Classes:

The class system isn't that complicated, and is an expansion of the class system in my first quest where you could choose to be a knight or a wizard. There are limits to what you can do in v2.10, which is why you didn't really see options for classes or characters until scripting was added in v2.5. Instead of scripts, I used a cave where you get a choice of what class you want to be by selecting a class item, either the hammer or wand. That class item then unlocked the path to different class dungeons, dedicating items to one of the two classes. Choosing a class was not optional, since some triforce dungeons required either the hammer or wand.

This time there are four classes. You can still choose knight and wizard, but now there's also a monk and a thief. Each choice gets a starting class item, but the class dungeons work a little differently this time. Each class can play through six class dungeons for the other class items. There are only twelve class dungeons total, so except for the starting class item, the class items overlap. For example, the knight and thief can access the three class dungeons for offense, while the knight and monk can access a different three for defense, giving the knight six class dungeons. That means there is zero overlap between opposite classes, knight and wizard, or monk and thief.

With the overlapping dungeons, if you wanted to play every class dungeon, you don't need four playthroughs. As long as you select opposite classes, you can play every class dungeon in two playthroughs. While there are twelve class dungeons, there are only six songs for the class dungeons, that way you can hear every song in the game with a single playthrough. The class system is completely optional this time, so you can beat the game as no class if you really want a challenge. There is one tiny thing that requires a class, but it's not part of the dungeons, optional dungeons, side quest, or even the overworld, and you don't even get anything as reward.

Knight - Excellent defense and offense. Only the knight gets both the best sword and the best armor. There's a certain place where only knights are welcome that has much cheaper shops.
Wizard - Magic of course. Poor offense and defense, but all the best magic and trickery. Some spells are obvious, but items like the potion-buying letter should balance things out.
Monk - Monks have extremely high defense. They have poor offense, but they can use powerful magic. The monk does have one big advantage, only they get the hammer to break darknut shields.
Thief - Steals some of the offensive items from the knight, and steals some trickery from the Wizard. The thief is unique, because they get the hookshot. This opens up shortcuts into areas ahead of schedule, and the game can be a bit less linear if desired.

See this if you want to learn more about what makes the thief less linear, like getting the Mirror Shield and Flippers before stepping foot in Levels 3, 4, or 5. There's even a half hour youtube video of doing it.

If you want to know what the class items are and who gets what, click here.

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