

An additional, boring answer, one that we're not going to really cover, is just because classes tend to have a nice little collection of positive effects specific to some purpose or strategy. Those class-specific ones, in particular, are something even the Royal class can't duplicate.Ĭ. It's not called out anywhere, but some aren't anointments, some aren't obtainable by other means, and some are just better or aggregate versions of other traits and effects, and those are what usually make the classes extra special. There are a specific set of perks that are unique to each class. Because new players don't need tons and tons of information hurled at them.

So why bother giving this general overview, if this should just be another catalog? Why not just tell people to play Royal The class specialization that just lets you cross-classĪ. If this class doesn't have a perk you need, you might be able to anoint it in, search for a creature or material with that trait, or put in time collecting cards for it. Pretty much everything you look for could be leafed through like it were a giant catalog, just trying to fit one puzzle piece into place.

Most of the things they provide, you can acquire through monster traits, or spells, or sometimes even niche places like realm effects or card collections. They're not so much collectibles after a while, but knowing and switching between them does allow for the collection of more goodies. It's a good collect'em'up time!Ĭlass specializations just augment gameplay even further. You get your creatures/cards, assemble your team/deck, and then you just plow through as many fights/matches in a row as possible to earn more items/creatures/cards/decks to play more. If you picked up "Japanese Monster Card Duels Game", Or "Nerdy Men Get Together As Wizards", but as a video game.
