At level 20 a character leaves the starting class. Each future class has one quest of its own for that, taken shortly before level 20. This page lists them all by class and links the step-by-step walkthrough of each.
How the first class change works
The quest is given by a master who stands for the future class. Humans, Elves and Dark Elves find these masters in Gludin and Gludio; Orcs and Dwarves start in their home villages. The reward is a single token: a medallion, a recommendation, a ring. At level 20 the Grand Master of the matching guild takes that token and changes the class.
The choice made here is the important one. A Human Fighter decides between Warrior, Human Knight and Rogue, and that decision fixes which second and third classes will be open later. Once the class is changed, the other quests of the race are closed for the character, so settle on the branch before level 20.
Quests by class
What to expect
- Most quests are two or three short hunts around Gludin and Gludio against monsters of level 13–22, with a few runs between the two towns.
- Several quests hand out a weapon and count only the kills made with it: Path of the Warrior and Path of the Rogue work this way, and Path of the Orc Monk restricts the weapon type.
- The quests of Orcs and Dwarves have two endings, one in Gludin and one in Schuttgart. The reward is the same, so pick the town that is closer to where you level.
- Path of the Scavenger is the only one that needs a class skill: the items for it are obtained with Spoil.