SPIRITVALE

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SpiritVale Job Advancement: Base Classes and Advanced Jobs

SpiritVale job advancement is described in the developer's own store page more precisely than most guides admit, and less completely than most players expect. The store page states that the game ships seven base classes, each with a distinct skill tree and an advanced job, and lists eight advanced specializations; it also states that class switching is a functional core system. What it does not publish is the level, cost, location or quest that performs the change. This guide separates those two categories so you can plan a job change without inventing requirements the developer never wrote.

SpiritVale builds gameplay screenshot

What the official record publishes about job advancement

Two documents describe class progression and both are short. The store page's Early Access section says the game currently includes 'Seven base classes, each with a distinct skill tree and their advanced job', and its About section says players 'Unlock unique skill trees and advanced specializations as you grow'. The same Early Access section lists class switching among the core systems that are 'fully functional'. The patch notes then describe what advanced classes can do rather than how you become one. Read together, the official record confirms that the transition exists, that it is switchable, and that it is not a stretch goal — but it publishes no threshold for it. That absence is the single most important fact on this page, because it is where most third-party guides start guessing.

The seven base classes and the eight advanced specializations

The store page names seven base classes — Acolyte, Mage, Summoner, Knight, Warrior, Scout and Rogue — and eight advanced specializations: Priest, Wizard, Necromancer, Paladin, Berserker, Gunslinger, Shinobi and Weaver. Seven and eight do not pair evenly, and that asymmetry is worth noticing before you plan anything. This site's class atlas pairs Warrior with Berserker, Mage with Wizard, Summoner with Necromancer, Knight with Paladin, Scout with Gunslinger, Rogue with Shinobi and Acolyte with Priest, which accounts for seven of the eight; Weaver has no partner in that reading. The store page line 'each with a distinct skill tree and their advanced job' implies a one-to-one relation without printing the table, so treat any pairing list, including this site's, as a reading of two separate lists.

Class switching is documented; its price is not

The phrase that answers the most common question sits inside a bullet list: 'Core systems like skill progression, class switching, and loot fully functional'. That is the developer describing the Early Access build, and it is the closest thing to an official confirmation that you are not locked into a first choice. Everything practical about switching, however, is missing from the public record. No announcement in the current Steam news feed names an NPC, a fee, a level requirement, a cooldown, or a restriction such as losing progress. Since the developer has been willing to publish exact numbers elsewhere — including a Masterwork Core cost reduction from 25 to 20 — the silence here is more likely a documentation gap than a hidden rule.

The one published level tied to advanced classes

The 0.34.2 update contains the only official sentence that attaches a level to advanced classes: PvP queueing is restricted to advanced classes at level 100 or above. That line establishes two things and implies nothing further. It establishes that an advanced class is a distinct state the game can check, and that level 100 is a threshold the developer chose to publish in a competitive context. It does not say that job advancement happens at level 100, that it costs anything, or that a quest sits in front of it. A guide quoting 100 as the job-change level is quoting a PvP queue gate as if it were a progression requirement, and those are different statements in different documents.

Class masters are the only class NPCs the notes name

The 0.32.0 update describes Advanced Grimoires as crafted 'at class masters', using the matching artifact set, Masterwork Cores and a corrupted core, with the result account bound. The 0.33.0 update then cut that Masterwork Core cost from 25 to 20. Class masters are therefore real, reachable, class-specific NPCs, and the published reason to visit one is advanced class crafting. The notes do not state that a class master performs the job change, and they describe no dialogue, fee or prerequisite for one. The reliable inference is narrow: if you are looking for where class-specific progression is handled, the class master is the only NPC the developer has named in that context, and it is worth visiting before assuming the feature lives somewhere else.

The Paladin question, answered from primary sources

Queries of the form 'paladin job change spirit vale' usually want one sentence: how do I become a Paladin. Assembled from what actually exists, the answer is that Paladin is one of the eight advanced specializations the store page names and one that the 0.33.0 notes actively balance — Grand Cross rising from 100% to 125%, and Judgement Blade gaining a Hit trigger that scales with Multistrike — so it is live and maintained. The store page does not print which base class precedes it. This site's atlas pairs Paladin with Knight because that is how the two published lists are conventionally read, not because a developer sentence says so. If certainty matters before you commit a character, open the class screen in your client and read the game's own text; that source updates with the build, and this page does not.

What to settle before you commit to a change

Four questions are worth answering about your own account before you act on any tier list. First, the activity you actually play: the 0.34.0 notes reduce damage by 82.5% and healing by 65% inside PvP, so a choice driven by arena play is being made against a different damage model than a farming choice. Second, whether you group: the same update gives Even Share a +20% EXP and +10% gold and drops bonus per member while Each Take grants no bonus at all, which changes what a support or tank role is worth to a party. Third, how refined your gear is, because several documented class items scale per refine and behave differently at low refinement. Fourth, whether you can fund the class equipment the specialization implies, since Advanced Grimoires are crafted rather than bought.

How advanced-class status changes PvP access

Three published changes stack into the current PvP picture. The 0.34.0 update set damage to a 82.5% reduction and healing to a 65% reduction in PvP, and made the last channel of every map PvP and Boss enabled. The 0.34.1 update raised PvP level scaling from 100 to 150, mainly affecting HP and MP, and disabled the Swift Intervention Grimoire in PvP. The 0.34.2 update then restricted queueing to advanced classes at level 100 or above, capped party size at two, revised ranks, and consolidated regional queues so NA, EU and SA share one queue starting in NA while OCE, SEA and ASIA share another starting in ASIA. For anyone weighing a job change partly for PvP, that sequence is the real context: the mode tightened both its entry gate and its group size in the same month it changed its multipliers.

Class equipment sits behind the change, not in front of it

The documented advanced-class items share one shape. Advanced Grimoires are crafted at class masters from an artifact set, Masterwork Cores and a corrupted core, and are account bound, which means the market cannot shortcut them because a bound item cannot be listed. Masterwork Cores come from dismantling advanced artifacts, and the 0.32.0 text states that advanced artifact boxes drop at 0.1% from A-rank and S-rank maps. The chain runs content-first from end to end: ranked maps produce boxes, boxes produce artifacts, dismantling artifacts produces cores, and cores plus a matching set produce the Grimoire. Budget for that chain before assuming a specialization plays at its documented ceiling, and read the artifact sets guide for the acquisition detail rather than treating the Grimoire as a line item you can buy.

A verification routine for the next patch

Keep the question narrow when a new note lands. Search the announcement for the words class, specialization, advanced and master, and read only the entries that match; the notes are organised by system, so an unrelated patch usually says nothing about progression at all. If you are tracking one specialization, search its name directly — Paladin, Necromancer, Weaver — because the developer names specializations when it touches them, as 0.33.0 did for five paths at once. Record the patch version beside anything you conclude, and re-read the store page's class bullets occasionally, since that page is the only place the official class and specialization list is maintained as a list rather than as patch prose.

Frequently asked questions

What level do you need for job advancement in SpiritVale?

The official sources do not publish a level for job advancement. The only level the notes tie to advanced classes is the 0.34.2 PvP rule that queueing requires an advanced class at level 100 or above, which is a queue requirement rather than a job-change requirement.

Can you change class in SpiritVale?

The Steam store page's Early Access section lists class switching among the core systems that are 'fully functional'. No announcement in the current Steam news feed publishes the cost, level, NPC or any restriction for switching.

Does Knight become Paladin in SpiritVale?

The store page lists Knight as a base class and Paladin as an advanced specialization, and says each base class has 'their advanced job', but it does not print a pairing table. This site's class atlas pairs Knight with Paladin as a reading of those two lists; confirm the route in your own client.

Where do you craft Advanced Grimoires in SpiritVale?

The 0.32.0 notes state Advanced Grimoires are crafted at class masters using the matching artifact set, Masterwork Cores and a corrupted core, and are account bound. 0.33.0 reduced the Masterwork Core cost from 25 to 20.