To change combat class in the current Emberville public Demo, first reach the point where the game says you have discovered your first playable class. On keyboard, press P to open the class menu, select a class you already know, and use the menu's activation option. The class system is separate from your main level, so a learned class is not meant to lock you in permanently. The Demo tutorial describes known classes as switchable rather than a permanent one-class choice.
There is an important Demo limitation behind that simple answer. Only Wanderer is confirmed here as playable through the public Demo tutorial. A class appearing as a locked entry is not proof that it can currently be unlocked. Early Access is scheduled for January 7, 2027, while this guide uses the public Demo Alpha 0.20.18.x baseline. Treat future-class summaries as previews unless the current build gives you a real discovery and activation path.
The shortest confirmed class-changing route
Use this sequence when the class feature has already appeared in your playthrough:
- Continue until the game reports that you discovered your first playable combat class.
- Follow the current on-screen control prompt. The Demo keyboard tutorial uses P.
- Open the class menu and locate the classes the character already knows.
- Select the known class you want to use.
- Choose the available activation action for that class.
- Return to play and confirm that the selected class is now the active class before trying to earn class progress.
This route contains two gates that are easy to merge by mistake. Discovering a class adds it to the set of classes you can learn or activate; activating it makes that class your current combat class. Seeing a locked class in the same menu does not complete the discovery step.
For a controller or a layout other than the recorded keyboard setup, use the button shown by your current build rather than translating P into a guessed controller button. The keyboard tutorial key does not establish a universal gamepad mapping.
What the current class menu should tell you
The class menu is the place to learn about and activate known classes. A class entry can also present its own summary, perks, skills, and gameplay style. That information helps you distinguish a selectable class from an entry that is present only to show a lock or future possibility.
A useful visual check is therefore not simply “does the class name appear?” Look for an activation action and an active state. If an entry only gives a description or a requirement that you have not met, leave it classified as locked. Do not spend materials or repeat unrelated activities based on an invented unlock condition.

Class activation is separate from merely highlighting an entry. Preview interface shown for identification.
Class switching, class discovery, and inheritance are different
Three systems are discussed together in previews and tutorials, but they answer different player goals.
| System | What the system controls | What it does not confirm |
|---|---|---|
| Class discovery | New classes are designed to be found through exploration, quests, and secrets. | The exact unlock action for any additional Demo class. |
| Class activation | The class menu can activate a class the character already knows, and known classes may be swapped. | That every visible or previewed class is currently selectable. |
| Class progression | Each class has its own progression, perks, skills, and skill points. | A universal level threshold or an exact number of points per action. |
| Skill inheritance | The broader design allows a skill from one class to be used with another after an inheritance slot is unlocked. | The exact threshold, current Demo availability, or a verified inheritance submenu. |
| Weapon mastery | Weapons progress on a track separate from class progression. | That changing class automatically changes or resets weapon mastery. |
For the immediate goal of changing combat class, stop at activation. You do not need to solve skill inheritance first. Inheritance concerns carrying a suitable skill across classes after the relevant slot becomes available; it is not the control used to make Wanderer or another known class active.
The same separation applies to unlocking. The class menu may show requirements for unavailable entries, while broad discovery routes include completing quests, reaching regions, or performing specific actions. Those categories are not exact recipes. Follow a requirement only when your current menu states it clearly and the build lets you act on it.
How switching affects class progression
The active class matters because class levels advance independently. In the Demo tutorial, Wanderer gains class experience from kills while Wanderer is active. The tutorial is explicit that only the active class levels through that class activity. Your main level and your weapon progression remain separate tracks.
That distinction gives you a practical reason to verify the switch rather than assuming a menu visit was enough. If you intend to develop Wanderer, make sure Wanderer is active before continuing combat. If a later build gives you another learned class, activate the class whose progression you want before judging whether its level or points are moving.
Class skill points also belong to their respective classes. Spending Wanderer points develops Wanderer rather than a shared pool proved to apply everywhere. Resetting points becomes possible after you unlock the ability to reset them; a fixed threshold or recipe is not confirmed for this Demo. Do not plan a respec around a guessed level.
Weapon mastery can change while you use weapons, but it should not be treated as proof that the combat-class switch succeeded. If weapon progress moves while the class display remains unchanged, you are looking at two different systems.

Weapon proficiency and the active combat class are different checks.
A locked class is not the same as a failed switch
When the menu shows several class names, the most reliable interpretation is based on their state:
- Known and activatable: select the class and use its activation action.
- Active: this is the class currently receiving class-specific progress.
- Locked with a stated requirement: treat the on-screen requirement as build-specific guidance, but do not replace missing details with a guide guess.
- Visible without a usable route: treat it as unavailable for your current run unless the game later provides a discovery notice or an actionable requirement.
- Mentioned only in future plans or preview material: do not assume it exists as a playable Demo option.
Decide whether a switch is useful for this run
A class change should serve a goal you can check. Ask which already learned class you want to play now and which class you want to develop through the next combat encounters. Because only the active class gains its class experience, the activation choice matters before you resume fighting. It is separate from deciding which weapon to equip.
If Wanderer is your only discovered and activatable entry, there is no demonstrated second class to switch into. Activating Wanderer completes the known first-class step; repeatedly selecting locked tiles does not create another usable choice. Keep playing with the class actually available rather than planning around a name shown only in a preview.
Before trying a switch between learned entries, note the active class name and its displayed progression if your interface shows them. After activation, compare the active state before measuring any new experience. This keeps a class-selection decision separate from the ordinary gains you may see in the main character level or weapon mastery.
A new weapon drop is not, by itself, a reason to change combat class. First decide whether you want different equipment or a different learned class; those actions use different interfaces. If the Classes menu never opens at all, treat that as a separate access or input symptom. Do not diagnose a missing window by inventing a requirement for the class you wanted to select.
Diagnosing a class that will not activate
If the menu opens but the selected class does not become active, compare the entry against the confirmed activation path.
First, verify that the class is known rather than merely displayed. Next, look for an activation action on that entry. If only a summary or unmet requirement appears, you have not reached the switch step. Finally, return to play and check the active class state before measuring experience, skill points, or ability access.
Avoid using equipment appearance as the only confirmation. Equipment, class progression, main level, and weapon mastery are separate progression and equipment layers. A weapon or armour screen can help you recognize that you are inspecting gear statistics, but it does not replace the class menu's active-state confirmation.

Changing this equipment does not by itself demonstrate that another class became active.
If Wanderer activates but another entry does not, the demonstrated system is working for the known class. The unsupported conclusion would be that the other entry is broken. It may instead be undiscovered, requirement-gated, or unavailable in this Demo. Use only the entry's current on-screen information to decide which case applies.
If even Wanderer lacks an activation action after the discovery notice, capture the exact menu state and build number when reporting the issue. That evidence is more useful than claiming a hidden level, quest, item, or currency requirement that remains unconfirmed for this Demo.
A safe routine before and after every switch
Before changing class, decide which progression track you actually want to influence. A combat class, a weapon, and the character's main level are related parts of play, but they are not interchangeable labels.
Use this compact routine:
- Open the class menu through the current prompt.
- Choose an already discovered class.
- Activate it through the class entry.
- Confirm the active state in the class interface.
- Review that class's own perks, skills, and points.
- Resume combat only after the intended class is active.
- Recheck class progress separately from weapon mastery and equipment statistics.
The core answer remains narrow: discover, open the class menu, select a known class, and activate it. Everything else—finding another class, developing its unique skill tree, resetting its points, or inheriting a skill—belongs to a separate step and may have a separate unlock condition.
