A player's class shapes his entire game style. The class will usually dictate what kind of weapons and equipments to use, how to make money, what kind of creatures to hunt and much more.
The class system in Phobos is based on three tier system. All players start in Tier I, and may progress to the next tier by being promoted.
Citizen: The starting point for all players is the citizen. Citizens are very limited in their ability to fight, and are unable to learn any spells or feats. Citizens must soon make the choice of whether to become a page or an apprentice, in order to progress their training.
Within the first few hours of playing, you may be promoted from citizen to either page or apprentice. In order to become a page, you must complete a set of tasks for the Page Guild. In order to become an apprentice you must complete tasks for the Apprentice Guild. Alternatively, both Guilds will accept citizens of level 10 and above. You may find both Guilds in Timari.
Page: Pages are warriors specialising in the various forms of melee and distance physical combat. As such, pages possess the potential to train themselves in a variety of ways and learn numerous feats. They may learn to sustain torrential attacks from their enemies, wield great weapons, and efficiently dispatch their targets from a distance. As all the combat arts used by pages are physically demanding, they must be in peak physical condition to provide the strength and agility to carry out the array of feats available to them.
Apprentice: Students of magic and wisdom. The art of magic is heralded from the point of admission into the Apprentice's guild. Apprentices are taught from the early stages to harness and focus their energies into both offensive and defensive magic. During fearsome battles, apprentices are able to stand back and let magical energies fly, decimating anything in their paths, while easily curving their magic clear of allies in team battles or protecting themselves with a range of defensive enchantments.
In the Guilds of Learning in Empo Sar, players may be promoted again. This second promotion gives players the option of five classes, although exactly which five are available depends on whether the player is a page or apprentice. As shown in the class tree above.
Knight: Whether as a calm, steadfast tank, or a volatile, raging juggernaut; the knight's ability with melee combat is second-to-none. With a great number of melee feats at their disposal, knights overcome their enemies through strength and fearless resilience. The knight's main weakness lies in their inability to comprehend more than the very simplest of magics; knights are restricted to using mainly buff spells to aid their effectiveness with melee combat.
Rogue: Rogues are followers of the mid- and close-combat disciplines; able to sneakily weave their way through a group of enemies and throw a knife with astounding accuracy upon one target before disembowelling the next with a light melee weapon before the enemy knows what has hit them. Rogues are especially adept at incapacitating their enemies with a few well-aimed blows before finishing them off with a single final attack. Though not as deadly from a distance as a marksman, nor as tough or forceful as a knight, rogues are well practised in both distance and light-weapon melee combat, making them formidable opponents in both close and mid-distance combat.
Marksman: Marksmen are unsurpassed experts in the various forms of distance combat; using bows, crossbows and firearms to bring down their enemies in the blink of an eye. A number of different feats are available to the adroit marksmen, ranging from fearsome barrages to deadly poisoned precision shots. As quick, nimble warriors, marksmen tend to stay on the edge of the fray - utilising hit-and-run tactics or exploiting their speed to put distance between themselves and their enemies. Although even when in a close combat situation, marksmen still have a few tricks up their sleeves.
Ranger: Rangers are able to use distance weapons with great precision, but are also patient students of magic. The main strengths of a ranger lie with combining magical and physical distance attacks; using magic to alter the power and to imbue projectiles to cause extra damage or disorientate their enemies. Rangers also have a good appreciation of the natural world, which they may often use to their advantage, especially in encouraging wild creatures to do their bidding.
Cleric: Clerics seek a balance between the ferocity of melee and the fascinations of magic. Whilst not as physically attuned as knights may be, clerics are able to utilise their magical knowledge and combine their abilities in order to execute various devastating melee feats, spells and enchantments. By combining their knowledge, clerics may enchant their weapons and perform dazzling feats even the most skilled of knights would not usually be able to. Of course, not specialising in magic alone, clerics are not as talented magicians as shamen, wizards, or sorcerers. Nonetheless, clerics may protect and heal their fellow warriors, making them crucial team members in group battles.
Shaman: Shamen are natural magicians with a focus on witchcraft and curses. While they may not have such a huge arsenal of attack spells as the wizard and sorcerer, shamen more than make up for it with a impressive selection of supportive spells to drain and weaken enemies to bring them to their knees. Shamen exploit the power of nature and are able to bend it to their will, even allowing them to control the minds of other creatures. Some unspeakable black magics may also be used as the tools of the shaman, making them formidable opponents indeed.
Wizard: Many years of study has made these students of magic masters in their art. However wizards must often plan their method of attack carefully, as they may have to build up their strength to use their most powerful spells, however this also allows them to harness some more unusual and arcane magics which defy understanding by the other magical classes. A skilled wizard may choose to rain down upon his enemies with destructive powers of great force, or to take a more subtle approach, by paralysing their enemies or even cloaking themselves from the view of unfriendly eyes.
Sorcerer: Sorcerers are masters of the elements, and their knowledge of them is the greatest of all the classes. Practised sorcerers may form all manner of elemental forces to hurl at their enemies; from blazing fireballs to bitter-freezing waves of ice, from bolts of lightning to earth-shattering quakes. However, a sorcerer's focus is largely aggressive, making them particularly vulnerable to attack themselves, even more so perhaps than the other magical classes.