Classes / VERIFIED GUIDE
Crimson Moon Classes: Why the Game Uses Classless Builds
Crimson Moon does not have traditional character classes. Instead, every Nephilim is defined by the build you create from equipment, Weapon Arts, temporary Boons and a selected Angel, so your combat role comes from your chosen synergies rather than a permanent class pick.
Verified before launchThere are no traditional Crimson Moon classes
The official build-system information is explicit: Crimson Moon does not use traditional character classes. You do not choose a permanent warrior, mage, rogue or similar archetype and then stay locked to that class.
Instead, the game builds your identity from the equipment and powers you combine. This makes the Crimson Moon classes search intent less about choosing from a class list and more about understanding the systems that replace classes.
Gear forms the base of a build
Equipment is one of the main foundations of a build. Official build information references nine gear slots, while other verified material shows weapons and equipment carrying properties that can support different playstyles. The exact total number of weapons and armor pieces has not been reliably confirmed, so this page does not turn preview inventories into final counts.
Because gear is part of both temporary run decisions and permanent progression, your available build options can expand over time without requiring a class change screen.
Weapon Arts change how weapons fit a build
Weapons can come with Weapon Arts, which give them active abilities beyond their basic attacks. That means two pieces of equipment can support different strategies depending on the Weapon Art attached to them and the other bonuses in your setup.
The dedicated weapons page should cover weapon-specific questions. For the class system, the important point is that Weapon Arts are one of the pieces used to construct a role that a fixed class would normally define in another RPG.
Boons shape the current run
Boons are temporary mid-run choices obtained through systems such as Nexus Gates. They can change or reinforce the direction of a build during a hunt, so a Nephilim can develop differently from one run to the next even if the starting equipment is similar.
Because Boons are temporary, they do not function like a permanent class specialization. They are part of the run-specific layer that sits on top of your longer-term unlocks and equipment progression.
Angels add another build-defining choice
A selected Angel is also part of the classless build system. Official information lists Angels alongside gear, Weapon Arts and Boons as pieces that define a Nephilim. Verified preview material shows Angel forms serving different combat purposes, but the final total number of Angels has not been reliably confirmed.
That means it is better to think in terms of build archetypes created from multiple systems rather than a fixed list of classes.
How classless builds work in co-op
Crimson Moon supports optional two-player online co-op, and official material specifically mentions build synergies. Without fixed classes, two players can shape complementary roles through their selected gear and powers rather than needing a prescribed tank, healer or damage class.
The verified material does not establish a fixed set of co-op roles, so examples should not be turned into official class names. The dedicated co-op page can cover how two-player play works without inventing a party-role system.
What is still unknown
The current pre-release material does not reliably confirm the final number of Angels, Weapon Arts, Boons, weapons or armor pieces available at launch. What is confirmed is the underlying rule: Crimson Moon replaces traditional classes with flexible buildcraft based on gear, Weapon Arts, Boons and Angels.
Quick answers
Does Crimson Moon have classes?
No. Official build information says there are no traditional character classes in Crimson Moon.
What replaces classes in Crimson Moon?
Your build is defined by equipment, Weapon Arts, temporary Boons and the Angel you select, along with the synergies between those systems.
Can two co-op players use different roles?
Yes, players can create complementary builds in two-player co-op, but the verified material does not define fixed party roles or named co-op classes.