DawnCraft has 8 Classes, which you’ll pick from a Classes screen the first time you join a world. Each Class sets your max Health and Stamina, and hands you one to three Epic Fight skills along with a starting kit, like the Tank’s Shield and Wooden Morningstar or the Roamer’s Bow and 64 Arrows.
The Class is only where things start though, as most skills in DawnCraft are bought from Guard Villagers with Emeralds, and blocks like the Anvil and Enchanting Table are locked behind Knowledge. You’ll need to unlock that Knowledge through villager quests and the Guild Master’s main quest before those blocks will work for you.
How Classes Work in DawnCraft
A Class in DawnCraft is picked once, from the Classes screen that opens as soon as you spawn in. The screen shows the Attributes, Items and Skills for each one, and there’s nothing to level up afterwards, as everything the Class gives you arrives at the start.
Health is set directly, so a Tank will start with 30 Health (15 hearts) whereas an Astrologer or Ronin starts on 16, which is 8 hearts. Stamina is set the same way and it’s the one bar used for dodging, guarding and paragliding, since Epic Fight and the Paraglider share it in this pack.
Both numbers are able to be raised later on. The Guild Master’s first quest pays out 4 Spirit Orbs, and 4 Spirit Orbs offered at a Goddess Statue will buy either a Heart Container or a Stamina Vessel, which is how you’ll push a low Stamina Class like the Tank up over time.
All 8 DawnCraft Classes
Every Class starts with Roll as its dodge except the Lancer, which gets Step instead. The Health, Stamina, Skills and gear for each one are in the table, with vanilla’s 20 Health as the baseline to compare them against.
| Class | Health | Stamina | Skills | Starting Gear |
|---|---|---|---|---|
| Warrior | 22 | 32 | Roll | Leather Chestplate, Stone Sword |
| Berserker | 20 | 25 | Roll, Berserker, Forbidden Strength | Stone Greatsword |
| Tank | 30 | 18 | Roll, Endurance | Chainmail Chestplate, Shield, Wooden Morningstar |
| Lancer | 20 | 28 | Step, Revelation | Rusted Kettle Hat, Stone Ranseur |
| Roamer | 17 | 42 | Roll, Emergency Escape | Highlander Gear (Sleeveless), Bow, Quiver, 64 Arrows |
| Astrologer | 16 | 20 | Roll, Ender Step | Wandering Magician Hood, Wandering Magician Robe, Ironbound Tome |
| Brawler | 24 | 28 | Roll, Hyper Vitality | Chainmail Chestplate, 2 Gloves |
| Ronin | 16 | 28 | Roll, Parrying, Technician | Shōkin Kasegi Hat, Uchigatana |
Warrior
22 Health, 32 Stamina, Roll
The Warrior is the closest thing DawnCraft has to a default Class, with a little more Health than vanilla and the second highest Stamina after the Roamer. It starts with a Leather Chestplate, a Stone Sword and Roll and nothing else, so it’s the Class that relies most on buying skills from Guards early on.
Berserker
20 Health, 25 Stamina, three skills
The Berserker starts with a Stone Greatsword and three skills, which ties it with the Ronin for the most of any Class. Berserker (the skill) will add attack damage and attack speed for every 1% of Health you’re missing, and Forbidden Strength lets you keep attacking by spending Health once your Stamina runs out.
It’s the only way to get the Berserker skill as well, since none of the Guard Villagers sell it. The two skills work together, as Forbidden Strength drains the Health that Berserker then turns into extra damage, so this Class wants to be fighting at low Health.
Tank
30 Health, 18 Stamina, Shield
The Tank has 30 Health, the most of any Class, but only 18 Stamina, which is the least. It spawns with a Chainmail Chestplate, a Shield in the offhand and a Wooden Morningstar, and Endurance, which gives stun resistance when you’re hit while preparing an attack, paid for with Stamina.
Lancer
20 Health, 28 Stamina, Step
The Lancer is the only Class that doesn’t start with Roll, getting Step instead, which is a short slide that evades all incoming attacks. Its second skill is Revelation, where blocking, parrying and dodging build up stacks until you’re able to unleash a stunning counter attack. It comes with a Rusted Kettle Hat and a Stone Ranseur.
Roamer
17 Health, 42 Stamina, Bow
The Roamer is the ranged Class, starting with a Bow, a Quiver, 64 Arrows and 10 Bread instead of the usual 6. It has the most Stamina in the pack at 42 but only 17 Health, and Emergency Escape lets you cancel your attacks with a dodge and dodge even when you’re out of Stamina.
Astrologer
16 Health, 20 Stamina, Ironbound Tome
The Astrologer is the magic Class, spawning in the Wandering Magician Hood and Robe with an Ironbound Tome, which is a spell book from Iron’s Spells ‘n Spellbooks. It’s the most fragile of the eight with 16 Health and 20 Stamina, but it starts with Ender Step, a fast teleport away from danger that makes you immune to physical attacks while it happens.
Brawler
24 Health, 28 Stamina, Gloves
The Brawler fights with a Glove in each hand and has 24 Health, the second highest after the Tank, with 28 Stamina. Its skill is Hyper Vitality, which lets you use Stamina to fire off your weapon’s innate skill, and it starts in a Chainmail Chestplate the same as the Tank does.
Ronin
16 Health, 28 Stamina, Uchigatana
The Ronin carries an Uchigatana and wears the Shōkin Kasegi Hat, on only 16 Health and 28 Stamina. It starts with Parrying, where timing your guard means it uses no Stamina and lets you block ranged attacks, and Technician, which gives Stamina back whenever you dodge right before an attack lands.
Which DawnCraft Class to Pick
For a first run the Tank or Warrior will be the easiest, as DawnCraft’s Pillager camps and early bosses hit hard and extra Health gives you room to learn Epic Fight’s dodge timing. The Tank’s low Stamina is the catch, since every dodge and guard comes out of 18, so it’s worth putting the first Stamina Vessels into Stamina rather than Hearts.
The Roamer and Astrologer are better picked once you know the pack. They have the lowest Health of the eight Classes at 17 and 16, and both of them fight from range, which means getting caught by a group of Pillagers with 8 hearts will go badly.
Remember, the Class only decides your first few hours. Any skill a Class starts with, apart from Berserker, can also be bought from a Guard Villager, so a Warrior is able to pick up Parrying or Ender Step later on and end up playing much like a Ronin or an Astrologer.
Learning Skills From Guard Villagers
Guard Villagers with an exclamation mark over their heads will teach skills for Emeralds. Each one offers a single skill picked at random from the pack’s list, so you’ll need to visit a few villages to find a specific one, and paying hands you a Skill Book which is right-clicked to learn it.
Skills then go into their slots in the Skill Editor, opened with K. There’s a Dodge slot, a Guard slot, a Mobility slot, an Identity slot and 3 Passive slots, so only one Dodge skill will be active at a time whereas passives can be stacked three deep.
| Skill | Slot | Cost | What it does |
|---|---|---|---|
| Roll | Dodge | 15 Emeralds | Roll the way you’re moving, evading all attacks |
| Step | Dodge | 15 Emeralds | Short slide that evades all attacks |
| Precise Roll | Dodge | 18 Emeralds | Faster, further roll that costs less Stamina |
| Dodge Master | Dodge | 15 Emeralds | Dodges for you if you’d be hit within half a second of pressing it |
| Shadow Step | Dodge | 25 Emeralds | Fast dash through the shadows, immune to physical attacks |
| Ender Step | Dodge | 30 Emeralds | Quick teleport away, immune to physical attacks |
| Ender Obscuris | Dodge | 20 Emeralds | Teleports behind the last mob you hit, up to 30 blocks away |
| Bull Charge | Dodge | 30 Emeralds | Charge forward pushing mobs aside, stun immune with 40% less damage taken |
| Stellar Restoration | Dodge | 25 Emeralds | Throw a sword, then teleport to it with a sweeping attack |
| Guard | Guard | 20 Emeralds | Right-click to block attacks from the front |
| Parrying | Guard | 20 Emeralds | Timed guards cost no Stamina and can block ranged attacks |
| Impact Guard | Guard | 15 Emeralds | Guard against explosions, fire, magic and projectiles |
| Counter Attack | Guard | 20 Emeralds | A perfect guard triggers a counter attack |
| Perfect Bulwark | Guard | 15 Emeralds | Blocks from every direction, shockwave after 5 hits |
| Vengeful Parry | Guard | 15 Emeralds | 2 second stance that blocks everything, then your next hit returns the damage |
| Rain Screen | Guard | 25 Emeralds | 4 swords circle you for 10 seconds and block attacks |
| Phantom Ascent | Mobility | 25 Emeralds | Extra jumps in mid-air |
| Revelation | Identity | 20 Emeralds | Stacks from blocking and dodging unlock a stunning counter |
| Conqueror Haki | Identity | 30 Emeralds | 10 damage and a knockdown in a large area, 20 second cooldown |
| Rain Cutter | Identity | 25 Emeralds | After a weapon innate skill, attacks summon 3 tracking swords |
| Yaksha’s Mask | Identity | 25 Emeralds | After a weapon innate skill, a high jump into Meteor Slam Plus |
| Emergency Escape | Passive | 15 Emeralds | Cancel attacks by dodging, and dodge with no Stamina |
| Forbidden Strength | Passive | 13 Emeralds | Spend Health when you’re out of Stamina |
| Hyper Vitality | Passive | 20 Emeralds | Use Stamina for weapon innate skills |
| Technician | Passive | 15 Emeralds | Regain Stamina on a last moment dodge |
| Endurance | Passive | 15 Emeralds | Stun resistance while preparing an attack |
| Stamina Pillager | Passive | 18 Emeralds | Regain missing Stamina on a kill |
| Swordmaster | Passive | 15 Emeralds | Extra attack speed |
| Vampirize | Passive | 15 Emeralds | Heal for 10% of the damage you deal |
| Mindset | Passive | 15 Emeralds | Above 80% Health, 30% more damage and 20% less taken |
| Adrenaline | Passive | 15 Emeralds | Under 20% Health, 60% more damage and 40% less taken |
| Pain Anticipation | Passive | 15 Emeralds | After 2 seconds idle, stun immunity and 40% less damage on your next action |
| Critical Knowledge | Passive | 15 Emeralds | Chance to crit, raised by Fire Protection and Blast Protection |
| Dancing Blade | Passive | 20 Emeralds | Every 4th hit deals 80% more damage |
| Meditation | Passive | 15 Emeralds | Sneak still for 2 seconds to build damage and speed buffs |
| Arrow Tenacity | Passive | 30 Emeralds | Arrows no longer stun you |
| Heart Shield | Passive | 15 Blocks of Emerald | 20 shield points that recover when you stop acting |
Heart Shield is priced at 15 Blocks of Emerald, which works out at 135 Emeralds, so it’s worth saving up for rather than stumbling into. Every other skill a Guard sells costs between 13 and 30 Emeralds.
Skills From Guard Quests
Some Guards give a quest instead of a lesson, taking a piece of Paper and marking a location on your map with a waypoint. These are the only way to get four of the skills, as no Guard sells Death Harvest, Meteor Slam, Dual Greatswords or Demolition Leap for Emeralds.
| Quest | What you do | Skill |
|---|---|---|
| Rescue Request – Pillager Hideout | Find the lost child and lead them back | Death Harvest (Passive) |
| Rescue Request – Pillager Base | Find the lost child and lead them back | Meteor Slam (Identity) |
| Extermination Request – Cave Dweller | Kill the Cave Dweller and bring its drop | Dual Greatswords (Passive) |
| Extermination Request – The Giant | Kill the Giant and bring its drop | Demolition Leap (Mobility) |
Knowledge: Unlocking Crafting Stations
Knowledge is DawnCraft’s lock on crafting stations and a few tools. Right-clicking a Loom, Anvil or Enchanting Table without it just gives the message “You don’t know how to use” that block, and each one needs its own Knowledge unlocked through a villager quest before it’ll work.
Villagers with a quest mark sell the simpler unlocks for Emeralds, usually 10 to 15, though a Fisherman might ask 18. The bigger stations, the Anvil, Enchanting Table, Smithing Table, Smoker and Blast Furnace, only come from the Guild Master’s main quest, a couple at a time as you beat each boss.
| Station | Unlocked by | Cost |
|---|---|---|
| Cartography Table | Cartographer | 10 to 15 Emeralds |
| Fishing Rod | Fisherman | 15 to 18 Emeralds |
| Fletching Table | Fletcher | 10 to 15 Emeralds |
| Stonecutter | Mason | 10 to 15 Emeralds |
| Loom | Shepherd | 10 to 15 Emeralds |
| Grindstone | Weaponsmith | 10 to 15 Emeralds |
| Mixing Cauldron | Cleric | Kill 3 village Guards unseen |
| Smoker, Blast Furnace | Guild Master | Hand in the Lost Eye (Corrupted Ogre) |
| Anvil, Create kinetic parts | Guild Master | Hand in the Rogue Eye (Knight Rober) |
| Enchanting Table, Smithing Table | Guild Master | Hand in the Exotic Eye (Nine Tails) |
The Cleric’s quest is the odd one out, as he wants 3 of the village’s own Guards killed without anyone seeing, and he’ll stop talking to you if your reputation drops too low. The Create unlock covers parts like Cogwheels, Shafts, Water Wheels, the Hand Crank and the Wrench, so a Create build has to wait until Knight Rober is dead.
The Guild Master’s Main Quest
The Guild Master works out of the Guild House that generates in villages, and his first quest is to kill 10 Pillagers, which pays out the 4 Spirit Orbs for a Goddess Statue. After that he’ll send you after the Eye holders in order: the Goblin King, the Corrupted Ogre, Knight Rober, the Nine Tails, the Skeleton Lord, the Sentinel Knight and finally the Fire Giant.
Each Eye you hand back unlocks more of your base. The Lost Eye from the Corrupted Ogre unlocks the Smoker and Blast Furnace, the Rogue Eye from Knight Rober unlocks the Anvil and Create’s kinetic parts, and the Exotic Eye from the Nine Tails unlocks the Enchanting Table and Smithing Table.
Make sure to bring Ender Pearls to Knight Rober’s Arena, the third boss on the Guild Master’s list. The Guild Master warns that he has an attack which can only be escaped by teleporting away from it, so a stack of Pearls in the hotbar is the safe way in.
Frequently Asked Questions
There’s no in-game way to swap Class once it’s picked, as the Classes screen only opens the one time. On a server or in a world with cheats on, an operator can run /pickClass followed by the player and the Class, like /pickClass Steve dawncraft:tank. Most skills can be bought from Guards anyway, so it’s often easier to buy the ones you’re missing.
Skills are kept, since the pack turns on Epic Fight’s keepSkills game rule when you first join. Your items are a different story though, as DawnCraft’s Harder Keep Inventory setting makes gear lose durability on death, and some valuable items might be left behind in your corpse.
The Enchanting Table needs Knowledge from the Guild Master’s main quest, which is handed over when you return the Exotic Eye dropped by the Nine Tails. That’s the fourth boss of the main quest, after the Goblin King, the Corrupted Ogre and Knight Rober, and the Smithing Table unlocks at the same time.
For surviving the early game the Tank is the safest pick, with 30 Health and a Shield from the start, as long as the first Stamina Vessels go into Stamina. The Warrior is the most flexible, as its 32 Stamina and plain kit suit whatever skills you end up buying from Guard Villagers later on.
