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Character Classes
May 24, 2026 at 09:55 AM
Image embed (2026-05-24)
Every playable character in Silver Palace has a class attribute that broadly defines their role. Six classes exist: Hero, Guardian, Outlaw, Victim, Saviour, and Witness. The class affects a character's base stats, their position in team composition, and potentially their synergy with Catalysts and Resonance effects.

The Hero class is associated with damage dealing. Characters with this attribute include the Detective, Cinderella, and Alf. Hero-class characters tend to have aggressive movesets with high damage output.
Guardians are durable front-line characters. Lorin and Firtho are both Guardians. They have enhanced durability compared to other classes and can absorb damage while protecting squishier teammates.
Witnesses fill support and utility roles. Argos and Cynthia II are Witnesses. The class name may connect to the investigation theme, suggesting these characters contribute to evidence gathering or have unique dialogue options during cases.
These three classes have been named in beta data but no playable characters with these attributes appeared in the Monotype Beta. Their gameplay effects and role definitions are unknown. The class names follow a detective fiction naming convention, with each term relating to a role someone might play in a criminal investigation.
With four party slots and six classes, players can mix different class types for varied team strategies. A balanced team might include one Hero (DPS), one Guardian (tank), and two Witnesses (support), but the flexible party system allows for any combination the player prefers.
The following observations come from the seven characters playable during the Monotype Beta (January 13 to 18, 2026). Outlaw, Victim, and Saviour archetypes had no playable carriers and are described elsewhere only by name.
Class | Beta Carriers | Combat Pattern | Party Slot Notes |
|---|---|---|---|
High-output DPS, finisher-focused, scales with Silverdrip windows | Primary swap target; almost always slotted as the burst damage hub | ||
Tank durability, AoE crowd control or DOT pressure | Front-line; one Guardian per team is typical | ||
Support, buff propagation, off-element synergy | Flex slot; works best on Resonance-leaning compositions | ||
Outlaw | None in beta | Unknown | No public detail; mechanics unconfirmed |
Victim | None in beta | Unknown | No public detail; mechanics unconfirmed |
Saviour | None in beta | Unknown | No public detail; mechanics unconfirmed |
Each character equips up to three Catalysts, and effective Catalyst loadouts trend toward the character's class profile: DPS Catalysts on Hero, mitigation Catalysts on Guardian, buff-and-trigger Catalysts on Witness. The Silverdrip System rewards swap-heavy play, so two-front compositions (Hero + Guardian) plus two Witness flex slots maximize Ambush windows.
Three party patterns dominated beta tier-list discussion:
Balanced Standard: Hero + Guardian + Witness + open slot. The most forgiving template for new players because it keeps each archetype represented and lets the open slot adapt to fight requirements.
Burst Rotation: Two Heroes + Witness + Guardian. Trades the second support for a second damage hub; effective when Resonance elemental matches are available.
Elemental Resonance: Same-element pairs or triples to maximize the bonus AoE. Cinderella + Alf (both Ignis) was the most-discussed pairing during the beta because it allowed sustained fire-element pressure.
The class system's deeper mechanics are not yet public. Outstanding questions include: do classes affect base stat curves uniformly across rarities; do certain Catalysts only trigger for specific classes; can Outlaw, Victim, and Saviour characters carry the same elements as confirmed classes or are some element-class combinations exclusive. Future beta rounds or launch documentation should clarify these.