English edition v1.3.3

#Class/Trait Catalog (職業特技總覽, Class Catalog)

Contents

A cross-reference that gathers the roles, starting automatic skills, 1st-dan automatic traits, 3rd/5th/7th/9th-dan choices, and squad tactics for all 33 classes.

Summary. This document is a combined catalog meant to reduce the search cost of the class hub and individual class documents. For actual effects, Energy, and restrictions, each class's source text is always the Canon authority. The class 4-tier structure (Base 6 · Expansion 12 · Outsider 3 · Fiend 12) and the 9 role groups are defined in the class hub, and this catalog follows that classification exactly.

Related: Class Index · Progression · Renown Titles · Sample Characters


#How To Use

  1. Use the top tables to compare role / core attributes / Core Zone entry / 1st-dan automatic trait, choose candidates, then check starting automatic skills in the detailed blocks below to confirm 1st-dan skill placement.
  2. In the detailed blocks below, use the 3rd/5th/7th/9th-dan choices and squad tactics to narrow the build direction.
  3. If you need exact numbers or exceptions, follow the source document on that line and read the original text.

Notes:

  • The Villain Guide (No. 19) is not a class but a meta guide for operating fiends, so it is excluded from the catalog targets.
  • The 12 fiend classes are GM-permission only by default.
  • Read the 3 outsider classes with the Adaptation rules in mind.

#Quick Comparison

The role group is the primary role from the class hub §9 Role Groups. Comparing within the same role group reveals substitute and complementary classes.

#Tier ① Base 6 Classes (Starter Set)

No.ClassRole Group (primary)Role DetailCoreCore Zone Entry1st-Dan AutomaticSquad Tactics
01SamuraiFront Zone / DefenseFront Zone guardian, Domination anchor, squad commanderCourage/Physiqueforced BreakthroughImmovable Formationyes
02RoninMobility / Assassinationmobile striker, Core Zone combat, solo actionCourage/FinessefreeBlade of the Windyes
03ShinobiMobility / Assassinationassassination, scouting, disruption, information warfareFinesse/FatefreeShadow Crossingyes
04OnmyojiSorcery / Summoningsummoning, ranged sorcery, yoma controlWisdomforced BreakthroughShikigami Controlyes
05Esoteric MonkCore Zone / MeleeCore Zone combat, exorcism, melee slaughterCourage/PhysiquefreeAsura Mudrayes
06Pure Land MonkSupport / Healingsquad morale maintenance, Cohesion buffs, recoveryPresence/Physiqueforced BreakthroughAmida's Shieldyes

#Tier ② Expansion 12 Classes

No.ClassRole Group (primary)Role DetailCoreCore Zone Entry1st-Dan AutomaticSquad Tactics
07ShugenjaCore Zone / Meleeascetic burst damage, self-sacrifice supportPhysique/CouragefreeVow of Fudo Myooyes
08Feng Shui MasterControl / Terrainterrain control, zone alteration, barriersWisdomforced BreakthroughTwist Ley Lineyes
09ScholarSupport / HealingEnergy support, tactical control, squad commandWisdomforced BreakthroughDivine Calculation and Ghostly Strategyyes
10MerchantSocial / Economyeconomic control, bribery, supply, disruptionPresence/Wisdomforced BreakthroughGolden Leverageyes
11ArtisanControl / Terrainbarricades, traps, repairs, craftingPhysique/Wisdomforced BreakthroughKarakuri Fieldworksyes
12EntertainerSupport / Healingrecovery, buffs, morale management, requiem ritesPresence/Fateforced BreakthroughBattlefield Floweryes
13GaijinRanged / Bombardmentranged firepower, [Pierce all], snipingCourage/Finesseforced BreakthroughForeign Gunpowderyes
14WildlanderCore Zone / MeleeCore Zone combat, unarmed slaughter, wilderness survivalCourage/PhysiquefreeHand of Kamuyyes
15HanyoDivine / Shiftertransforming warrior, yoma negotiation, crisis burstCourage/FatefreeYoma Bloodyes
16ArahitogamiDivine / Shiftersacred-domain formation, Faith control, wide-area buffsPresence/Wisdomforced BreakthroughManifest Divine Authorityyes
17Autonomous AutomatonFront Zone / DefenseFront Zone anchor, defense specialist, environmental immunityPhysique/Wisdomforced BreakthroughMechanical Bodyyes
18PuppeteerControl / Terrainremote combat, split existence, puppet operationWisdom/Finessepuppets only freeWar of Stringsyes

#Tier ④ 12 Fiend Classes

No.ClassRole Group (primary)Mirror ClassRole DetailCoreCore Zone Entry1st-Dan Automatic
19ShuradoCore Zone / Meleesamurai×esoteric monkFront Zone destruction, fear spread, self-destructive damage dealerCourage/Physiquefree entryOni Core
20DokuchushiMobility / Assassinationshinobi×onmyojiassassination, internal corrosion, sustained damageFinesse/Wisdominfiltration penetrationCursed Insect Servitude
21ItakoSorcery / Summoningarahitogami×onmyojisoul borrowing, intelligence gathering, irregular multiclassWisdom/Presenceforced BreakthroughKuchiyose
22JikinikiCore Zone / Meleehanyo×wildlandermelee devouring, Wound absorption, sustained-combat controlCourage/Physiqueforced BreakthroughCorpse Absorption
23KaibutsuControl / Terrainesoteric monk×arahitogamifixed artillery, absolute defense, barrier controlPhysique/WisdomimpossibleSokushinjobutsu
24KekkaSupport / Healingentertainer×roninally buffs, morale amplification, melee assassinationPresence/Courageforced BreakthroughBlood Dance
25Shikome-no-TsukaiSorcery / Summoningonmyoji×esoteric monkdead-spirit summoning, Spirit Realm combat, incorporeal servantsWisdom/Presenceforced BreakthroughShikome Servitude
26TatarigamiControl / TerrainPure Land Monk×arahitogamibarrier destruction, curse spread, Faith ReversalPresence/Wisdomforced BreakthroughFaith Absorption
27TengushiMobility / Assassinationwildlander×feng shui mastermobile combat, forced movement, ranged denialFinesse/Wisdomfree entryTengu Wings
28TesshinFront Zone / Defenseautonomous automaton×artisanheavy combat, squad modification, fortificationPhysique/Finesseforced BreakthroughTriple Armament
29YorijinControl / Terrainscholar×gaijinyoma dissection, weakness analysis, improvised craftingWisdom/Finesseforced BreakthroughYoma Analysis
30ZakkashoSocial / Economymerchant×artisancombat supply, mercenary hiring, economic disruptionPresence/Wisdomforced BreakthroughGeneral Dealer

#Tier ③ 3 Outsider Classes

No.ClassRole Group (primary)Role DetailCoreCore Zone Entry1st-Dan AutomaticSpecial Axis
31Modern PersonSupport / Healingstaff officer, analyst, noncombat supportWisdom/Presenceforced BreakthroughForesightEnergy transfer, information warfare
32Heroic SpiritDivine / Shiftersacred-object warrior, adaptive combatantvariableforced BreakthroughMemory of a Previous Lifeunique sacred object, Adaptation
33CelestialDivine / Shifteranti-yoma warrior, purifiervariablefree entryHeavenly Lightdescent curve, ascension

#Base 6 + Expansion 12 — Details (01~18)

01~06 are Tier ① Base 6 classes, 07~18 are Tier ② Expansion 12 classes. The combined 18 classes are the player's free-selection range.

#01. Samurai

  • Source: Samurai (侍)
  • Role: Front Zone guardian, Domination anchor, squad commander | Core Attributes: Courage/Physique | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Immovable Formation
  • Starting Automatic Skills: Swordsmanship Trained, Fighting Spirit Novice, Military Science Novice, Intimidation Novice
  • 3rd-Dan Choices: Declare Duel / Resolve of Junshi / Vassal Command
  • 5th-Dan Choices: Ironwall Defense / Kiai / Guarding Stance
  • 7th-Dan Choices: Muso / General's Banner / Samurai Pride
  • 9th-Dan Choices: Demon of the Battlefield / Invincible Under Heaven / Ten Thousand Cannot Stand Against One
  • Squad Tactics: Vanguard Charge / Ironwall Formation

#02. Ronin

  • Source: Ronin (浪人)
  • Role: mobile striker, Core Zone combat, solo action | Core Attributes: Courage/Finesse | Core Zone Entry: free
  • 1st-Dan Automatic: Blade of the Wind
  • Starting Automatic Skills: Swordsmanship Trained, Footwork Novice, Survival Novice, Speed Novice
  • 3rd-Dan Choices: First Strike / Master of Retreat / Ronin's Two Swords
  • 5th-Dan Choices: Gale / Lone Wolf / Weak-Point Insight
  • 7th-Dan Choices: Shadowless / Chain Slash / Demon of the Core Zone
  • 9th-Dan Choices: Shadowless Wanderer / Issen / Line of Death
  • Squad Tactics: Skirmish Order / Ronin Solidarity

#03. Shinobi

  • Source: Shinobi (忍)
  • Role: assassination, scouting, disruption, information warfare | Core Attributes: Finesse/Fate | Core Zone Entry: free
  • 1st-Dan Automatic: Shadow Crossing
  • Starting Automatic Skills: Ninjutsu Trained, Infiltration Novice, Lightness Skill Novice, Disguise Novice
  • 3rd-Dan Choices: Surprise Attack / Poison Hand / Smoke Screen
  • 5th-Dan Choices: Clone / Vital Strike / Information Network
  • 7th-Dan Choices: Vanish / Assassin's Eye / Trap Master
  • 9th-Dan Choices: Shadow Clone Technique / One-Hit Kill / Formless
  • Squad Tactics: Disruption Operation / Hidden Deployment

#04. Onmyoji

  • Source: Onmyoji (陰陽師)
  • Role: summoning, ranged sorcery, yoma control, barriers | Core Attributes: Wisdom | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Shikigami Control
  • Starting Automatic Skills: Sorcery Trained, Exorcism Novice, Barrier Novice, Prophecy Novice
  • 3rd-Dan Choices: Curse / Shikigami Enhancement / Five-Phase Resonance
  • 5th-Dan Choices: Killing Curse / Shikigami Explosion / Barrier Formation
  • 7th-Dan Choices: Greater Shikigami / Yin-Yang Reversal / Eye of Prophecy
  • 9th-Dan Choices: Night Parade of a Hundred Demons / Sealing Art / Astronomy
  • Squad Tactics: Shikigami Command / Five-Direction Formation

#05. Esoteric Monk

  • Source: Esoteric Monk (密教僧)
  • Role: Core Zone combat, exorcism, melee slaughter, self-healing | Core Attributes: Courage/Physique | Core Zone Entry: free
  • 1st-Dan Automatic: Asura Mudra
  • Starting Automatic Skills: Unarmed Combat Trained, Exorcism Novice, Fighting Spirit Novice, Hardiness Novice
  • 3rd-Dan Choices: Vajra Invulnerability / Exorcism Sutra / Mudra: Fudo Myoo
  • 5th-Dan Choices: Vajra / Blood Duel / Lotus Meditation
  • 7th-Dan Choices: Asura / Great Exorcism Formation / Mantra
  • 9th-Dan Choices: Human Weapon / Nirvana Stillness / Mahavairocana's Protection
  • Squad Tactics: Dharma-Guardian Barrier / Vajra Guardian Formation

#06. Pure Land Monk

  • Source: Pure Land Monk (淨土僧)
  • Role: squad morale maintenance, Cohesion buffs, recovery, granting fear immunity | Core Attributes: Presence/Physique | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Amida's Shield
  • Starting Automatic Skills: Negotiation Trained, Bearing Novice, Medicine Novice, Fighting Spirit Novice
  • 3rd-Dan Choices: Nembutsu / Law of Rebirth / Monk's Robe
  • 5th-Dan Choices: Great Dharma Assembly / Hand of Compassion / Immovable Heart
  • 7th-Dan Choices: Rebirth in the Pure Land / Dharma-Power Barrier / Dignity of a High Monk
  • 9th-Dan Choices: Amida Manifest / State of Nirvana / Infinite Life
  • Squad Tactics: Dharma Encouragement / Amida Defensive Formation

#07. Shugenja

  • Source: Shugenja (修驗者)
  • Role: ascetic burst damage, self-sacrifice support | Core Attributes: Physique/Courage | Core Zone Entry: free
  • 1st-Dan Automatic: Vow of Fudo Myoo
  • Starting Automatic Skills: Hardiness Trained, Fighting Spirit Novice, Exorcism Novice, Survival Novice
  • 3rd-Dan Choices: Fire-Walking / Austerity Chain / Mountain Breath
  • 5th-Dan Choices: No Retreat / End of Practice / Barrier Walking
  • 7th-Dan Choices: Human Sacrifice / Yamabushi Divine Authority / Goma
  • 9th-Dan Choices: Sokushinjobutsu / Return Alive / Living Mountain
  • Squad Tactics: Flame of Austerity / Mountain Trek

#08. Feng Shui Master

  • Source: Feng Shui Master (風水師)
  • Role: terrain control, zone alteration, Domination manipulation, barriers | Core Attributes: Wisdom | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Twist Ley Line
  • Starting Automatic Skills: Barrier Trained, Geography Novice, Sorcery Novice, Stratagem Novice
  • 3rd-Dan Choices: Airflow Control / Ley-Line Resonance / Weak Ground Designation
  • 5th-Dan Choices: Barricade / Ground Subsidence / Dragon Vein Activation
  • 7th-Dan Choices: Zone Creation / Earth Seal / Ki-Flow Rampage
  • 9th-Dan Choices: Feng Shui Barrier Formation / Earth's Wrath / Create Utopia
  • Squad Tactics: Ley-Line Formation / Terrain-Conversion Formation

#09. Scholar

  • Source: Scholar (學者)
  • Role: Energy support, tactical control, battlefield control | Core Attributes: Wisdom | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Divine Calculation and Ghostly Strategy
  • Starting Automatic Skills: Military Science Trained, Stratagem Novice, Geography Novice, Prophecy Novice
  • 3rd-Dan Choices: Tactical Direction / Read Truth and Feint / Formation Method
  • 5th-Dan Choices: Overall Command / Weakness Analysis / Energy Distribution
  • 7th-Dan Choices: Zhuge Kongming / Ambush on Ten Sides / Brain of the Battlefield
  • 9th-Dan Choices: Genius Strategist / Orthodox-and-Unorthodox Stratagem / Invincible Formation
  • Squad Tactics: Crane-Wing Formation / Fish-Scale Formation

#10. Merchant

  • Source: Merchant (商人)
  • Role: economic control, bribery, supply, disruption, intelligence | Core Attributes: Presence/Wisdom | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Golden Leverage
  • Starting Automatic Skills: Negotiation Trained, Bribery Novice, Deceit Novice, Perception Novice
  • 3rd-Dan Choices: Hire Mercenaries / Bribe / Merchant-House Supply
  • 5th-Dan Choices: War Economy / Market Domination / Shield of Gold
  • 7th-Dan Choices: Great Merchant House / Bribed Defection / Battlefield Merchant
  • 9th-Dan Choices: Zaibatsu / War Bonds / Merchant Under Heaven
  • Squad Tactics: Announce Reward / Battlefield Trading Post

#11. Artisan

  • Source: Artisan (工人)
  • Role: barricades, traps, repairs, crafting | Core Attributes: Physique/Wisdom | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Karakuri Fieldworks
  • Starting Automatic Skills: Disable Trained, Geography Novice, Perception Novice, Herbalism Novice
  • 3rd-Dan Choices: Improvised Repair / Set Trap / Reinforcement Work
  • 5th-Dan Choices: Karakuri Puppet / Double Barricade / Field Forge
  • 7th-Dan Choices: Build Fortress / Fire Attack / Secret Passage
  • 9th-Dan Choices: War Machine / Iron Fortress / Master Artisan
  • Squad Tactics: Build Position / Field Maintenance Post

#12. Entertainer

  • Source: Entertainer (藝人, Entertainer)
  • Role: recovery, buffs, morale management, requiem rites | Core Attributes: Presence/Fate | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Battlefield Flower
  • Starting Automatic Skills: Bearing Trained, Negotiation Novice, Agitation Novice, Disguise Novice
  • 3rd-Dan Choices: War Song / Emergency Treatment / Miko Dance
  • 5th-Dan Choices: Requiem / Song of Energy / Natural Presence
  • 7th-Dan Choices: Battlefield Diva / Song of Immortality / Yoma Charm
  • 9th-Dan Choices: Grand Performance / Song of the Soul / Best Under Heaven
  • Squad Tactics: Battlefield Song / Requiem Dance

#13. Gaijin

  • Source: Gaijin (外人, Foreigner/Gaijin)
  • Role: ranged firepower, [Pierce all], sniping | Core Attributes: Courage/Finesse | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Foreign Gunpowder + Outsider Affinity
  • Starting Automatic Skills: Archery Trained, Navigation Novice, Survival Novice, Perception Novice
  • 3rd-Dan Choices: Rapid Fire / Sniping / Scattershot
  • 5th-Dan Choices: Repeating Gun / Gunpowder Mixture / Foreign Armor
  • 7th-Dan Choices: Cannon / Magic-Bullet Marksman / Fortress Construction
  • 9th-Dan Choices: Nanban Secret Weapon / Age of Fire / Tactician
  • Squad Tactics: Three-Rank Fire / Artillery Position

#14. Wildlander

  • Source: Wildlander (野人, Wildman)
  • Role: Core Zone combat, unarmed slaughter, wilderness survival | Core Attributes: Courage/Physique | Core Zone Entry: free
  • 1st-Dan Automatic: Hand of Kamuy
  • Starting Automatic Skills: Unarmed Combat Trained, Survival Novice, Perception Novice, Footwork Novice
  • 3rd-Dan Choices: Bear Slayer / Wild Senses / Makiri
  • 5th-Dan Choices: Iyomante / Kamuy's Protection / Root Down
  • 7th-Dan Choices: Suragar / Mountain's Wrath / Kamuy Descent
  • 9th-Dan Choices: Unarmed Perfection / Avatar of the Earth / Last Hunter
  • Squad Tactics: Bestial Charge / Kamuy's Howl

#15. Hanyo

  • Source: Hanyo (半妖, Half-Yokai)
  • Role: transforming warrior, yoma negotiation, crisis burst | Core Attributes: Courage/Fate | Core Zone Entry: free
  • 1st-Dan Automatic: Yoma Blood
  • Starting Automatic Skills: Unarmed Combat Trained, Perception Novice, Fighting Spirit Novice, Hardiness Novice
  • 3rd-Dan Choices: Claws / Yoma Eyes / Aura of Fear
  • 5th-Dan Choices: Half-Transformation / Absorb Yoma Energy / Half-Blood Instinct
  • 7th-Dan Choices: Full Awakening / Yoma Domination / Regeneration Rampage
  • 9th-Dan Choices: Ruler of Two Worlds / Great Yoma Transformation / Hegemony of Karma
  • Squad Tactics: Yoma Roar / Yoma Shield

#16. Arahitogami

  • Source: Arahitogami (現人神)
  • Role: sacred-domain formation, wide-area buffs and debuffs, Faith resource management | Core Attributes: Presence/Wisdom | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Manifest Divine Authority
  • Starting Automatic Skills: Bearing Trained, Sorcery Novice, Barrier Novice, Agitation Novice
  • 3rd-Dan Choices: Blessing / Oracle / Purification
  • 5th-Dan Choices: Great Barrier / Healing Light / Divine Punishment
  • 7th-Dan Choices: Divine Wind / Sacred Domain Expansion / Descent Art
  • 9th-Dan Choices: Amaterasu Omikami / Human-Divine Union / Taboo: Incarnate Release
  • Squad Tactics: Sacred Domain Expansion / Agent of Divine Punishment

#17. Autonomous Automaton

  • Source: Autonomous Automaton (自律機人)
  • Role: Front Zone anchor, defense specialist, environmental-immunity tank | Core Attributes: Physique/Wisdom | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Mechanical Body
  • Starting Automatic Skills: Hardiness Trained, Disable Novice, Perception Novice, Geography Novice
  • 3rd-Dan Choices: Iron-Wall Defense / Built-In Weapon / Self-Repair
  • 5th-Dan Choices: Clockwork Overload / Great Shield Mode / Analysis Engine
  • 7th-Dan Choices: Fortification / Built-In Teppo / Combat Record
  • 9th-Dan Choices: Ultimate Weapon / Perpetual Engine / Pseudo-Emotion
  • Squad Tactics: Machine Linkage / Automatic Defense Protocol

#18. Puppeteer

  • Source: Puppeteer (傀儡師)
  • Role: remote combat, split existence, puppet operation | Core Attributes: Wisdom/Finesse | Core Zone Entry: puppets only free; the true self uses forced Breakthrough
  • 1st-Dan Automatic: War of Strings
  • Starting Automatic Skills: Stratagem Trained, Perception Novice, Disable Novice, Disguise Novice
  • 3rd-Dan Choices: Puppet Enhancement / Simultaneous Manipulation / Disguised Puppet
  • 5th-Dan Choices: Multiple Puppets / Self-Destruct Puppet / String Barrier
  • 7th-Dan Choices: Master's Strings / Soul Transplant / Puppet Theater
  • 9th-Dan Choices: Myriad Machines and Forms / War on the Stage / Puppeteer's Secret
  • Squad Tactics: Puppet Squad / String Formation

#12 Fiend Classes

#19. Shurado

  • Source: Shurado (修羅道, Path of Asura)
  • Role: Front Zone destroyer, fear spreader, self-destructive damage dealer | Core Attributes: Courage/Physique | Core Zone Entry: free entry
  • 1st-Dan Automatic: Oni Core
  • Starting Automatic Skills: Swordsmanship Trained, Unarmed Combat Novice, Fighting Spirit Novice, Intimidation Novice
  • 3rd-Dan Choices: Kanabo Technique / Shura Roar / Sense of War
  • 5th-Dan Choices: Frenzied Blade / Shura Armor / Oni Regeneration
  • 7th-Dan Choices: Great Spin / Shurado Manifestation / Thirst for Blood
  • 9th-Dan Choices: Asura King / Shura Barrier
  • Squad Tactics: none

#20. Dokuchushi

  • Source: Dokuchushi (蠱毒師)
  • Role: assassination, internal corrosion, sustained damage | Core Attributes: Finesse/Wisdom | Core Zone Entry: infiltration penetration
  • 1st-Dan Automatic: Cursed Insect Servitude
  • Starting Automatic Skills: Poisoncraft Trained, Infiltration Novice, Disable Novice, Sorcery Novice
  • 3rd-Dan Choices: Poison Fog Spread / Insect Egg Ambush / Poison Blood Enhancement
  • 5th-Dan Choices: Internal Detonation / Poison-Insect Proliferation / Kodoku Ritual
  • 7th-Dan Choices: Flesh of Ten Thousand Poisons / Parasite Control / Formless Infiltration
  • 9th-Dan Choices: King of a Hundred Poisons / Self-Parasitism
  • Squad Tactics: none

#21. Itako

  • Source: Itako (Spirit Medium)
  • Role: soul borrowing, intelligence gathering, irregular multiclass | Core Attributes: Wisdom/Presence | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Kuchiyose
  • Starting Automatic Skills: Sorcery Trained, Exorcism Novice, Negotiation Novice, Prophecy Novice
  • 3rd-Dan Choices: Deep Descent / Dual Descent / Soul Conversation
  • 5th-Dan Choices: Warrior's Soul / Practitioner's Soul / Memory Search
  • 7th-Dan Choices: Spirit General Descent / Soul Rampage / Dead-Spirit Interdiction
  • 9th-Dan Choices: Miko of Ten Thousand Spirits / Final Descent: Heroic Soul
  • Squad Tactics: none

#22. Jikiniki

  • Source: Jikiniki (食人鬼)
  • Role: melee devouring, Wound absorption, sustained-combat control | Core Attributes: Courage/Physique | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Corpse Absorption
  • Starting Automatic Skills: Unarmed Combat Trained, Survival Novice, Hardiness Novice, Intimidation Novice
  • 3rd-Dan Choices: Bone Armor Formation / Yoma Sense of Smell / Frenzied Devouring
  • 5th-Dan Choices: Toxic Innards / Soul Devouring / Gaki Transformation
  • 7th-Dan Choices: King of the Battlefield / Backflow Regeneration / Human Flesh Distribution
  • 9th-Dan Choices: Infinite Gaki / Chain of Karma
  • Squad Tactics: none

#23. Kaibutsu

  • Source: Kaibutsu (怪佛, Monstrous Buddha)
  • Role: fixed artillery, absolute defense, automatic exorcism field | Core Attributes: Physique/Wisdom | Core Zone Entry: impossible
  • 1st-Dan Automatic: Sokushinjobutsu
  • Starting Automatic Skills: Hardiness Trained, Exorcism Novice, Barrier Novice, Fighting Spirit Novice
  • 3rd-Dan Choices: Holy Fire Domain / Automatic Barrier / Austerity 3rd Stage
  • 5th-Dan Choices: Silent Sutra / Spiritual Reflection / Protection of Kumano
  • 7th-Dan Choices: Mandala Manifestation / Flame of Fudo Myoo / Deepened Absorption
  • 9th-Dan Choices: Nirvanic Stillness / Sokushinjobutsu Complete
  • Squad Tactics: none

#24. Kekka

  • Source: Kekka (血花)
  • Role: ally buffs, morale amplification, melee assassination | Core Attributes: Presence/Courage | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Blood Dance
  • Starting Automatic Skills: Bearing Trained, Intimidation Novice, Negotiation Novice, Disguise Novice
  • 3rd-Dan Choices: Fresh-Blood Fan / Dance of Enchantment / Baptism of Blood
  • 5th-Dan Choices: Twin-Blade Dance / Battlefield Flower / Blood Rhapsody
  • 7th-Dan Choices: Full Bloom / Death-Blood Dance / Bewitching Blade
  • 9th-Dan Choices: Blood Flower in Full Bloom / Final Stage
  • Squad Tactics: none

#25. Shikome-no-Tsukai

  • Source: Shikome-no-Tsukai
  • Role: dead-spirit summoning, Spirit Realm combat, incorporeal servants | Core Attributes: Wisdom/Presence | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Shikome Servitude
  • Starting Automatic Skills: Sorcery Trained, Exorcism Novice, Barrier Novice, Negotiation Novice
  • 3rd-Dan Choices: Dead-Spirit Revival / Spirit Realm Passage / Whisper of Yomi
  • 5th-Dan Choices: Dual Shikome Summon / Soul Binding / Dead-Spirit Legion
  • 7th-Dan Choices: Open Spirit Realm Gate / Yomi Return / Net of Grudges
  • 9th-Dan Choices: Queen of Yomi / Immortal Dead Spirit
  • Squad Tactics: none

#26. Tatarigami

  • Source: Tatarigami (祟り神)
  • Role: barrier destruction, curse spread, Faith Reversal | Core Attributes: Wisdom/Presence | Core Zone Entry: barrier corrosion
  • 1st-Dan Automatic: Faith Absorption
  • Starting Automatic Skills: Sorcery Trained, Barrier (inverted use) Novice, Intimidation Novice, Negotiation Novice
  • 3rd-Dan Choices: Holy Fire Inversion / Grudge Barrier / Eye of Tatari
  • 5th-Dan Choices: Poisoned-Fire Conversion / Wave of Grudge / Sacred Domain Taint
  • 7th-Dan Choices: False Oracle / Hellfire Summoning / Silent Domain
  • 9th-Dan Choices: Godslaying / God of Nothingness
  • Squad Tactics: none

#27. Tengushi

  • Source: Tengushi (天狗師, Tengu Master)
  • Role: mobile combat, forced movement, ranged denial | Core Attributes: Finesse/Wisdom | Core Zone Entry: free entry (flight)
  • 1st-Dan Automatic: Tengu Wings
  • Starting Automatic Skills: Lightness Skill Trained, Unarmed Combat Novice, Perception Novice, Geography Novice
  • 3rd-Dan Choices: Whirlwind Kick / Gale / Eye of the Wind
  • 5th-Dan Choices: Wind Wall / Hot-Wind Strike / Spirit-Vein Rush
  • 7th-Dan Choices: Great Whirlwind / Tengu Judgment / Zone Alteration: Storm
  • 9th-Dan Choices: Ruler of the Sky / Sojobo's Recognition
  • Squad Tactics: none

#28. Tesshin

  • Source: Tesshin (鐵身)
  • Role: heavy combat, squad modification, fortification | Core Attributes: Physique/Finesse | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Triple Armament
  • Starting Automatic Skills: Military Science Trained, Unarmed Combat Novice, Disable Novice, Stratagem Novice
  • 3rd-Dan Choices: Self-Repair / Piercing Shot / Electromagnetic Barrier
  • 5th-Dan Choices: Squad Mechanization / Fortress Mode / Overload Discharge
  • 7th-Dan Choices: Complete Mechanization / Self-Destruct Protocol / Legion Command Device
  • 9th-Dan Choices: Iron Lord / Immortal Engine
  • Squad Tactics: none

#29. Yorijin

  • Source: Yorijin (妖理人, Yokai Rationalist)
  • Role: yoma dissection, weakness analysis, improvised crafting | Core Attributes: Wisdom/Finesse | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Yoma Analysis
  • Starting Automatic Skills: Stratagem Trained, Perception Novice, Disable Novice, Herbalism Novice
  • 3rd-Dan Choices: Dissection / Nanban Observer / Taxonomy Lecture
  • 5th-Dan Choices: Immediate Demand / Weak-Point Shot / Biological Analysis Report
  • 7th-Dan Choices: Complete Dissection / Yoma Chimera / Reverse-Engineered Barrier
  • 9th-Dan Choices: Yoma Grand System / Forbidden Self-Transplant
  • Squad Tactics: none

#30. Zakkasho

  • Source: Zakkasho (雜貨商, Black Market Dealer)
  • Role: combat supply, mercenary hiring, information brokerage, economic disruption | Core Attributes: Presence/Wisdom | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: General Dealer
  • Starting Automatic Skills: Bribery Trained, Negotiation Novice, Deceit Novice, Disable Novice
  • 3rd-Dan Choices: Emergency Supply / Bribery Operation / Black-Market Network
  • 5th-Dan Choices: Battlefield Auction / Mercenary Band Contract / Price Manipulation
  • 7th-Dan Choices: Ebisuya's Hand / Human Trafficking / Insurance Contract
  • 9th-Dan Choices: Zaibatsu Under Heaven / War Boom
  • Squad Tactics: none

#3 Outsider Classes

#31. Modern Person

  • Source: Modern Person (現代人, The Modern Outsider)
  • Role: staff officer, analyst, noncombat support, Energy transfer | Core Attributes: Wisdom/Presence | Core Zone Entry: forced Breakthrough
  • 1st-Dan Automatic: Foresight
  • Starting Automatic Skills: Stratagem Trained, Medicine Novice, Negotiation Novice, Perception Novice
  • 3rd-Dan Choices: Squad Command / Energy Infusion / Scene Investigation
  • 5th-Dan Choices: Combat Adaptation / Information Warfare / Field Medicine
  • 7th-Dan Choices: Battlefield Control / Crisis Management / Leader's Words
  • 9th-Dan Choices: Future Technology Application / Extreme Strategy
  • Squad Tactics: none

#32. Heroic Spirit

  • Source: Heroic Spirit (英靈)
  • Role: sacred-object warrior, adaptive combatant | Core Attributes: variable by the unique sacred object | Core Zone Entry: forced Breakthrough (can expand through Adaptation)
  • 1st-Dan Automatic: Memory of a Previous Life
  • Starting Automatic Skills: Swordsmanship Trained, Archery Novice, Unarmed Combat Novice, Intimidation Novice
  • 3rd-Dan Choices: Previous-Life Technique Reproduction
  • 5th-Dan Choices: Sacred Object Awakening / Spirit Reinforcement II / Battlefield Adaptation
  • 7th-Dan Choices: Previous-Life Release / Spirit Realm Connection / Sacred-Object Union
  • 9th-Dan Choices: Heroic Return / Legend Completion
  • Squad Tactics: none

#33. Celestial

  • Source: Celestial (天人)
  • Role: anti-yoma warrior, purifier, descending growth curve | Core Attributes: variable (all attributes +1) | Core Zone Entry: free entry
  • 1st-Dan Automatic: Heavenly Light
  • Starting Automatic Skills: Exorcism Trained, Barrier Novice, Perception Novice, Bearing Novice
  • 3rd-Dan Choices: Purifying Touch / Divine Barrier / Heavenly Eye
  • 5th-Dan Choices: Combat Adaptation / Negotiation Adaptation / Ally Solidarity
  • 7th-Dan Choices: Demigod / Holy Fire Zone / Divine Punishment
  • 9th-Dan Choices: Maintain Divinity / Human Completion
  • Squad Tactics: none

  • When first choosing a class: use the class hub §9 Role Groups to settle on a role first, and if you are new, pick from the Tier ① Base 6 classes. Then read the quick comparison tables.
  • When shaping a build: check the 3rd/5th/7th/9th-dan choices in the desired class's detailed block.
  • When playing around squads: start from the Base 6 + Expansion 12 classes (01~18) marked Squad Tactics: yes.
  • When the GM designs enemy villains: start from the 12 fiend-class section, then continue to the Villain Guide if needed.

Read class documents vertically; read the catalog horizontally. Build sense develops fastest when you move between both.