Quasimorph Classes Hub
Mercenary classes, operators, and loadouts for extraction runs
Classes in Quasimorph specialize your clone beyond base operator stats. Each mercenary profile brings health, accuracy, range, and a unique trait, while your chosen class adds perks, skill tracks, and gear synergies that define how you clear stations and extract loot. Magnum Scriptum shipped 1.0 on July 31, 2026 with a full roster of unlockable factions beyond the two starters, Scouts of Hades and Eclipse Blades, so planning class progression is now central to long campaigns rather than an early-access afterthought.
You pick or change class on the mission prep screen before deployment. Switching class resets that clone’s class skill progress, so commit once you find a synergy you like. Starter classes cover general gunplay and melee respectively; unlockable entries such as Tifton’s Elite, Tunnel Rats, Phoenix Brigade, Spaceborn Ghosts, Angels of Spades, Terror Pack, Valkyrie Squad, and Martian Mech Inf reward meta-progression chips, faction reputation, and successful extractions. Pair class perks with the right Operators because traits like Isabella Capet’s infection immunity completely rewrite consumable budgets on Mars.
This hub links every class guide you need for Quasimorph 1.0. Read Beginner Classes first if you are fresh from the tutorial. It explains why Scouts of Hades remains the safest default rifle class and when Eclipse Blades melee pays off. Tier List offers a subjective early-to-mid ranking that will shift as players digest balance patches, but it highlights loot specialists, heavy gunners, and niche unlocks worth chasing. Builds walks through concrete loadouts: Eclipse door fighting, Scout loot routing, Tifton suppression, Tunnel Rats economy runs, and more.
Classes never exist in isolation. Damage types matter because enemy resistances scale with faction tech levels; a class that encourages shotguns solves robots while a rifle class struggles until you examine targets. Medkits, sorbets, and crafted ammo tie back to Items and ship production queues covered in Crafting and Consumables. Before rolling a new class, skim Weapons and Armor and Resistances so you know which gear your perks actually want.
Mission fundamentals still gate success. Getting Started covers Mars safety zones without Quasimorph timers, while Combat Stances teaches sprint peeking for melee and walk accuracy for scouts. Use the Loadout Planner to mock kits before spending rare barter goods. When your class plan aligns with a station arc, continue into World faction notes and the mission-order Walkthrough so unlock chips arrive on schedule.
Watch the developer overview embedded on this hub for a visual tour of class fantasy and ship progression, then drill into the pages below. Quasimorph punishes cloned permadeath harshly; picking a class that matches your operator, control setup in Controls, and extraction risk tolerance matters more than chasing theoretical top-tier labels on day one.
Frequently Asked Questions
Quick answers to the most common questions.
What classes do you start with in Quasimorph?
New campaigns begin with Scouts of Hades and Eclipse Blades unlocked. Other classes require meta-progression chips, reputation milestones, or story progress.
Can I change class without losing my clone?
You can change class before each mission on the prep screen, but switching resets that clone's class skill levels and experience for the new class.
Do operators and classes stack?
Yes. Operators provide base stats and a unique trait; classes add perks and skill trees. Strong runs pair complementary traits with class bonuses.
Which class is best for learning Quasimorph?
Scouts of Hades is the most forgiving starter for ranged play. Eclipse Blades works for melee experiments, especially with operators like Isabella Capet.
How do I unlock Tifton's Elite and other classes?
Unlock classes through meta-progression chips extracted from missions, faction rewards, and campaign milestones. Exact requirements vary by class.