Changing Classes Without Losing Your Plan

Yes, you can change a mercenary's class in Quasimorph, but it is not a free respec. Switching classes resets that clone's progress in the class they leave, so it is best used when you are ready to commit to a new role or when a newer class suits the operator better.

The answer to “quasimorph can you change classes” also includes a second system: late-game class editing. That feature changes the perk package of a class itself, rather than creating a private custom class for one clone.

ActionWhat changesMain consequence
Equip a different classThe selected clone changes classProgress in the old class is reset
Unlock a Class ChipAdds a class to your available rosterDoes not automatically change any clone
Edit a class's perksChanges that class's six-perk loadoutExisting users may need to re-equip or reclone
Reclone an operatorCreates a new clone from the operator's available dataCan be useful after changing class or genome setup

A class is a collection of six perks. Some are passive bonuses that improve through relevant actions, while trigger perks activate automatically when their conditions occur. A shotgun-focused class, for example, may gain experience through shooting compatible weapons, whereas a defensive trigger might gain experience whenever an enemy misses.

Because perk progress is attached to the current class setup, changing jobs repeatedly is inefficient early on. Keep a roster with distinct roles instead of expecting one heavily trained mercenary to fill every combat niche.

Quasimorph screenshot 7
Image: Steam

How to Change a Mercenary's Class

You can assign an unlocked class to a clone through the class selection interface. The game warns you before the switch because the outgoing class's skill experience will be lost. Read that warning carefully if the clone has built up valuable perk levels.

Class availability grows through Class Chips. These can appear as mission loot, mission rewards, and corporation trade items. Finding a chip unlocks the class for future use; it does not consume the clone currently using another class.

Use a class switch when the benefit is clear:

  • A newly unlocked class better matches the operator's weapons, implants, or intended mission role.
  • The clone has little progress in the current class.
  • You need to fill a gap in your active roster, such as close combat, heavy weapons, stealth, or scavenging.
  • You are changing direction early enough that rebuilding perk experience is affordable.

Avoid switching simply because a class has a single attractive perk. Class perks are designed to work as a package, and a clone needs time and appropriate actions to level them.

SituationRecommended choiceWhy
Fresh clone with low perk levelsChange classes if neededThe reset cost is small
Veteran clone with a strong, leveled classUsually keep the classRebuilding several perks takes time
You unlock a specialized new classAssign a different clonePreserves the veteran's progress
You want one perk from another classConsider class editing laterEditing is more flexible than repeated reassignment

Training becomes easier later in a campaign through ship upgrades and other progression systems. That reduces the pain of rebuilding class skills, but it does not make early class switching consequence-free. A stable roster remains the safer approach.

Video: Quasimorph gameplay and trailer

Editing Class Perks With the Classes Upgrade

The ship upgrade called Classes is separate from the list of mercenary classes. It is a research module that lets you modify the perks on a class you own by using perks from other unlocked classes.

Each class has six perk slots. Editing lets you replace selected slots one at a time, allowing you to build a custom six-perk package. You are not limited to combining only two classes: perks can come from multiple unlocked classes, subject to the available slots and the upgrade's editing capacity.

The initial version of the upgrade supports a limited number of replacements. Further research expands how much of a class can be altered. This makes the system especially useful once you understand which triggers you can activate reliably.

Editing ruleWhat it means in practice
A class has six perksYour finished build always contains six perk slots
Perks can come from other classesMix weapon, survival, movement, and utility perks
Replacements are slot-by-slotYou can retain useful original perks
Edited skills begin at level 1Plan to retrain the changed abilities
The class itself is editedYou overwrite that class's current configuration

A good edited class has a coherent job. Do not choose perks only because their numbers look high. Trigger perks need conditions you can consistently create, while passive perks need a playstyle that earns their experience.

For example, a heavy-weapons build benefits from perks that support accuracy, scatter reduction, ammunition use, durability, or explosives. Combining it with perks that require constant stealth kills or melee wounds may produce a powerful-looking but awkward loadout.

Quasimorph screenshot 8
Image: Steam

What Happens to Clones Already Using an Edited Class

Editing is not an individual-clone loadout system. When you save changes, you alter the class definition. Clones already equipped with that class do not necessarily become an instant copy of the new version with preserved progression.

If you modify a class already equipped by a clone, changed skills are treated as new and begin at level 1. Community experience also indicates that existing clones may need to switch away and re-equip the class, or be recloned, to receive the updated version correctly.

That creates an important planning rule: edit before recruiting or recloning the mercenary you expect to use with the finished class.

ApproachBenefitDrawback
Edit before assigning the classCleanest way to start the buildRequires planning ahead
Switch away, then backCan refresh the class assignmentLoses class skill experience
Reclone after preparationCan preserve a more intentional operator setupUses cloning resources
Keep an old clone on the prior versionMay preserve its existing progression temporarilyThe setup is harder to manage long term

It is technically possible to exploit the fact that existing clones may not immediately update, creating different practical versions of one class across several mercenaries. However, this is resource-intensive and fragile. If a clone dies or must be recloned, you may need to recreate the arrangement.

A simpler solution is to edit a class you do not otherwise intend to use. Treat it as a dedicated custom template: keep your favorite original class intact, then turn another unlocked class into your experimental ranged, melee, or scavenging build.

FAQ

Quasimorph can you change classes without losing progress?

No. Changing a clone from one class to another resets the progress tied to the class being left. Consider using another clone for the new role if the current mercenary has well-developed perks.

Can you unlock more classes?

Yes. Additional classes are unlocked with Class Chips obtained through missions, rewards, or corporation trade. Once unlocked, they can be assigned to eligible clones.

Can you combine perks from more than two classes?

Yes. The Classes ship upgrade allows perk replacements using perks from other classes you own. A custom class can draw its six perks from several class sources rather than only one pairing.

Does class editing create a separate custom class?

No. You edit an existing class definition and save over that class. It is not a personal, permanent custom class slot for a single clone.

Do edited perks keep their old levels?

No. A newly changed skill starts at level 1. Build around perks you can level naturally through your normal weapons, movement, and combat decisions.