A story for your calling

Job change quests end when you change class. Class chapters pick up where they leave off: your guild master or mentor has a story of their own, told in three chapters at Base Levels 50, 70 and 90. Each chapter needs the one before it.

A chapter takes a short while plus travel. It begins with a talk, sends you out to investigate, gather, wait, sneak or hunt, and always ends with a duel and a return to your mentor, who tells you how the story turns out.

When a chapter is open, the Covenant Journal (J) shows it as a Class Chapter card with the next step and walking directions. It sits below the main story and never replaces it.

Which classes have chapters

Every second class, the Taekwon line's second classes, the three Asterveil classes and the three expanded classes that never advance: 21 stories in all. A transcendent class shares its second class's story, so a Lord Knight continues the Knight's chapters and keeps the title. Novices, first classes and Taekwon have no chapters of their own.

ClassMentorStoryTitleCosmetic
KnightChivalry Captain Herman, PronteraThe Fraying OrderBanneretBanneret's Sallet
CrusaderSenior Crusader, Prontera CastleThe Weight of the ShieldVigilantVigil Coif
WizardWizard Guildsman, Geffen TowerThe Fourth RoomProctorProctor's Hat
SageAcademy Registrar, JunoThe FootnoteDoctorDoctoral Cap
PriestFather Mareusis, Prontera ChurchLetters UnansweredConfessorConfessor's Biretta
MonkAbbey Master Gyuri, St. Capitolina AbbeyThe Empty HandStillwaterStillwater Hat
HunterGuildmaster Sena, HugelSilent FalconsWildwardenFalconer's Bonnet
BardKino, ComodoThe Lost VerseMaestroEncore Beret
DancerAire, ComodoThe Last ShowPrimaLast Show Blossom
AssassinAssassin Guildsman, Sograt DesertThe Unsigned ContractShadowlessUnsigned Mask
RogueRogue Contact, ComodoThe Long ConSilver FoxContact's Domino
BlacksmithAltiregen, GeffenThe Flawed AlloyForgemasterMasterwork Gear
AlchemistUnion Examiner Vincent, Al De BaranThe Created OnePhilosopherUnion Goggles
Soul LinkerSeer Hakim, MorrocThe Spirit Who Would Not GoSpiritwalkerSpirit Circlet
Star GladiatorMaster Hwa, PayonSun, Moon and StarsMorningstarMorning Star Headband
Blue MageArcane Mentor, GeffenThe Lesson That Bites BackLoreboundLesson-Bound Hood
Red MageArcane Mentor, GeffenSpell and SteelEmberfencerVermilion Plume Hat
SummonerPact Keeper, Archer VillagePacts RefusedPactfriendPact Circlet
NinjaAkagi, AlbertaThe Nine TailsFoxshadowNine-Tail Mask
GunslingerThe Wise Bull Horn, PayonSundownSundownerSundown Hat
Super NoviceTzerero, Al De BaranEveryone's ApprenticeGrand NoviceGrand Novice's Party Hat

The duels

  • Each chapter ends in a duel against one named opponent who fights in three phases, speaks as the fight turns, and uses a signature attack marked on the ground. Your mentor calls out to you partway through.
  • The opponent grows with you, so an overleveled hero still gets a real fight.
  • Only you, and things you command such as your summon or homunculus, can hurt your opponent, and it fights only you and what you command. Party members nearby can watch, heal and support you.
  • Your opponent fights alone: it never calls for help, summons, teleports away or hides. If it is drawn too far from the duel ground, it is brought back.
  • The duel's marked attacks strike only you, so party members watching from the side are safe from them.
  • A duel can't kill you: if you would fall, you are carried out with 1 HP and can try again whenever you like. Wild monsters nearby are as dangerous as ever.
  • A duel lasts at most ten minutes. Leaving the map or logging out ends the attempt. Some duels ask for the right time of day or bare hands, as the class's trials do.
  • Duels have no Break shield. Break and Boost belong to the open world and the Veiled Depths.

Rewards

The experience is a share of what your current level needs, so it stays useful whenever you finish. Classes that stay at Job Level 1, and jobs already at their highest job level, receive no job experience. Each chapter pays once.

Your mentor hands over a chapter's rewards all together, so you need bag space and carrying weight for everything at once. If they will not all fit, your mentor asks you to make room first, and the chapter waits until you do.

ChapterBase LevelReward
15020,000 Zeny, experience, a Clear Lantern Glass
27050,000 Zeny, experience, an Amber Lantern Glass and a Faint Echo
390100,000 Zeny, experience, a Crown Lantern Glass, a Resonant Echo, your class title and its cosmetic

Titles and cosmetics

The chapter title shows under your name in gold. Red Mages and Summoners already have class titles; after the last chapter they can choose which one to wear. Ask your mentor to set your title aside or wear it again at any time.

The cosmetic is a headgear for looks only: no stats, slots or refining. If you lose it, your mentor can make another for 10,000 Zeny.

After the story

Your mentor can retell the chapters you have finished (Remember our story). After the last chapter they will also spar with you again in any of the three duels, for practice and no reward. If you want to start a chapter over, ask to set it aside; your mentor asks first, because that chapter's progress is cleared.