Classes are playable roles that provide various benefits to the team, the player themself, alongside some downsides. These classes range from offensive, defensive, and supportive roles, and having a good spread of each class can dramatically increase your chances of survival. There are currently 5 classes, 2 special classes and 2 "subclasses" in the game.
The starter class, and the most versatile. You start with a musket (with a bayonet attached) and a sabre. It is an all-rounded class that combines long range weapons, with high single and/or multi target damage as a class. This class also has the most weapons out of all classes allowing for more diversity and giving you more downsides/upsides. If you want to deal more damage close range, use the lance, heavy sabre, or even both at once. Want to shoot multiple times in quick succession? Use the Horse Artillery Pistol for it's 2 pellet shooting capabilities, high range and good damage, or use the Air Rifle, a gun that can shoot a pellet out 6 times every 10 seconds, which is perfect for sniping high priority targets. This class also has weapons that synergize with the officer's CHARGE and HOLDFAST ability, allowing you to plow down hordes of zombies (The lance and musket synergize with both the charge and holdfast ability, but the heavy sabre only synergizes with the charge).
A class that trades long range and high damage guns for an ability that can decimate hordes of zombies when used properly, or as a way to escape from them. You start with a pistol and a sabre. The sabre has an ability called the "CHARGE", which has a meter that can only be filled by attacking (with your gun and/or sabre). Once the meter is filled up, and activated, you command people with a yell or command that makes EVERYONE surrounding you start running and yelling, making them swing their weapons and reload guns faster.
If your teammates have a weapon that synergizes with the charge, that weapon will do rapid damage, killing them almost immediately upon contact with a zombie.
The officer has another ability when the spontoon is equipped, called the "HOLDFAST". Like the charge, it has a meter that can be filled up by attacking. Upon activation, you emit a translucent yellow square around you.
Anyone with a Musket(With bayonet attached), Lance, or other officers with a spontoon can stand inside the yellow/green square, making them crouch and hold the tip of their weapons out, killing zombies that walk into those weapons near instantly. The difference between the two is that the charge ability is used to regain territory or for escaping, whereas the holdfast is for holding the line on chokepoints, and more.
A class that specializes in multi-pellet guns that can clear hordes of zombies if used right. It trades off the longer range and bayonet that the infantry class has for a powerful gun good for sniping, called the blunderbuss. Because the seaman class specializes in it's horde clearing guns, you are usually sniping and using your gun more than engaging in close combat. The seaman has a few unique weapons, such as the nock gun, a 7-barreled weapon that takes an ABYSMAL 26 seconds to fully reload but destroys anything in it's path, the navy pistol which offers a less powerful version of the blunderbuss with the exchange of faster reloads, and the boarding axe, that has a pick and a blade, which allows for high single target damage or medium multi-target damage.
A supportive class that focuses on giving buffs to your team and making fighting easier. You lose out on your gun for an instrument, in which you do a minigame to fill up a meter as you play a song (you MUST keep the meter full in order for the buff your instrument gives to work). You start off with a fife, a flute-like instrument that when played, decreases the time it takes for someone to reload a weapon by 20%, as long as giving sappers a faster building speed buff. This class has 2 other intsruments, the drum - which works exactly the same as the fife, but makes your team swing their melee weapons faster. On the other hand, the bugle is a front-line based weapon that requires constant fighting to buff players. The bugle has a meter that only fills up by attacking, and once full, allows you to play the bugle for a whopping 2x damage buff that applies to you and your surrounding teammates for 30 seconds.
A defensive class that gives you the ability to build objects to slow down zombies and help protect your teammates, along with very powerful melee weapons with the trade off of a gun. Your starter loadout is an axe and hammer. The axe is a slow-swinging weapon that deals 80 damage per hit, with a high headshot multiplier of 5. It also has the ability to shove zombies, slowing them down and making it easier to kill. The hammer has the ability to create 3 objects, the barricade, with high health capacity specifically to stop zombies, the stake with medium health and damages zombies upon contact, for slowing down and hurting the zombies that approach, and the caltrops, with low health but makes zombies slower when walking on them. When these objects are placed, they are initially in an unbuilt form with low health, and you must interact them with your hammer to increase its health, and they will eventually turn into a built form. Due to your defensive properties and lack of guns, you are mostly spending time on the frontlines and building objects/slowing down zombies so that your team can attack.
The surgeon class is a supportive class focused on healing and lengthening the life force of your team. As a surgeon, you start with medical supplies, a box of bandages, and a sabre, your only weapon. You also have a meter called "SUPPLIES", which decreases per heal/box of bandages placed, and the only way to get supplies is by killing zombies, with a random chance of spawning per killed zombie. The medical supplies allows you to send a healing request to a teammate, and once accepted, you are forced into an animation that takes leaves you vulnerable, and has a startup before actually healing said teammate. The amount of supplies used (up to 3 supplies used) scales with how much hp a teammate has. The box of bandages is a wooden box that holds up to 7 bandages, that anyone can grab. You are limited to one box per life. To place the box, you must have a full supply meter.
The surgeon has an item called the Extended Surgeon Kit, making healing faster, allowing you to hold more supplies, and reducing supply usage greatly, so you can heal more people before having to attack zombies. Your startup animation is longer, and you also lose the ability to place a box of bandages (which also means you lose the ability to heal yourself, as surgeons cannot heal themselves unless they place a bandage box).
A class that lacks in offense, but has the ability to fight off the infection that people may have, and delaying the zombies. You start with a crucifix, a bible for blessing, and a wooden stake. The crucifix is a very powerful item, stopping all zombies in their tracks with the sole exception of the bomber.
The blessing work likes the medical supplies, giving teammates a request to be 'blessed' but instead of healing people, it removes the infection within. The stake is a very weak melee weapon with the shortest range in the game, and second lowest damage in the game, ushering you to stay close to your team. The mercy is an item that works with people who have max infection, before they turn into a dangerous zombie called a "viral", or a cuirassier zombie (if that player is playing as a cuirassier).
Technically a subclass, but offers no upsides or downsides. The title 'Lancer' is given to certain light cavalry regiments in each nation, and the items required to be a 'Lancer' can also be equipped for the infantry class. This class is a close ranged class that deals high-multi target damage with an item called the lance, but sacrifices the ability to use a gun. The lance is good for controlling chokepoints with the fact that it can damage 5 enemies per swing, is the longest weapon in the game allowing for farther melee range, and synergizes well with the officer's CHARGE and HOLDFAST ability.
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The heavy cavalry of the game. A subclass that offers protective armor allowing for more frontlining capabilities, at the sacrifice of slowness, losing the bayonet on the musket (if you choose to play as a cuirassier infantry), slower reloads, burning on fire faster, limited ammo, and turning into a strong zombie called the 'Cuirassier' Zombie once max infection is reached. The cuirassier subclass is it's own regiment under most nations, and the armor can be equipped on the officer and infantry classes. It is perfect for frontlining as many attacks deal reduced damage, and the cuirassier zombie's charge attack which would usually decimate anyone hit by it, would only knock you down and deal miniscule damage.