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All 7 SpiritVale Classes and 8 Advanced Jobs at Early Access Launch

SpiritVale classes and advanced jobs shape the Early Access grind, with seven base roles, Job Level 50 progression, and eight advanced paths tied to deeper MMO builds.

SpiritVale classes and advanced jobs shape the Early Access grind, with seven base roles, Job Level 50 progression, and eight advanced paths tied to deeper MMO builds.

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SpiritVale launches in Early Access with seven base classes, an advanced-job system tied to Job Level progression, and a grind-focused MMO package built around maps, bosses, gear, cards, crafting, parties, trading, and PvP.

SpiritVale is a classic sandbox mob-grinder MMO — you head into level-gated zones, grind packs of monsters, chase RNG gear drops, upgrade, and move to the next biome. Its class system is the backbone of that grind, and the Early Access build that went live on 15 July 2026 ships the full roster, the advanced-job path, and a broad MMO feature set. Because the game is still in Early Access, some names and numbers here can shift as development continues.

SpiritVale’s launch roster and headline content

Category Launch details
Base classes Seven: Acolyte, Mage, Summoner, Knight, Warrior, Scout, Rogue
Advanced jobs Eight: Priest, Wizard, Necromancer, Paladin, Berserker, Gunslinger, Shinobi, Weaver
Job advancement At Job Level 50 for base classes with an advanced path
Maps 35+
Bosses 20+
Equipment 438+ pieces
Cards 227+
Release state Early Access from 15 July 2026, expect changes

The short version: pick one of seven base classes at creation, grind your way up two separate level tracks, and eventually push into an advanced job that deepens that class. Everything below is launch-state information for the Early Access build, so treat it as the starting picture rather than the finished game.

Official screenshot from SpiritVale.
Official screenshot from SpiritVale. Image: Baikun Interactive

How class progression and Job Levels work

Every SpiritVale character carries two level tracks at once. Your Base Level hands out attribute points — the stats you pour into strength, agility and the rest — while your Job Level hands out skill points and drives your class growth. They climb independently, and it’s normal for your Job Level to lag behind your overall level while you grind.

You start at Job Level 1 as your base class. Each Job Level you earn gives a single skill point to spend in the Skills tab, unlocking or improving abilities. Here’s the catch that makes early choices matter: every class has more skills than it will ever have job points, so you can’t unlock the whole tree — you’re always building toward a subset.

KEY!Progression then splits into two paths. Classes without an advanced job earn up to 70 Job Levels, for 70 skill points total. Classes with an advanced job instead cap their base form at Job Level 50; hitting that lets them advance into the improved class and unlock a further 70 Job Levels, and those extra points can be spent freely across either the base or the advanced skill tree. All of this sits apart from your character level, which climbs on its own up to 150.

QUICK WIN

Don’t dump every early skill point blindly — base classes with an advanced path stop at Job Level 50, then unlock another 70 points you can spend across both the base and advanced skill trees, so leave yourself room to build into the specialization.

Official screenshot from SpiritVale.
Official screenshot from SpiritVale. Image: Baikun Interactive

The seven base classes at character creation

Base class General role
Acolyte Faith-based support and healing lean
Mage Ranged elemental spellcaster
Summoner Commands summoned allies
Knight Armored frontline defender
Warrior Heavy melee damage
Scout Mobile, agility-focused fighter
Rogue Close-range agility striker

None of those roles is a hard cage. SpiritVale doesn’t lock gear to a class — you can equip any weapon or armor you find, and a card and artifact system lets you shape a build inside your class. The role column above describes where each skill tree leans, not what you’re forced to play. In practice, ranged classes like Mage feel smoother for grinding because you can move and cast, while melee classes need the target to hold still, so how a class handles the grind loop matters as much as its label.

Official screenshot from SpiritVale.
Official screenshot from SpiritVale. Image: Baikun Interactive

Advanced jobs and their unsettled launch pairings

Advanced job Status
Priest Surfaced launch name; base-class pairing not settled
Wizard Surfaced launch name; base-class pairing not settled
Necromancer Surfaced launch name; base-class pairing not settled
Paladin Surfaced launch name; base-class pairing not settled
Berserker Surfaced launch name; base-class pairing not settled
Gunslinger Surfaced launch name; base-class pairing not settled
Shinobi Surfaced launch name; base-class pairing not settled
Weaver Surfaced; preview calls it an alternate job open to any class, unconfirmed at launch

Each base class grows into at least one advanced specialization as its Job Level climbs, and eight of those advanced jobs have surfaced for the launch build: Priest, Wizard, Necromancer, Paladin, Berserker, Gunslinger, Shinobi and Weaver. What the launch materials don’t spell out is exactly which base class feeds into which advanced job, so treat any strict pairing you run into as unconfirmed for now.

Weaver is the odd one out. Preview coverage described it as an alternate advanced job open to any base class, rather than one class’s dedicated upgrade — but that framing isn’t restated in the launch information, so its exact unlock rules aren’t nailed down yet.

Inside the Early Access launch build

Feature Included at launch
Biomes Maps span forest, desert, cave and sanctum biomes
Boss polish Some of the 20+ bosses still use placeholder behavior
Headgear crafting Built from biome-specific monster drops
Party multiplayer Group grinding through a party system
Player trading Personal stalls to buy and sell items
PvP Arena with free-for-all, 2v2 and 3v3
Servers and regions One character shared across all servers/regions, swap anytime
Localization Support for 15 languages
Guilds New guild system
Monetization Cosmetic-only microtransactions
Early Access window Roughly 6–12 months planned before 1.0

The class system sits on top of a full MMO grind loop. You push into level-gated zones, grind packs of mobs, and pick up RNG gear drops where each zone offers new gear variety and its own set bonuses. You upgrade and enchant that gear — refining pieces and feeding them enchant materials like vulcanite shards — while the rarest drops become tradeable currency between players. As you level, higher zones open into bosses, and the card-and-artifact layer keeps letting you tune a build regardless of what your class “should” wear.

Around that core, the launch build packs in the systems below. One thing worth checking yourself: the Early Access pricing has been described inconsistently across coverage, so confirm the model on the store page directly — what’s consistent is that in-game purchases are billed as cosmetic-only and don’t affect gameplay. The game is expected to stay in Early Access for roughly six months to a year before 1.0.

Outdated class names and unlock levels to ignore

If you’re cross-referencing older guides, a few details no longer match the launch build. Advanced-job names like Archmage, Sniper and Assassin show up in earlier test-build material but aren’t in the current specialization list, so set them aside. You’ll also see claims that advancement happens at Job Level 40; the launch progression rules put it at Job Level 50, so treat 40 as leftover from an older build unless the in-game client tells you otherwise.

Frequently Asked Questions

How many base classes are in SpiritVale at Early Access launch?

Seven, and all of them are available right away — you pick one at character creation before you ever enter the world, then commit to its skill tree from there.

What are SpiritVale’s advanced jobs?

The eight that have surfaced are Priest, Wizard, Necromancer, Paladin, Berserker, Gunslinger, Shinobi and Weaver. They’re specializations your base class grows into over time, not extra options on the character-creation screen.

When do advanced jobs unlock?

At Job Level 50. A base class with an advanced path caps its base form at Job Level 50, and reaching it lets you advance and open another 70 job levels. Remember that Job Level is tracked separately from your base and character level, which climb on their own.

Can every class become Weaver?

That’s the claim from preview coverage, which framed Weaver as an alternate advanced job any base class can take. The launch information doesn’t restate it, so it isn’t confirmed that every class can pick Weaver at release — expect the in-game requirements to be the real answer here.

Can you unlock every skill in a class?

No — and that’s exactly why early skill-point choices matter. Each class tree holds more skills than you’ll ever have job points to spend, so you’re always specializing toward the abilities you actually want to build around.

More questions
What content is included in the Early Access launch build?

Seven base classes and their advanced jobs, 35+ maps across multiple biomes, 20+ bosses, 438+ equipment pieces, 227+ cards, headgear crafting from biome drops, party multiplayer, player stalls for trading, a PvP arena, cross-server characters, 15-language support and a new guild system — all with cosmetic-only microtransactions.


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