
Aspect
Aspects have existed since the Narian invasion, and all that time they have been trying to dispel the notion that what they do is “magic”. — Hifu Solson, a series of public lectures on the history of Kyos, Artas University, 315 AW
It’s not hard to understand where this misconception comes from: there’s really no time to get into the specifics when a fireball aimed at you appears seemingly out of nowhere. What Aspects actually do, however, is manipulate energies around them to their own benefit. To depend less on their surroundings, they often wear belts with catalysts, which contain small amounts of the energies they require. During War, several higher-level Aspects proved that it’s possible to use even Axis for the strongest of spells, which makes one wonder if this source of energy really appeared as a result of Year 0 events.
Class ability — magic manipulation: Aspects are able to transform energies around them into offensive, defensive and supportive spells. Manipulation relies on one’s environment: although most spells can be cast anywhere, their strength and cost will vary depending on it.
Manipulation is the only class ability which can be used across subrealities, meaning that one can cast a spell into another subjective reality without jumping in there, provided their target was detected with a flux. Nothing worse than an Aspect leecher!
Officer
What could be more effective than a group of versatile combat shooters? Officers are a ranged class with a strong set of team-oriented support skills and the primary endorsers for companies like Helmsmen Group and Slate Industries. They may lack the precision of Primes or the raw power of Executors, but who cares about those things when you and your squadmates can happily decimate hordes of helpless enemies with MX-2 “Maw” particle miniguns.
Class ability — proficiency bonuses: Officers gain proficiencies faster than other classes, and more ranks are generally available to them.
Proficiencies: every firearm in U7 has a range within which it deals maximum damage. This range may vary depending on the ammunition, but how skillful one is with their gun has a much stronger effect. Higher proficiency ranks for every type of firearm increase this range.


Prime
A shot from two thousand leagues away? Impossible. — Centurion Walter Pyne on the assassination of Magister Claude
Primes are sharpshooters with advanced control over drones and basic CQC abilities. In a right set of circumstances it’s an unstoppable combination; other times it’s just deadly. Primes have the highest capacity for critical-related stats (chance, damage and something special we like to call “rebound”) and have more mastery over drones than other classes: imagine using one in FPV mode to locate your target and assist you in putting a .905 through its vital point. It’s called Synchronicity, and it’s a seventh level skill.
Class ability — engineering: allows Primes to connect to machines, drones and androids to control them. The ability level determines the chance of a successful overtake and the degree of control, which are also influenced by a number of secondary factors, such as the type of target, its level, the distance between you, and so forth.

Executor
Few can withstand a blow from a high-level Executor, though many at least faint from fear before they’re struck. Small mercies! Executors are a melee class which relies on raw physical strength and a large health pool, but it would be a mistake to think of them as walking tanks. Higher level skills allow them to fight with finesse and precision, which, considering the critical hit damage potential of weapons they typically wield, results in excellent, sustainable offensive capabilities. All of this makes them one of the most efficient hostile jumpers: seeing an Executor fluxing at you with unfriendly intent is not only intimidating, but also very, very dangerous.
Class ability — heavy wielding: Executors can equip two-handed melee weapons in one slot, and receive additional bonuses when using such weapon with both hands. They can also dual-wield melee weapons with little to no penalties.
Shade
Someone once said that the only thing stopping demonspawn from dominating Kyos is their typically large frames; otherwise, there would be too many Shades to handle. Septs practiced hiring demonspawn for their unsavory needs since the time of March of the Damned, and the nature of these tasks required stealth and cunning which demonkind perfected over the years.
Spend some time learning my kin’s code of conduct; many who thought of us as simply assassins for hire had the misfortune to find out that a demonspawn Shade can easily turn on their master. — Bane the Shattered
Of course, this doesn’t mean other races can’t make excellent shades. It’s a very technical class which relies on fast movement, quick reflexes and detailed knowledge of one’s skills. Given the right circumstances, Shades can dish out the highest DPS, albeit for a limited time.
Class ability — backstab: undetected Shades can attack from behind for a guaranteed critical/status infliction, as well as a damage multiplier
Conditions for backstabbing: aside from a traditional backstab performed with a melee weapon, an attack with a gun from behind also works. However, a backstab can’t be done with semi- or full-auto weapons, and on non-organic enemies, such as androids or Bygones.


Herald
Unlike espers, who manifest their Demons only once, Heralds can summon empyreans as often as their skills and resources allow it. These creatures are of different nature, too: though generally weaker than Demons, they tend to follow orders and only stay corporeal for a limited time. They are versatile aides who can perform a variety of tasks, both offensive and defensive in nature.
Heralds are also talented healers: unlike other classes, which rely on items and skill triggers to keep them healthy, Heralds can cast healing shapes, which provide a number of restorative effects.
Class abilities — summoning, healing: Heralds can conjure otherworldly beings to do their bidding, as well as cast healing shapes to support themselves and their allies.


