Class Changer
Shield Guard: Maxed Defense, Infinite HP LockBiodata
| Feature | Value |
|---|---|
| Name | Class Changer |
| Alias(es) | Job Changer; Class Holder; Class Advancer |
| Species/Race | Applies to Blue Star humans and beings from other class-changing worlds |
| Occupation/Role | Individual who undergoes a class change ceremony and battles exotic beasts to level up |
| Status | Active |
| First Appearance | 1 |
Class Change System
At age eighteen, Blue Star citizens may undergo a class change ceremony to awaken a profession. Exotic beasts occupy roughly seventy percent of the planet’s habitable territory, making Class Changers central to combat, exploration, and territorial expansion. A Class Changer’s level is treated as the primary marker of status. 1
The Alliance subjects newly awakened Class Changers to the month-long Grand Exam. Its resulting graduation rating serves as an official credential for entering guilds, companies, and Alliance departments. 3
- Class rank determines the number of attributes enhanced at awakening:
- C-rank — one attribute bonus.
- B-rank — two attribute bonuses.
- Higher ranks provide progressively greater inherent advantages. 2
- A Class Changer’s initial skill is tied to their class rank; later skills can vary in rank depending on available awakening resources. 1 2
- Leveling generally requires killing exotic beasts, while dungeon clears offer major experience and material rewards. 6 65
- Class Changers commonly form small parties early on to improve survival and leveling efficiency before attempting larger dungeon content. 1
- Class rank affects a Class Changer’s starting advantages but does not guarantee their eventual growth. Resources, later awakenings, equipment, skill cultivation, and combat development can produce major disparities among Class Changers of the same rank. 78 148
Power Progression
| Stage | Level Range / Requirement | Characteristics |
|---|---|---|
| First Domain | Level 1–19 | The foundational stage of class changing. A Class Changer’s early attributes, equipment, class skills, and combat habits are established during this period. 143 175 |
| Level 10 Awakening | Level 10 | A Class Changer must awaken a new class skill to continue advancing and absorbing attributes normally. 86 |
| Energy Manifestation | Sufficient attribute-energy intensity | Attribute energy can become tangible and substantially improve attack range and skill projection. It is a hallmark of the Second Domain, although exceptional Class Changers can achieve it during the First Domain. 55 143 |
| Second Domain | Level 20–39 | Reaching Level 20 and completing the associated awakening marks entry into the Second Domain. 175 |
| Third Domain | Level 40 onward | Class Changers begin to access mental manifestation, Spirit Bodies, and the path of Spirit Sources. 349 358 415 |
| Fourth and Fifth Domains | Higher-stage advancement | The known ceiling of many class-changing worlds is within the Fourth Domain. Eternal Attributes are regarded as essential to advancement into the highest known stages and eventual divine development. 171 172 |
The first two Domains, covering Levels 1 through 40, are collectively regarded as the early path or path of foundations. During this period, attributes and skills form the basis for all future development. 422
Attributes
Class Changers possess five principal attributes:
| Attribute | Function |
|---|---|
| Strength | Supports offensive capability. |
| Constitution | Determines physical endurance and survivability. |
| Recovery | Affects recovery efficiency and sustained combat capability. |
| Agility | Supports speed and mobility. |
| Mental Power | Influences skill consumption, long-term combat endurance, skill burst potential, and lifespan. |
Mental potential is especially significant: it affects class awakening and can eventually allow the awakening of mental-type skills. It may be increased through rare pure mental resources, though externally raised potential requires meditation and cultivation to stabilize. 1 11 38 108
Attribute energy is the foundation of a Class Changer’s combat power. Once it reaches sufficient intensity, it can manifest externally, granting attacks greater range and allowing skills to be projected at a distance. 55
Different class-changing worlds and races may possess inherent attribute advantages and flaws. Elf Race Class Changers generally have exceptional Mental Power potential but comparatively weak Constitution and defense, while Black Dwarf Race Class Changers tend toward high Constitution and low Mental Power. Blue Star humans are considered balanced, possessing neither a comparable racial advantage nor a corresponding attribute flaw. 153
Skills and Awakening
Class Skills
Class Changers awaken skills at level milestones, beginning with their initial class skill. Upon reaching Level 10, a Class Changer must awaken a new class skill before continuing to level; delaying too long also prevents further attribute absorption. 86
- The first skill is directly associated with class rank. 1
- Subsequent awakenings require rare resources and are not guaranteed to match the user’s class rank. 2
- High-rank classes can awaken weaker skills if insufficient resources are used, while lower-rank classes can obtain high-rank skills through exceptional resources. 2
- Skill levels rise through repeated combat and use rather than experience points, and may greatly exceed class level. 53
- High-level skills can be cultivated rapidly in specialized training environments, such as the Dust Domain Pure Land, where mental avatars can continuously battle without depleting their source Mental Power. 151 152
Mental-Type Skills
Mental-type skills can be awakened after a Class Changer’s mental potential and mental-resource absorption reach their individual limit. 38
- They may provide offensive, detection, or domain-related effects.
- Mental attacks can exploit targets with poor resistance to spiritual damage. 28 100
- High mental potential permits the creation of more mental clones within the Dust Domain Pure Land. 152
- At higher levels, Class Changers can condense Spirit Bodies and improve their mental detection capabilities. 358
Specialized Skills
A specialized skill fixes a Class Changer’s future awakening path toward one extreme discipline. Unlike general-purpose awakenings, it continuously develops a single capability as the user levels. 129
- Specialized paths can focus on a particular field, such as spatial control, prophecy, or a single combat skill, developing that field toward its extreme rather than maintaining balanced utility. 129 302
- Classes associated with the title “God” are classified as Divine Clerics. Such classes possess unusual advantages on the path toward god-tier advancement, though other Class Changers may also reach that level through later development. 290
Spirit Sources
After entering the Third Domain, Class Changers begin formally pursuing Spirit Sources. These resources can reinforce existing skills and, in certain cases, elevate their effects to a substantially higher level. 415
- Auspicious Clouds are powerful Spirit Sources condensed through a Class Changer’s Spirit Body and the spiritual energy of Dream Prefecture. 389 391
- Auspicious Clouds can advance through Low, Mid, High, Saint, and Origin tiers; Origin-tier variants are exceptionally rare. 389
- Because an Auspicious Cloud incorporates a trace of its creator’s spiritual essence, it is naturally compatible with that Class Changer. 391
Equipment and Resources
Class Changers use equipment and resources to improve attributes, skills, and combat options.
- Rune Stones — increase corresponding attributes; equipment quality determines how many can be embedded. 18
- Beast Cores — dropped by exotic beasts; used for equipment forging and sold to guilds as a major income source. 6
- Tier Crystals — used to upgrade equipment tiers. 130
- Mental Resources — raise Mental Power; rare pure variants can also improve mental potential. 101 108
- Dungeon Equipment — temporary dungeon items that can sometimes be unlocked into genuine real-world equipment through challenge progress. 214 215
- Spirit Sources — high-level spiritual resources that can support mental manifestation and strengthen or sublimate abilities. 415
- Eternal Attributes — rare attributes obtained through exceptional encounters; they can grant unusual passive or active effects beyond normal attributes. 172 218 231
Equipment quality includes Ordinary/Common, Fine, Epic, Legendary, and Mythical grades. Higher-quality equipment supports more Rune Stones and may possess powerful equipment skills. 18 241
Certain special equipment can progress beyond conventional grades under specific conditions. Saint-tier advancement may require special materials or events, while Origin-tier advancement can require a mental origin. 363
Eternal Attributes represent a higher-order form of attribute power. Eternal Mental Power can support sustained or effectively unlimited skill use once its requirements are met, while Eternal Agility enables explosive bursts of movement and attack speed. 328
Dungeons and Other Worlds
Dungeons provide structured challenges, experience, resources, and equipment opportunities. Their rules may differ sharply from ordinary combat conditions. 65 214
- Fusion Dungeons can award substantial experience and rare completion rewards. 65
- Cross-realm dungeons may pit Class Changers from different worlds against one another for strategic resources such as Spatial Nodes. 121 128
- Spatial Nodes are stable passages connecting class-changing worlds and can be used for transport, interworld access, or warfare. 128
- Different worlds can possess distinct advantages and flaws; for example, Elf Race Class Changers commonly have high spiritual potential but limited dungeon access and generally weaker Constitution. 153 154
- Some secret realms function as trials involving Class Changers from vast numbers of worlds rather than only the known worlds linked through Spatial Nodes. The Myriad Worlds Ancient Ruins, for example, draws participants from ten thousand worlds. 275 277
- Dungeon restrictions can suppress ordinary abilities, including recovery skills and spatial abilities, forcing participants to adapt through temporary equipment, resource management, and coordinated team play. 214
Organizations and Society
- Huaxia Alliance — supervises assessments, dungeon activity, city-level authority, and the cultivation of promising Class Changers. 39 75
- Guilds — buy Beast Cores, sell equipment, and serve as early logistical hubs for newly awakened Class Changers. 5 6
- City Lords and Inspectors — high-ranking Class Changers who oversee selections, assessments, and strategic operations. 78 79
- Squads — combat teams built around complementary classes, resources, and support abilities. 1 115
- Grand Exam — the Alliance’s month-long graduation assessment for newly awakened Class Changers; its rating influences later access to organizations and career opportunities. 3
- Interworld Alliances — Blue Star’s major alliances maintain separate relationships with other class-changing worlds. The Huaxia Alliance is allied with the Elf Race, while the Lighthouse, Holy See, and Wokou Alliances are associated with the Nether Sea, Insect, and Black Dwarf Races respectively. 202
Trivia
- A Class Changer’s class rank does not completely determine their eventual ceiling; resources, skill awakenings, equipment, and development choices remain decisive. 2 148
- Dungeons are a major advantage of Blue Star’s class-changing environment, while the Elf Race’s scarcity of dungeons slows its class-level growth despite its skill-related strengths. 154
- A Class Changer capable of meeting the required standards in both domain development and Eternal Attributes may qualify as quasi-divine, though world level can still restrict further advancement. 277
- The attainment of 20% Eternal Attributes is regarded as a threshold associated with becoming a god-tier Class Changer. 423
- Some races, including the Fox-person Race, follow specialized class-changing paths that differ from the ordinary process of gaining levels and awakening skills. 383