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Rogue Guide: Shinobi Path and Cards
The Rogue is one of the seven base classes the Steam store page lists for SpiritVale, paired on this site's class atlas with the Shinobi advanced specialization. Patch notes document a small number of Rogue and Shinobi entries — two cards, a master card, a named weapon and several stealth-related fixes — and this guide publishes exactly those, rather than a tier list the developer has never provided.

What the official sources confirm about the Rogue
The Steam store page lists seven base classes — Acolyte, Mage, Summoner, Knight, Warrior, Scout and Rogue — and names Shinobi as one of the advanced specializations. That is the entire official description available for the class: there is no published skill list, no attack-speed or evasion table, and no statement about which advanced path performs best. Everything else on this page is quoted from a dated announcement, which is deliberate. A Rogue guide assembled from community tier lists would be describing a game state the developer has never confirmed, and Early Access notes have already changed several of the systems a build would depend on.
The two card entries the notes publish for this path
0.31.0 gives the Rogue a pair of card statements. The Rogue Card accessory grants +5% atkspd and +5% flee. The Shinobi Card, which occupies a leg slot, grants +5% Atk Speed and +5% Cast Speed, with a Weaver Card Combo adding +5% Perfect Dodge and +5% Move Speed. Read those two entries together, because they describe a path where the same two attributes recur: attack speed appears on both cards, and the accessory pairs speed with evasion while the leg slot pairs speed with mobility. The patch does not say whether the bonuses stack, or what the resulting totals mean in practice, so the honest use of this list is as a checklist of what the developer has actually documented rather than as a shopping order.
The Shinobi master card scales per refine
The same 0.31.0 patch lists a Shinobi Master Card for the head slot, granting +1% Cooldown Recovery and +2% mp cost per refine. Note that the entry is a trade rather than a pure benefit: the cooldown recovery gain comes with an MP cost increase, so the card's value depends on whether your setup has spare MP and on how far you refine it. The patch publishes no cap and no break-even point. Because the same update lists master cards for Weaver, Gunslinger, Wizard, Priest, Necro and Berserker in the same format, the shape of the entry is consistent across classes — each masters card is a pair of per-refine effects, and each should be read as a versioned, refine-scaled trade rather than a flat upgrade.
A named weapon for the path: Duskedge
0.31.0 introduced the Dark Fortress map and published eight named weapons with their refinement effects. One of them is described as a shuriken. Duskedge is listed as a unique item with Crit +3 per refine, Atk +2% per refine, Aspd limit +1, and a 1% chance per refine to autocast shuriken fan, in one slot. Everything in that entry is per refine except the aspd limit, which is stated as a flat +1, and the weapon is marked unique and single-slot. Those three details are the ones worth carrying into a comparison: a unique single-slot item competes directly with the cards described above for the same equipment decisions, and the patch does not adjudicate between them.
Stealth fixes, and why they belong in a Rogue guide
Later patches list several entries that concern stealth behaviour. 0.32.1 states that Shinobi clones stealing aggro was addressed. 0.34.0 includes "Area damage now properly cancels cloak" among its fixes, adds True Sight changes in which Seer Gem and Grasping Eye Urn gain Detector that sees through Perfect Cloak, and states that items granting True Sight now give Lv3. The same update lists a Hidden Strikes Grimoire fix. These are recorded as fixes rather than balance changes, and the notes do not assign each entry to a class. Treat them as the developer's statements that certain stealth interactions behaved differently before those versions and behave differently after them, which is enough to invalidate any pre-October observation about aggro, cloak uptime or detection without inventing a mechanic the notes never described.
What the class changes in the last two updates do not say
It is worth being explicit about the gaps, because they are where most Rogue advice goes wrong. The 0.33.0 update's class sections cover Echoing Spire, field drop rates, Weaver items, Necro skeleton mages, Wizard Grimoires, Gunslinger and Priest; there is no Rogue or Shinobi section. The 12 October balance note names Paladin, Berserker, element mods and Faith; again nothing for this path. A claim that a Rogue archetype was buffed or nerfed in those updates therefore has no published basis. The correct reading is that the last documented Rogue-specific material remains the 0.31.0 card and weapon entries, and that the intervening patches changed the environment around the class — PvP multipliers, stealth detection, aggro behaviour — rather than the class entries themselves.
PvP context that applies regardless of class
Because a mobile melee path is often discussed in a PvP context, the 0.34.0 multipliers are worth stating plainly: damage was reduced by 82.5% and healing by 65% inside PvP, the last channel of every map became PvP and Boss enabled, Gladys gear earned with Valor is restricted to PvP and GvG modes and maps, and 0.34.1 raised PvP level scaling from 100 to 150, mainly affecting HP and MP. None of those entries is class-specific, which is exactly why they matter: a damage or survivability figure observed in PvE cannot be carried into PvP, and a number quoted without naming the environment is not comparable with anything.
Leveling a Rogue, and a routine to re-check it
The published EXP rules are class-agnostic. The 0.32.0 ranked-map table applies the same multipliers to every base class, and the over-level bonus of +2% EXP per level with a +30% cap is stated without reference to class, so a Rogue levels on the same routes as anything else and differs only in clear speed, which the notes do not quantify. The 0.34.0 party clarification matters here too: Each Take pays each member by the damage they dealt, while Even Share adds +20% EXP and +10% gold and drops per member and shares EXP and gold evenly across the map. Use the leveling guide for the route arithmetic. Then, for every setup you keep, write down the patch version, the PvE or PvP environment, the refine level of any card involved and the activity it solves — so that when the next note lands you re-read only the Rogue Card, Shinobi Card, master card, Duskedge and stealth entries, instead of rebuilding the character on a rumour.
Frequently asked questions
What is the advanced class for Rogue in SpiritVale?
The official Steam store page names Shinobi as one of the game's advanced specializations and lists Rogue among the seven base classes; this site's class atlas pairs the two. The store page does not publish unlock requirements, so confirm them in your own client.
What does the Rogue Card give in SpiritVale?
The official 0.31.0 notes list the Rogue Card accessory as giving +5% atkspd and +5% flee.
What does the Shinobi Card do in SpiritVale?
The 0.31.0 notes list the Shinobi Card in a leg slot giving +5% Atk Speed and +5% Cast Speed, with a Weaver Card Combo adding +5% Perfect Dodge and +5% Move Speed.
Was Rogue buffed or nerfed recently in SpiritVale?
The official 0.33.0 update and the 12 October 2026 balance note contain no Rogue or Shinobi section, so no published class change exists for those updates. The most recent class-specific material remains the 0.31.0 card and weapon entries.