BRIGANDINE ABYSS Class System
Two promotion gates, twenty-plus classes, no invented tree.
Class change in BRIGANDINE ABYSS is a pair of gates, not a choose-your-own-adventure novel with named endings. Knights and monsters take an upgrade at level 10. Most take a second upgrade at level 20 if you have a class-change item from quests or expeditions. Faction leaders skip that item requirement. Reviews report more than twenty distinct classes, and skills improve as you use them. What public sources do not provide is a complete official ladder with titles such as Soldier, Warrior, and Berserker chained together. This page therefore explains the system Adglobe actually shipped: Command Points, Organization time, mercenaries, and battlefield roles you can recognize even when the UI uses a name this wiki has not listed.
If you came here looking for a spreadsheet of every promotion, start with How to Play so the Organization Phase and Invasion Phase make sense, then treat class change as one more Organization task alongside Niffrom’s Market, training, and squad CP budgets.
The two gates
Level 10 is the first real identity choice for a knight or a monster. You are not unlocking a secret third faction; you are spending a promotion that changes what that unit wants to do on a hex. After the change, monster Command Point costs go up. A leader who comfortably fielded five creatures may have to cut the squad to stay legal. That is not a bug. It is the tax on quality. Keep a weaker filler if you need bodies for encirclement, or accept a smaller elite squad if you are hunting the enemy leader.
Level 20 is where Organization discipline shows. Class-change items come from quests and expeditions. Sending a leader on that work occupies them: they cannot defend a castle or join an Invasion until they return. You gain materials that shops do not sell and, if you are lucky, the item that lets a non-leader knight take the second class. Faction leaders can class-change without those items, which is why they stay ahead of mercenaries you hired last season. Enemy nations train in the background and are not waiting on your quest log. Falling behind on items is how a story special against six enemy squads starts to feel unfair.
Roles, not counterfeit titles
Until an official complete class list is public, talk about jobs:
Frontline knights hold hexes, create zone of control, and make encirclement possible. They are the people you do not Rally-dismiss into a mage tile unless you know the math. Mages often cannot cast if they have already moved, so Rally dismiss that counts as movement can silence a spell you needed. Flyers ignore some height and terrain restrictions that ground units eat. Healers keep a three-squad deployment alive through accuracy misses and counterattacks. Rally batteries are monsters you absorb for a trait—especially the lizard extra action that lets a leader take two turns in a row. Rank those jobs on the Class Tier List and the Monster Tier List; do not wait for a wiki to invent Paladin and Fortress.
Geographic restriction is real. Some classes are tied to regions of Meltitea, so a Scarlet Will campaign will not automatically teach you every kit. That is a reason to replay, not a reason to download a fake tree from another game.
Mercenaries versus plot knights
You can purchase mercenary knights. If they lose, they are gone forever. That rule makes them the correct bodies for dangerous quests, training runs you might fail, and castles you might have to abandon. Plot-relevant knights keep levels, story scenes, and the class-change items you spent seasons finding. Do not send your only flyer-capable story knight on a material quest the night before an event battle. Use Quests and Training to schedule expeditions around the Invasion calendar instead of reacting after a wipe.
Command Points, Rally, and class change together
A class upgrade on a monster is a CP event. Plan promotions during Organization, not in the deployment screen of a story special. Rally then layers a second decision: absorbing a lizard for two leader turns is often stronger than leaving that lizard as a fifth hex body. Absorbing a flyer for movement can win a height map and also strip you of the only unit that could ignore cliffs. Dismiss returns the monster but may count as movement for spellcasting. If the leader dies while rallied, the monster is at risk with the squad. The Rally guide and Combat Tips cover timing; this page only insists that class change and Rally share the same squad budget.
Defeat the enemy leader and remaining monsters retreat. Your class fantasy should support that hunt: a mobile leader, a Rally trait that adds an element or an extra action, and enough frontliners to stop the AI from walking through a hole in the hex line.
Organization habits that keep promotions honest
Check Niffrom’s Market while you still have leaders at home. Buy gear that matches the role you already chose instead of gambling on a class name this wiki will not invent. Build strongholds so local quests improve; reviews describe ranks that add equipment and material options up to a cap. Keep multiple saves before event battles that lock which knights you may deploy. Typical fights use three of your squads; specials can face six, which is when leftover mercenaries and unpromoted fillers still earn their pay.
When you need creature examples, stay on Monster Summoning and Best Monsters—dragons for Gran Dragnica, unicorns for Scarlet Will, lizards as Rally batteries. For campaign order, use the Faction Overview, Best Faction, and Faction Tier List. For numbers that are actually documented, open Stats.
Frequently Asked Questions
Quick answers to common questions about BRIGANDINE ABYSS.
When do knights and monsters class-change?
At level 10 for the first upgrade. Most units need a class-change item from quests or expeditions for the level 20 upgrade. Faction leaders can skip the item.
Will this wiki list every class name?
Not as a fake tree. More than twenty classes are reported, but public sources do not publish a complete official ladder. We describe roles until names are sourced.
Why did my squad shrink after a monster promoted?
Monster class upgrades raise Command Point cost. A leader still caps around five monsters only if CP allows. Drop a unit or delay the upgrade.
Are mercenaries worth hiring if they can disappear?
Yes, as quest and garrison fodder. They are gone forever on a loss, which is exactly why you should not spend class-change items on them first.