Class System Overview

Class defines a Human's evolution path. Rank follows Combined stats; Level comes only from Gate monster XP.


Four base classes (Humans)

BaseGuideSchool track
WarriorWarriorAura
ThiefThiefAura
MageMageMagic
PriestPriestMagic

Notation: EvolvedName (Base) — e.g. Knight (Warrior).

Every Human is randomly assigned one base class at birthpermanent, non-exchangeable.


Stat growth on level-up

Str / Agi / Sta / Int grow only on level-up — not from training.

ClassPer level (typical)
Warrior+2 Str, +1 Agi, +2 Sta, +1 Int
Thief+1 Str, +3 Agi, +1 Sta, +1 Int
Priest+3 Sta, +3 Int
Mage+1 Sta, +5 Int

Human class evolution

Permanent base class

Assigned path

Advancement levels

TierAdvancement levelIf not evolved
1st evolution50Cannot level past 50
2nd evolution500Cannot level past 500 (if path has a 2nd step)
3rd evolution5000Cannot level past 5000 (if path has a 3rd step)

Divinity-exclusive paths (no caps)

Require assigned first evolution @ Level 50 and Divinity ≥ 1 at that level-up. No off-school / off-technique rank caps. +1 Divinity per level-up starts at Level 51 on that path.

BaseLadder
MageLight Wizard → Light Sage; Dark Wizard → Dark Sage
PriestApostle → Holy Saint
ThiefGhost → Shadow
WarriorCrusader → Holy Knight

Non-exclusive paths keep specialization caps — see branch guides.


Seed of Rebirth

Only class reset — Legendary Gate loot. Consumed on use.

ResetsKeeps
Class progress → base classBloodline
Level → 1, stats re-roll
New random path assignment

Pure divinity races

Class = Title (Messenger, Guardian, True Vampire, etc.) — not Human birth trees.

Human-origin demons may retain Human class notation (e.g. Shadow (Thief) for May).


Dual notation (Human + Divinity)

Promoted humans at E+ use Human Rank, Divinity Title — e.g. C, Seraph.


Present vs public

General public has no class framework. Rules apply to Awakened insidersBloodline — Present era.