Soulslike games are known for lots of different things, whether it be their grueling difficulty or the often grim worlds that take influence from all sides of the fictional landscape. One of the aspects that gets less coverage is the classes within these games. When you first load in and as you progress through the story, you need to make decisions about your weapons, armor, skills, and the rest of your loadout, and these usually fall into a few set archetypes that dictate the kind of playstyle you will utilize.
You could be someone who likes playing as a ranged class like a mage, or a more bulky build like a tank. While a lot of soulslikes offer a range of choices for your character, only a few really hit the nail on the head. These games give you plenty of meaningful class options that feel genuinely interesting to choose between, rather than a series of basic stat differences, and they also offer a satisfying progression path within each class, so that an early-game rogue can eventually become a fearsome assassin.
We chose not to include games like Elden Ring, Dark Souls, Nioh, etc because while it is true that those games offer a huge range of playstyles due to the number of weapons and armor pieces, the actual in-game class system boils down to allocating stat points and specific items, as opposed to having entirely separate archetypes built in mechanically.
Elden Ring Nightreign
Each Nightfarer Tells A Different Story




- Distinct classes with their own abilities and lore.
- Weapons can be used by any class, but there are clear benefits to some.
Elden Ring Nightreign goes in a completely new direction for FromSoftware, presenting you with a series of Nightfarers that not only come with more unique playstyles, but also follow a different progression path than the one in the original game. Rather than picking one class and sticking with it for the whole game, you can instead swap between them after each run, experiencing the strengths and weaknesses of each without needing to respec or restart an entire playthrough.
When it comes to the classes on offer, you have the typical fantasy archetypes like mages (Recluse), archers (Ironeye), and knights (Wylder), yet even if you decide to play as a ranged character, nothing is stopping you from picking up a melee weapon and using it straight away. All these components together mean there is far more freedom within the game, and I personally find that because you can basically play as whoever, whenever you want, there is a greater incentive to experiment and really see what the game has to offer.
Mortal Shell
Taking On Personas One By One



- Shells dictate stats and abilities.
- Fast swapping between playstyles.
One of the biggest dilemmas in a lot of soulslikes is the desire to try new classes contrasted with the worry surrounding the loss of power. Mortal Shell virtually erases that problem by tying specific archetypes to Shells, which serve as different armor and stat modifiers that also come with their own aesthetics and abilities to choose between in the blink of an eye.
This hot-swapping requires you to visit the hub tower or use an Effigy that corresponds to the specific shell you want, so if you need a bit more stamina to deal with a specific fight, or are more interested in tanking a boss, then you can change to the Shell that best fits the scenario without losing any power. The sequel refines this concept even further, but I still think the first game's more condensed world is a better showcase of how to do multiple class types right.
Code Vein
Build Variety That Doesn't Gatekeep




- Blood Codes allow characters to switch builds without starting fresh.
- Gifts and equipment create enormous experimental potential.
Code Vein's class system stands out from the crowd of soulslikes because it treats character builds as something you can change rather than a permanent decision made at the beginning of the game. Blood Codes effectively function as interchangeable classes, allowing you to swap between archetypes whenever the situation demands it. As a result, experimentation is considerably less punishing than in many other games in the genre.
This system becomes particularly impressive when Gifts are unlocked and transferred between Blood Codes, meaning you can gradually create highly specialized combinations that borrow abilities from multiple archetypes, elevating a traditional class system into something far more impressive. That approach of not forcing you to commit to a single playstyle is exactly what makes the game so great, and part of the reason I keep coming back to it time and time again.
Star Wars Jedi: Survivor
Classes Built Around Playstyles




- Multiple lightsaber stances provide different combat approaches.
- Players can switch between complementary styles to suit each encounter.
Star Wars Jedi: Survivor takes a more straightforward approach to classes, but its lightsaber stance system provides exceptional variety despite how condensed it may seem. As you progress through the game, you can specialize in single-blade combat, dual wielding, the double-bladed saber, crossguard combat, or the blaster stance, with each option fundamentally changing how you deal damage and the kinds of enemies you can fight effectively.
This system works particularly well because these styles are not merely cosmetic variations, and I had a lot of fun just switching between them whenever I saved, changing from an aggressive playstyle to a more reserved one over the course of just a few fights. You can even equip two stances simultaneously. Switching between complementary approaches is an important part of the combat later on, with one covering the weaknesses of the other and removing any gaps that would otherwise exist.
Lords Of The Fallen
A Traditional Approach With Huge Potential




- Starting classes establish a solid blueprint that doesn't limit later changes.
- Equipment and attributes allow builds to evolve dramatically.
Lords of the Fallen's classes are all about giving you a strong foundation to build hyper-specialized characters on top of. The initial classes establish everything that classic fantasy fans expect, like heavily armored warriors and agile assassins, so you have a clear starting point that doesn't necessarily determine how the character will develop over the course of an entire playthrough.
From there, the freedom that emerges beyond those initial choices is remarkable. There are opportunities to invest in attributes, weapons, and abilities to tailor or broaden your build in virtually any direction, so if you aren't happy with your playstyle at the start, then you are more than welcome to switch it up or combine it with another one much later on.
Remnant 2
Closer To An RPG




- Archetypes provide new abilities and progression paths.
- Dual setups let players combine lots of playstyles into one.
Despite being a third-person shooter, Remnant 2 manages to deliver an engaging soulslike loop rooted in its distinct RPG-like classes. Each role is clearly defined, and the crossover between them is minimal, if there's any at all. If you want to become a deadly sniper or be more supportive with healing abilities, you will never find another player stealing that spotlight from you.
However, you do eventually unlock dual-classing, which keeps your primary abilities intact, but means that if you want to add some extra sustain, damage, or mobility to your kit, then the option is there. I really like this approach because it keeps the core identities of each class intact, whilst still ensuring there are chances to branch out if you want a more flexible character rather than a specialist.
The First Berserker: Khazan
Each Weapon Is A New Kind Of Game




- Three weapon types, each with extensive skill trees.
- Combat identities change on the fly.
The First Berserker: Khazan's entire combat and class identity centers around its tri-weapon system. It seems basic, yet it reveals itself as something truly wonderful as you progress. Not far into the story, you unlock one of each weapon type: a greatsword, a spear, and a dual-wield option. Although individual weapon stats are important, the real meat and bones comes from the skill tree.
Each weapon type comes with its own set of skills that can be respecced and changed at any time, so if you have a greatsword and a spear that deal similar damage, you can swap between them with a single button and quickly alter the skills allocated in each tree. As opposed to giving you boring old skills or damage buffs, each tier becomes increasingly complex, adding tiered combos, parry variations, and a multitude of other moves that make the three weapons feel more like 30 different weapons at once.






















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