Four classes ship at launch, each with its own skill tree, abilities and progression, plus customization options. More classes are promised through stretch goals and future expansions.
Direct melee pressure and physical toughness. The Barbarian is the straightforward damage dealer and the easiest class to learn, and it is also the class that benefits most from being in the front rank of a co-op party.
Holy power, defensive tools and a support-oriented profile. In a four-player game the Paladin is what keeps a party alive through an act boss, which is where a game with random loot and multi-stage bosses most needs one.
Destructive magic and ranged spellcasting. The Sorceress contributes area damage that no melee class can match, and her positioning demands are the highest of the four.
An agile, adaptable combat profile. The Rogue is the most flexible of the four and the one whose value shifts most depending on what the party is missing. Early footage highlighted the Rogue and the Barbarian, and reports from the demo build show the Rogue and Paladin - the featured pair is not fully consistent across sources.
The four roles are genuinely different - melee pressure, defence and support, ranged area damage, and mobility. In solo play, the balance leans toward whichever class's kit covers the widest set of gaps in the encounters you are about to face. In co-op, pick the one nobody else has.
Each class has its own skill tree, and the cards you buy into it are double-sided: a basic side and an upgraded side. Because upgrades happen in the Town Phase, you can commit early and correct later - the Town Phase respec is the safety net that makes experimentation viable.
The player board carries seven slot types: chest, helm, ring, necklace, left hand, right hand, and gems. Gems are separate from weapon and armour slots, so a build that only equips weapons and armour leaves an entire track of the board unused.