Classes

Purpose of Classes
In the Anima: Beyond Fantasy system, characters are created by spending various points across different abilities. To determine how expensive each ability is, Classes are used to focus or highlight a particular ability in comparison with others, with ratios. In this manner, no class is restricted from learning any particular ability, provided they meet all the requirements (including advantages, where appropriate).

Classes also restrict the amount of Development Points that can be spent on particular primary abilities. This is often noticed when deciding to use a class belonging to more than one archetype.

For example, a Warrior may be very good at fighting, but not especially good at recalling historical facts. A Warrior may also not be able to see magic (without purchasing either The Gift, or See Supernatural advantage), and therefore cannot develop the magic appraisal secondary ability. If the Warrior wished to purchase skill in History, he would spend more points than if he developed a secondary ability more in tune with his class (represented by a lower ratio), such as Climb.

Standard Classes
In Anima: Beyond Fantasy, there are 20 classes, each belonging to various archetypes. Below is a table of how they appear in the book, as well as links to their various pages discussing the advantages and disadvantages of each class. As stated in the book, class names are only meant to be an identifier for the ratios and strengths each class possesses, and not an indicator of the playstyle or personality associated with the class. For example, not all Dark Paladins are cruel or evil, and/or not all Thieves are silent and stealthy.

Home-Brew Classes
Several players over the years have noticed the standard classes are missing combinations of some focuses, namely combining psychic powers with both summoning and prowler classes.