Class guide
Ragnarok Zero: Global class guide — choose a first job by its second job
Compare Swordsman, Acolyte, Archer, Merchant, Thief and Magician by play style, solo comfort, party value and the 13 second jobs they unlock.
TierBuff·Beginner·8 dk·Published 2026-09-16·Applies to Six first jobs and 13 second jobs live since 3 September 2026

Choose the second job you want to play for months, then pick the first job that leads to it. In Ragnarok Zero: Global a first job is a short stage; the second job defines your party role, your gear and how you earn Zeny.
The job tree at a glance
| First job | Second jobs | Main role |
|---|---|---|
| Swordsman | Knight, Crusader | Frontline melee and defence |
| Acolyte | Priest, Monk | Healing, buffs or close-range damage |
| Archer | Hunter, Bard, Dancer | Ranged damage or party performance |
| Merchant | Blacksmith, Alchemist | Trade, crafting and melee |
| Thief | Assassin, Rogue | Fast melee damage and tricks |
| Magician | Wizard, Sage | Elemental magic and utility |
The 13 second jobs went live on 3 September 2026, earlier than the originally announced 29 October date. Bard and Dancer are the gender-specific Archer branches.
Swordsman: for players who want to hold the line
Swordsman is forgiving in early fields thanks to high health and defence. Choose Knight for a stronger offensive frontliner or Crusader for a sturdier, holy-themed defender. The trade-off is slower solo damage than ranged jobs and a dependence on potions.
Acolyte: the most wanted party member
Acolyte levels slowly alone but is valued in every group. Priest is the pure healer and buffer that parties, MVP attempts and guilds look for. Monk keeps some support tools but becomes a close-range damage dealer. Choose Acolyte if you enjoy playing for others.
Archer: comfortable solo progress
Archer deals steady damage from range, which reduces damage taken while levelling alone. Hunter stays a ranged damage and trap specialist. Bard and Dancer move toward party support through performances. Keep arrows stocked and learn to kite.
Merchant: for the market player
Merchant is a capable melee fighter, but its value is economic: vending, carrying capacity and trade. Blacksmith leans into forging and weapon work; Alchemist into potions and homunculus companions. Choose it if prices and crafting interest you as much as combat.
Thief: speed over armour
Thief relies on evasion and attack speed. It can level quickly on the right map but struggles when surrounded. Assassin is the fast single-target killer; Rogue is the flexible trickster with stealing and copying tools.
Magician: high damage with careful positioning
Magician hits hard with elemental spells, so matching fire, water, wind and earth to the target matters. Low health means you must keep distance. Wizard specialises in area magic for groups; Sage adds utility and elemental support.
Quick recommendations
- Solo and low stress: Archer toward Hunter.
- Always welcome in parties: Acolyte toward Priest.
- Tank for friends: Swordsman toward Knight or Crusader.
- Trading and crafting: Merchant toward Blacksmith or Alchemist.
- Fast and flashy: Thief toward Assassin.
- Big group damage: Magician toward Wizard.
Gravity's roadmap adds the Ninja class in May 2027, so expansion classes are coming, but the six first jobs above are the complete launch choice today.
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