Well, I chose to be a knight and I also opted for the master key. I don't know whether I made a good choice or not, though I expect each class has an advantage of some sort over another, so perhaps there isn't a right or wrong. What I intend to do, is to make this character a sort of knight / mage, with a stronger element of melee in mind.
However, I think I'm right in saying that the master key is a good choice, but not essential.
Master Key was a great choice, the only decent choice to begin with IMO, Knight is decent, it has very good armor to start off with compared to the others but it really boils down to what class you want to roll, but they can all pretty much be turned into the same in about 20 soul levels. However if you're never going to touch magic for example, you'd wanna roll a Bandit as they have the lowest attunement/intelligence/faith but the highest strength, with very good endurance/vitality. Terrible starting gear though.
Warrior
Starting Gear: Longsword, Heater Shield, Standard Helm, Hard Leather Armor, Hard Leather Gauntlets, Hard Leather Boots
Description:
The Warrior is a good all-round choice due to the character’s combination of high Strength and Dexterity, allowing them to make use of most early game equipment that they come across. This class has very limited access to Magic and Miracles in the beginning of the game, mostly due to low stats in Intelligence, Attunement, and Faith. However, with a few points in each, a Warrior can start using basic spells and miracles very quickly. The warrior's stats allow for otherwise high level weapons and armor to be used very early on in the game. For example, a warrior can equip and use weapons such as the: Drake Sword, Zweihander, Gravelord Sword, Black Knight Sword and the Black Knight shield with a few level ups invested into strength. A Warrior’s starting equipment is excellent for a variety of combat styles, as the long sword allows for a solid chain of attacks that deal consistent amounts of damage and the heater shield allows the Warrior to block 100% of physical damage right from the start of the game. The strength of the warriors armor and gear allows a careful player to confidently engage in combat with enemies that are of a higher level e.g. Black Knights without the fear of dying a horrible death making it a good choice for new players that want to enjoy the experience of this game.
Description:
The Warrior is a good all-round choice due to the character’s combination of high Strength and Dexterity, allowing them to make use of most early game equipment that they come across. This class has very limited access to Magic and Miracles in the beginning of the game, mostly due to low stats in Intelligence, Attunement, and Faith. However, with a few points in each, a Warrior can start using basic spells and miracles very quickly. The warrior's stats allow for otherwise high level weapons and armor to be used very early on in the game. For example, a warrior can equip and use weapons such as the: Drake Sword, Zweihander, Gravelord Sword, Black Knight Sword and the Black Knight shield with a few level ups invested into strength. A Warrior’s starting equipment is excellent for a variety of combat styles, as the long sword allows for a solid chain of attacks that deal consistent amounts of damage and the heater shield allows the Warrior to block 100% of physical damage right from the start of the game. The strength of the warriors armor and gear allows a careful player to confidently engage in combat with enemies that are of a higher level e.g. Black Knights without the fear of dying a horrible death making it a good choice for new players that want to enjoy the experience of this game.
Knight
Starting Gear: Broadsword, Tower Kite Shield, Knight Helm, Knight Armor, Knight Gauntlets, Knight Leggings
Description:
The Knight is a tank class, starting with the highest Vitality and defense values of all classes,
as well as the most robust equipment. This does mean that Knights move slowly, so you will need to fight carefully and expect to take some hits. Most weapons are easily equipped by a Knight, and their Faith stat is high enough to use Miracles for healing with minor investment, but you'll need to learn the miracle and acquire a talisman first. Also a very easy class for new players as its high HP and strong armor help you survive even if you make mistakes. The reference in the character generation screen to Knights being "not easily toppled" is an apparent reference to the relatively high combined Poise of the Knight's starting armor, which makes the Knight better able to continue taking action when struck by an enemy, rather than become stunned. It does not reflect any innate ability to resist being knocked down compared to any other starting Class.
NOTE: This class starts with Covenant of the White and the Prayer gesture.
Description:
The Knight is a tank class, starting with the highest Vitality and defense values of all classes,
as well as the most robust equipment. This does mean that Knights move slowly, so you will need to fight carefully and expect to take some hits. Most weapons are easily equipped by a Knight, and their Faith stat is high enough to use Miracles for healing with minor investment, but you'll need to learn the miracle and acquire a talisman first. Also a very easy class for new players as its high HP and strong armor help you survive even if you make mistakes. The reference in the character generation screen to Knights being "not easily toppled" is an apparent reference to the relatively high combined Poise of the Knight's starting armor, which makes the Knight better able to continue taking action when struck by an enemy, rather than become stunned. It does not reflect any innate ability to resist being knocked down compared to any other starting Class.
NOTE: This class starts with Covenant of the White and the Prayer gesture.
Wanderer
Starting Gear: Scimitar, Leather Shield, Wanderer Hood, Wanderer Coat, Wanderer Manchette, Wanderer Boots
Description:
Wanderers are another good all-round Class, but with a focus on speed and evading, rather than high defense. Their Vitality is relatively low, and their armor is also nothing to write home about, so they can't take many hits. The Scimitar is a very useful starting weapon due to the class’s high Dexterity and the weapon's high attack speed. You'll want to use fast combos to take out enemies before they can attack. You will also have the option to fight at range with spells as all you need is a wand and a trainer, thanks to the decent Attunement and Intelligence stats. The high Dexterity also makes this class able to use bows after you acquire them. A intermediate class that relies on speed and evasion to survive requiring a certain level of skill from the player.
Description:
Wanderers are another good all-round Class, but with a focus on speed and evading, rather than high defense. Their Vitality is relatively low, and their armor is also nothing to write home about, so they can't take many hits. The Scimitar is a very useful starting weapon due to the class’s high Dexterity and the weapon's high attack speed. You'll want to use fast combos to take out enemies before they can attack. You will also have the option to fight at range with spells as all you need is a wand and a trainer, thanks to the decent Attunement and Intelligence stats. The high Dexterity also makes this class able to use bows after you acquire them. A intermediate class that relies on speed and evasion to survive requiring a certain level of skill from the player.
Bandit
Starting Gear: Battle Axe, Spider Shield, Brigand Hood, Brigand Armor, Brigand Gauntlets, Brigand Trousers
Description:
The Bandit specializes in hard-hitting physical attacks, and is great with weapons such as axes and straight swords. The starting battle axe is great for the game’s early areas, where dealing with enemies using as few hits as possible is important. Their high Endurance and Strength will mean that of all classes they deal the most melee damage at the beginning of the game. The Bandit’s magic stats are poor, so magic will require some investment before it can be used. Miracles do come by easier but still require an investment. Their starting Armor isn't that great, but you will have no trouble dodging or equipping better Armor and Shields as you find them. This class is suitable to both experienced players and beginners, with decent defense and a very strong offence. If you want pure melee combat with an emphasis on offence look no further, the bandit is for you.
Description:
The Bandit specializes in hard-hitting physical attacks, and is great with weapons such as axes and straight swords. The starting battle axe is great for the game’s early areas, where dealing with enemies using as few hits as possible is important. Their high Endurance and Strength will mean that of all classes they deal the most melee damage at the beginning of the game. The Bandit’s magic stats are poor, so magic will require some investment before it can be used. Miracles do come by easier but still require an investment. Their starting Armor isn't that great, but you will have no trouble dodging or equipping better Armor and Shields as you find them. This class is suitable to both experienced players and beginners, with decent defense and a very strong offence. If you want pure melee combat with an emphasis on offence look no further, the bandit is for you.
Hunter
Starting Gear: Shortsword, Short Bow, Large Leather Shield, Standard Arrow x30, Leather Armor, Leather Gloves, Leather Boots
Description:
Hunters are a complete mix of combat styles. This means hunters have no specialty of their own and rely instead on exploiting their enemy's weaknesses. Starting access to a bow and respectable Strength allow this class to equip almost any early weapon, especially weapons that favor Dexterity. Their light armor load means they can evade well, so using quick weapons to strike and retreat is a good idea. Using magic will require some investment, but it is accessible. You should only use the bow to weaken strong enemies before engaging them in melee or to pick enemies from a group without having to fight all at the same time. Be mindful of the number of arrows as until you meet a merchant you won't have a way to restock. Light armor and normal HP make this a rather fragile class, but with good mobility and a great versatility there should be little the hunter can't take on early. A good class for intermediate players that enjoy multiple play styles that don't rely on magic. Similar to the Knight and the Thief, the official character description's reference to being "vulnerable to magic" appears to be a reference to the Hunter's initial gear, and does not reflect any innate weakness to magic compared to other characters.
Description:
Hunters are a complete mix of combat styles. This means hunters have no specialty of their own and rely instead on exploiting their enemy's weaknesses. Starting access to a bow and respectable Strength allow this class to equip almost any early weapon, especially weapons that favor Dexterity. Their light armor load means they can evade well, so using quick weapons to strike and retreat is a good idea. Using magic will require some investment, but it is accessible. You should only use the bow to weaken strong enemies before engaging them in melee or to pick enemies from a group without having to fight all at the same time. Be mindful of the number of arrows as until you meet a merchant you won't have a way to restock. Light armor and normal HP make this a rather fragile class, but with good mobility and a great versatility there should be little the hunter can't take on early. A good class for intermediate players that enjoy multiple play styles that don't rely on magic. Similar to the Knight and the Thief, the official character description's reference to being "vulnerable to magic" appears to be a reference to the Hunter's initial gear, and does not reflect any innate weakness to magic compared to other characters.
Sorcerer
Starting Gear: Dagger, Small Leather Shield, Sorcerer's Catalyst, Sorcerer Hat, Sorcerer Cloak, Sorcerer Gauntlets, Sorcerer Boots
Starting Spells: Soul Arrow
Description:
If you want to use magic as your primary offensive tool, then the Sorcerer is the best class to begin with. The Soul Arrow will be your primary source of damage early in the game, and with 30 rechargeable uses you can use it even on weaker enemies unlike the hunters bow. Their high Attunement and Intelligence makes learning more sorcery and pyromancy very easy. Using physical weapons will be a struggle, however, so at first you’ll be limited to your Dagger and other light weapons. This can provide you with a fallback at times when enemies are resistant to your magic or all your uses are gone. A single point in Attunement will increase your magic slots to 4. If you make good use of bonfires to restock on the spells this class shouldn't have much trouble with early enemies. Very low Vitality and light armor make the sorcerer very fragile and prone to death in ambushes where his soul arrow is rendered almost useless. If ambushed by multiple foes, your best course of action is to make use of your good speed to retreat and gain time to cast your spells. This class is suited for intermediate or experienced players that favor magic. Beginners looking for magic should try the Pyromancer instead.
Starting Spells: Soul Arrow
Description:
If you want to use magic as your primary offensive tool, then the Sorcerer is the best class to begin with. The Soul Arrow will be your primary source of damage early in the game, and with 30 rechargeable uses you can use it even on weaker enemies unlike the hunters bow. Their high Attunement and Intelligence makes learning more sorcery and pyromancy very easy. Using physical weapons will be a struggle, however, so at first you’ll be limited to your Dagger and other light weapons. This can provide you with a fallback at times when enemies are resistant to your magic or all your uses are gone. A single point in Attunement will increase your magic slots to 4. If you make good use of bonfires to restock on the spells this class shouldn't have much trouble with early enemies. Very low Vitality and light armor make the sorcerer very fragile and prone to death in ambushes where his soul arrow is rendered almost useless. If ambushed by multiple foes, your best course of action is to make use of your good speed to retreat and gain time to cast your spells. This class is suited for intermediate or experienced players that favor magic. Beginners looking for magic should try the Pyromancer instead.
Pyromancer
Starting Gear: Hand Axe, Cracked Round Shield, Pyromancy Flame, Tattered Cloth Hood, Tattered Cloth Robe, Tattered Cloth Manchette, Heavy Boots
Starting Spells: Fireball
Description:
The Pyromancer is a popular Class for both beginners and experienced players. Combining powerful fire magic with decent melee weapon ability, the Pyromancer has good offensive options from the start, and also begins with two spell slots. As the only Class that starts at Level 1, you can level up early at lower cost and have a bit more flexibility about the direction of your build when aiming for a particular level character. The Hand Axe is also a decent starting weapon, with a good mixture of damage output and attack speed that is very effective in the early areas of the game, and if upgraded can remain viable throughout the game. You should aim to use melee attacks to deal with weak enemies and save your low use fireball when facing groups of enemies or stronger foes. The Fireball allows you to take down some powerful enemies early on much easier than other Classes. Low Vitality and light armor do make this class fragile. The Pyromancer is a good choice for all players due to the high damaging capabilities, lack of strong weakness and the low cost of the first levels. Just be careful of ambushes and your low HP. Finally, as the Pyromancer hales from the poisonous Great Swamp area in and around Blighttown, its starting equipment has very good poison resistance and is more valuable and effective than its appearance or titles would suggest.
*Note: The Pyromancer Flame ("Pyro Glove") eventually gets intelligence scaling, but that scaling DOES NOT affect spell damage. The Int scaling you receive only affects the damage you do while using the Pyromancer Flame as a melee weapon. Intelligence is NOT a required stat for pyromancy, and there is virtually no benefit to adding points in Intelligence unless you plan on using Sorcery spells.
Starting Spells: Fireball
Description:
The Pyromancer is a popular Class for both beginners and experienced players. Combining powerful fire magic with decent melee weapon ability, the Pyromancer has good offensive options from the start, and also begins with two spell slots. As the only Class that starts at Level 1, you can level up early at lower cost and have a bit more flexibility about the direction of your build when aiming for a particular level character. The Hand Axe is also a decent starting weapon, with a good mixture of damage output and attack speed that is very effective in the early areas of the game, and if upgraded can remain viable throughout the game. You should aim to use melee attacks to deal with weak enemies and save your low use fireball when facing groups of enemies or stronger foes. The Fireball allows you to take down some powerful enemies early on much easier than other Classes. Low Vitality and light armor do make this class fragile. The Pyromancer is a good choice for all players due to the high damaging capabilities, lack of strong weakness and the low cost of the first levels. Just be careful of ambushes and your low HP. Finally, as the Pyromancer hales from the poisonous Great Swamp area in and around Blighttown, its starting equipment has very good poison resistance and is more valuable and effective than its appearance or titles would suggest.
*Note: The Pyromancer Flame ("Pyro Glove") eventually gets intelligence scaling, but that scaling DOES NOT affect spell damage. The Int scaling you receive only affects the damage you do while using the Pyromancer Flame as a melee weapon. Intelligence is NOT a required stat for pyromancy, and there is virtually no benefit to adding points in Intelligence unless you plan on using Sorcery spells.
Cleric
Starting Gear: Mace, East-West Shield, Canvas Talisman, Holy Robe, Traveling Gloves, Holy Trousers
Starting Spells: Heal
Description:
Clerics can use Miracles to heal from the start, thanks to their high starting Faith stat and equipped Talisman. Their other stats are fairly balanced, so you’ll have plenty of freedom in weapon selection after a few level ups. The low Dexterity does hamper this a little, but you can use weapons such as Maces and Hammers to get around this or invest a little in Dexterity. The Cleric's starting Heal miracle allows them to explore further than other classes that rely on Estus Flasks only, and saves them a significant amount of souls at low level (the miracle otherwise costs 4000 souls to obtain). Aim to use the Heal miracle outside battle, and use the Estus Flasks in battle when necessary, because the Heal miracle is slow to activate and leaves you open to attack. Their light armor and defense means that can't take as many hits as a knight, and no Heal miracle will help you when your HP reaches 0. Don't be to afraid to use Estus Flasks in battle to avoid death, or escape the battle to use the miracle. The Cleric is a good class for beginners and intermediate players or those seeking a warrior that relies on Strength and Faith, as it starts at a low level which allows for greater customization, yet already has a good stat distribution focused on Strength and Faith (and with another spell slot available upon the investment of one more point in Attunement).
NOTE:This class starts with Covenant of the White and the Prayer gesture.
Starting Spells: Heal
Description:
Clerics can use Miracles to heal from the start, thanks to their high starting Faith stat and equipped Talisman. Their other stats are fairly balanced, so you’ll have plenty of freedom in weapon selection after a few level ups. The low Dexterity does hamper this a little, but you can use weapons such as Maces and Hammers to get around this or invest a little in Dexterity. The Cleric's starting Heal miracle allows them to explore further than other classes that rely on Estus Flasks only, and saves them a significant amount of souls at low level (the miracle otherwise costs 4000 souls to obtain). Aim to use the Heal miracle outside battle, and use the Estus Flasks in battle when necessary, because the Heal miracle is slow to activate and leaves you open to attack. Their light armor and defense means that can't take as many hits as a knight, and no Heal miracle will help you when your HP reaches 0. Don't be to afraid to use Estus Flasks in battle to avoid death, or escape the battle to use the miracle. The Cleric is a good class for beginners and intermediate players or those seeking a warrior that relies on Strength and Faith, as it starts at a low level which allows for greater customization, yet already has a good stat distribution focused on Strength and Faith (and with another spell slot available upon the investment of one more point in Attunement).
NOTE:This class starts with Covenant of the White and the Prayer gesture.
Deprived
Starting Gear: Club, Plank Shield
Description:
The Deprived can be considered the professional class, as its terrible lineup of starting equipment makes the beginning stages of the game much harder to get through until you find better weapons and armor. There is little benefit players will get from the Deprived as all its stats start at 11, so he will not be a specialized as other classes. This does, however, give a challenge in the early stages, as their lack of equipment means you won’t be able to take any hits, so it relies on the player more that the other classes. The balanced stats do mean the deprived has early access to magic (sorcery and miracles) and most early weapons and armor. Pick this class if you want to strain your skills to the utmost.
Description:
The Deprived can be considered the professional class, as its terrible lineup of starting equipment makes the beginning stages of the game much harder to get through until you find better weapons and armor. There is little benefit players will get from the Deprived as all its stats start at 11, so he will not be a specialized as other classes. This does, however, give a challenge in the early stages, as their lack of equipment means you won’t be able to take any hits, so it relies on the player more that the other classes. The balanced stats do mean the deprived has early access to magic (sorcery and miracles) and most early weapons and armor. Pick this class if you want to strain your skills to the utmost.