Hope’s gaze drifted over the endless list of classes, lines of text scrolling past with every flick of his will. He stopped at one at random — no reason in particular.
Wind Mage (available variants: Standard and Elite)
Hmm… he focused on Standard first.
Wind Mage [Standard]
Requirements:
- Air Handling Level > 7 (Achieved)
- Magika Sensing Level > 7 (Achieved)
Class Perks:
- +15% Air aptitude
- +30% effectiveness of Air Active Skills
- +30% mental strain recovery
- 30% reduction in mental strain when manipulating Air Magika
Stats per Level (for Grade: C1):
- 89 Physis
- 33 Magia
Geez, that’s a lot of stats per level!
He only got, what, a measly five Magia per level in Tier 1?
And the rest of it — he got the bit about mental strain, but what the hell were aptitude and effectiveness supposed to mean? Sure, he knew the words, but how did that actually work? Would it make the skills stronger? Easier to use? Maybe boost the System’s help? And what about aptitude — was that, like, better control? Sharper sense?
He’d have to look into it properly before making a call. Class choice was huge — probably second to none on the whole path. No way he was messing that up.
Still, there was no rush. He couldn’t ascend yet anyway — not with the Game of Houses coming up, and especially not with Syra’s orders hanging over him.
Even so, curiosity got the better of him, and he kept scrolling until one really caught his eye.
Spacetime Mage [Elite]
Requirements:
- Spacetime Handling Level 10 (Achieved)
- Magika Sensing Level 10 (Achieved)
- Magia (base stat) > 2000 (Achieved)
Class Perks:
- +20% Spacetime aptitude
- +40% effectiveness of Spacetime Active Skills
- +1 Active Skill Slot (granted if all current Active Skills are Spacetime-type)
- +40% mental strain recovery
- 40% reduction in mental strain when manipulating Spacetime Magika
Stats per Level (for Grade: C1):
- 130 Physis
- 50 Magia
Now, whatever effectiveness and aptitude actually meant, one thing was clear — this class was great.
Just from the stat gain, the extra Active Skill Slot, and the mental strain reduction, it was obvious how much stronger he’d get walking this path. How far could he push Warp? How much could he bend gravity? Could he even start tapping into the other facet — time itself?
It looked promising and Hope knew enough to stick to his strengths. Air Magika, the spear, all that stuff was fine, but Spacetime? That was his real edge. The thing that caught Syra’s attention — and probably the only reason he was still breathing.
And he knew he was more than the Magus they thought he was, though that was a secret he’d probably take to the grave.
Still, scrolling through all these classes was kind of fun. He dropped down beside a tree, leaned back against the bark, and waved at Fiedore to let him know he was taking a break.
“Alright,” he muttered under his breath. “Let’s see what else you’ve got for me.”
Spearfighter [Elite]
Requirements:
- Spear Handling Level 10 (Achieved)
- Close-Quarter Combat Level 10 (Achieved)
- Physis (base stat) > 14,000 (Achieved)
Class Perks:
- +20% Spear aptitude
- +40% effectiveness of Physical Active Skills when using a spear
- +40% stamina recovery
- 40% reduction in stamina drain when using spears or spear-like weapons
Stats per Level (for Grade: C1):
- 347 Physis
- 19 Magia
Shit… more than 14,000 Physis as a requirement!? Wasn’t that too much?
Well, now that he thought about it, all his equipment boosted Magia skills, not Physis ones — and he still met the requirement, but…
Hell, Tolan was way off from that.
Seemed Elite classes were no joke.
He checked the stat gain per level, and if Selera’s rough rule was right — 1 Magia being about 7 Physis — then yeah, the math kinda lined up with the other Elite ones.
And what was base stat, anyway? Was it without the equipment bonus? Well, whatever — let’s keep looking for something fun.
Oh… this one looks tempting.
Spacetime Warrior [Elite]
Requirements:
- Spacetime Handling Level > 8 (Achieved)
- Any Weapon Handling Level > 8 (Achieved)
- Any Combat Skill Level > 8 (Achieved)
- Magika Sensing Level > 8 (Achieved)
- Magia (base stat) > 1200 (Achieved)
- Physis (base stat) > 8400 (Achieved)
Class Perks:
- +14% Spacetime aptitude
- +14% Selected Weapon aptitude
- +25% effectiveness of Spacetime Active Skills
- +25% effectiveness of Physical Active Skills when using your Selected Weapon
- +1 Active Skill Slot (granted if all current Active Skills are Spacetime or Physical-type)
- +25% mental strain recovery
- +25% stamina recovery
- 25% reduction in mental strain when manipulating Spacetime Magika
- 25% reduction in stamina drain when using your Selected Weapon
Stats per Level (for Grade: C1):
- 242 Physis
- 34 Magia
For the void!
That was a heck of a lot of text. So many requirements — but so many perks too.
Damn… this was serious competition for Spacetime Mage [Elite] — and tempting, since he could still keep the spear path.
But… was it worth it?
The class seemed balanced and extremely good, yet his spear mastery was nowhere near his control over Spacetime. Compromising those extra boosts just to add a bit more Physis didn’t sound smart… even if a part of him really wanted to keep fighting the way he did now, not turn into some pure Spacetime caster.
He… wanted to feel the thrill of fighting head-on.
…
Well… he’d sleep on it.
What else have I got?
Warpwind Mage [Elite]
Requirements:
- Spacetime Handling Level > 8 (Achieved)
- Air Handling Level > 8 (Achieved)
- Magika Sensing Level 10 (Achieved)
- Magia (base stat) > 2000 (Achieved)
Class Perks:
You might be reading a pirated copy. Look for the official release to support the author.
- +14% Spacetime aptitude
- +14% Air aptitude
- +25% effectiveness of Spacetime and Air Active Skills
- +1 Active Skill Slot (granted if all current Active Skills are Spacetime or Air-type)
- +40% mental strain recovery
- 25% reduction in mental strain when manipulating Spacetime or Air Magika
Stats per Level (for Grade: C1):
- 130 Physis
- 50 Magia
Another contender.
This one let him follow both the Air and Spacetime paths — which sounded cool, especially if he could unlock more skills like Point Implosion that blended the two, or find synergies like Air Gear with gravity control.
It was just a shame that, no matter which option he picked… he’d have to give something up.
Then his eyes caught something new — wait, they had Profession Classes too?
Enchanter [Elite]
Requirements:
- Enchanting Level 10 (Achieved)
- Any two Magika Handling Skills > 8 (Achieved)
- Magika Sensing Level > 8 (Achieved)
- Magia (base stat) > 1800 (Achieved)
Class Perks:
- +20% Enchanting aptitude
- +40% effectiveness of enchantments
- +40% mental strain recovery
- 40% reduction in mental strain when enchanting
Stats per Level (for Grade: C1):
- 130 Physis
- 50 Magia
Damn… no wonder Captain Syra kept a specialist from every one of the main professions on her crew.
With perks like these, starting from Tier 2, you just couldn’t compete with those guys if you stuck to a fighter or mage path.
Which still made Hope wonder — how the hell was Barion’s ‘Grand’ Enchanter, aka the toad, so bad? Sure, maybe he wasn’t Elite, probably some low-tier scrub barely scraping by at Tier 2… but still. For someone who strutted around like he’d personally blessed the gods’ underwear, his enchantments took forever and burned through way too many resources. Kinda shady, now that I think about it.
He slowly went through the rest, and sure enough, there was Enchanter, Crafter, Alchemist — and even Cook! Like… yeah, a Cook fuckin’ class.
But there was more to professions than he expected. Beside the general Crafter, there was actually Leatherhand, Blacksmith, and Weaver — each with their own fancy perks and requirements.
Weaver [Elite]
Requirements:
- Crafting Level 10 (Achieved)
- Any three Physis-related Skills > 8 (Achieved)
- Physis (base stat) > 12,000 (Achieved)
Class Perks:
- +25% Crafting aptitude for Cloth-type gear
- +50% durability of crafted Cloth-type gear
- +25% Magia enchantment capacity for crafted Cloth-type gear
- +40% stamina recovery
- 50% reduction in stamina drain when crafting Cloth-type gear
Stats per Level (for Grade: C1):
- 347 Physis
- 19 Magia
Each of them focused on a single aspect of the craft. Simple rule — the more specific, the better the perks. For Enchanting, besides the general path, there was Battlewright for Physis enchantments and Spellwright for Magia ones.
Hope kept scrolling when he suddenly stumbled onto something completely different.
What in the void…
Merchant [Special]
Requirements:
- Crafting, Enchanting, Cooking, and Alchemy Level > 8 (Achieved)
- Any three non-Handling, non-Profession Skills > 8 (Achieved)
- Magia (base stat) > 1500 (Achieved)
- Physis (base stat) > 10,500 (Achieved)
Class Perks:
- Grants passive skill: Identify (skill levels up every 10 Tier 2 levels)
- +80 Inventory capacity
- +15% aptitude for all professions
- +25% effectiveness for all crafts
- +30% stamina recovery
- +30% mental strain recovery
- 30% reduction in stamina drain when crafting or cooking
- 30% reduction in mental strain when enchanting or brewing
Stats per Level (for Grade: C1):
- 299 Physis
- 43 Magia
Special? What the—
He leaned closer, scrolling back up just to make sure he wasn’t seeing things. Nope. No Standard version, no Elite. It stood on its own — a Special class, whatever the hell that meant. But reading through the perks… yeah, this thing was in a whole different league when it came to profession classes.
Sure, each perk was a bit weaker than the focused ones, but together? It covered everything. And those stats — seriously nuts. Easily the best overall spread he’d seen so far. What really made his eyes widen, though, was that it even granted unique benefits like extra inventory capacity and a passive skill — like some bonus prize from the System in case the rest wasn’t already good enough.
What a class… honestly.
Still, the requirements were brutal compared to all the others. Who in their right mind would grind all four main professions to level 9 before reaching Tier 2?
Well… yeah. Beside him that is.
That made him chuckle — but then a thought slipped in.
Wait… could Gob be this class? The old goblin sure seemed to know his way around almost everything, in his weird, smoky way.
Yeah… he’d have to ask when he got back. And if Gob was this class, then damn — serious respect for that Senior of his.
He turned his focus back to the screen, the sight of that Special class making him wonder if he’d maybe scrolled too fast earlier.
So he went through the list again, slower this time.
Some classes were locked, tagged as Non-Achieved — like Kinetic Mage, for instance.
He skimmed past those and kept going, and…
…
Is this…
Is this even fair?
Omnivant [Special]
Requirements:
- Any Weapon Handling Skill 10 (Achieved)
- Any Magika Handling Skill 10 (Achieved)
- All Non-Handling Skills > 8 (Achieved)
- Magia (base stat) > 2000 (Achieved)
- Physis (base stat) > 14,000 (Achieved)
Class Perks:
- +1 to all Tier 1 and 2 Skills
- +12% aptitude for all Professions, Magika, and Weapons
- +20% effectiveness of all Active Skills
- +1 Active Skill Slot
- +20% effectiveness for all crafts
- +30% stamina recovery
- +30% mental strain recovery
- 25% reduction in stamina drain
- 25% reduction in mental strain
Stats per Level (for Grade: C1):
- 350 Physis
- 50 Magia
Hope stood there, jaw slack, eyes glued to the screen.
He couldn’t even start to make sense of this class… how—just—what the fuck?
Sure, Merchant was Special and great, but this? This made it look like some bottom-rung Standard class.
And that line — reduction in mental strain — for what exactly? Wait… that meant for… everything!? Just… damn.
It didn’t grant a passive skill like Merchant, but the +1 to all skills? That was insane! Sure, it didn’t push the bonus cap like his feat did, but still — that single point would make a hell of a difference across all non-capped skills. His gear could only cover so much, after all, and this? This was like getting a full-body upgrade just for existing.
He stared at it for a moment longer.
Was this the one then?
Sure, the Spacetime aptitude and effectiveness fell short of the pure mage path, but… didn’t the rest mean he’d just end up with a ridiculous pile of stats to make up for it? Plus, he could keep his path exactly as it was. Hell, he could follow any damn path he wanted!
And those stats per level — insane. Same Magia as a pure mage, same Physis as a full warrior. Really, no doubt about it. This was it. It felt… tailor-made for him after everything he’d gone through.
Yeah. Definitely. No brainer.
He nodded to himself a few times, already picturing how much his stats would skyrocket the moment he ascended — then forced himself to breathe.
No rush. No rush.
For now, this important goal was achieved. All that was left was to finish his mission and wait for Syra… then he’d have all the time in the world — hopefully — to play with it and maybe show off to ol’ Gob too.
He could already picture his Senior’s face from the shock.
Still, with nothing better to do, he kept reading. Might as well, right? Knowing what kind of freak classes existed out there could save his ass later — especially in the vast void, where anything could happen.
He noticed how many mage classes were locked — Life, Soul, Void, and a few others that sounded way too fancy types for a Tier 1 to even touch. Then again, if the classes existed, someone out there had to have them… right?
Weird thing, though — no other “Special” classes showed as locked. Just the two he’d already found. Still, his gut said there had to be more hiding in there somewhere.
But then again… why didn’t he qualify to see them? He was maxed out in nearly everything, except maybe a couple of Handling skills he’d skipped. Hard to be good at every kind of Magika when most of them hated you back, Kinetic for starters.
He kept scrolling, lines blurring past. Minutes slipped by — maybe even an hour.
He was about to close it when something caught his eye at the very end of the list. Unlike the others, it was just a single line, easy to miss, almost blending into the text above it.
Class: ??? [Requirement not met]
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