Job Change Guide

Clean, quick, and friendly guidance for each job change path. Pick a tab and expand the job you want.

Back to Home

Base Classes

Swordsman Swordsman +

The Swordsman job change is an application + physical test course. You apply inside the Swordman Association in Izlude, then enter the test hall and complete the obstacle course in job_sword1. After passing, you return to the Association officer to finalize the job change.

Where to start

  • Location: Swordman Association (Izlude) — izlude_in 74,172

Requirements

  • Base Class: Novice only.
  • Novice Job Lv: Job Level 10 + all Basic Skills learned.
  • Pass the Swordman Test: complete the course and reach the final checkpoint.

Step-by-step (player-friendly)

  • 1) Go to the Swordman Association in Izlude and talk to the Swordman officer at izlude_in 74,172.
  • 2) Choose Job Change and sign up. Your savepoint will be set to izlude_in 65,165.
  • 3) Talk to the entrance guardizlude_in 62,170 to enter the test area.
  • 4) Inside the waiting room, talk to the test staff at izlude_in 30,163 to begin the exam. You will be warped to the test map at job_sword1 10,245.
  • 5) Run through the obstacle course. There are checkpoint staff and healers along the way.
  • 6) Watch out for trap floors (pitfalls). If you fall, you’ll be warped to another spot inside job_sword1 and you must find your way back.
  • 7) Reach the final checkpoint NPC (Mae) at job_sword1 223,167. Passing will warp you back to the Association area at izlude_in 66,173.
  • 8) Return to the Swordman officer at izlude_in 74,172 to finalize your job change into Swordsman.

Key locations (coordinates)

  • Swordman Officer (sign up / finalize): izlude_in 74,172
  • Test Entrance Guard: izlude_in 62,170
  • Test Briefing NPC (optional explanation): izlude_in 30,175
  • Test Start Staff (warps you into the exam): izlude_in 30,163job_sword1 10,245
  • Final Checkpoint (Pass): job_sword1 223,167izlude_in 66,173
  • Main savepoint used by the quest: izlude_in 65,165

Helpful checkpoints inside the test map

  • Healer / checkpoint near the start: job_sword1 230,245
  • Healer / checkpoint mid-course: job_sword1 230,207

Trap floor notes (what players should know)

  • Trap floors exist across the course. If you suddenly get warped, it’s normal — just keep moving and re-find the correct path.
  • Some trap areas you may step on are around: job_sword1 16,251, job_sword1 56,212, and job_sword1 17,174.
  • Some fixed pitfall tiles you may hit are around: job_sword1 65,117, job_sword1 98,27, job_sword1 161,27, job_sword1 239,117.
Magician Magician +

The Mage job change is a short “mixing test” inside the Geffen Mage Guild. You’ll sign up, get assigned a random Mixed Solution number, craft it using the Mixing Machine, then bring it back to pass.

Where to start

  • NPC: Mage Guildsman
  • Location: geffen_in 164,124 (inside Geffen Mage Guild)
  • Mixing Machine: geffen_in 164,112
  • Guide Book (Bookshelf): geffen_in 177,112

Requirements

  • Base Class: Novice only.
  • Novice Job Lv: At least Job Level 10 (NPC also reminds you to learn all Basic Skills).
  • Basic Skills: Must learn all Novice Basic Skills.

Step-by-step

  • 1) Talk to the Mage Guildsman → choose “I want to be a Mage.”
  • 2) Choose Sign Up. You’ll be assigned ONE random test:
    • Mixed Solution No. 1 or No. 2 or No. 3 or No. 4
  • 3) You receive an Empty Cylinder. Don’t lose it.
  • 4) Check the Guide Book in the guild to see the exact recipe for each solution.
  • 5) Use the Mixing Machine:
    • Select the Solvent (Payon / Morocc / None)
    • Enter ingredient amounts (Jellopy, Fluff, Milk)
    • Enter the Magic Powder Serial Code
    • Select the Catalyst Stone
    • If everything matches, the machine gives you the correct Mage Test Solution
  • 6) Return to the Mage Guildsman with the correct Solution. If you bring the wrong one, it gets deleted and you must try again.
  • 7) Pass → you become a Mage. The quest log entry completes, variables are cleared, and you get a small +50 zeny bonus.

Recipes (from the Guide Book)

  • Solution No. 1
    • Ingredients: 2 Jellopy, 3 Fluff, 1 Milk
    • Solvent: Payon Solution
    • Serial Code: 8472
    • Catalyst: Yellow Gemstone
  • Solution No. 2
    • Ingredients: 3 Jellopy, 1 Fluff, 1 Milk
    • Solvent: None
    • Serial Code: 3735
    • Catalyst: Red Gemstone
  • Solution No. 3
    • Ingredients: 6 Jellopy, 1 Fluff, 0 Milk
    • Solvent: Payon Solution
    • Serial Code: 2750
    • Catalyst: Blue Gemstone
  • Solution No. 4
    • Ingredients: 2 Jellopy, 3 Fluff, 0 Milk
    • Solvent: Morocc Solution
    • Serial Code: 5429
    • Catalyst: 1 carat Diamond

Common mistakes

  • Bringing no solution item → the Guildsman can’t check and won’t pass you.
  • Bringing the wrong solution number → it gets deleted and you must remix.
  • Choosing the wrong solvent / code / catalyst → the machine outputs an “error” solution instead.
Archer Archer +

The Archer job change is handled by the Archer Guildsman in Payon. You’ll apply, then pass a simple requirements check and submit Trunks for grading.

Where to start

  • NPC: Archer Guildsman
  • Location: payon_in02 64,71 (Payon Archer Guild building)

Requirements

  • Base Class: Novice only (if you already have a job, you’re rejected).
  • Novice Job Lv: At least Job Level 10 (the NPC also warns to finish Basic Skills).
  • Basic Skills: Must learn all Novice Basic Skills.
  • Items: Bring any mix of the required Trunks / Wood items for grading.

Step-by-step

  • 1) Talk to the Archer Guildsman and choose “I want to be an Archer.”
  • 2) Choose Apply to register (this sets your Archer application quest).
  • 3) When ready, tell him you want to be checked. He verifies:
    • Your Job Level is high enough
    • You learned all Basic Skills
  • 4) If you pass, he will grade the Trunks/Wood you brought. You must reach at least 25 points.
  • 5) After passing, the NPC takes your submitted items, promotes you to Archer, and gives rewards.

Trunk grading (how it works)

  • The NPC calculates a Total Grade from what you bring.
  • If your total is below 25, you fail and must bring more/better trunks.
  • Higher totals get better praise (30+ / 40+), but the pass requirement is still 25.

Rewards

  • Bow (starter bow) after job change.
  • Arrows quantity depends on what you submitted (the script converts your trunk grade into arrow amount).

Notes / Tips

  • If the NPC says your job level is not right, make sure you are at least Novice Job Lv 10 and have all Basic Skills.
  • If you brought none of the required items, the NPC will stop because there’s “nothing to appraise.”
  • After changing job, the script clears related job variables and completes the Archer quest log entry.
Acolyte Acolyte +

The Acolyte job change is a “penance visit” quest. You apply at the Prontera Church, get assigned 1 of 3 ascetics to visit, then return to finish the ceremony.

Where to start

  • NPC: Father Mareusis (Cleric#aco)
  • Location: Prontera Church — prt_church 184,41

Requirements

  • Base Class: Novice only.
  • Novice Job Lv: At least Job Level 9.
  • Basic Skills: Must learn all Novice Basic Skills.

Step-by-step

  • 1) Talk to Father Mareusis at prt_church 184,41 → choose “Father, I want to be a Acolyte.”
  • 2) If you qualify (Job Lv + Basic Skills), you’ll be assigned ONE penance destination (random):
    • Father Rubalkabaraprt_fild03 365,255
    • Mother Mathildamoc_fild07 41,355
    • Father Yosukeprt_fild00 208,218
  • 3) Go to your assigned ascetic NPC and talk to them. They will confirm your visit and set your return step.
  • 4) Return to Father Mareusis at prt_church 184,41.
  • 5) If your Basic Skills / Job Level check passes and your penance is confirmed, you become an Acolyte.

Penance destinations

  • Father Rubalkabaraprt_fild03 365,255 (Relics / field outside Prontera)
  • Mother Mathildamoc_fild07 41,355 (field near Morroc area)
  • Father Yosukeprt_fild00 208,218 (field northwest area)

Common mistakes

  • Trying as a non-Novice (you must be Novice to apply).
  • Not meeting the Basic Skills requirement (Father Mareusis will block the job change).
  • Returning without visiting the assigned ascetic NPC (you won’t be on the “list”).
Merchant Merchant +

The Merchant job change is a paid application + delivery license test. You apply in Alberta, pay the membership fee (full or partial), then run a package delivery to one of several destinations using a serial number. After delivering, you return the receipt and finalize the job change.

Where to start

  • NPC: Chief Mahnsoo (Merchant#mer)
  • Location: Alberta Merchant Guild — alberta_in 53,43

Requirements

  • Base Class: Novice only.
  • Novice Job Lv: Job Level 10 and learn all Basic Skills (checked by F_CanChangeJob).
  • Membership Fee: 1,000 Zeny total (either pay 1,000 upfront or split into 500 + 500).
  • License Test: Delivery run + correct receipt return.

Step-by-step

  • 1) Talk to Chief Mahnsoo at alberta_in 53,43 → choose “I want to be a Merchant.”
  • 2) Pay the fee:
    • Pay all 1,000 Zeny now, or
    • Pay 500 Zeny now, then pay the remaining 500 after you pass the delivery test.
  • 3) Mahnsoo assigns a delivery destination + serial number set (random). Remember both.
  • 4) Go to Union Staff Kay at alberta_in 28,29 → choose “My Merchant License test.”
  • 5) Pick the destination in Kay’s menu, then input the package serial number. Kay gives you the package box item.
  • 6) Deliver the package to the assigned NPC (see “Delivery destinations” below). If the serial matches, you receive the correct receipt voucher.
  • 7) Return to Union Staff Kay at alberta_in 28,29 and hand over the receipt voucher.
  • 8) Return to Chief Mahnsoo at alberta_in 53,43.
    • If you split payment, pay the final 500 Zeny here.
    • Then you get promoted to Merchant.

Important NPCs (with coordinates)

  • Start / Finish: Chief Mahnsoo — alberta_in 53,43
  • Package / Receipt Turn-in: Union Staff Kay — alberta_in 28,29

Delivery destinations (with coordinates)

  • Prontera (Kafra Employee#mer): prontera 248,42
    • Serial: 2485741 (job_merchant_q2=1) or 2328137 (job_merchant_q2=2)
    • Gives receipt: Merchant Voucher 1 / 2
  • Geffen (Guild Staff#mer): geffen_in 155,122
    • Serial: 2989396 (job_merchant_q2=3) or 2191737 (job_merchant_q2=4)
    • Gives receipt: Merchant Voucher 3 / 4
  • Morocc (Dyer’s Student / Student#mer): morocc_in 140,102
    • Serial: 3012685 (job_merchant_q2=5) or 3487372 (job_merchant_q2=6)
    • Gives receipt: Merchant Voucher 5 / 6
  • Byalan Island Kafra (F_MercKafra): coordinates depend on where you place/enable the Kafra NPC
    • Serial: 3318702 (job_merchant_q2=7) or 3543625 (job_merchant_q2=8)
    • Gives receipt: Merchant Voucher 7 / 8
    • If Mahnsoo gave you Delivery Message (ID 1072), deliver it here too for the side reward.

Common fail conditions

  • Wrong serial number: Kay gives a “generic” box and the destination NPC will reject it.
  • Losing the package: If you lost/dropped the box, Kay can mark you failed.
  • No receipt voucher: Returning to Kay without the correct voucher fails the test.
  • Split payment: If you chose 500+500, you must still have 500 Zeny at the end to finalize with Mahnsoo.
Thief Thief +

The Thief job change is an interview + mushroom test. You start in the Thief Guild inside the Pyramid 1F basement, then you’re sent to the Mushroom Farm (job_thief1) through a backdoor NPC outside in Morocc Ruins. Bring back enough mushrooms to pass.

Where to start

  • Location: Thief Guild (Pyramid 1F Basement) — moc_prydb1 39,129

Requirements

  • Base Class: Novice only.
  • Novice Job Lv: Job Level 10 + all Basic Skills learned.
  • Pass the Thief Test: collect mushrooms worth 25 points.

Step-by-step (player-friendly)

  • 1) Go to the Thief Guild inside the Pyramid 1F Basement and talk to Thief Guide at moc_prydb1 39,129.
  • 2) Choose you want to be a Thief, apply, then complete the interview. After the interview you’ll be instructed to take the mushroom test.
  • 3) Leave the guild area and head to Morocc Ruins. Find the backdoor contact NPC at moc_ruins 141,125 (this is the “between two columns” spot mentioned in the dialogue).
  • 4) Talk to him to enter the Mushroom Farm. You will be warped into job_thief1 at a random entry point (normal).
  • 5) Inside job_thief1, kill and collect the two mushroom quest items:
    • Orange Net Mushroom (item 1069) = 3 points each
    • Orange Gooey Mushroom (item 1070) = 1 point each
  • 6) Return to the Thief Guild and talk to the mushroom checker NPC at moc_prydb1 42,133.
  • 7) If your total points is 25 or more, you pass, become a Thief, and receive a zeny reward based on what you turned in.

Key locations (coordinates)

  • Thief Guide (apply / interview): moc_prydb1 39,129
  • Mushroom Checker (turn-in / job change): moc_prydb1 42,133
  • Backdoor Contact to Mushroom Farm: moc_ruins 141,125

Notes players usually ask about

  • Random warp entry into job_thief1 is intended. You may land at different coordinates each time.
  • If you return to the checker with 0 mushrooms of both types, you fail that attempt and must go back to the farm.
  • You can overfarm. Any total above 25 still passes.

Second Classes (2-1)

Knight Knight +

The Knight job change starts at the Prontera Chivalry. You’ll apply with Captain Herman, then complete five tests in order: loyalty (item collection), knighthood knowledge (quiz), combat trial (3 stages), etiquette (scenario questions), patience (don’t kill weak mobs), and a final interview. After all tests, return to the Captain for the final approval and promotion.

Where to start

  • NPC: Captain Herman (Chivalry Captain)
  • Location: Prontera Chivalry — prt_in 88,101

Requirements

  • Class: Swordsman
  • Job Level: 40+
  • Note: You must have 0 unused skill points (spend them first).
  • Note: Upper classes won’t repeat the quest (they get dialogue only).

Step-by-step

  • 1) Talk to Captain Herman at prt_in 88,101 and choose to apply for Knight.
  • 2) If you’re Job Lv.40+ and have no unused skill points, you’ll begin the tests. Captain tells you to visit Sir Andrew first.
  • Test 1: Loyalty (Items)
  • 3) Talk to Sir Andrew at prt_in 75,107 to start the first test.
  • 4) He will ask you to collect one of two random item sets (exactly 6 item types, usually 5 each). Bring them back to Sir Andrew.
  • 5) After turning in the items, he sends you to Sir Siracuse.
  • Test 2: Knowledge (Knight quiz + honor)
  • 6) Talk to Sir Siracuse at prt_in 71,91.
  • 7) Answer the Knight skill/weapon questions and the honor/behavior questions. Wrong answers fail and you must retry.
  • 8) After passing, he directs you to Sir Windsor.
  • Test 3: Combat Trial (3 stages, timed)
  • 9) Talk to Sir Windsor at prt_in 79,94. He will send you to the arena.
  • 10) In the arena map (job_knt), do not talk to an NPC to start—use the waiting room labeled “Waiting Room”. Only one person can run it at a time.
  • 11) You must clear 3 stages. Each stage has a 3-minute limit. Kill all required monsters in each stage before time runs out.
  • 12) If you fail a stage (time out), you get warped out and must start again from the waiting room.
  • 13) After clearing stage 3, you’ll be sent back to Prontera and told to go to Lady Amy.
  • Test 4: Etiquette (scenario questions)
  • 14) Talk to Lady Amy at prt_in 69,107.
  • 15) Answer her etiquette/story questions. You need a high score to pass; failing lets you retry.
  • 16) After passing, she sends you to Sir Edmond.
  • Test 5: Patience (do NOT kill)
  • 17) Talk to Sir Edmond at prt_in 70,99. You’ll be warped to job_knt for the test.
  • 18) In this test, do not kill the weak monsters. If you kill any, you are immediately warped out and must retry.
  • 19) Wait it out until the warp opens (it’s timed). Step on the warp at job_knt 143,57 when enabled to pass.
  • 20) After passing, you’ll be warped back and told to talk to Sir Gray.
  • Final: Interview (Sir Gray)
  • 21) Talk to Sir Gray at prt_in 87,92 and answer his interview questions. Bad answers can force you to retry later.
  • 22) After passing Sir Gray, return to Captain Herman at prt_in 88,101.
  • Promotion
  • 23) If you still have no unused skill points, the Captain performs the final approval and changes your job to Knight.
  • 24) You also receive a small reward: 7 Awakening Potions.

Common mistakes

  • Applying below Job Level 40.
  • Having unused skill points (Captain will block promotion).
  • For Sir Andrew: collecting the wrong item set (it’s random per run).
  • For the combat trial: not using the waiting room, or entering while someone is already testing.
  • For the patience test: killing any of the weak monsters (instant fail).
  • After completing all tests: forgetting to return to Captain Herman to finalize the job change.

Extra

  • After you become a Knight, Sir Gray can also sell/make Claymores for Knights: 74,000 zeny + 1 Steel (and enough weight capacity).
Wizard Wizard +

The Wizard job change is a 3-part process inside Geffen Tower: (1) Item Collection with Catherine (skipped if Job Lv 50), (2) a Written Quiz with Raulel (10 questions, randomized set), and (3) a Practical Battle Test in job_wiz (Water → Earth → Fire rooms with timers + door/guard fights). After clearing the arena, return to Catherine to finalize your promotion.

Where to start

  • NPC: Catherine Medici (Wizard Guildsman / Catherine)
  • Location: Geffen Tower — gef_tower 111,37
  • Quiz NPC: Raulel (Gloomy Wizard) — gef_tower 102,24
  • Arena entrance: Arena Assistant — job_wiz 50,165

Requirements

  • Class: Mage
  • Job Level: 40+ (to apply)
  • No unused skill points: must have 0 SkillPoint before applying / finalizing
  • Special: If you are Job Lv 50, you skip the item collection and go straight to the Written Quiz

Step-by-step

  • 1) Talk to Catherine at gef_tower 111,37 → choose I want to become a Wizard → apply.
  • 2) If your Job Lv < 40, you’ll be rejected. If you have unused skill points, she blocks the application until you spend them.
  • Trial 1: Item Collection (Job Lv 40–49)
  • 3) Catherine assigns one of two random item sets. Collect the full set yourself, then return to her.
    • Set A (Gemstones): Red Gemstone x10 (716), Blue Gemstone x10 (717), Yellow Gemstone x10 (715)
    • Set B (Elemental stones): Crystal Blue x5 (991), Green Live x5 (993), Red Blood x5 (990), Wind of Verdure x5 (992)
  • 4) Once Catherine confirms and takes the items, she sends you to the next exams (Raulel in the corner).
  • Trial 1 Skip (Job Lv 50)
  • 3') If you are Job Lv 50, Catherine marks Trial 1 as passed immediately and directs you to Raulel for the Written Quiz.
  • Trial 2: Written Quiz (Raulel)
  • 5) Talk to Raulel at gef_tower 102,24 → choose to continue → he gives 10 questions (random category set).
  • 6) Passing rules (as coded):
    • First attempt: you pass at 90+ (100 or 90). If lower, you fail and must retry.
    • Retry mode (WIZ_Q = 4): you pass at 80+ (100 / 90 / 80). Otherwise you fail again.
  • Trial 3: Practical Battle Test (job_wiz arena)
  • 7) After you pass the quiz, talk to Raulel to begin the final test → you are warped to job_wiz 57,154.
  • 8) Go to the Arena Assistant at job_wiz 50,165. The test is managed by a waiting room (one candidate at a time). When it starts, you’re warped to job_wiz 114,169.
  • 9) Clear the rooms in order, each with a 3-minute limit, then defeat the door/guard wave:
    • Water Room: clear mobs → then Door wave (Marine Sphere + Hydras) with a 1-minute limit. Success warps you to job_wiz 116,97.
    • Earth Room: clear mobs → then Door wave (Mandragoras + optional Flora) with a 1-minute limit. Success warps you to job_wiz 46,99.
    • Fire Room: clear mobs → then Door wave (Greatest General x1–3 in renewal, or Horongs in pre-renewal) with a 2-minute limit. Passing sets you cleared.
  • 10) After passing Fire Door, a helper NPC runs a short wrap-up and area-warps candidates back to Geffen Tower (gef_tower 110,30).
  • Finalize: Become a Wizard
  • 11) Return to Catherine at gef_tower 111,37. If you have unused skill points, she will block promotion until you spend them.
  • 12) Catherine finalizes your job change into Wizard and gives a small reward (Blue Potions).

Key locations (quick list)

  • Apply / Finalize: gef_tower 111,37
  • Written Quiz: gef_tower 102,24
  • Arena Assistant / waiting room: job_wiz 50,165
  • Test start warp (candidate): job_wiz 114,169
  • Water → Earth warp: job_wiz 116,97
  • Earth → Fire warp: job_wiz 46,99
  • Exit back to tower: gef_tower 110,30
Priest Priest +

The Priest job change is a 3-part process handled at Prontera Church: (1) Pilgrimage (visit 3 ascetic priests in order — skipped if Job Lv 50), (2) Spiritual Training in job_prist (timed zombie trial + follow-up trials), and (3) an Oath with Sister Cecilia. After the oath, return to Bishop Paul to finalize your promotion.

Where to start

  • NPC: Bishop Paul (High Bishop#prst)
  • Location: Prontera Church — prt_church 16,41
  • Oath NPC: Sister Cecilia — prt_church 27,24

Requirements

  • Class: Acolyte
  • Job Level: 40+ (you can apply at Bishop Paul)
  • No unused skill points: must have 0 SkillPoint before applying / finalizing
  • Special: If you are Job Lv 50, you skip the pilgrimage and go straight to Spiritual Training

Step-by-step

  • 1) Talk to Bishop Paul at prt_church 16,41 → choose I want to be a Priest → apply.
  • 2) If your Job Lv < 40, you’ll be rejected. If you have unused skill points, he will block the application until you spend them.
  • Trial 1: Pilgrimage (Job Lv 40–49)
  • 3) Bishop Paul gives you the visit order. You must visit these three in order:
    • Father Rubalkabaraprt_fild03 365,255
    • Sister Mathildamoc_fild07 41,355
    • Father Yosukeprt_fild00 208,218
  • 4) After the third visit, return to Bishop Paul to begin Spiritual Training.
  • Trial 1 Skip (Job Lv 50)
  • 3') If you are Job Lv 50, Bishop Paul immediately lets you start Spiritual Training (no pilgrimage).
  • Trial 2: Spiritual Training (job_prist)
  • 5) From Bishop Paul, choose to begin Spiritual Training → you are warped to job_prist 24,180 (near Father Peter).
  • 6) Talk to Father Peter at job_prist 24,187 to start. One applicant at a time; if it’s occupied, the “#2” NPC tells you to wait.
  • 7) The first part is a 5-minute timed zombie trial. Entering the hall starts spawns (progress triggers at checkpoints):
    • Start trigger / info: near job_prist 24,44
    • Spawn triggers: job_prist 24,52, 21,62, 24,72, 21,82, 24,92
    • Goal: kill all spawned zombies before the timer ends, then exit through the warp at the end (job_prist 24,109)
  • 8) After passing the zombie hall, you proceed through the temptation corridor (dialogue encounters):
    • Deviruchijob_prist 168,45 (don’t accept the “quit” / bait options)
    • Doppelgangerjob_prist 168,80 (don’t accept job revert deals)
    • Dark Lordjob_prist 168,115 (choose the brave/defiant options)
    • Baphometjob_prist 168,150 (refuse the contract)
  • 9) Continue to the next warp (job_prist 168,180) to the mummy trial area. Stepping in enables mummy spawns.
  • 10) Mummy spawns are triggered at:
    • job_prist 90,55, 90,70, 90,85
    • Goal: clear the required enemies and reach the exit warp at job_prist 98,105
  • 11) Passing the final warp returns you to Prontera Church and sets you ready for the oath.
  • Trial 3: Oath of Priesthood
  • 12) Talk to Sister Cecilia at prt_church 27,24 and answer the oath questions correctly (choose the “right path” options; wrong answers set you back and you must redo the oath later).
  • 13) After completing the oath, return to Bishop Paul at prt_church 16,41 to finalize the job change into Priest.

Helping / party notes (from the script)

  • A Priest can assist an Acolyte during Spiritual Training, but only if the helper brings 1 Rosary (2608). Bishop Paul handles the helper warp to job_prist 26,178.
  • Officially, transcended checks can block “help” (the script has an optional allow flag for High Priest assistance).
  • If the training is occupied, Father Peter’s alternate NPC (“#2”) will tell you to wait until the hall is free.
  • If you still have unused skill points at the very end, Bishop Paul will block promotion until you spend them.

Key locations (quick list)

  • Apply / Finalize: prt_church 16,41
  • Oath: prt_church 27,24
  • Spiritual Training entrance: job_prist 24,180 / 24,187
  • Zombie hall exit: job_prist 24,109
  • Temptation corridor: job_prist 168,45168,150
  • Mummy trial exit back to church: job_prist 98,105
Hunter Hunter +

The Hunter job change starts at the Hunter Guild. You’ll pass an interview-style etiquette test, gather materials for arrows, then take a trap-and-target hunting exam. After you pass, return to the Hunter Guild to receive your final promotion.

Where to start

  • NPC: Hunter Sherin (Hunter Guildsman)
  • Location: Hunter Guild — pay_fild10 148,251 (warps you inside)

Requirements

  • Class: Archer
  • Job Level: 40+
  • Tip: Spend any unused skill points before applying.

Step-by-step

  • 1) Go to pay_fild10 148,251 to enter the Hunter Guild, then talk to Hunter Sherin to apply.
  • 2) Complete the interview (scenario questions). Higher score = pass. If you fail, you can retry.
  • 3) After passing, talk to the Guild Receptionist (the applicant processor) inside the Hunter Guild to register.
  • 4) The receptionist will request 3 different materials. The set is random, so read carefully and collect exactly what’s asked.
  • 5) Return to the receptionist and turn in all materials. You’ll be instructed where to take the test.
  • 6) Talk to the Hunter Guildmaster to begin the exam. You’ll receive test arrows if applicable, then you’ll be warped to the test map.
  • 7) In the test area, hunt the monsters named “Job Change Monster” only. Avoid traps. (Killing decoy monsters fails the attempt.)
  • 8) After enough correct kills, a switch appears in the center. Activate it to enable the escape portal.
  • 9) Exit through the portal at the 12 o’clock direction before the time limit ends.
  • 10) After passing, talk to the Hunter Guildmaster to receive the proof item (Necklace of Wisdom (Penetration)).
  • 11) Return to Hunter Sherin in the Hunter Guild and submit the proof item to become a Hunter.

Test notes

  • The test is timed (script announces countdown). Move carefully—traps send you back to start.
  • Only one person can run the exam at a time; use the waiting room if it’s occupied.
  • If you kill a wrong/decoy monster, you fail immediately and must restart.

Common mistakes

  • Applying below Job Level 40.
  • Trying to job change with unused skill points.
  • Turning in the wrong material set (the requested items vary per run).
  • Killing decoy monsters during the test instead of only “Job Change Monster”.
  • Forgetting to return to the Hunter Guild with the proof item to finalize the job change.
Blacksmith Blacksmith +

The Blacksmith job change starts at the Blacksmith Guild in Geffen. You’ll help a Blacksmith in Alberta, pass quizzes, gather requested materials, and complete a delivery with a receipt before your final promotion.

Where to start

  • NPC: Altiregen (Blacksmith Guildsman)
  • Location: Blacksmith Guild — geffen_in 110,169

Requirements

  • Class: Merchant
  • Job Level: 40+
  • Tip: Spend any unused skill points before applying.

Step-by-step

  • 1) Talk to Altiregen at geffen_in 110,169 and apply for the Blacksmith test.
  • 2) Go to Alberta and talk to Geschupenschte at alberta_in 174,22.
  • 3) Pass the Merchant knowledge quiz. If you fail, you can retry after preparing.
  • 4) Collect the requested materials (varies per run). One of the requested items must be an NPC-bought equipment item (don’t bring extra copies).
  • 5) After turning in the items, you’ll be asked to deliver a forged item to a specific customer (Geffen / Morroc / Lighthalzen / Payon / Comodo).
  • 6) Deliver the item to the customer and get the receipt.
  • 7) Return the receipt to Geschupenschte, then go back to Altiregen in Geffen.
  • 8) For the final test, talk to the guild instructor in Morroc and pass the Blacksmith quiz.
  • 9) Bring the Hammer of Blacksmith back to Altiregen to change into Blacksmith.

Common mistakes

  • Applying below Job Level 40.
  • Trying to job change while still having unused skill points.
  • For delivery: forgetting to obtain (or losing) the receipt.
  • Bringing extra copies of the required NPC-bought equipment item (store extra items first).
Assassin Assassin +

The Assassin job change is a multi-stage test in Morroc’s Assassin Guild. You’ll do a written exam, a target-hunting trial, a stealth trial (no killing), then a maze to the Guildmaster.

Where to start

  • NPC: Assassin Guildsman
  • Location: Morroc Assassin Guild — in_moc_16 19,33

Requirements

  • Class: Thief
  • Job Level: 40+
  • Tip: Spend any unused skill points before applying.

Step-by-step

  • 1) Talk to the Assassin Guildsman at in_moc_16 19,33 → choose to take the Assassin test. You’ll be sent inside the guild.
  • 2) Speak with the Assassin Examiner and register for the test (you’ll be asked for your name and job level).
  • 3) Take the written exam from the masked examiner. Pass the questions to unlock the next trial.
  • 4) Target Hunt Trial: In the test hall, kill 6 monsters named “Job change target” within 3 minutes. Avoid trap tiles—they send you back and reset progress.
  • 5) When the door opens, proceed to the next room for the stealth test.
  • 6) Stealth Trial (No Killing): Cross the room and reach the instructor on the opposite side without killing any monsters. If you kill anything, you fail and get sent back.
  • 7) Maze Trial: Enter the maze and find the Guildmaster at the end.
  • 8) Guildmaster Interview: Answer the questions, then you’ll receive the job-change token item.
  • 9) Return to the Assassin Guildsman at the entrance and hand over the token to become an Assassin.

Common mistakes

  • Trying to start below Job Level 40.
  • Applying with unused skill points (the guildsman will tell you to come back).
  • Stealth trial: killing any monster fails you.
  • Losing the job-change token before turning it in—go back to the Guildmaster area if you need to re-obtain it.

Note: Job level requirements can vary by server settings. Adjust the steps above to match your configuration.