Contents
- 1Biodata
- 2Power Progression
- 3Awakening and Professions
- 3.1Profession categories
- 4Rank System
- 5Skills and Skill Tiers
- 5.1Skill Points
- 5.2Skill Specialization
- 6Combat Power
- 6.1Martial Souls and Law Power
- 7Equipment and Enhancement
- 8Society and Organizations
- 8.1Common institutions
- 9Dungeons
- 10Known Class User Branches
Biodata
| Feature | Details |
|---|---|
| Name | Class User (职业者) |
| Alias(es) | Profession-awakened individual |
| Occupation/Role | Combatant, support specialist, life-skill worker, dungeon challenger, or military/professional-alliance member |
| Affiliation | Varies; examples include schools, Class User Alliances, academies, national forces, and specialist corps 1 387 |
| Status | Active; varies by individual |
| First Appearance | Chapter 1 |
Power Progression
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Profession Awakening / First Turn | 1 | At age 18, a person touches a Spirit Crystal and awakens an initial skill and corresponding profession. Awakening a combat-related skill grants a main combat profession. |
| Second Turn | 15, 22 | Requires meeting the level requirement and accepting a Class Change quest through a Job Change Sanctuary; Lin Yi qualified at Level 30 and advanced after submitting his completed quest. |
| Third Turn | 127 | Completion can unlock new class-related opportunities; Lin Yi obtained the rare Gravity System during his Third Turn and rose from Level 70 to 120. |
| Fourth Turn | 195 | A successful Class Change provides major attribute growth and can grant a new elemental branch and skills. |
| Fifth Turn | 407 | Lin Yi completed his Fifth Turn and advanced to Archmage, the Mage-class Fifth Turn title; his level reached 205. |
| Sixth Turn quest | 407 | The documented quest requires an Epic-or-higher title, a +15-or-higher enhanced item, the Eye of Horus, and the defeat of a highest Emperor Rank BOSS. |
| Seventh Turn | 562 | Lin Yi completed Seventh Turn quests with assistance from allied War Gods and received the Active Skill Blessing. |
| War God | 493, 579 | A Class User who gains planetary recognition and controls Law power is called a War God. Following Earth’s planetary advancement, multiple Nine Revolutions Class Users broke through to Dao Integration-level Law power. |
Awakening and Professions
At adulthood, people may awaken a skill through a Spirit Crystal. The awakened skill determines their profession and traits; examples include Fisherman, Idol, Blacksmith, Mage, and Mentalist. Combat professions are expected to fight monsters and ferocious beasts, while support and life professions perform non-combat roles. 1
Profession categories
| Category | Function | Examples |
|---|---|---|
| Combat professions | Form humanity’s frontline against monsters, clear dungeons, and undertake class-change quests. | Mage, Warrior, Knight, Priest, Mentalist, Mechanist, Gunner 1 387 457 |
| Support professions | Provide healing, buffs, debuffs, and other team utility; they are strategically important in large-scale combat. 569 643 | Priest and other support Class Users |
| Life professions | Produce goods or provide civilian services, but generally hold less social status than combat professions. | Fisherman, Idol, Blacksmith 1 769 |
Rank System
Class Users progress through Turns by completing Class Change quests. The first three ranks represent the early path of a profession; for Mages, Fourth Turn is Great Mage, Fifth Turn is Archmage, Sixth Turn is Grand Archmage, and Seventh Turn is Saint Archmage. Any profession at Seventh Turn may be regarded as a Saint. 9
Higher-tier Class Users may be described by Revolutions. Nine Revolutions experts are formidable but remain distinctly below War God-level beings. 485
- First Turn — Initial profession rank after awakening.
- Second and Third Turn — Intermediate and advanced professional stages. 9
- Fourth Turn and above — High-level specialists whose class titles vary by profession.
- Seventh Turn — Saint-level Class User. 9
- Nine Revolutions — Elite high-tier Class User status; not equivalent to a War God. 485
- War God — A powerhouse recognized by their planet and capable of controlling Law power. 493
Skills and Skill Tiers
A Class User’s skill tier is a direct measure of combat strength. Skills begin at Tier 1 and can advance through Tier 9; for Mages, Tier 9 spells are called Forbidden Spells. High-tier skills can allow a lower-level Class User to defeat stronger opponents. 2 105
| Skill Tier | Advancement cost from the prior documented tier | Example Fire-element spell |
|---|---|---|
| Tier 1 | — | Fireball |
| Tier 2 | 500 Skill Points | Flame Burst |
| Tier 3 | 2,000 Skill Points | Triple Flame Spear |
| Tier 4 | 5,000 Skill Points | Blazing Storm |
| Tier 5 | 10,000 Skill Points | Blazing Halo |
| Tier 6 | 50,000 Skill Points | Molten Flame Demon |
| Tier 7 | Not stated | Heavenly Flame Dragon’s Breath |
| Tier 8 | 500,000 Skill Points | Fire Spirit Incarnation |
| Tier 9 | Not stated | Forbidden Spell tier 2 3 |
Skill Points
Skill Points are ordinarily acquired slowly through dungeon clears, quests, Natural Treasures, lucky opportunities, and trade. Before Third Turn, even difficult dungeon clears may only provide single-digit Skill Point rewards; ordinary dungeons may provide none. 2 649
- New skills normally start at Tier 1, regardless of their owner’s rank. 2
- High-tier advancement costs can reach hundreds of thousands or millions of Skill Points. 2 3
- Skill Points may also be gained from Skill Point Scrolls, trading, and specialized dungeons. 20 105 649
- Class Change quests commonly provide a class branch’s Active and Passive Skills. Passive Skill Books are much rarer than Active Skill Books. 23 99
Skill Specialization
Every skill tier has nine specialization opportunities. Specialization improves damage, lowers cost and cooldowns, and may alter a skill’s mechanics or remove restrictive conditions. 105
- A skill can gain area-of-effect properties at higher specialization levels.
- Tier 9 specialization may remove difficult activation requirements.
- Specialized dungeons can reward large quantities of Specialization Points. 105
Combat Power
A Class User’s commonly recognized four major combat-power factors are:
- Level
- Skill Tier
- Equipment
- Talent 105
Four additional factors also affect combat power:
- Battle Pets
- Martial Souls
- Titles
- One-Time Enhancements 105
Base attributes differ by profession. Tanks generally possess high Health and defenses, while Mages specialize in Mana and magical attack power. Exceptional Class Users can compensate for their class’s normal weaknesses through rare items, skills, attribute gains, and other opportunities. 649
Martial Souls and Law Power
Martial Souls are a major source of high-tier combat power. They provide resonance attributes, Soul Skills, and—in some cases—an innate Soul Artifact. Improving them requires Soul Cores, which are much rarer than Skill Points. 294 532 649
Law power is a separate avenue of growth. Once a Class User’s Origin power and Law comprehension reach a sufficient level, they may gain planetary recognition and become a War God. 493
Equipment and Enhancement
Equipment grants attributes, special effects, and set bonuses. Higher-grade equipment may accept gems, Enchanting Orbs, or even skills, depending on its unique properties. 143 478
- Enhancement raises equipment strength but becomes increasingly difficult at higher levels; a +10 weapon is already considered elite-level equipment in ordinary circumstances. 329
- Mythical equipment is associated with three major sets: Entropy of Time, Myriad Reflection, and Void Observer. 733
- Mythical set effects can help Class Users contend with enemies whose Primordial Power would otherwise suppress normal equipment effects. 733
- Some Class Users possess dedicated enhancement abilities, while others rely on experience, passive senses, or specialized techniques. 725 1006
Society and Organizations
Combat Class Users occupy a privileged position because they protect humanity from monsters and undertake dangerous dungeon and battlefield operations. 1
Life-skill Class Users face a substantial status gap despite their role in civilian life. Their work can be replaced by machinery more easily than combat roles, prompting proposals to improve their living conditions through resource redistribution and equipment-trading policies. 769
Common institutions
- Schools — Conduct profession awakening ceremonies and train newly awakened students. 1
- Job Change Sanctuaries — Register Class Users, issue Class Change quests, and house Class Change Spirit Crystals. 15 22
- Professional Alliances — Coordinate crisis response, evacuations, and Class User operations. 18
- Professional academies — Provide dungeon access, academic credits, specialization resources, and advanced training. 100 105
- Military and specialist corps — Organize Class Users for planetary warfare and high-risk operations. 387 629
Dungeons
Dungeons are a central source of experience, Skill Points, Specialization Points, equipment, materials, Titles, and Class Change opportunities. 2 105
- Trial Dungeons may test survival, protection, combat ability, or other mission objectives. 26 323
- Abyss Descent Dungeons have more dangerous mechanics than ordinary dungeons and may require coordinated groups. 107 733
- Dungeons above Abyss Descent Layer 50 do not permit layer skipping and require an irreversible choice between Soul Suppressing and Soul Purifying difficulties. 733
- Clearing a 100-layer Abyss Descent at exclusive Soul Purifying difficulty can yield two selectable Mythical items. 733
- Some dungeons impose absolute rules or invincible dungeon creatures, making information and mental resilience as important as raw combat ability. 730
Known Class User Branches
| Branch / Profession | Noted capabilities |
|---|---|
| Mage | Uses elemental spells, passive casting support, and Forbidden Spells; common elements include Fire and Ice. 23 100 |
| Mentalist | Uses mental power for telekinesis, mental destruction, control, and memory-related abilities. 1 33 |
| Priest | Provides healing and support effects; high-tier Priests may act as hired fighters or crucial battlefield support. 457 569 |
| Mechanist | Employs mechanical skills and constructs, including self-destruct robots. 391 |
| Gunner | Uses firearm-oriented skill branches and can benefit from Mechanist-related Law Items. 391 |
| Warrior / Tank | Typically emphasize physical attributes, frontline defense, and weapon combat. 649 |
| Necromancy user | Commands undead and spirit-based abilities; Necromancy is treated as distinct from standard elemental systems. 58 100 |
| Life-skill Class User | Performs non-combat work such as fishing, singing, or blacksmithing. 1 |