RPG Class Quiz compatibility chart

For each of the 8 classes, two that are easy to be with and one that may clash. A clash does not mean either side is wrong — they simply value different things.

Knight

  • Easy together Cleric The Cleric is the one who patches up the Knight's wounds from behind. Even a Knight who takes on too much can lower the shield when the Cleric says, “Take a little rest.” You both like traveling with companions, so your walking pace matches.
  • Easy together Hero The Hero also stands in front of the party. The Hero decides where to go; the Knight forces the way open and lets everyone through. Even side by side at the front, one works with the head and one with the body, so you never fight over the same post.
  • May clash Mage The Mage wants to sit quietly at the back and pull their thoughts together alone. When the Knight steps in with good intentions and takes over the planning, the Mage feels robbed of thinking time, and the Knight is puzzled that the help wasn't welcome — so you often end up scratching your heads at each other.

Warrior

  • Easy together Dancer The Dancer lifts the party's spirits from the back. Even a Warrior who tends to charge ahead alone finds themselves glancing back at the group when the Dancer's lively cheering is behind them.
  • Easy together Ranger The Ranger is another body-first type who likes to move alone. The Warrior works from the front, the Ranger from far behind, each at their own distance, so you can join forces without getting in each other's way.
  • May clash Cleric The Cleric wants to check on everyone before the whole group sets off. To the Warrior, the pre-departure checks feel long; to the Cleric, the sight of the Warrior running off before checking is a worry.

Hero

  • Easy together Knight The Knight is the one who forces open the path the Hero has chosen. When the Hero points and says “This way,” the Knight goes first and gets everyone through. One does the thinking and one puts their body on the line, so even side by side at the front, you can rely on each other.
  • Easy together Mage The Mage thinks things through at the back and points out options the Hero hadn't seen. For a Hero busy keeping the party together, a word from the Mage, who reads ahead quietly on their own, is something to lean on when choosing the way.
  • May clash Ranger The Ranger wants to go and look for themselves before hearing the plan. While the Hero spreads out the map and explains it, the Ranger is already in the forest. The Hero frets about a Ranger who isn't at their post, and the Ranger feels stopped in their tracks every time they're called back.

Thief

  • Easy together Hero The Hero decides where to go based on the news the Thief brings back. With a Thief who scouts ahead alone and a Hero who turns that into a route, the party can move forward without detours.
  • Easy together Ranger The Ranger also likes to move alone. The Thief goes ahead looking for traps, while the Ranger walks the hills following tracks. You look in the same direction from different places, so you understand each other without many words.
  • May clash Dancer The Dancer wants to liven things up from inside the circle of companions, moving and dancing. When the Thief wants to move ahead quietly alone and gets a cheerful invitation, it feels like noise in a place where footsteps should stay silent — while the Dancer wants to hold back the Thief who keeps slipping out of the circle.

Dancer

  • Easy together Warrior The Warrior opens the way up front with strength. When the Dancer keeps the beat from behind, even the Warrior charging ahead alone gets a spring in their step. You both move with your bodies, so you're in sync without needing words.
  • Easy together Cleric The Cleric also supports the party from behind. The Dancer brightens the mood, and the Cleric keeps an eye on each person. You share the back of the party but support it in different ways — one with the body, one with the head — so you never get in each other's way.
  • May clash Thief The Thief wants to slip ahead quietly on their own. Even when the Dancer invites them into the lively circle, the Thief slips off ahead. The Dancer is thrown when the Thief won't turn around, and the Thief ends up stopping every time they're called back.

Ranger

  • Easy together Warrior While the Warrior holds the enemy's attention up front, the Ranger is free to roam far away. You work apart, front and back, so there's no need to stay in close step — an easy partner for a Ranger who likes to move alone.
  • Easy together Thief The Thief goes ahead and finds the traps and back ways. When the Ranger follows tracks with their own eyes, the news the Thief brings back lets them head deep into the forest without getting lost.
  • May clash Hero The Hero wants to pull everyone's moves together into a single plan. To a Ranger who wants to see things first and then act, a plan settled before anyone has looked feels confining, and the Hero finds it hard to keep track of a Ranger moving outside the plan.

Cleric

  • Easy together Knight The Knight stands in front and takes the blows. Because the Knight puts their body on the line up front, the Cleric can calmly watch over everyone from behind. A protector and a healer together hold up well, even on a long road.
  • Easy together Dancer With the Dancer around, a sinking mood has already brightened before the Cleric even needs to step in. The person the Cleric was worried about is laughing in the Dancer's circle, and the Cleric can catch their breath too.
  • May clash Warrior The Warrior wants to clear the way with their body before thinking it through. While the Cleric is still talking about preparing for what's ahead, the Warrior is already running, and the healing supplies end up chasing after them.

Mage

  • Easy together Hero The Hero brings the party together and takes the lead. When the Mage works out a strategy alone, the Hero picks it up and builds it into the group's moves, so it takes shape without the Mage having to go around rallying people.
  • Easy together Thief The Thief scouts ahead alone and brings back word of what's behind closed doors. You both use your heads and move alone, so no extra explaining is needed, and the Mage gets more to think with.
  • May clash Knight The Knight wants to get moving and protect their companions. For a Mage who wants quiet time to work out a spell, being asked “Are you okay?” over and over is unsettling, while to the Knight, a Mage lost in thought without a word looks worrying.

It is more fun once you know which one you are. 18 questions, about 3 minutes.

Start the quiz

More quizzes

See all 36 quizzes →