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CLASSES

Although Careers fulfill the employment area of a Vesper's life, Classes enable Vespers to learn new skills - to be used in battle, or throughout their lives in the field against countless surprises. Each class gives players prompts exclusive to their class type, and with every class advancement Vespers will become 5% more resistant against the virus. Vespers who have maxed out their classes can stack to be 20% virus resistant. Each class advancement will also grant a Vesper 5 additional breeding slots! Some Vespers may become capable of crafting exclusive items and potions, and others will learn skills with unique occurrences. 

All quest prompts when completed must meet Vesper-End's submission guidelines, and should be submitted to the correct comment. At this time, Vespers may only apply for their Beginner Class (Apprentice, Recruit or Scout), and may only apply for one class track at a time so please choose carefully. Once a class track has been chosen, players require an Identification Wipe to reset their Class. 

Completed Class Pieces should list the Class Prompt as well as the Vesper's Import link and the name of the Class in the piece description.

To access more information on a specific class, click the class name when it is shown below to learn more.

APPLY FOR A CLASS

ENTRY LEVEL CLASSES

APPRENTICE ● RECRUIT ● SCOUT

APPRENTICE CLASS TRACK

Apprentice is the beginner's class towards unlocking extended magical ability, as well as learning to craft advanced Potions and mysterious add-ons. Apprentices can advance to Mage, Druid or Sorcerer

CLASS REWARD

+5 Breeding Slots, -5% Virus Penalty, +2 Damage when using Magic Based Attacks

APPRENTICE QUEST PROMPT

Becoming an apprentice can be a tedious task, particularly when not taken seriously. Players should depict their Vesper going through the motions - collecting herbs, dusting spell books, running errands to stuffy wizards - of paying their dues to learn the true magic.

ALL APPRENTICES RECEIVE +2 DAMAGE BONUS WHEN USING MAGIC-BASED ATTACKS.

  • Mages can advance to Warlock, Priest and Witchblade. 

    • Warlocks can advance to Alchemist or Enchanter.

    • Priests can advance to Templar or Elder.

    • Witchblades can advance to Spellsword or Battlemage.

  • Druids can advance to Caster, Beast Tongue and Healer.

    • Caster can advance to Stormwitch or Elementalist.

    • Beast Tongues can advance to Summoner or Shifter.

    • Healers can advance to Herbalist or Bloodwitch.

  • Sorcerors can advance to Illusionist, Conjurer and Necromancer.

    • Illusionists can advance to Spiritsword or Voidwalker. 

    • Conjurer can advance to God Tongue or Bonded.

    • Necromancer can advance to Shade or Animator. 

RECRUIT CLASS TRACK

Typically fresh to the world and to the brutality strangers can give them, Recruits don't last long on average. Those that do may go on to be hardened warriors - or .. not so much. Recruits can advance to Pit Bait, Soldier or Squire. 

CLASS REWARD

+5 Breeding Slots, -5% Virus Penalty, +2 Damage when using Short-Range Attacks

RECRUIT QUEST PROMPT

It isn't unusual for recruits to be sent on a wild goose chase, a hunt for the white stag. Players should depict their Vesper experiencing their first mission as a new recruit - and likely their first failure, for the hazing traditions of factions can be cruel.

ALL RECRUITS RECEIVE A +2 DAMAGE BONUS WHEN USING SHORT-RANGE BASED ATTACKS.

  • Pit Bait can advance to Bandit, Fighter or Barbarian.

    • Bandits can advance to Ravagers or  Swashbucklers.

    • Fighters can advance to Gladiators or Mercenaries.

    • Barbarians can advance to Berserkers or Warlords.

  • Soldier can advance to Warrior, Duelist or Enforcers.

    • Warriors can advance to Hero or Vanguard.

    • Duelists can advance to Weapon-Master or Samurai.

    • Enforcers can advance to Brute or Bodyguard.

  • Squire can advance to Knight, Guides or Sentinels.

    • Knights can advance to King's Guard or Paladins.

    • Guides can advance to Advisor or Mentor.

    • Sentinels can advance to Couriers or Escorts.

SCOUT CLASS TRACK

Whether a guardian of the wood or a sly thief, all get their start somewhere, and using one's observation skills is the best place to start. Scouts can advance to Ranger, Pickpocket or Bard.

CLASS REWARD

+5 Breeding Slots, -5% Virus Penalty, +2 Damage when using Long-Range Attacks

SCOUT QUEST PROMPT

Although Rangers and Thieves are shown as graceful, mysterious shadows to be admired, they don't all start out that way. Players should depict their Vesper discovering that being so smooth is an art learned through hard work.

ALL SCOUTS RECEIVE A +2 DAMAGE BONUS WHEN USING LONG-RANGE BASED ATTACKS.

  • Rangers can advance to Warden, Hunter or Hermit.

    • Wardens can advance to Guardian or Caretaker.

    • Hunter can advance to Archer or Beast-Master.

    • Hermit can advance to Poacher or Corrupter.

  • Pickpocket can advance to Thief, Rogue, or Outlaw.

    • Thief can advance to Liaison or Infiltrator.

    • Rogue can advance to Assassin or Reaver.

    • Outlaw can advance to Arsonist or Ambuscade.

  • Bard can advance to Silver-tongue, Traveler, or Performer.

    • Silver-tongue can advance to Informants or Scholars.

    • Travelers can advance to Merchants or Ambassadors.

    • Performers can advance to Minstrel or Story-weavers.

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