" pedigree; you're whatever rank you currently are.

Skills #

Each class has its own list of active abilities — open the Class panel with the K key to see them all at a glance, with current ranks, XP bars, and the skills each unlocks at each rank threshold.

| Class | Skill | Unlock | MP | Cooldown | What it does | |----------|--------------|--------|----|----------|------------------------------------------------------------------| | Archery | Triple Shot | Rank 80 | 30 | 3.0 s | Looses three arrows in a tight forward fan in one breath. | | Monkery | Party Heal | Rank 5 | 30 | 1.5 s | Heals you + every party member nearby; a softer pulse for any non-party ally close enough to feel it. |

More skills land as the other classes ship their signatures. The Class panel will list every one as soon as it's playable.

Binding skills to the skillbar #

The skillbar — the row of seven slots above your chat — accepts both inventory items (potions, scrolls) and class skills. To bind a skill:

  1. Open the Class panel with K.
  2. Click a skill card to slot it into the first empty skillbar slot, OR
  3. Drag the card onto a specific skillbar slot to place it there exactly. (Both pipelines work — keyboard / mouse / pointer-locked in-game cursor.)

Right-click any bound slot to clear it. Slot 1 (the leftmost) is always your weapon attack and can't be rebound.

Press the slot's number key (17) to fire the skill. Skills flash a brief golden border when ready, dim when on cooldown, and go red when you don't have the MP to cast.

Tips #

In code #

The full class spec — XP curves, rank rewards, decay tuning, the exact damage multipliers, and per-class skill catalogue — lives in design/balance.md §9 for the developer-curious.