Character roles and powers
To play Classcraft, each student picks a character from one of the following classes: Warriors, Mages, and Healers. Each character has a different max amount of HP and AP and can use different powers. They each have strengths and weaknesses in the game. To succeed, every character needs to rely on the other two classes and their powers. Teamwork is the key!
Learn more about
- The differences between the character roles
- How do you create balanced teams?
- What are powers and power trees?
- How can students learn powers?
- What are AP and how do they work?
- How are powers used?
Warriors are good picks for students who tend to struggle during class and stand the most risk for losing HP. They have more HP than any other character (default value of 80 HP). However, they have to use their powers wisely because they have the least AP of any other character (default value of 30 AP).
Warriors protect other students from damage (HP loss) by using powers like Protect and can heal themselves with the First Aid power.
Tip: Planning on playing with Story Mode? Learn more about the Warriors’ lore here.
Healers have a balanced amount of HP and AP (default values of 50 HP and 35 AP) compared to the other characters. They’re responsible for healing teammates when their HP runs low with powers like Heal. They can even heal themselves when needed!
They can also Revive their teammates to prevent their team from the penalties of falling in battle (when all HP is lost), thus saving the whole team from taking damage.
Tip: Planning on playing with Story Mode? Learn more about the Healers’ lore here.
Mages are great for students who already do well in class. Because Mages have the least HP (default value of 30 HP), they’re most vulnerable. Their high AP (default value of 50 AP) means they can use their powers often.
Mages help their teammates by replenishing AP with powers like Mana Transfer. They can also use Cheat Death, which enables a student to receive a different random sentence than the one they initially receive if they fall in battle.
Tip: Planning on playing with Story Mode? Learn more about the Mages’ lore here.
Teamwork is really important in Classcraft, which means that a balanced team is a crucial component. When students put their teams together, they should consider if they want two of each character class or more of a certain class. They’ll want to have at least one of each character class on their team to have access to all the different powers.
While Warriors work better for students who struggle more in the classroom and Mages are riskier because of their low HP, students should first and foremost pick classes that appeal to them personally to increase their buy-in with the game.
Powers are real privileges that students can earn for demonstrating positive behavior over time. Each time a student earns enough Experience Points (XP) to level up, they'll earn a Power Point (PP), which they can spend toward learning new powers. Warriors, Healers, and Mages can each learn different powers that can either be game-based, personal, or academic in nature. (You can learn more about customizing powers here.)
For students to learn a new power on their power tree, they first must have enough Power Points. Powers on the first row (Basic) of their power tree cost 1 PP to learn, powers on the second row (Intermediate) cost 2 PP, and powers on the third row (Advanced) cost 3 PP. Higher powers typically provide stronger, more advantageous benefits for students.
Students must also meet certain prerequisites before learning a power, depending on where it’s located on their power tree. An arrow between two powers indicates that the lower-tier power is a prerequisite to obtain the higher-tier power. When the prerequisite power has been learned, the arrow turns green. A greyed-out icon means that the power can’t be learned at the moment.
Example of a power tree (Mage):
For example, before a Mage can learn Clairvoyance, they must first acquire Mana Shield and Cheat Death. Before being able to acquire Mana Shield, a Mage must already know Mana Transfer.
If you’re unsure which powers are prerequisites, click on a locked power in the tree and check its icon on the righthand panel.
As long as a student has enough Power Points (PP) and meets the prerequisites, they can learn a power by connecting on their account and clicking on the “Learn Powers” button below their statistics on their Game Dashboard.
Alternatively, they can let you know which power they want to learn and you can do this operation for them. Proceed to the Game Dashboard, select the student from your student list, and click on the “Learn Powers” button below the student’s statistics:
Select the power your student wants to learn and click on the green “Learn” button below its description on the righthand side panel.
Once a student learns a power, they can’t unlearn it on their own. Only you, as the teacher, can allow a student to unlearn a power.
Action Points (AP) represent a character’s stamina. These points are the pool of strength that students’ characters possess to accomplish extraordinary feats. Once they’re out of AP, they’re out of stamina: They can still go about their daily routine, but they won’t be able to use amazing powers until they’ve regained some strength.
Each character class has a specific maximum amount of AP and have balanced HP.
Action Points are consumed when a student uses any power. Some powers are personal, and other powers are collaborative. If a student spends all their AP too quickly (such as by using a lot of personal powers) without considering their team’s needs, they won’t have any AP left to use at crucial moments (like when a teammate is about to fall in battle). The key is for students to find a good balance when using their AP.
You may find that your students use their AP a lot to gain various advantages when starting the game. They could heal or protect their teammates often or even focus solely on using personal powers to gain advantages (like handing in work later or eating in class). It depends on the powers you set for your class. This shows that the students find their powers compelling.
With the default settings, students naturally regain 4 AP per day. This means that after using Heal 1 for 15 AP, a Healer will need to wait four days before they fully regain these AP. If you feel students are still using their powers too often, you can change this value in your class settings.
Students can wait for their AP to replenish naturally; however, one of the Mage’s roles on their team is giving AP to their teammates with their Mana Transfer and Fountain of Mana powers. These powers are very costly for the Mages. (Mages typically have a maximum of 50 AP.) Even if they have a greater AP pool than their teammates, Mages won’t be able to use these powers too often.
As the teacher, you can use any power for your students. To use a power, your student must first have learned it. Once they have learned a power, it will be displayed below their stats in your student list:
Select the power you want to use by clicking on its name and click on the “Use Power” button in the description.
If a power can only be used when a teammate takes damage, you’ll need to use it from the “delayed damage queue” or when a student takes damage. You can still click on the power to view its description, but you won’t be able to use it the same way:
The delayed damage queue must be cleared in the order that the damage occurred. Click on the first damage in the queue and decide how you want to handle it (such as by using another student’s power).
If you can’t see a “Use Power” button in the power description, it means that it currently can’t be used. For example, a Healer’s whole team could have their full HP, which would make it impossible to use Heal 1.