WebNovels

Chapter 5 - Chapter Five: Advanced Classes

"Explain on what just happened, Kama?" Rika asked, her tone sharp and impatient. She was damn good at fighting, sparring, and tearing people apart in realistic combat sims, but when it came to nerdy RPG crap like stat screens, branching paths, or job classes, she was lost. If it wasn't a ring, a mat, or an opponent's jaw, she didn't want to deal with it.

"Oh, the devs in this are fucking trolls and horrible human beings," Kamadeva replied without hesitation, his voice dripping with the kind of certainty that only came from someone who'd been here before. "This is day one DLC. Limited to one account. There'll be more DLC later — some good, some bad, some just scams in shiny packaging. But this one? This one is the jackpot. The best. Gives us broken shit early on, and it stays broken at the higher levels. But we still gotta grind and work for it."

The [Crown of the First Sovereign].

Legendary DLC. In the previous timeline, the guy who bought it never shut the fuck up. Every forum post, every raid brag, every tournament highlight — his voice was there, flexing like he was chosen by the gods themselves. And honestly? With the way this DLC bent the rules of the game, he wasn't entirely wrong. The very first thing it did was rewrite the basic classes into something far stronger.

In Terra Blue Star, the four base classes functioned like standard RPG archetypes, but here they were twisted, expanded, and made crueler by design.

Warrior:

Warriors were strong-willed fighters who led with their blades, axes, and shields. Their mana pools were shallow compared to other classes, but what they lacked in magic, they made up for in sheer meat. HP pools that could outlast sieges, stamina that refused to break. Unlike most games, Terra Blue Star let Warriors wield anything sharp, blunt, or long enough to bash a skull in. Swords, spears, warhammers, sticks. If it could kill, a Warrior could swing it. But also like Fighters who fight with their hands like Jackie Chan. 

Gunner:

Long-ranged specialists, precise and ruthless. They left no blind spots, hunting enemies from distances where retaliation was a joke. But in this world, Gunners weren't just snipers — Terra Blue Star blended magic, tech, and sometimes both into their design. Guns that fired elemental bullets, crossbows wired with runes, rifles that bled into steampunk nightmares. On top of that, Gunners set traps — landmines, glyphs, auto-turrets — turning every battlefield into a death maze. Think Warrior at range, but craftier, nastier, and twice as spiteful.

Healer:

Forget the stereotype of the robed medic hiding in the backline. Terra Blue Star's Healers were zealots — pugilists of faith, crusaders swinging giant wooden crosses and crushing skulls with totems. They were the avenging angels of their gods, and healing was only half their repertoire. Their attack speed was the slowest in the game, but when their blows landed, they rivaled Warriors in destructive power. Grapples, martial arts, fists of holy fire — they were second only to Warriors in raw physical combat. 

Mage:

The crown jewel of bullshit. Mages were glass cannons with limitless growth. At the start, they were expensive to fund, weak in defense, and absolute mana hogs. But late-game? They turned into gods. One mage could reshape the flow of an entire raid, melting armies, rewriting weather, and warping time itself. Most players went broke chasing their builds, but the few who survived the grind dominated every leaderboard. High risk, absurd payoff. The most popular and the most hated class rolled into one.

And now, thanks to the DLC, those base classes had been rewritten into advanced versions.

Sovereign Knight:

The pinnacle of frontline power. Not just a Warrior anymore, but a walking empire. Sovereign Knights carried the endurance of Warriors, the self-buffs and healing tricks of Healers, and even a splash of magic from the Mage tree. They weren't just meat shields — they were rulers on the battlefield, anchoring allies and bending enemies to their tempo. Think iron fortress with a sword that burned with authority. A well-built Sovereign Knight could solo dungeons that swallowed whole raid parties.

Runegun Mercenary:

Long-range was never the same after this class hit the field. Runegun Mercenary fused the Gunner's precision with the Mage's destructive potential and the Healer's weird faith-based mechanics. Their bullets weren't just lead — they were scripture etched in runes, tech laced with sorcery, prayers fired at the speed of light. A Runegun Mercenary could snipe through walls, mark enemies with curses, and heal allies by blowing holes in demons. Flexible, stylish, and terrifying once mastered.

Arcane Magus:

If base Mages were considered busted, the Eclipse Magus was where the word "balance" went to die. They were the synthesis of pure spellcraft, pulling fragments of Warrior endurance and Healer brutality into the arcane mix. An Arcane Magus could cast like a god, tank like a demi-knight, and — under the right build — unleash martial magic that blended martial arts with sorcery. Fire fists. Gravity kicks. Lightning storms that punched through plate armor. Entire guilds in the old timeline called them raid-enders.

Adepta Templar:

The most deceptive of the four. At first glance, it looked like just a beefed-up Healer. Wrong. Adepta Templars fused faith, martial arts, and battlefield command into something terrifying. They fought barehanded or with relic weapons, blessed with buffs that turned allies into juggernauts while breaking enemies with debuffs that crippled entire armies. And when they chose to swing for themselves? Their blows shattered mountains. They were tanks, supports, and bruisers rolled into one divine problem.

"Ok, Rika, pick two classes," Kamadeva said after breaking down the advanced classes to her. 

Rika crossed her arms, glaring at him like he'd just tried to sell her insurance. She didn't need to be a game nerd to know something was off. "What are you talkin' about? Don't we pick one? That's how games work, right? Ya pick a class, ya lock in, done. Why the hell would they let us cheat with two?"

Kamadeva only grinned wider, like he'd been waiting for that line. He tilted his chin toward her menu. "Nah. Check out your profile page and peep the class slot."

[Player: Breaker Moore] 

Race: High Human 

Level: 0 

HP: 10,000 / 10,000 

MP: 500 / 500 

[Class Slots] 

▶ Primary Class (0/1): [Empty] 

▶ Secondary Class (0/4): [Empty] 

⛔ Tertiary Class (0/3): [Locked] — Requires [Crown of the First Sovereign: Stage II] 

[Attributes] 

Strength: 25 

Agility: 25 

Endurance: 25 

Vitality: 25 

Intelligence: 25 

Free Attribute Points: 0 

[Combat Stats] 

Physical Attack Power: 100 

Defense: 100 

Attack Speed: 25 

Movement Speed: 25 

Mana Regeneration: +7/sec 

[Weapon Mastery] 

— None 

[Skills] 

High Human Bloodline — Passive. All stats grow 10% faster than standard races. 

Superior Human Physiology — Passive. Increases natural recovery rate.

Enhanced Endurance — Passive. +5% towards Endurance and Vitality every 10 levels. 

Enhanced Condition — Passive. +2% towards Vitality. 

Ripple Veins — Passive. Mana flows through the body like blood, increasing internal energy capacity. 

Strong Affinity: Fire — Spells and techniques using fire-element enhanced. 

Strong Affinity: Air — Spells and techniques using air-element enhanced. 

Strong Affinity: Earth — Spells and techniques using earth-element enhanced. 

Strong Affinity: Holy — Spells and techniques using holy-element enhanced. 

Iron Fist — Active. Basic strike skill using fists. Increases blunt damage by 10%. 

Blunt Weapon Proficiency — Passive. Increased damage and handling with maces, staves, and clubs.

Combat Specialism — Have innate encyclopedic knowledge and skill of combat. +2 to Attributes. 

Her jaw fell open. "What the actual hell, Kama? Two slots? And… a third?! Locked DLC slot?! That's not even subtle, this is highway robbery!"

Kamadeva didn't answer. He couldn't. His own jaw was hanging so low it was practically on the cabin floor. A race change? Into High Human? That wasn't in the damn patch notes. He scowled hard, eyes darting across her stats. "No way. No way that bastard didn't give out the full details on the DLC…"

Forget trolling Rika — this was serious. The dark-skinned boy flicked his wrist, pulling up his own profile. He needed to check right now before he lost his mind.

But seriously? Breaker Moore as her username? He almost facepalmed.

Kamadeva flicked his wrist, and his own profile flared to life.

[Player: Deva] 

Race: High Human 

Level: 0 

HP: 7,500 / 7,500 

MP: 1,000 / 1,000 

[Class Slots] 

▶ Primary Class (0/1): [Empty] 

▶ Secondary Class (0/4): [Empty] 

⛔ Tertiary Class (0/3): [Locked] — Requires [Crown of the First Sovereign: Stage II] 

[Attributes] 

Strength: 20 

Agility: 20 

Endurance: 30 

Vitality: 20 

Intelligence: 30 

Free Attribute Points: 0 

[Combat Stats] 

Physical Attack Power: 80 

Defense: 75 

Attack Speed: 30 

Movement Speed: 30 

Mana Regeneration: +15/sec 

[Weapon Mastery]

— None 

[Skills] 

High Human Bloodline — Passive. All stats grow 10% faster than standard races. 

Superior Human Physiology — Passive. Increases natural recovery rate. 

Enhanced Agility — Passive. +5% towards Agility and Vitality every 10 levels. 

Enhanced Condition — Passive. +2% towards Vitality.

Ripple Veins — Passive. Mana flows through the body like blood, increasing internal energy capacity. 

Strong Affinity: Lightning — Spells and techniques using lightning-element enhanced. 

Strong Affinity: Shadow — Spells and techniques using shadow-element enhanced.

Strong Affinity: Water — Spells and techniques using water-element enhanced.

Strong Affinity: Nature— Spells and techniques using nature-element enhanced.

Arcane Focus — Passive. Boosts damage of all magical projectiles. 

Free Will — Passive. Reduces incoming debuff duration by 20%. 

Firearm Proficiency — Passive. Increases accuracy and damage when using guns.

Combat Specialism — Have innate encyclopedic knowledge and skill of combat. +2 to Attributes. 

Kamadeva whistled low under his breath.

Why the fuck is Rika stronger than him!

"So dude, what class should I pick?" Rika asked, tapping the glowing panel like it owed her money. She had been scrolling through the text walls, eyes darting, lips pursed. For someone who hated reading, she was actually giving it a solid effort. What she didn't like was how every screen ended with the same demand: Pick Primary Class. And the fancy-ass "Adepta Templar" tab kept winking at her like it was calling her name.

Kamadeva the more the knowledge one about this nerd stuff than her. According what he was saying before to be good at the game you need acutally know what you doing. Like if you have a skill that invloves punching you actually have to know to throw a punch to even prefrom the move.

Honestly it one the main factor she didn't say fuck you to Kamadeva and play this game with him. Also she is moving in with him. It will be hilarious when he finds out.

Kamadeva finally pulled himself out of his stupor. He'd been staring at his own stats way too long, still trying to wrap his head around being High Human and how unfair the DLC buffs really were. But he forced himself to focus. 

No wonder that jackass didn't shut up about the DLC. It was busted as hell. But he wasn't going to complain.

In most RPGs, the base four classes were simple molds. But in Terra Blue Star, everything blurred. Warrior, Gunner, Mage, Healer — they weren't roles, just starting points. Traits and bloodlines mattered more than the label. A Warrior could be a buffer. A Gunner could be a tank. A Priest could be a physical burst class if the right conditions were met.

And both of them — thanks to High Human blood — were what theorycrafters used to drool over: lightning bruisers. Balanced across strength, endurance, agility, and vitality, with no real weakness to exploit. Kamadeva leaned more on speed and mana efficiency, Rika more on brute strength and defense. Together they were an engine of pressure — fast, heavy, and unrelenting.

Kamadeva exhaled slowly. "I think you should go Priest."

Her head snapped toward him so fast he thought her braid might whip him across the face. "Why the hell would I play healer? You know I don't do that babysitter crap. That's, like, the bottom of the nerd food chain. Sitting in the back, pressing heal, praying ya tank don't die? Nah. Miss me with that weak-ass shit."

"A Dragon Shaman..." 

Rika raised a brow, unimpressed but loves the name. "Go on..." 

The Dragon Shaman was a female-only class under the Priest base. Similar to her male counterparts, the Exorcist and the Demon Hunter, or the heavier Male Templar, the Dragon Shaman's entire design was a fusion of mysticism and brutality. Its core motif drew from the Onmyōji — ritualists who balanced divination and martial sorcery — but twisted into something sharper, meaner, and hotter. Specialists in strength-based combat magic and fire purification rites, they turned every exorcism into a bone-shattering execution.

On the surface, their appearance resembled shrine maidens, robes and symbols of holy purity, but the culture influence was steeped in Oni myths — wild, dangerous, and alluring. They were zealot warriors, animated by fire and faith, closer in spirit to the Sisters of Battle from Warhammer 40k than any fragile cleric trope. Their arsenal was iconic: heavy kanabōs swung like thunderbolts, bian whips searing with holy scripture, gauntlets rigged as close-range shotguns belching consecrated fire. Every swing was a sermon. Every strike was purification.

Dragon Shamans functioned as physical burst/DPS classes with layers of survivability baked in. They wore heavy armor, shrugging off blows meant to shatter lighter casters, and poured relentless aggression into melee combat, often dictating the pace of entire raids by sheer presence.

But unlocking the class was a nightmare. Requirements stacked like walls: you had to be female, you had to wield knowledge of fire-based holy rituals, you had to master a brutal martial art that specialized in breaking bones, and you needed a bloodline tied either to Dragons or Oni. And even if all that lined up, the pilgrimage to the Holy Sanctuary of the Sunar Empire was non-negotiable. 

Well its one the easy way. The Sunar Empire was one of the four major Religious Empires of Terra Blue Star. Each empire guarded their sacred class evolutions, holding neutral ground in all political conflicts, their temples as untouchable as their faiths were diverse. Within those sanctuaries, the rarest Priest subclasses could be unlocked — Dragon Shaman, Demon Nun, Juju Exorcist, and many more— but only by those willing to endure the rituals, trials, and absurd travel requirements.

It was one of the only ways to access high-level, endgame-ready subclasses without gambling for luck drops, wasting real money, or falling victim to the endless RNG traps the devs threw in. For most players, it was impossible.

Thinking about it for a second, Rika shrugged her shoulders like the whole universe's fate didn't matter. "Since ya picked mine, I pick yours. The Mage shit."

Kamadeva blinked at her, caught somewhere between laughing and crying. Mage shit. She really just tossed the most busted, most complicated, most economy-draining, raid-ending class in the whole damn game at him like it was picking toppings for pizza.

Early game, they were trash: no armor, no stamina, a mana pool that drained faster than a cracked soda can. But if you survived the suffering? If you built right, grinded the right quests, hoarded every spell, and endured the constant bullying from higher levels? You became untouchable.

Late-game Mages rewrote the battlefield. They bent weather systems, drowned armies in oceans pulled from thin air, cracked mountains with arcane lances, and in one infamous case from the last timeline, stopped a continent-wide raid boss by literally halting time for forty-five seconds. No other class could match that kind of high ceiling. But the climb to get there was brutal.

And thanks to the DLC's rewrite, Kamadeva wouldn't just be a Mage. He'd have the option to branch into Arcane Magus — the "balance breaker." Where a normal Mage had to play it safe behind tanks and barriers, an Arcane Magus blurred the line between spellcaster and frontline bruiser.

Martial magic. Elemental fists. Gravity kicks. Lightning storms delivered point-blank with the weight of a Warrior's strike behind them. They didn't just throw fireballs; they became fireballs.

The devs didn't balance that shit because they didn't want to. They made it stupid on purpose. A class for maniacs. For people who weren't afraid to set themselves on fire if it meant taking half the map with them.

And now? Rika just casually volunteered him for it.

Kamadeva rubbed his face, groaning into his palm. "Of course you would." Well maybe he should go for the Arcane Gunnery subclass. It was a very popular subclass in the old timeline. 

 

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