The Classes booth is where you check the available class choice and the cost shown for a spin. A 40-Gem price is a useful planning example, but the button in your current menu is the final amount. Spin only after you have read the cost and accepted the balance you will spend.
Class list
Here are the eight class names:
| Class |
|---|
| Starter |
| Pack Mule |
| Hay Merchant |
| Forkmaster |
| Demolitionist |
| Prospector |
| Drone Specialist |
| Ultimate Farmer |
Choose from the effect text on the card you can see, rather than guessing from a name.
Spin at the booth
- Go to the Classes booth.
- Check your Gem balance and read the Spin button.
- At a 40-Gem price, 40 buys one spin, 80 buys two, and 120 buys three.
- Press Spin and read the result card.
If the button shows a different cost, use that amount and recalculate before you click.
Switch an unlocked class
Open the class menu after a class has been added to your available choices. Select the unlocked card you want to use. Selecting an unlocked card does not require a new spin. Check that you are choosing the card rather than pressing Spin.
Compare the card you can see
Choose by the effect text on the current card and by the task in front of you. If you are carrying too little, inspect a carrying-related effect. If you are working through hay quickly, inspect an effect that helps that loop. Do not infer a bonus from a class name. If a pass or card displays an effect, compare that text with the task in front of you.
Use the Gem cost page to plan a spin. Use compare class-related passes for the pass catalogue, then compare the tools when a class choice changes your collecting task. Return to the game information index for other systems.