One character, many classes
Class follows the weapon, every class keeps its level forever, and switching costs nothing. What players call a "sub-class" (부직업 in Korea, 副職業 in Taiwan) is this system — Nexon Taiwan's official name is 職業更換, Nexon Korea's is 클래스 교체.
How it works
A character is not "a class" — it is "whichever class's weapon it is holding right now". Equip the target class's weapon or emblem, pick it under [Profile] → [Class], and the switch is done.
Every class has its own level and EXP, and they are kept permanently. The official guide, verbatim: "Even if you switch class, the level and EXP of your existing classes are retained." Switching back means no re-levelling.
The switch itself is free — the official guides list no fee, item or cooldown. The real cost is owning that class's gear: the weapon, the emblem (bought with Class Master Medals from NPC Aranwen at Dunbarton School) and the three class-engraving accessory runes. Skills have to be re-acquired.
Advancement (character Lv.25) is a one-time gate: novice classes only switch among novice classes, advanced among advanced. A class you are not using can still level — spend Spirit's Trace on it directly in the class menu, no need to play it; and whichever class's weapon you hold gains class EXP whenever the character does.
Sources: Nexon Taiwan official game guides 〈職業更換〉 and 〈職業成長與徽章〉; Nexon Korea official Erinn Guide 〈클래스 교체〉 (archived 2025-09-13). The two official texts match sentence for sentence.
Why raise many classes
The achievement 「可能性的果實」 awards titles by cumulative class level. The first rung, 「多才多藝」, lands at 675: ownership effect Attack +275 · Defence +275, about 412.5 combat power. Korean community estimates put it at roughly 15,822 Spirit's Trace from zero — about 0.026 CP per trace. This site's "what to upgrade" ranking places it first among every CP-per-effort action — and it costs no money at all. See the full "what to upgrade" ranking →
The next rung, 「全能天才」 at 975, adds max HP +800 for about 612.5 CP in total — but the extra 200 CP from 675 to 975 costs roughly 271,098 more traces, about 0.0021 CP per trace. Efficiency drops by about 12×. That is the cliff where breadth stops paying.
The curve is the whole point. Taking one class from 1 to 65 costs about 156,888 traces — roughly 10× what it takes to push 18 advanced classes to an average of 35.5 and reach 675 (about 15,822), and the latter buys far more combat power. Breadth is cheap; depth is expensive.
Korea has two advanced classes Taiwan does not yet have, so the same 675 needs 21 classes at an average of 32.1 there versus 19 classes at an average of 35.5 on Taiwan. If the class level cap is 65 (an assumption — nothing official states it), Taiwan's 25 classes (6 novice included) sum to at most 1,625 and Korea's 27 to 1,755, so all three rungs sit under the cap. The only difference is that Korea gets there sooner.
Two runes charged by levelled classes
The bonus on these two weapon runes cannot be bought or rolled — the only way to charge it is to raise classes you will never play past a level threshold:
Each sword-using class that reaches class level 40 adds 4% ATK, stacking up to 6 times.
up to +24% attack
ATK +15%. Each class that reaches class level 50 adds a further 1% ATK, stacking up to 20 times. (Usable by every class; applied from the class levels the character has reached.)
up to +20% more on top of the flat +15%
Rune values come from the Korean community wiki (confidence medium/low); whether they are live on Taiwan is not recorded in the data.
Cumulative class-level planner
How far to 675 / 975 / 1205. Enter each class's current level (Profile → Class shows them); the numbers stay in this device's browser only.
Your class levels
Since 2025-09-25 Korea sums each class's highest level across every character on the account; whether Taiwan does the same is unconfirmed. If it does, enter each class's highest level across all your characters.
Whether novice class levels count toward the total is not stated in the data. If you have confirmed they do, enter their sum here.
0 / 19 classes entered
The three rungs
Ownership effect ≈ 412.5 combat power (Attack +275 · Defence +275)
Korean community estimate, from zero: ≈ 15,822 Spirit's Trace (spread evenly across all classes)
Ownership effect ≈ 612.5 combat power (Attack +275 · Defence +275 · HP +800)
Korean community estimate, from zero: ≈ 286,920 Spirit's Trace (spread evenly across all classes)
Ownership effect ≈ 612.5 combat power (Attack +275 · Defence +275 · HP +800)
No community cost estimate
Why this page does not estimate your traces
Estimating how many more Spirit's Trace you personally need requires the per-level EXP curve. The data on this site has only a few community-measured spans (table below), not the full curve, so no estimate is shown — one would be invented. What is certain is the shape: it steepens sharply, so for the same 100 levels, adding them to your lowest classes is cheapest.
Saved automatically on this device.
Trace costs: community measured
| Span | Spirit's Trace |
|---|---|
| Class Lv.1 → 25 | ≈88 |
| Class Lv.1 → 31 | ≈150 |
| Class Lv.31 → 35 | ≈450 |
| Class Lv.60 → 65 | ≈72,715 |
| Class Lv.1 → 65 (one class) | ≈156,888 |
Converted at 1 trace ≈ 20,000 class EXP. Nexon has published no class EXP table on either server; these figures are Korean player measurements.