No traditional classes
No Rest for the Wicked does not permanently assign a traditional combat class during character creation. The choices made afterward determine whether a character functions as a heavy fighter, agile duelist, ranged specialist, or magic-oriented build.
Weapons define the moveset
A weapon determines attack timing, reach, requirements, and available combat options. Browse the weapons database before committing upgrades.
Attributes support equipment
Attributes are used to meet equipment requirements and support compatible scaling. Consult verified weapon and Build records before allocating around a specific setup.
Avoid unverified breakpoints
Exact attribute targets should only be added after they are confirmed for the recorded game version.
Skills provide active tools
Weapon skills can add movement, range, stagger, or other combat options. Individual skill effects belong in verified weapon records.
Equipment completes the setup
Weapons, armor, shields, accessories, and equipment weight combine with attributes to create the practical role of a character.
- Author
- No Rest for the Wicked Wiki Editorial Team
- Category
- Guides
- Game version
- Version-independent system overview
- Verification
- researching
- Last verified
- TODO — class-system roadmap requires current-version review
- Source
- Existing class-system overview migrated to Markdown; exact balance values are excluded.
Change log
- : Removed from indexing pending verification against the evolving class system.