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SpiritVale classes guide – all base and advanced classes explained

Paul McNally

By Paul McNallyManaging Editor

SpiritVale classes guide – all base and advanced classes explained

SpiritVale has arrived and really caught our attention, but it is one of those games where you kinda want to get it right from the start, as opposed to wasting time on a build or character you ultimate don’t enjoy as much as you could or should.

Choosing a class is one of the first major decisions you will make in SpiritVale. The class-based MMO currently offers seven starting classes, covering familiar roles such as tanking, healing, spellcasting, ranged combat and close-range damage.

Those starting choices are only the beginning and if you are unsure of what your build should be, we have a guide to the best builds here. Once a base class reaches Job Level 50, it can advance into a more specialised class with another skill tree and additional abilities.

There are currently seven standard advanced classes, with one corresponding to each starting class. Weaver acts as a special eighth option and can be selected by characters from any base class.

This guide explains every SpiritVale class, its normal advanced-class route and the type of player each one is likely to suit.

All SpiritVale classes and advanced classes

Base classAdvanced classPrimary roleAdvancement location
WarriorBerserkerMelee damage and critical hitsWindy Desert, wind area
KnightPaladinTanking, protection and supportSanctum of Light
MageWizardElemental magic and area damageMystic Lake
SummonerNecromancerSummons, dark magic and damage over timeFestering Woods
RogueShinobiMobility, clones and fast melee attacksUnderground Cavern
AcolytePriestHealing, buffs and party supportWayfarer’s Landing
ScoutGunslingerMobile ranged physical damageWindy Desert, fire area
Any base classWeaverHybrid damage and supportStarfall Tundra

SpiritVale’s Steam page lists seven base classes and eight advanced specialisations: Priest, Wizard, Necromancer, Paladin, Berserker, Gunslinger, Shinobi and Weaver. How classes work in SpiritVale

Your starting class determines your skill tree, natural combat role and how much health your character gains while levelling.

Base Level and Job Level are separate forms of progression. Base Level represents your character’s overall growth, while Job Level unlocks skill points and class advancement.

Base classes can reach Job Level 50. Once that cap is reached, you can travel to the appropriate Class Master and advance into the corresponding advanced class.

After advancing, your advanced Job Level begins again at one and can be increased to 70. You retain your existing character, equipment and base-class skill tree while unlocking an additional advanced skill tree. sses also do not appear to be restricted to one exact weapon or armour category. Any class can equip different gear types, although its available skills and preferred attributes mean that certain weapons remain much better suited to particular classes. Warrior

Warrior is SpiritVale’s aggressive starting melee class. It is designed around heavy attacks, wide swings and strong physical damage, making it an accessible choice for players who simply want to charge into groups of enemies.

Warriors also receive the highest natural health growth of the current class archetypes. That does not make them a dedicated tank, but it gives them more room to survive at close range than many damage-focused classes.

Typical Warrior weapons include axes, swords and scythes. Its skill tree supports critical hits, melee attack speed and abilities capable of damaging several enemies at once.

Warrior is best for players who want:

  • Heavy melee attacks
  • High natural health
  • Critical-hit builds
  • Strong group-clearing abilities
  • A direct and aggressive playstyle

At Job Level 50, Warrior normally advances into Berserker.

Berserker

Berserker takes Warrior’s physical damage and pushes it towards an even more offensive style. It specialises in burst damage, critical hits, attack speed and sweeping melee attacks.

The class is particularly effective when fighting groups because many of its abilities can cleave through several enemies. Berserker builds can also be developed around faster attacks, Multistrike effects or health-siphoning mechanics.

The trade-off is that Berserker is less focused on defence than Knight or Paladin. Players must remain aggressive without becoming careless around bosses and high-damage enemy attacks.

To become a Berserker, take a Job Level 50 Warrior to the Berserker Master in the Windy Desert’s level 21–25 wind area. Knight

Knight is SpiritVale’s defensive frontline class. It is built to absorb attacks, control enemy attention and protect more vulnerable party members.

Its skills include defensive buffs, threat-generating attacks and abilities that improve blocking or damage reduction. Knight is consequently one of the most forgiving starting classes, particularly for players learning how SpiritVale’s bosses and enemy attacks work.

Knights commonly use spears, swords and maces, usually alongside a shield.

Knight is best for players who want:

  • High survivability
  • Tanking and enemy control
  • Shield-based combat
  • A useful multiplayer role
  • A forgiving first character

At Job Level 50, Knight normally advances into Paladin.

Paladin

Paladin retains Knight’s defensive identity while adding holy damage, healing and party support.

It can continue to operate as the group’s main tank, using threat and blocking abilities to keep enemies away from damage dealers. Paladin also gains skills capable of shielding allies, restoring health and improving the durability of the wider party.

This makes Paladin one of SpiritVale’s most versatile group classes. It may not deal as much damage as Berserker or Wizard, but it contributes through survivability, protection and reliable enemy control.

To become a Paladin, take a Job Level 50 Knight to the Paladin Master in the Sanctum of Light. Mage

Mage is the main starting class for players who want to fight with elemental magic.

Its skill tree includes fire, ice, lightning and earth attacks, giving the class access to ranged damage and several ways to hit groups. Different elements can also become more or less effective depending on the enemies and environments being explored.

Mage is powerful but fragile. It has among the lowest natural health growth of the current archetypes, so positioning and movement are important. Players must learn to keep enemies at range rather than attempting to absorb damage.

Mage is best for players who want:

  • Ranged magical damage
  • Elemental attacks
  • Large area-of-effect abilities
  • Crowd control
  • A traditional glass-cannon caster

At Job Level 50, Mage normally advances into Wizard.

Wizard

Wizard expands Mage’s elemental toolkit with larger spells, heavier area damage and improved battlefield control.

The class is particularly effective when farming tightly packed groups or dealing damage while other players keep a boss occupied. Wizard abilities can cover large sections of the battlefield, although casting times and mana costs mean players cannot simply use everything without planning.

Positioning becomes even more important after advancing. Wizard can produce some impressive damage, but it remains vulnerable if enemies close the distance.

To become a Wizard, take a Job Level 50 Mage to the Wizard Master at Mystic Lake. Summoner

Summoner fights alongside creatures rather than relying entirely on direct attacks.

Summoned companions can damage enemies, distract targets and take pressure away from the player. The class also has access to dark magic and support abilities that strengthen or interact with its summons.

This can make Summoner a strong choice for solo players. Minions give enemies additional targets to attack, providing time to reposition, recover or cast another ability.

Summoner is best for players who want:

  • Minion-based combat
  • A capable solo character
  • Dark magic
  • Less direct enemy management
  • A class that develops through pet interactions

At Job Level 50, Summoner normally advances into Necromancer.

Necromancer

Necromancer takes the Summoner concept in a darker direction, replacing ordinary companions with undead minions and corpse-related abilities.

It specialises in wearing enemies down through summons, Decay effects and damage-over-time spells. Necromancer can also use defeated enemies as part of its rotation, including abilities that cause corpses to explode.

Unlike burst-focused classes, Necromancer often wins by keeping several effects active simultaneously. Its summons occupy enemies while spells steadily reduce their health.

To become a Necromancer, take a Job Level 50 Summoner to the Necromancer Master in Festering Woods. Rogue

Rogue is an agile melee class specialising in speed, poison and hit-and-run attacks.

Instead of standing directly in front of enemies, Rogue relies on movement skills, evasion and accurate strikes. It can apply poison to targets before repositioning while the status effect continues to deal damage.

Rogue has less natural health than Warrior or Knight, so it rewards a more active style. Players must use mobility and timing rather than expecting to survive repeated hits.

Rogue is best for players who want:

  • Fast melee combat
  • Poison builds
  • High mobility
  • Evasion and repositioning
  • A more technical close-range class

At Job Level 50, Rogue normally advances into Shinobi.

Shinobi

Shinobi develops Rogue’s mobility into a class based around clones, teleports and misdirection.

While Rogue focuses heavily on poison, Shinobi places more emphasis on rapid attacks, autocast interactions and abilities that allow the character to move quickly between targets.

Its clones and mobility tools can make it difficult for enemies to pin down, but the class requires more input and awareness than slower frontline options.

To become a Shinobi, take a Job Level 50 Rogue to the Shinobi Master in the Underground Cavern. Acolyte

Acolyte is SpiritVale’s starting healer and support class.

It can restore health, protect allies, provide buffs and use holy magic against enemies. Although Acolyte can fight alone, its greatest value is found in cooperative content where healing and support can prevent an entire party from being defeated.

Acolyte is one of the more specialised starting choices. Solo progression may be slower than with a dedicated damage class, but groups tackling difficult bosses will normally appreciate having one available.

Acolyte is best for players who want:

  • Healing abilities
  • Party buffs
  • Defensive support
  • Holy magic
  • An important cooperative role

At Job Level 50, Acolyte normally advances into Priest.

Priest

Priest is SpiritVale’s dedicated advanced healing class.

It expands Acolyte’s healing spells, protective effects and party blessings. Priests can remove harmful conditions, improve allied attributes and provide the sustained healing required during longer boss encounters.

The class can still damage undead and dark enemies with holy magic, but its main job is keeping everyone else alive.

To become a Priest, take a Job Level 50 Acolyte to the Priest Master beside the church at Wayfarer’s Landing. Scout

Scout is a mobile ranged class that uses bows and physical attacks.

Its range makes it easier to observe enemy attacks and maintain a safe distance, while skills such as volleys and arrow showers provide options against groups. Scout can also kite enemies by attacking while repeatedly moving out of their reach.

The class has relatively low natural health, so it should not be treated like a ranged tank. Its protection comes from distance, movement and crowd control.

Scout is best for players who want:

  • Ranged physical damage
  • Bow combat
  • Mobility and kiting
  • Precision attacks
  • A relatively approachable ranged class

At Job Level 50, Scout normally advances into Gunslinger.

Gunslinger

Gunslinger trades Scout’s bow for a large collection of firearms.

Available weapon styles include pistols, rifles, shotguns, Gatling weapons and launchers. Each weapon type supports a different pace, from long-range precision shots to rapid attacks and close-range blasts.

The class retains Scout’s mobile ranged identity but generally plays faster. It can use ricochets, repeated shots, traps and movement abilities to maintain pressure while staying away from enemy attacks.

To become a Gunslinger, take a Job Level 50 Scout to the Gunslinger Master in the Windy Desert’s level 26–30 fire area. This is separate from the area used for Berserker advancement. Weaver

Weaver is different from every other advanced class because it is not tied to one particular starting job.

Any of the seven base classes can become a Weaver at Job Level 50 instead of following its normal progression. A Warrior could therefore choose Weaver rather than Berserker, while a Mage could choose Weaver rather than Wizard.

Weaver is a hybrid class built around flexible damage, support and autocast interactions. Its effectiveness depends heavily on the base-class skill tree carried into the promotion, meaning two Weavers can play very differently.

Choosing Weaver replaces the character’s normal advanced-class route. You do not become a Berserker, Paladin or other standard promotion first and then add Weaver afterwards.

To become a Weaver, travel to the Weaver Master in Starfall Tundra after reaching Job Level 50. Starfall Tundra is a level 131–135 area, so lower-level characters may need help reaching the Class Master safely. Which SpiritVale class should you choose?

Your best class depends on the role and combat style you enjoy.

Preferred playstyleRecommended class path
Tanking and survivabilityKnight into Paladin
Heavy melee damageWarrior into Berserker
Elemental spellcastingMage into Wizard
Summons and solo playSummoner into Necromancer
Fast, technical melee combatRogue into Shinobi
Healing and party supportAcolyte into Priest
Mobile ranged damageScout into Gunslinger
Experimental hybrid buildsAny base class into Weaver

Knight is probably the safest first choice because its durability makes early mistakes less punishing. Scout is a good alternative for players who prefer keeping enemies at range, while Summoner offers additional protection through its summoned companions.

Players who already know they want to heal should select Acolyte, while those seeking the highest straightforward melee damage will probably feel most comfortable with Warrior.

Can you change your SpiritVale class?

You can reset your character’s stats and skill points through the Waybinder beneath the fountain in Nevaris. This allows you to correct mistakes or rebuild around different equipment.

Changing an advanced class is more restrictive. Current advancement guidance tells players to choose one advanced route and commit to it on that character, so it is worth deciding whether you want the standard promotion or Weaver before completing the advancement.

SpittVale remains in Early Access, and the developer plans to introduce additional advanced specialisations and skill trees before the full release. The available class routes and their balance may therefore expand considerably as development continues.

Paul McNally
Authored by Paul McNally

Paul McNally has been around consoles and computers since his parents bought him a Mattel Intellivision in 1980. He has been a prominent games journalist since the 1990s, spending over a decade as editor of popular print-based video games and computer magazines, including a market-leading PlayStation title. Paul has written high-end gaming content for GamePro, Official Australian PlayStation Magazine, PlayStation Pro, Amiga Action, Mega Action, ST Action, GQ, Loaded, and the The Mirror. He has also hosted panels at retro-gaming conventions and can regularly be found guesting on gaming podcasts and Twitch shows. Believing that the reader deserves actually to enjoy what they are reading is a big part of Paul’s ethos when it comes to gaming journalism, elevating the sites he works on above the norm.