SpiritVale Classes — All 7 Base & 8 Advanced Jobs

Every SpiritVale class explained: the 7 base jobs and 8 advanced specializations, from Acolyte to Weaver, with skill trees and roles.

Last Updated: August 13, 2026

SpiritVale Classes — All 7 Base Jobs and 8 Advanced Specializations

SpiritVale has 15 jobs total: 7 base classes and 8 advanced specializations. Every character starts as one of the 7 base classes (the full official list is on the Steam store page, and skill trees are compiled on the wiki) and can later change into an advanced job at a class-change NPC in a specific zone — the classic Ragnarok Online advancement ladder, right down to the terminology ("base" and "advanced" map onto RO's first and second jobs).

This page breaks down every class: role, signature skills, and the advanced path. If you're deciding what to play, start here, then check the best class guide for tier-style recommendations and the job change guide for how advancement actually works.

SpiritVale class trailer frame
SpiritVale class trailer frame

Read the role line first

Each class page opens with a one-line role description from the wiki (e.g., Knight is "a disciplined defender"). If you want a quick character, match the role line to your playstyle — the best class guide then fills in the tier-style ranking.

The 7 Base Classes

Acolyte — Holy Healer with a Sharp Edge

"A faithful healer who channels holy light to mend allies and turn the undead, with a quiet edge of offense."

The Acolyte is SpiritVale's support starter. Its skill tree — Heal, Codex Mastery, Increased Recovery, Haste, Benediction, Holy Light, Divine Grace, Sacred Aegis, Cure, True Sight, Arcanum Ward, Faith, Resurrection — covers healing, cleansing, buffing and undead damage. Its grimoires (Scripture of Mercy, Radiant Strikes, Radiant Judgment, Gospel of Grace, Lightweaver, Sacred Rhythm) bend the kit toward support or holy offense. Advances to Priest.

Knight — The Plate-Walled Defender

"A disciplined defender clad in plate, anchoring the line and shielding allies behind a wall of resolve."

Knight skills (Taunt, Spear Mastery, Shield Mastery, Endure, Piercing Flurry, Fortify, Twohand, Parry, Impale, Reflect Shield, Increased Regeneration, Air Cutter Spear, Quicken, Weapon Throw, Counter Stance) make it the premier tank — with grimoires like Vanguard Doctrine and Iron Response for group utility. It's one of the two most recommended beginner classes. Advances to Paladin.

Mage — Ranged Elemental Artillery

"A scholar of the arcane who bends raw mana into bolts and blasts, ruling the battlefield from range."

The Mage tree (Wand Mastery, Earthbolt, Firebolt, Thunderbolt, Icebolt, Earth Spikes, Fireball, Thunder Storm, Ice Shard, Energy Shield, Free Cast, Blink plus utility passives) is pure elemental control, with Blink and Energy Shield for survival. Grimoires such as Elementalist, Spellshot and Combustion customize the spell kit. Powerful but squishy — not a beginner's first pick. Advances to Wizard.

Rogue — The Gap-Closing Assassin

"A nimble striker who lives in the gaps — daggers out, hitting fast and vanishing before the reply lands."

Rogue (Blade Mastery, Shadow Step, Multistrike, Venom Strike, Cloaking, Lightning Reflexes, Venom Coating, Blade Dance, Dual Wield Mastery, Enchant Poison, Smoke Screen, Haste, Cure) is the fast, technical melee DPS — high mobility, poisons, burst. Its grimoires (Silent Circle, Shadow Trail, Venom Bloom, Shadow Dance, Hidden Strikes) push it into assassin territory. High skill ceiling; punishing when played poorly. Advances to Shinobi.

Scout — The Space-Controller

"A sharp-eyed marksman who controls space from afar, peppering enemies before they ever close the gap."

Scout (Steady Hands, Strafing Volley, Precise Aim, Arrow Shower, Force Shot, Mark Target, Inner Focus, Slow Trap, Volatile Bolt, Sniper's Nest) is the ranged physical class with traps and marks. Grimoires like Hunting Ground, Skirmisher's Flow and Eagle Eye define the ranged toolkit. Strong, safe leveling. Advances to Gunslinger.

Summoner — The Conjured Army

"A binder of spirits who fights through conjured allies, overwhelming foes with numbers rather than steel."

Summoner summons Angel, Cactus, Cat, Wolf companions and commands them with Summon Command, Summon Recall, Summon Swap, Summon Mount, plus utility fields (Resonance Well, Suppression Field, Banishment Field). One of the safest solo classes in the game — your summons tank while you cast. Advances to Necromancer.

Warrior — The Heavy Frontline

"A frontline fighter who trades in raw might and heavy steel, soaking hits and answering them in kind."

Warrior (Axe Mastery, Bash, Axe Quicken, Stomp, Twin Cleave, Vortex Slash, Whirlwind, Honed Blade, Dual Wield Mastery, Natural Resistance) is sustained melee damage with AoE — the second of the two recommended beginner classes. Grimoires like Bloodtrail and Warpath fuel aggressive play. Advances to Berserker.

The 8 Advanced Classes

Priest (from Acolyte) — Change at Wayfarer's Landing

The full support class: High Heal, Salvation, Sanctuary, Status Recovery, Turn Undead, Guardian Spirit, Divinity, Sacrament, Fanaticism, Holy Wrath, Absolution and more. Strong heals, party buffs, and respectable holy damage. The easiest advancement to reach — the NPC sits right in the starting town.

Wizard (from Mage) — Change at Mystic Lake 2 (36–40)

Elemental devastation: Fire Pillar, Chain Lightning, Meteor, Tempest, Blizzard, Earthquake, Avatar of Fire/Stone/Storm/Frost, Elemental Overload, Hydro Vortex, Arcane Sigil. The AoE damage king and a top pick for party farming.

Paladin (from Knight) — Change at Sanctum of Light (76–80)

The holy tank: High Guard, Holy Shield, Aegis of Light, Shield Bash, Judgement Blade, Divine Punishment, Grand Cross, aura skills and Gryphon Riding. The late advancement location means Knight is your main for a long stretch — plan for it.

Berserker (from Warrior) — Change at Windy Desert (26–30)

Frenzied melee: Mighty Roar, Wild Charge, Execute, Cyclone, Blood Frenzy, Blood Howl, Fearsome Cry, Berserk, Axe Throw, Unyielding. Community favorite for its damage and (as Steam forum threads put it) "infinite HP regen" sustain — one of the most contested classes in balance discussions.

Gunslinger (from Scout) — Change at Windy Desert North (31–35)

Ranged firepower: Piercing Shot, Fan Fire, Jump Shot, Explosive/Poison/Freeze Grenade, Sniper Shot, Gun Mastery, Point Blank, Flash Bang, Dual Loadout, Suppressive Shot. Pistol, shotgun or rifle — each gun type changes the rotation completely.

Shinobi (from Rogue) — Change at Underground Cavern (86–90)

Shadow assassin: Flame Orb, Flash Step, Fire/Ice/Lightning Release, Flow State, Ninjutsu Mastery, Shadow Seal, Silent Edge, Fan of Knives, Shuriken Fan, Mimic Seal, Black Blade. The community's pick for fastest farming and highest burst. Note the late change location (86–90).

Necromancer (from Summoner) — Change at Festering Woods 2 (26–30)

Death commander: Summon Skeleton, Summon Skeleton Mage, Summon Wraith, Summon Abomination, Bone Spear, Corpse Explosion, Death Coil, Life Drain, Death Nova, Necrotic Presence, Grave Chill. Minion armies plus strong DoT — the safe solo specialist.

Weaver (no base listed) — Change at Starfall Tundra (131–135)

The mystery job. Weaver has no base-class parent listed on the official community wiki, changes at the endgame zone Starfall Tundra (131–135), and its skill tree is a mashup of almost every other class's skills — melee, ranged, magic and support all in one kit. It reads as a deliberate late-game hybrid "spellblade" class, but its exact unlock conditions are not officially documented — treat as unverified. See the job change guide for what's known.

Which Class Should You Play?

  • First MMO class / want to survive: Knight, Warrior, or Summoner (→Necromancer)
  • Fastest farming: Shinobi
  • Highest ranged damage: Gunslinger
  • Solo bossing: Paladin
  • Massive AoE parties: Wizard
  • Group support: Acolyte → Priest
  • Theories and hybrid play: Weaver

For the tier-style verdict and scenario recommendations, read best class in SpiritVale. For skill point and attribute templates per class, see the stats guide and the builds guide.

Official source: class roles, skill trees and job-change locations are compiled on the community wiki — see the SpiritVale Wiki classes database (data snapshot v0.20.4; skills and locations may shift with weekly patches).

FAQ

How many classes are in SpiritVale?

15 jobs: 7 base classes (Acolyte, Knight, Mage, Rogue, Scout, Summoner, Warrior) and 8 advanced specializations (Priest, Paladin, Wizard, Shinobi, Gunslinger, Necromancer, Berserker, Weaver).

What is the best class in SpiritVale?

It depends on role: Shinobi for farming speed, Wizard for AoE, Paladin for solo bossing, Priest for support. For beginners, Knight, Warrior and Necromancer are the safest. See the best class guide.

What does the Weaver class do in SpiritVale?

Weaver is a late-game hybrid whose tree borrows skills from every other class. Its unlock path is not officially documented — treat details as unverified.

Can you change classes in SpiritVale?

Yes — every base class advances into a specific specialization at a class-change NPC in a particular zone (Priest at Wayfarer's Landing, Wizard at Mystic Lake 2, Paladin at Sanctum of Light, etc.). See the job change guide.

Last Updated: August 13, 2026 (wiki data v0.20.4).

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