40 Class Tree Suggestion for Rayya's Children

Farmer - Farmer no longer works with herbs, and instead can farm Incense and Spices which can be used by the Herbalist (wild version grows by water)
Herbalist - Now has a new ability: Forage, you designate areas in which the herbalist searches for hidden herbs, he can find cacti, incense, spices, silk, Also Herbalist potions can now be used in combat, combat units will automatically carry and use potions

Monk - Monk’s Beads (made by Potter) - The monk is the basic combat unit of the Rayya’s Children, it does not use weapons and wears simple cloth, but he gains large unnarmed attack bonuses based on the quality of his Beads, Monks can also meditate after a battle to heal themselves
Shaolin - Quarterstaff (made by Carpenter) - This monk has focused on the path of the martial arts, he yields a staff of simple wood, but his blows hit harder than steel, he has great reach and can trip enemies that attempt to move past him.
Asura - Regalia of Serenity (made by Enchanter) - The ultimate master of martial arts, using a long spear he attacks quickly and with precision, the Asura is a powerful melee damage dealer that specializes in crowd control
Acolyte - Sacred Mantle (made by Weaver) - Monks who focus on the path of faith become Acolytes, they are able to heal wounds and support the other troops
Sage - Third Eye Talisman (made by Diviner) - The sage is a powerful healer and can bless troops with protective magic
Swordsman - Bronze Scimitar (made by Blacksmith) - A light infantry troop, can use a buckler and helmet
Soldier - Iron Chainmail (made by Blacksmith) - The soldier uses chain mail and shields for extra protection, its a more damage oriented version of the Ascendancy Knight
Guardian - Tower Shield (made by Magmasmith) - The Guardian is a powerful Tank class, his gear is made by the Magmasmith
Spellblade - Crystal Falchion (made by Glassmith) - The spellblade mixes magic and sword together, he can enchant his and his allies blades with elemental magic and can disable enemy casters
Magi - Magician’s Robe (made by Weaver) - The magi is a basic spellcaster using mid-range magic to damage enemies, he can also enchant ally weapons
Mystic - Mystic’s Wand (made by Jeweler) - The mystic has learned more complex magic, he uses long rage support magic, making enemies sleep and slowing them down, he can also teleport allies who fall in battle back to the city center to save their lives
Summoner - Binding Charm (made by Enchanter) - Summons and binds powerful creatures, also disrupts enemy summons
Pyromancer - Petrified Flame (made by Magmasmith) - This is the most powerful offensive spellcasting class, with both single target and area of effect spells
Slinger - Rope Sling (made by Weaver) - Basic ranged class, Slings are made by the Weaver
Bonecarver - Carving Tools (made by Mason) - Carves items and weapons out of animal and monster bones, horns and fangs
Brewer - Brewing Tools (made by Blacksmith) with features from Brewery mod - Makes several types of drinks
Artisan - Artisan Tools (made by Blacksmith) - Can create sculptures honoring other hearthlings and other art that provokes conversation topics and positive thoughts, can also craft very detailed and delicate items and powerful Longbows for Snipers and compact Shortbows for Scouts
Jeweler - Jeweler’s Tools (made by Blacksmith) - Creates gear for Priests, Clerics, Bishops, Druids, Geomancers and Paladins, can also create the Crystal Hammer used by the Magmasmith
Architect - Architect Tools (made by Artisan) - Speeds up building, uses less materials, and can act both as Mason and Potter (but crafts slower)
Enchanter - Enchanted Needle(made by Blacksmith) - Uses enchanted silk to craft powerful but light robes and ropes, can also craft flying carpets and enchanted ropes (that attack close enemies)
Gunner - Revolver (made by Engineer) - Uses guns made by Engineers, focus on mid~high range area attacks, from ricochet bullets to large bombs made by Alchemists.
Sniper - Longbow (made by Artisan) - Wields Longbows and attacks from very long range, specializes in high single target damage.
Sapper - Detonator Gadget(made by Engineer) - The sapper uses deadly explosive threats, and is able to dig large tunnels quickly using bombs
Diviner - Crystal Ball (made by Jeweler) - Uses bones and gems to divine the location of rich mineral veins, is also able to foretell invasions a few seconds in advance (player receives a warning 30 seconds before the monster wave spawns), can also craft powerful talismans
Glassmith - Iron Blowpipe (made by Blacksmith) - Creates glass items out of sand (mostly from archipelago and desert biomes), can also make porcelain and very high value items.
Alchemist - Mortar & Pestle (made by Potter) - Crafts Bombs for Gunners and Sappers and gunpowder for powerful Engineer cannon turrets, can also make much improved potions made mostly out of mixes of herbs and powdered metals, can also transmute Iron into Gold and Silver into Mithril (advanced metal used by Magmasmith)
Magmasmith - Crystal Hammer (made by Jeweler) - Will make gear for Paladin, Champion and Berserker and whatever the devs have planned for it.
Geomancer - Clay Idol (made by Potter) - Modify terrain and make golems, the devs already have plans for these last two classes.


I’d argue that the shepherd should come before the trapper in Rayya’s Children. The folks that live in the places Rayya’s Children do IRL are/ have been often nomadic folks, relying on own-raised herds for food.


Good point, but are the Rayya children actually nomadic? Being the player settlement an exception?

They’re traders, I know that. I’d guess there are a few scattered major settlements by the time of the game starting, but with plenty of caravans still spending their time traveling across the desert.

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As far as combat classes go I think it would help to label the classes in a more organized way. To me this can be done much better if more time was put into it, as some choices you made don’t make sense to me, and might not translate well for newer players either.
For example The Basic classes (Swordsman, Slinger etc), combined would merge and create a Supporting class (Spellblade, Summoner etc) , whose 2nd tier would be a Specialist (Guardian etc). To continue the Basic class would then instead move to the Intermediate class (Soldier, Mystic etc).
Its really hard to explain my point without creating an alternate web for contrast.
I guess my point is you need more layers. Maybe taking a look at how Path of Exile does its skill tree would help?

To me, some classes should be more closely associated. For instance the Potter and the Cook both use ovens and are somewhat related. Also the, Bonecarver and Carpenter, the Pyromancer and Gunner and Engineer could all have related skill-sets and some classes not included here. If job switching penalties were to be balanced a more complex web of associations like this would be necessary because otherwise these jobs are on the opposite side of the spectrum.

One way to look at this problem is the root of a class may need to be redefined as well.
With the Potter vs Cook example:
Both classes use ovens, but the first ovens made are made with clay. So really the potter should be a class combined with digging clay, but that is not a class, and the only alternative is stone and that is the same problem, so Potter should be the basic class. However, Cook should be as well, because just like clay, the operator of the oven just has a different material. The best argument would be that a Cook could be upgraded to a Chef who requires something else like utensils built by a carpenter for basic recipes and pots built by blacksmiths for soups and a clock built by an Engineer for precise recipes.
So you have the basic class of Potter and Cook into Chef. now a shoot off from Potter could easily then be Blacksmith and Glass blower as they both require a type of oven to heat the material and have nothing to do with foods but raw materials.
So the separating factor would be that one side of the tree of Potter and onwards deal with maxing and heating raw materials, and Cooks deal with mixing and heating types of food.
Hopefully this makes sense.
Anyway I find this very interesting as there are a lot of things to consider and think about.