Class
The Legend of William OhClass is the Tower’s system for turning monster remains and other Sacrifices into a lasting identity, a set of capabilities, and a path through the Climb. It is not merely a label: the Class determines which Abilities an Aspirant may choose, how attributes develop, what work or combat a person can perform, and how effectively that person can survive the increasingly dangerous floors. The Class Trial therefore transforms a desperate hunt for materials into a consequential act of self-definition, while the resulting build becomes both an instrument of freedom and a structure of limitation.
Generation Through Sacrifice
The Class begins at the Class Trial, where an Aspirant places Sacrifices on the Class Trial Altars. The System evaluates each offering and attempts to generate a Class Seed. When William Oh placed a thumb-sized piece of pemmican on an Altar, the procedure initially identified it as a suboptimal Sacrifice and failed to produce a seed. A retry succeeded, however, generating Gravity Goat, a modest seed associated with two points of Kinesthetics, one point of Acuity, and the Earth and Mobility domains. The sequence establishes that Class creation is neither entirely automatic nor wholly under human control: material quality influences the result, but the System can still convert an inadequate offering into a viable, if less desirable, foundation.
A superior Sacrifice produces a markedly different range of possibilities. The Uru Drake scale added Spacetime Abilities to an Aspirant’s Class, modified the Abilities offered by other Sacrifices, contributed five points of Growth, and supplied one Strength, two Resistance, one Acuity, and one Focus. The System marked it as favored by everyone, making it an unusually valuable component in Class construction. William Oh understood that using the scale would generate a powerful result, but also recognized the danger of receiving a predetermined Class rather than retaining complete control over his future choices. The Class Trial thus places power and autonomy in tension: the best material may create the strongest path while narrowing the freedom to choose it.
The System’s output is concrete and inspectable. After the trial, William Oh’s display identified him as a Resourceful Climber, Level 1, and presented a charge total and a free point before instructing him to choose his Primary Abilities. A Class is therefore revealed through a combination of title, level, attributes, Charges, and selectable Abilities rather than through reputation alone. The interface makes progression legible while also making its hierarchy difficult to escape: every improvement appears as a system-mediated allocation, and every choice becomes part of the build that later determines survival.
Class as Capability and Constraint
A Class governs the kinds of work a person can do as sharply as it governs combat. William Oh rejected the idea of hunting a Wheat Gremlin because he associated the creature with milling grain and viewed that labor as drudgery, even though Gertrude described milling as honest lifetime work. The exchange contrasts an ordinary occupational identity with the extraordinary possibilities promised by a Class. William wanted an arrangement that could combine the humble function of a Wheat Gremlin with the power of an Uru Drake, revealing how he thinks of Class design as a problem of synergy rather than a fixed social vocation.
The Jumper demonstrates the same principle in a more specialized form. William Oh recalled that using a Jumper as a Sacrifice would add leg-based Abilities, mostly kicks and jumps, to an Aspirant’s Class choices. It would provide two Strength and one Kinesthetics per level and was considered suitable for unarmed fighters and Scouts. The creature’s value was even quantified at twelve copper per leg. Such information turns hunting into calculation: a monster is not only an enemy but a bundle of future options, attribute growth, and economic value. The prospective Class encourages Climbers to assess creatures according to the build they might produce rather than according to immediate danger alone.
Class choices can also become liabilities when they do not match the surrounding infrastructure. Loth challenged William Oh over his repeated interest in Baker girls and bread, pointing out that William had dragged the Party into serious danger for a non-combat Class they were not equipped to use. Brianna described her own Baker Class as one that could duplicate and modify bread: one bun could become two, while hardtack could acquire some qualities of soft potato bread without losing shelf stability. The Class was intended for the higher floors, where feeding everyone would require precisely that kind of ability, and its value extended to Brianna’s family. The example broadens the meaning of Class beyond violence. A Class can be strategically indispensable, economically transformative, and socially inherited in value even when it offers little immediate battlefield power.
Progression, Ranking, and the Climb
Class progression is inseparable from level progression and the Tower’s geography. After completing an Establishing Quest, William Oh reached level five and was ranked 1053rd among that year’s Aspirants. The System then reduced experience gains in the Hunting Grounds and the First Floor, making continued accumulation of power there inefficient and directing him toward the Second Floor. Class development is therefore governed not only by what Abilities a person possesses but by where the System permits those Abilities to grow efficiently. The Tower’s level thresholds function as a pressure mechanism, compelling Climbers to leave familiar territory before their existing routines become a permanent ceiling.
The danger of a poor Class becomes more severe at higher levels. Steve Holland, an Itinerant Charlatan at level 35, possessed Blessing of Andover and Confusion as Secondary Abilities and Feign Death as a Tertiary Ability. His Class could deceive or support others, but it offered no offensive Abilities, no buffs, and only a slowly growing secondary healing Ability. William Oh judged that Steve Holland was already extremely weak for his level and warned that he would gain no further levels until the Party passed the Seventh Floor, by which time the native monsters would have outpaced him still further. The case shows that level alone cannot rescue an ill-suited Class: progression depends on the position of an Ability within the Class and on whether the Class can answer the demands of the environment.
The same system produces sharply unequal expectations for different Aspirants. A Climber warned William Oh that losing a hand meant losing a Relic slot and would leave him permanently behind everyone else. Class is thus embedded in equipment, bodily condition, and access to resources; it does not operate as an abstract meritocratic category. William’s missing hand changes the material conditions under which his Class must function, while the System’s ability to quantify the resulting disadvantage makes bodily difference part of the Tower’s progression arithmetic.
Class and Social Governance
The Class system organizes people into legible roles that can be evaluated, recruited, exploited, or abandoned. An Andover priest presented imprisoned Debtors as people who had not yet bought their way into Andover’s good graces, while the cages held dozens of individuals dressed in priestly robes. In this setting, a person’s Class and abilities intersect with debt, institutional belonging, and the right to move freely. The System does not merely describe individual potential; it supports a wider social order in which specialized capability can determine a person’s economic usefulness and political vulnerability.
William Oh’s encounter with Steve Holland shows how Class knowledge becomes a tool of management. Once Steve joined the Party, the System displayed his exact Class, level, and abilities, allowing William to assess both his value and his decline. Steve responded by adopting an obsequious manner and proposing a one-percent fee for continued employment. The Class display converts a person into an auditable portfolio of strengths, weaknesses, and future returns, but it also gives the person being evaluated a basis for bargaining. Systemic classification enables control without eliminating negotiation.
At the opposite extreme, Class contributes to the production of authority. When Mark Wyrd’s followers pledged their lives as Vassals, the System recognized that he had reached the minimum number required to become a Lord and invited him to establish the location as his Demesne. The ceremony is political rather than purely martial, yet it depends on the same system logic that governs Class: identities become official when thresholds are met, and collective relationships are transformed into recognized status. Class belongs to a larger architecture in which power is formalized through levels, roles, abilities, and quantified requirements.
Narrative Significance
Class gives the novel a vocabulary for dramatizing choice under constraint. William Oh wants an unusually powerful and flexible build, but every attractive Sacrifice carries an opportunity cost: the Jumper favors a particular physical style, the Uru Drake expands and modifies possibilities while threatening to reduce control, and the Baker Class promises vital food production without solving immediate combat problems. The System presents these alternatives as menus and notifications, yet the consequences are lived as fear, injury, labor, hunger, and dependence on the Party.
The resulting irony is central to the concept. Class appears to promise freedom by making growth selectable, but its choices are conditioned by Sacrifice quality, bodily loss, equipment slots, level thresholds, available infrastructure, and the monsters of the next floor. William Oh’s Resourceful Climber identity is therefore less a final answer than a continuing negotiation with the rules. His success depends on reading those rules closely, exploiting combinations such as the Uru Drake’s modifications, and recognizing when a seemingly weak or non-combat Class may possess value beyond the present battle. Class is the Tower’s promise that power can be designed, and its warning that every design becomes a fate.