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.
| Class | Mentor | Story | Title | Cosmetic |
|---|---|---|---|---|
| Knight | Chivalry Captain Herman, Prontera | The Fraying Order | Banneret | Banneret's Sallet |
| Crusader | Senior Crusader, Prontera Castle | The Weight of the Shield | Vigilant | Vigil Coif |
| Wizard | Wizard Guildsman, Geffen Tower | The Fourth Room | Proctor | Proctor's Hat |
| Sage | Academy Registrar, Juno | The Footnote | Doctor | Doctoral Cap |
| Priest | Father Mareusis, Prontera Church | Letters Unanswered | Confessor | Confessor's Biretta |
| Monk | Abbey Master Gyuri, St. Capitolina Abbey | The Empty Hand | Stillwater | Stillwater Hat |
| Hunter | Guildmaster Sena, Hugel | Silent Falcons | Wildwarden | Falconer's Bonnet |
| Bard | Kino, Comodo | The Lost Verse | Maestro | Encore Beret |
| Dancer | Aire, Comodo | The Last Show | Prima | Last Show Blossom |
| Assassin | Assassin Guildsman, Sograt Desert | The Unsigned Contract | Shadowless | Unsigned Mask |
| Rogue | Rogue Contact, Comodo | The Long Con | Silver Fox | Contact's Domino |
| Blacksmith | Altiregen, Geffen | The Flawed Alloy | Forgemaster | Masterwork Gear |
| Alchemist | Union Examiner Vincent, Al De Baran | The Created One | Philosopher | Union Goggles |
| Soul Linker | Seer Hakim, Morroc | The Spirit Who Would Not Go | Spiritwalker | Spirit Circlet |
| Star Gladiator | Master Hwa, Payon | Sun, Moon and Stars | Morningstar | Morning Star Headband |
| Blue Mage | Arcane Mentor, Geffen | The Lesson That Bites Back | Lorebound | Lesson-Bound Hood |
| Red Mage | Arcane Mentor, Geffen | Spell and Steel | Emberfencer | Vermilion Plume Hat |
| Summoner | Pact Keeper, Archer Village | Pacts Refused | Pactfriend | Pact Circlet |
| Ninja | Akagi, Alberta | The Nine Tails | Foxshadow | Nine-Tail Mask |
| Gunslinger | The Wise Bull Horn, Payon | Sundown | Sundowner | Sundown Hat |
| Super Novice | Tzerero, Al De Baran | Everyone's Apprentice | Grand Novice | Grand 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.
| Chapter | Base Level | Reward |
|---|---|---|
| 1 | 50 | 20,000 Zeny, experience, a Clear Lantern Glass |
| 2 | 70 | 50,000 Zeny, experience, an Amber Lantern Glass and a Faint Echo |
| 3 | 90 | 100,000 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.