Ragnarok X: Next Generation Classes — Player’s Deep Dive Guide
Hey adventurers — if you’re diving into Ragnarok X: Next Generation (ROX) and scratching your head over “Which class should I pick?” or “What’s the deal with job-advancements?”, you’re in the right place. I’m coming at this as a fellow player who’s rolled characters, switched classes, and been both the newbie getting stomped and the veteran carrying the group. I’ll walk you through the full class system, from the base picks to advanced jobs, tier lists, strengths & weaknesses — all in a tone like I’m chatting with you in the guild lounge. Let’s go.

I. Introduction to Ragnarok X: Next Generation Classes
A. Overview of class system and features
ROX has a rich class system: you start with one of the base jobs, then you branch out through job advancements (first job → second job → even advanced job classes). Each class brings unique skills, mechanics, roles in group content (tank, support, DPS), and customization options (gear, cards, stats). A good class choice influences your enjoyment and progression. According to one guide: “six base classes, each branching into powerful advanced jobs” and lots of unique playstyles. +2GamingPH.com+2
B. Game genre (action MMORPG) and gameplay style
ROX blends classic Ragnarok Online nostalgia with modern mobile/PC MMORPG features: real-time combat, open world, party dungeons, PvP, job changes, skill builds. It’s not just “tap auto and win” — though auto helps — you’ll still engage with mechanics, positioning, skills, stats.
C. Platform availability (mobile, PC)
You can play ROX on mobile (Android/iOS) and in many cases via emulator or PC version (depending region) which can enhance controls, etc.
D. Developer information
Developed by Gravity Game Hub (as part of the Ragnarok franchise) and published in various regions by partners. The classes, job tree, mechanics are being updated (4th-job updates etc).
E. Class diversity and customization options
From Swordsman to Mage, Archer to Merchant, each base class brings a distinct flavor. Then job trees unlock Knight, Wizard, Lord Knight, etc. You also customize stats, gear, cards. There’s real depth. The tier lists show strong differences: Swordsman and Archer are top for beginners, Merchant less so.
II. Getting Started and Class Selection
A. Class selection overview
When you log in as a new player, you’ll pick one of the base classes: Swordsman, Acolyte, Mage, Thief, Archer, Merchant. Each has pros/cons. Your choice sets your early game experience, but you can change paths later though not always trivial.
B. Character class introduction
Swordsman: Melee, tanky, beginner-friendly.
Acolyte: Support/healer class, mid-range, higher complexity.
Mage: Ranged magic DPS/AoE, high damage but squish.
Thief: Agile melee DPS/assassin style, stealth mechanics.
Archer: Ranged physical DPS, high mobility.
Merchant: Unique economy class, crafting/trade + combat twist.
C. First-time player class recommendations
If you’re new: Swordsman or Archer are safe picks (beginner friendly). Support classes or stealth classes are fun but might have steeper learning curves. Tier lists show Swordsman and Archer in “S Tier” for beginners.
D. Beginner class guide
Pick what looks fun first: you’ll play a lot with your first class before switching.
Don’t overthink early; you’ll unlock job changes later.
Focus on getting comfortable with your class mechanics (skills, stats, gear) early.
E. Class selection tips
Think about playstyle: do you like being in the front, being support, being nimble/ranged?
Consider your goals: solo farming vs group dungeons vs PvP.
Consider your tier: some classes scale easier.
Remember: switching jobs usually costs resources/time. So pick something you won’t regret quickly.
III. Base Class System
A. Swordsman class overview
The most beginner-friendly: high VIT/STR, melee DPS or tank role. According to class guide: “very beginner-friendly … high endurance and defense… easy to grasp”. Use cases: front-line mob grinding, tanking dungeons, solo early game.
B. Acolyte class guide
Support/healer role: mid-range, buffs/heals. Has higher learning curve (must know fights, positioning). Guide says: “best used by an experienced veteran … tough class to progress with… very important for group dungeons & party activities.” If you like healing and supporting friends, go for this.
C. Mage class mechanics
High damage, long-range, crowd control magic. Very strong in AoE & PvP if mastered. But low survivability. Stats lean INT/DEX. Guide: “exceptionally great at crowd-controlling enemies… ideal for both PvE and PvP.”
D. Thief class specialization
Stealth, burst damage, mobility. Good in PvP, pick off squishies. Guide: “excellent burst damage… stealth mechanic … ambush high reward/high risk.” Requires gear and good skills to shine.
E. Archer class overview
Ranged DPS physical: high mobility, long-range, strong for solo and bossing but frailer. Guide: “long range … high damage … mobility” but “low base health, vulnerable to assassination attempts.”
IV. Additional Base Classes
A. Merchant class guide
Unique among classes: crafting/trading emphasis + combat. Might not be best combat class, but has economic utility. Guide: “economy-oriented class … can enhance Zeny reward … lowered prices for crafting equipment.”
B. Base class comparison
Combat ease: Swordsman > Archer > Mage > Thief > Acolyte > Merchant (in terms of ease).
Solo vs group: Solo-friendly: Swordsman, Archer. Group-important: Acolyte, Thief (in PvP).
Utility: Merchant has niche value (economy) but falls behind in raw combat. Tier list places Merchant lower.
C. Class characteristics
Each base class has strengths/weaknesses that you’ll carry into advanced jobs. For example: Swordsman often evolves into Knight/Lord Knight etc (tank/DPS hybrid). Mage goes to Wizard/Sorcerer etc (magic specialist).
D. Starting class benefits
Choosing a base class wisely gives you: easier early game, smoother progression, fewer frustrations. Then when the time comes to job-advance you’re not stuck regretting.
E. Class uniqueness
Highlight: Merchant is very unique (economy + combat), Thief has stealth, Acolyte supports teams. So if you want something out of the norm pick those — but expect steeper learning.
V. Job Advancement System
A. Job advancement guide overview
As you level base class (job level) you unlock job change to 1st job → 2nd job → maybe 3rd/4th job (depending update). Each advancement unlocks new skills, new role options, stronger specialization.
B. Job change mechanics
Typically: meet job level requirement (e.g., job Lv 50+), complete job change quest, pay resource cost. For example, in 4th-job phase guides they mention “Job Level 60 … complete job 4 advancement questline”.
C. Job change requirements
Character (base) level, job level threshold.
Specific quests (story/advancement).
Items/currency (Zeny, job items).
D. First job advancement
Your first major job change often unlocks new weapon types, new skill branches, maybe more classes. For example: Swordsman → Knight/Crusader; Mage → Wizard/Sage.
E. Job tree structure
Visualize: Base Class → 1st Job → 2nd Job → (maybe) 4th/Advanced Job. Each branch gives variety. Some classes merge or cross into other trees depending region updates.
VI. First Job Classes
Here we’ll look at specific job paths you’ll hit after base class advancement (first job).
A. Knight job guide
From Swordsman base. Focus: tank/DPS hybrid, better gear, more skills. Good for front-line, group play.
B. Crusader job mechanics
Also from Swordsman; more emphasis on support/tanking or holy damage variant. One build guide says: Crusader is “ideal tank … allocate VIT + STR … maximize defense and HP”.
C. Priest job overview
From Acolyte base. Focus: full heal/support, possibly damage support build. Vital in group content.
D. Monk job specialization
From Acolyte base (often). DPS support melee. Good for players who want damage but still healing/support flavor.
E. First job benefits
You’ll unlock significant skills, possibly new gear tiers, maybe new weapon options. Also your role in parties becomes clearer (tank/healer/DPS).
VII. First Job Classes Continued
A. Wizard job guide
From Mage base. Focus: heavy magic damage, AoE, boss-clearing.
B. Sage job mechanics
Magic specialist or hybrid support/magic. Might bring utility plus damage.
C. Assassin job overview
From Thief base. Stealth, burst damage, high skill-ceiling.
D. Rogue job specialization
From Thief base (or Archer base in some versions) — fast, agile, maybe ranged melee.
E. Hunter job guide
From Archer base. Long-range DPS, trap/aoe options, boss damage. Good for solo/bossing.
VIII. Additional First Job Classes
A. Ranger job overview
From Archer base; advanced long-range DPS class, boss killer, high damage.
B. Blacksmith job guide
From Merchant base perhaps; crafting/combat hybrid.
C. Alchemist job mechanics
From Merchant base; support/buff/crafting heavy. Good niche.
D. First job comparison
When comparing first jobs: think about your base class foundation + what you enjoy doing (tank, DPS, support) + what your group needs.
E. Job progression path
Base → first job → second job → advanced job. It helps to plan ahead: don’t pick a base class just for aesthetics if the first job path doesn’t appeal to you.
IX. Second Job Classes
A. Lord Knight job guide
Advanced from Knight; stronger skills, DPS/tank synergy.
B. Paladin job mechanics
From Knight or Crusader line; more support/tank, buffs, group utility.
C. Archbishop job overview
From Priest line; top-tier healer/support build, essential in harder content.
D. Second job specialization
These jobs often differentiate roles more clearly: DPS vs support vs utility.
E. Advanced job benefits
Better gear access, better skills, higher ceiling for end-game. The grind intensifies but so do the rewards.
X. Second Job Casters
A. Warlock job guide
From Wizard line; heavy magic, maybe AoE/elemental specialization.
B. Sorcerer job mechanics
Also from Wizard; focus on specific elements or high burst.
C. Assassin cross job
Some versions allow cross job transitions; may come under “shadow” or “rogue” lines.
D. Shadow cross overview
Advanced rogue/stealth class; high skill requirement but high reward.
E. Magical job specialization
By this stage you will have gear and learn to maximize class strengths (stat builds, gear sets, card synergies).
XI. Advanced Job Classes
A. Dragon Knight job
From Swordsman line (in some updates); tank/DPS with special skills. One guide mentions Swordsman → Dragon Knight as 4th job.
B. Royal Guard job
Likely advanced tank/support class; strong group utility.
C. Advanced job mechanics
Often require higher level/job level, rare items, maybe event quests. Skills and gear become more specialized.
D. Specialized roles
At advanced job tier you’re often more specialized: e.g., pure boss DPS, raid support, PvP assassin. You’ll refine your build accordingly.
E. Job advancement strategy
Don’t rush into advanced job before you’ve mastered your first/second job gear and mechanics. Many players regret switching too early.
XII. Job System Overview
A. Job progression guide
Know the milestone: base level threshold, job level threshold, quest requirements, resource cost. Track it early.
B. Job tree explanation
Base class → first job → second job → third/4th job. Each branch may unlock different skill paths or subclasses.
C. Job specialization
As you progress, you’ll pick a niche: tank vs DPS vs support. Your choices should align with your playstyle + gear.
D. Job switching mechanics
Some games allow respec or job change items. Check if ROX does in your region. Forums mention “You can respec some stats with events” but class change often requires a restart/branch.
E. Job system benefits
Higher job means more skills, better gear access, more content (raids/dungeons) unlocked, higher ceiling for PvP/power.
XIII. Character Class Tier List
A. Overall tier list ranking
Multiple guide sites list Swordsman & Archer as S-Tier for beginners; Acolyte A-Tier; Thief & Mage mid-tier; Merchant lower.
B. Best class guide
For overall ease: Swordsman. For ranged DPS: Archer. For support/group content: Acolyte. For end-game or hardcore PvP: Thief or Mage (if you master them).
C. Class comparison analysis
Swordsman: Balanced, forgiving.
Archer: High DPS but fragile.
Mage: High burst/range but requires skill/gear.
Acolyte: Crucial in parties but less strong solo.
Thief: High risk/high reward, strong in PvP if good.
Merchant: Unique but less strong in direct combat.
D. Meta class selection
Understand your region: the “meta” might shift with updates. Tier lists are guidelines, not absolute. Some guides mention Merchant is C-Tier (less combat effective) but still viable for economy.
E. Tier ranking explanation
Tier lists should reflect learning curve + solo viability + group drop-in rate + future job paths. Don’t pick purely on “tier”, pick what you’ll enjoy.
XIV. PvE Class Tier List
A. PvE tier ranking
In PvE (dungeons, raids), classes with strong AoE or solo capability shine (Mage, Archer, Swordsman). Support classes (Acolyte) also matter for team runs.
B. PvE best class guide
For solo farming: Archer or Swordsman. For group runs: Acolyte or Mage (for AoE). Merchant maybe for support economy.
C. Dungeon class ranking
Dungeons often require tank + healer + DPS. So classes that fill those roles are valued: Swordsman (tank), Acolyte (healer), Archer/Mage (DPS).
D. Raid class performance
In raids, advanced job skills matter: burst DPS, survivability, roles. A well-geared Mage or well-built Archer may outshine a generic Swordsman.
E. PvE role specialization
As you progress, your class role (tank/heal/DPS) becomes more specialized. Gear, cards, stat allocation matter.
XV. PvP Class Tier List
A. PvP tier ranking
PvP favors mobility, burst, control: Thief, Mage (glass cannon), Archer. Tanks/supports matter but in different ways. Tier lists place Thief/Mage high in competitive.
B. PvP best class
If you want to PvP: focus on classes with high burst + mobility: Thief or Archer. But note: gear and skill matter heavily.
C. Arena class ranking
In 1v1/arena: classes that can outplay opponent through burst or out-smart them (stealth, range) win. Thief (stealth) is top for 1v1 in many guides.
D. Battle class performance
Remember: PvP is less forgiving. A beginner class in PvE may struggle in PvP if you don’t master your mechanics.
E. Competitive class selection
Pick something you enjoy and can dedicate time to learn. PvP builds require deeper knowledge: counters, positioning, gear, cards.
XVI. Class Strengths and Weaknesses
A. Class strengths guide
Swordsman: high survivability, easier to learn.
Archer: strong ranged DPS, safe from melee threats.
Mage: high AoE, strong burst/control.
Acolyte: essential support, high team value.
Thief: high burst, stealth, PvP potential.
Merchant: economic utility, crafting/trade strength.
B. Class weaknesses overview
Swordsman: less range, slower in some content.
Archer: low defense, vulnerable.
Mage: very fragile, needs good positioning and gear.
Acolyte: weaker solo DPS, less forgiving.
Thief: gear-dependent, higher skill curve.
Merchant: weaker combat raw output, niche.
C. Class comparison
When you compare classes, think: “What do I enjoy?” + “What’s my role?” + “Am I beginner or advanced?” + “Solo vs group vs PvP”.
D. Role analysis
Tank (Swordsman→Knight): draws aggro, protects team.
DPS (Archer, Mage, Thief): deals damage.
Healer/Support (Acolyte→Priest): keeps team alive.
Utility/Economy (Merchant): crafting, economy.
E. Class balancing overview
Updates may shift class strengths/weaknesses. What’s top today might be nerfed later. Stay flexible and follow patch notes.
There you have it — a full, player-friendly walkthrough of the class system in Ragnarok X: Next Generation. From base-class picks to advanced job trees, tier lists, strengths & weaknesses, and how to choose wisely — hopefully you’re feeling more confident about which path to take.