The checkpoint tables here follow your Cleric, level 1. Set the level on the Magician → Cleric tab.
Optimal LUK
Add LUK only on the level a new wand needs it.
LUK doesn't raise spell damage, and INT gives twice as much Accuracy, so every LUK point beyond a requirement is an INT point lost. Keep base LUK at 5 until level 20. After that, add it in bursts on the levels you equip a new wand, and count the +5 LUK from Green Goldwind Shoes from level 50.
You end up where a steady +1 LUK per level plan does (20 at 30, 60 at 70), but with up to 8 more INT along the way. That's about 2–4% more damage at levels 31–49 and 1.5–2% from 51 on.
Every LUK step is for a wand. Staves need 5–10 more LUK than the wand you already hold for only 4 more M.ATK, which costs more INT than it gains.
If the wand isn't in your bag yet, keep putting points into INT and add the LUK once you have it. With no Wizard Wand at 35, put that LUK in at 39 instead.
LUK checkpoints
| Level | Unlocks | Total LUK needed | Your base LUK | LUK goes in at |
|---|---|---|---|---|
| 20 | Metal Wand, Blue Morrican | 10 | 10 | 20 |
| 25 | Ice Wand, Doros Robe | 15 | 15 | 25 |
| 30 | Mithril Wand, Jester, Wizard Robe | 20 | 20 | 30 |
| 35 | Wizard Wand | 25 | 25 | 35 |
| 40 | Fairy Wand | 30 | 30 | 40 |
| 50 | Cromi, Green Goldwind Shoes (+5 LUK) | 40 | 40 | 49 and 50 |
| 60 | Evil Tale | 55 | 50 + 5 shoes | 59 and 60 |
| 70 | Angel Wings | 65 | 60 + 5 shoes | 69 and 70 |
Staves get no LUK step of their own. Your LUK reaches Thorns (staff, 50 LUK) at 59 and Evil Wings (staff, 60 LUK) at 69 anyway, so wear one for that single level only if you already own it. Taking LUK at 55 or 65 to use them earlier costs about 0.5% damage.
Just in time vs +1 LUK every level
| Level | +1 LUK per level | Just in time | Damage gain |
|---|---|---|---|
| 34 | 158 INT / 24 LUK | 162 INT / 20 LUK | +2.7% |
| 39 | 178 / 29 | 182 / 25 | +2.4% |
| 48 | 214 / 38 | 222 / 30 | +4.1% |
| 58 | 254 / 48 | 262 / 40 | +1.8% |
| 68 | 294 / 58 | 302 / 50 | +1.7% |
Base stats. Damage is the average spell hit from Classic's formula, with gear INT and M.ATK estimated from NiaMeowDB's sample builds. Each plan wears the best weapon its LUK allows, staves included. The two plans are identical on every wand level (30, 35, 40, 50, 60, 70).
Why not luckless?
Luckless vs LUK for wands, levels 20–30
| Level | LUK for weapons | Luckless | Gap |
|---|---|---|---|
| 20 | 218 · Metal Wand, 108 INT | 206 · Hardwood Wand, 110 INT | −6% |
| 25 | 282 · Ice Wand, 130 INT | 257 · Hardwood Wand, 135 INT | −9% |
| 30 | 360 · Mithril Wand, 155 INT | 322 · Hardwood Wand, 163 INT | −11% |
These are average Energy Bolt hits before monster defense, from Classic's spell formula. At level 30 the formula gives 360 and NiaMeowDB lists about 365 with crits, so the two agree.
What luckless costs and what it saves
- Accuracy doesn't suffer. Magician ACC = floor((1.2 × INT + 2 × level + 0.6 × LUK) ÷ 5.1 + 20), so INT counts twice as much as LUK.
- Saves mesos. You never buy the Metal or Ice Wand or craft the Mithril.
- Bigger death penalty. EXP lost on death is 5% + 20 ÷ base LUK: 9% at 5 LUK, 6% at 20 and 5.3% at 60.
- Gear locked out by 30: Metal, Ice and Mithril Wands, the Doros and Wizard Robes, Jesters, Blue Morrican gloves and the Fairy sets.
- Gear locked out after 30: Wizard Wand (25 LUK), Fairy Wand (30), Cromi (40), Angel Wings (65), Esther Shield (25), Blue Requiem (60). Gear can lift you to about 15–20 LUK at most.
- Heal barely cares. Heal's damage to undead counts LUK, but only about 1% at 70.
Party healer with a real grind spell
- Stats: all INT, with LUK added only on the levels a new wand needs it (20 at 30, 60 at 70).
- 1st job at 30: Energy Bolt 20, Magic Armor 20, Max MP Increase 15, Magic Guard 3, Improved MP Recovery 3.
- 2nd job: Holy Arrow first, then Bless and Heal for parties, or Invincible for solo play.
- Weakest single-target damage at 70, but the best support kit, and undead maps become easy.
Top single-target damage, with Haste
- Stats: LUK first, DEX only for claws and daggers.
- Levels 10–40: claw and Lucky Seven, the #1 build at level 30.
- Bandit at 30: Haste 20 first, then an SP Reset Scroll at 40 to switch to daggers.
- #1 of 10 classes for single-target damage at 70 (5,469 DPS). Assassin gets the same Haste and needs no reset.
The toughest class, with mob clearing
- Stats: all STR, DEX only on the level a new weapon needs it.
- 1st job at 30: Power Strike 20, Slash Blast 19, Precise Strikes 15, plus 3 / 3 / 1 in the HP skills and Iron Body.
- 2nd job: Spear Mastery, then Final Attack, Booster, Rush and Iron Will.
- #1 physical toughness of all 10 classes and Slash Blast hits 6 mobs, but there's no party buff until third job.
Set Your level at the top. Each class tab then opens with a plan for that level: your base stats and skill points so far, the gear you should be wearing, and what changes next. Every table highlights the matching row and folds away the levels you're past; gear you've replaced is crossed out. Your level and tab are remembered in this browser only.
Level plan Cleric
- —
- —
- —
- —
- Pace
- —
Levels 1–10: Beginner
Choose Magician at character creation: 4 STR / 4 DEX / 12 INT / 5 LUK, which is as low as each stat can go. Finish the Maple Island quests (Quests & potions tab), then take the boat out at level 7 or later; it only goes one way. Ride a taxi to Ellinia (90% off while you're a Beginner) and talk to Grendel the Really Old in the Library at level 10. First job has no stat requirement, and you get a free Beginner's Wooden Wand (26 M.ATK).
| Level | Beginner SP | Why |
|---|---|---|
| 2–4 | Three Snails 1 → 3 | 40 fixed damage at level 3, whatever your STR. A 4-STR club hits for about 16–21. Uses Red Snail Shells. |
| 5–7 | Nimble Feet 1 → 3 | +10 Speed for 30 s for travelling |
| 8–10 | Recovery 1 → 3 | 72 HP over 30 s for 15 MP |
Weapons: Wooden Club at creation, Razor at 5 (from Biggs's quest), Stolen Fence shield at 5 (Silver, Lith Harbor).
Stats (AP)
Put everything into INT, and LUK only on the levels you equip a wand that needs it. From level 50, Green Goldwind Shoes add +5 LUK, so your base can sit 5 below each wand's requirement. You finish at 302 INT / 60 LUK, the same as a steady +1 LUK per level, but with up to 8 more INT along the way. Staves get no LUK step: your LUK reaches Thorns at 59 and Evil Wings at 69, so wear one for that level only if you already own it. If a wand isn't in your bag yet, keep adding INT; with no Wizard Wand at 35, put that LUK in at 39.
| Levels | Each level | Base INT / LUK after | Unlocks |
|---|---|---|---|
| 1 | Starting stats | 12 / 5 | |
| 2–19 | +5 INT | 102 / 5 | Wooden and Hardwood Wands need no LUK |
| 20 | +5 LUK | 102 / 10 | Metal Wand, Blue Morrican |
| 21–24 | +5 INT | 122 / 10 | |
| 25 | +5 LUK | 122 / 15 | Ice Wand, Doros Robe |
| 26–29 | +5 INT | 142 / 15 | |
| 30 | +5 LUK | 142 / 20 | Mithril Wand, Jester, Wizard Robe |
| 31–34 | +5 INT | 162 / 20 | |
| 35 | +5 LUK | 162 / 25 | Wizard Wand |
| 36–39 | +5 INT | 182 / 25 | |
| 40 | +5 LUK | 182 / 30 | Fairy Wand |
| 41–48 | +5 INT | 222 / 30 | |
| 49 | +5 LUK | 222 / 35 | Getting ready for 50 |
| 50 | +5 LUK | 222 / 40 | Cromi, Green Goldwind Shoes (+5 LUK) |
| 51–58 | +5 INT | 262 / 40 | |
| 59 | +5 LUK | 262 / 45 | Getting ready for 60. Thorns (staff) fits now if you own one |
| 60 | +5 LUK | 262 / 50 | Evil Tale |
| 61–68 | +5 INT | 302 / 50 | |
| 69 | +5 LUK | 302 / 55 | Getting ready for 70. Evil Wings (staff) fits now if you own one |
| 70 | +5 LUK | 302 / 60 | Angel Wings |
Levels 10–30: first-job SP
Max Energy Bolt, take Magic Guard 3 to unlock Magic Armor, max Magic Armor, then finish Max MP Increase. That's 61 SP: 1 at advancement plus 3 per level. Energy Bolt and Magic Claw now both total 130 power; Energy Bolt costs 16 MP against 20, reaches 350 px against 300, and saves 1 SP. Magic Armor goes ahead of Magic Guard because MP costs twice as much to refill as HP, and Heal will make HP cheaper still.
| Level | Spend | Running total |
|---|---|---|
| 10 | Energy Bolt +1 | EB 1 |
| 11 | Energy Bolt +2, Improved MP Recovery +1 | EB 3, IMR 1 |
| 12–16 | Energy Bolt +3 each level | EB 18 |
| 17 | Energy Bolt +2, Magic Guard +1 | EB 20, MG 1 |
| 18 | Magic Guard +2, Improved MP Recovery +1 | MG 3, IMR 2 |
| 19 | Improved MP Recovery +1, Max MP Increase +2 | IMR 3, MMI 2 |
| 20–25 | Magic Armor +3 each level | MA 18 |
| 26 | Magic Armor +2, Max MP Increase +1 | MA 20, MMI 3 |
| 27–30 | Max MP Increase +3 each level | EB 20, MG 3, IMR 3, MMI 15, MA 20 |
The Safety split (Magic Guard 15, Magic Armor 8) is for when one hit can kill you: from 22 on, move the table's Magic Armor points into Magic Guard. First-job SP can't be changed after 30 without an SP Reset Scroll (7,000 NX).
Levels 30–70: Cleric SP
At 30, take Grendel's letter to the Magician Job Instructor north of Ellinia, clear the test, trade 30 Dark Marbles for The Proof of a Hero, and choose Cleric. Both plans max Holy Arrow, Heal, MP Eater and Teleport. The only difference is Bless 16 + Invincible 5 (Party) against Invincible 20 + Bless 1 (Solo).
For a main heading to Priest, take Party even when you solo. Training Advisor gives the same maps and EXP either way at 45–55. Bless's 13% cut also covers magic hits, which Invincible doesn't. Solo only pays off if you'll never party: about 24% less touch damage against 17%, and MP Eater maxed at 55 instead of 64.
| Level | Spend | Running total |
|---|---|---|
| 30 | Heal +1 | Heal 1 |
| 31 | Teleport +1, MP Eater +1, Holy Arrow +1 | TP 1, MPE 1, HA 1 |
| 32–40 | Holy Arrow +3 each level | HA 28 |
| 41 | Holy Arrow +2, Heal +1 | HA 30, Heal 2 |
| 42 | Heal +3 | Heal 5 |
| 43 | Invincible +3 | Inv 3 |
| 44 | Invincible +2, Bless +1 | Inv 5, Bless 1 |
| 45–49 | Bless +3 each level | Bless 16 |
| 50–57 | Heal +3 each level | Heal 29 |
| 58 | Heal +1, MP Eater +2 | Heal 30, MPE 3 |
| 59–63 | MP Eater +3 each level | MPE 18 |
| 64 | MP Eater +2, Teleport +1 | MPE 20, TP 2 |
| 65–70 | Teleport +3 each level | TP 20 · final: HA 30, Heal 30, MPE 20, TP 20, Bless 16, Inv 5 |
| Level | Spend | Running total |
|---|---|---|
| 30 | Heal +1 | Heal 1 |
| 31 | Teleport +1, MP Eater +1, Heal +1 | TP 1, MPE 1, Heal 2 |
| 32–41 | Holy Arrow +3 each level; keep casting Energy Bolt until 41 | HA 30 |
| 42 | Heal +3 | Heal 5 |
| 43–48 | Invincible +3 each level | Inv 18 |
| 49 | Invincible +2, MP Eater +1 | Inv 20, MPE 2 |
| 50–55 | MP Eater +3 each level | MPE 20 |
| 56–61 | Teleport +3 each level | TP 19 |
| 62 | Teleport +1, Heal +2 | TP 20, Heal 7 |
| 63–69 | Heal +3 each level | Heal 28 |
| 70 | Heal +2, Bless +1 | final: HA 30, Heal 30, MPE 20, TP 20, Inv 20, Bless 1 |
- Holy Arrow 30: 160 power for 28 MP, and +25% damage on holy-weak mobs. Energy Bolt 20 keeps the higher minimum hit until Holy Arrow reaches about level 21.
- Heal 30: 27 MP. It only damages undead, and you and party members fill its six target slots first. Its area grows to 600 × 180 px at Heal 16. Step away from Zombie Mushrooms before you heal yourself.
- Heal beats potions: Heal 2 restores about 110 HP for 12 MP, roughly 12 mesos' worth, against about 55 mesos in potions.
- Bless 16: nearby party members take 13% less damage and get 8% more from Heal, for 250 s. Invincible 20: 20% less touch damage for 300 s.
- MP Eater 20: drains at most once every 5 s, and gets nothing from 0-MP mobs (pigs, boars, Ligators, Fire Boars).
- Holy vs undead: Malady and Dark Stone Golem are weak to holy but not undead, so Heal doesn't hurt them. Fairies resist holy.
Gear by level
| Level | Slot | Item | Stats | Needs INT / LUK | Where |
|---|---|---|---|---|---|
| 10 | Weapon · Shield | Beginner's Wooden Wand · Pan Lid | 26 M.ATK · 44 WDEF, 8.1% block | — / — | Free at advancement · Green Mushroom drop |
| 15 | Weapon · Overall | Hardwood Wand · Blue Plain Robe (male) or Yellow Arianne top + skirt (female) | 34 M.ATK · +3 INT, or +1 INT per piece | 30 / 0 | Flora and Serabi, Ellinia |
| 20 | Weapon · Gloves | Metal Wand · Blue Morrican | 41 M.ATK · +2 INT, +1% Crit | 40 / 10 | Flora · crafted (Tailoring Lv 4) |
| 25 | Weapon · Overall | Ice Wand · Blue Doros Robe (male) or Brown Doroness Robe (female) | 48 M.ATK · +5 INT | 50 / 15 | Flora · Serabi, 13,500 mesos |
| 30 | Weapon · Hat · Overall | Mithril Wand · Brown Jester · Blue Wizard Robe (male) or Blue Fairy top + skirt (female) | 55 M.ATK · +3 INT · +6 INT | 60 / 20 | Crafted (Arcforge Lv 6) · the Wizard Robe is drop-only at launch |
| 35 | Weapon | Wizard Wand | 62 M.ATK | 70 / 25 | Crafted (Arcforge Lv 7, 11,500-meso fee); the El Nath shop isn't open yet |
| 40 | Weapon | Fairy Wand | 69 M.ATK | 80 / 30 | Armor checkpoint: White Guiltian, Brown Starlight |
| 50 | Weapon · Shoes | Cromi · Green Goldwind Shoes | 83 M.ATK · +5 LUK | 100 / 40 | Armor checkpoint: Flame Golden Circlet, Red Calas |
| 60 | Weapon | Evil Tale | 97 M.ATK | 120 / 55 | Armor checkpoint: Red Seraphis, Blue Anakamoon |
| 70 | Weapon | Angel Wings | 111 M.ATK | 140 / 65 | Much level-70 gear waits on Ossyria |
Stay on Pan Lid. It blocks more often (8.1%) than the Mystic Shield (5.0%) or Esther Shield (5.3%). The LUK column is your total; from 50 the shoes' +5 counts toward it. Spells cast at the same speed with any weapon. On gloves, use Magic Attack scrolls rather than Critical Rate.
Wand or staff?
Both are one-handed in Classic, so you keep the Pan Lid either way. Wands win at every level. Below 30, each staff has 3 less M.ATK than the wand of the same level and needs more LUK. Higher up, a staff needs 5–10 more LUK than the wand you'd already hold, for just 4 more M.ATK.
| Level | Wand | Staff | Pick |
|---|---|---|---|
| 10 | Wooden Wand · 27 M.ATK · 0 LUK | Wooden Staff · 24 · 0 | Wand |
| 15 | Hardwood Wand · 34 · 0 | Sapphire or Emerald Staff · 31 · 10 | Wand |
| 20 | Metal Wand · 41 · 10 | Old Wooden Staff · 38 · 15 | Wand |
| 25 | Ice Wand · 48 · 15 | Wizard Staff · 45 · 20 | Wand |
| 45 | Keep Fairy Wand · 69 · 30 | Arc Staff · 73 · 40 | Wand. The staff costs about 3% damage at 45–48 |
| 55 | Keep Cromi · 83 · 40 | Thorns · 87 · 50, +5% crit damage | Wand. Wear Thorns at 59 if you own it |
| 65 | Keep Evil Tale · 97 · 55 | Evil Wings · 101 · 60, +6% crit damage | Wand. Wear Evil Wings at 69 if you own it |
LUK is the total requirement. Taking LUK early for Thorns or Evil Wings loses about 0.5% damage across those five levels, because each needs 5 fewer INT for its 4 extra M.ATK. Wearing one only once your LUK covers it, at 59 or 69, gains about 1.5% for that level.
Where to train
| Levels | First pick | Backup | Notes |
|---|---|---|---|
| 1–9 | Maple Island quests | Lith Harbor quests | Three Snails on snails and mushrooms |
| 10–14 | The Rain-Forest East of Henesys | An Empty House | ~439 EXP/min |
| 15–19 | The Rain-Forest East of Henesys | A Hill West of Henesys | ~707 EXP/min |
| 20–24 | Transfer Area (Stirges) | Line 1 <Area 1> (Bubblings) | ~1,370 EXP/min; refill at Kerning City Pharmacy |
| 25–29 | Ant Tunnel II | Ant Tunnel III | ~1,619 EXP/min; refill at the Sleepywood sauna |
| 30–40 | Line 1 <Area 1> | Tree Dungeon, Forest Up North II | ~2,074 EXP/min at 30 |
| 41–49 | Ant Tunnel II | Ant Tunnel III | ~3,239 EXP/min at 41 |
| 50–59 | Line 1 <Area 2> | The Burnt Land I | ~4,388 EXP/min at 50 |
| 60–69 | Tree Dungeon, Forest Up North IX | Forest Up North VIII | ~4,667 EXP/min at 60 |
| 70 | Line 2 <Area 3> | Line 1 <Area 4> | ~4,858 EXP/min |
These are NiaMeowDB Training Advisor picks at levels 10, 15, 20, 25, 30, 41, 50, 60 and 70, estimated on its sample builds. Recheck with your own gear between those levels.
Priest (third job, not out yet)
Third job and El Nath aren't in the game. Nexon plans a third-job test server in early 2027. These are values from the second closed test, and they may change.
- Holy Symbol no longer gives an EXP bonus. It's now a self-revive: if you die while it's active you come back where you fell, with 35% HP at level 30. It lasts 30 minutes and has a 45-minute cooldown.
- Shining Ray deals holy damage to up to 4 enemies, and massive damage to undead and demons. It will likely be your main attack.
- Doom turns up to 6 monsters into snails on a 30 s cooldown. It doesn't work on bosses.
- The rest of the kit: Summon Dragon, Elemental Resistance, Dispel, and Mystic Door, which unlocks from Dispel. Keep your level-70 SP until the final skills are published.
Level plan Bandit
- —
- —
- —
- —
- Pace
- —
Levels 1–10: Beginner
Choose Thief at character creation: 4 STR / 5 DEX / 4 INT / 12 LUK. The Beginner SP and Maple Island steps are the same as the Magician's, but the Razor at level 5 is a dagger, which runs on LUK, so it hits harder for you (about 21–35 at 32 LUK). At 10, take a taxi to Kerning City and find the Dark Lord beneath the Fusion Jazz Bar. You get a free Beginner's Garnier claw (10 W.ATK); buy Subi stars from Dr. Faymus.
| Level | Beginner SP | Why |
|---|---|---|
| 2–4 | Three Snails 1 → 3 | 40 fixed damage while you're still on a 4-STR club |
| 5–7 | Nimble Feet 1 → 3 | +10 Speed for 30 s |
| 8–10 | Recovery 1 → 3 | 72 HP over 30 s for 15 MP |
Stats (AP)
LUK is your damage stat. DEX only has to keep up with your claw, and later your dagger, and it doubles as Accuracy: Thief ACC = floor((1.2 × DEX + 2 × level + 0.6 × LUK) ÷ 4 + 15). An item's own stats can't count toward its own requirement. You can delay DEX the same way the Cleric delays LUK, adding it only on the level you equip a new claw or dagger. Only do that if Training Advisor still shows a 100% hit rate, because a melee Bandit relies on DEX for Accuracy.
| Levels | Each level | Base DEX / LUK after | Unlocks |
|---|---|---|---|
| 1 | Starting stats | 5 / 12 | |
| 2–13 | +5 LUK | 5 / 72 | First job has no stat requirement |
| 14–15 | +5 DEX | 15 / 72 | Steel Titans: 15 DEX / 35 LUK |
| 16–61 | +1 DEX, +4 LUK | 61 / 256 at 61 | 30 / 132 at 30 · 40 / 172 at 40 · 50 / 212 at 50 · 60 / 252 at 60 |
| 62–70 | +5 LUK | 61 / 301 | Kandine needs 65 DEX; get the last 4 from gear |
Levels 10–30: first-job SP
Lucky Seven is the #1 level-30 build at 51,440 damage per minute, against 41,711 for Double Stab. It's your attack until 40 whichever branch you pick. Nimble Body 3 unlocks Keen Eyes and Disorder 3 unlocks Dark Sight.
| Level | Spend | Running total |
|---|---|---|
| 10 | Lucky Seven +1 | L7 1 |
| 11 | Nimble Body +3 | NB 3 |
| 12 | Keen Eyes +1, Lucky Seven +2 | KE 1, L7 3 |
| 13–17 | Lucky Seven +3 each level | L7 18 |
| 18 | Lucky Seven +2, Keen Eyes +1 | L7 20, KE 2 |
| 19–22 | Keen Eyes +3 each level | KE 14 |
| 23 | Keen Eyes +1, Nimble Body +2 | KE 15, NB 5 |
| 24–26 | Nimble Body +3 each level | NB 14 |
| 27 | Nimble Body +1, Disorder +2 | NB 15, Disorder 2 |
| 28 | Disorder +1, Dark Sight +2 | Disorder 3, DS 2 |
| 29–30 | Dark Sight +3 each level | L7 20, KE 15, NB 15, Disorder 3, DS 8 |
At 30: Lucky Seven does two 140% hits for 16 MP, Keen Eyes extends throwing range to 400 px, and Nimble Body adds +15 Accuracy and +15 Avoid.
Levels 30–70: Bandit SP with Haste
At 30, take the Dark Lord's letter to the Thief Job Instructor at the Construction Site north of Kerning City, collect 30 Dark Marbles, and choose Bandit. Keep your claw and Lucky Seven until 40 and put Bandit SP into Haste. At 40, an SP Reset Scroll (7,000 NX) refunds those points, and you rebuild as a dagger Bandit.
| Level | Spend | Running total |
|---|---|---|
| 30–36 | Haste: +1 at 30, then +3 each level | Haste 19 |
| 37 | Haste +1, Nimble Recovery +2 | Haste 20, NR 2 |
| 38–39 | Nimble Recovery +3 each level | NR 8 |
| 40 | Reset. 1st job: Double Stab 20, Nimble Body 15, Disorder 20, Dark Sight 6. 2nd job: Dagger Mastery 20, Dagger Booster 1, Savage Blow 10. | 31 SP |
| 41–43 | Savage Blow +3 each level | SB 19 |
| 44 | Savage Blow +2, Haste +1 | SB 21 (6 hits), Haste 1 |
| 45–47 | Savage Blow +3 each level | SB 30 |
| 48–53 | Haste +3 each level | Haste 19 |
| 54 | Haste +1, Nimble Recovery +2 | Haste 20, NR 2 |
| 55–57 | Nimble Recovery +3 each level | NR 11 |
| 58 | Nimble Recovery +1, Steal +2 | NR 12, Steal 2 |
| 59–67 | Steal +3 each level | Steal 29 |
| 68 | Steal +1, Dagger Booster +2 | Steal 30, Booster 3 |
| 69–70 | Dagger Booster +3 each level | Booster 9 · final: SB 30, Steal 30, DM 20, Haste 20, NR 12, Booster 9 |
- Savage Blow 30: six hits at 75% each for 28 MP (4 hits at level 1, 5 at 11, 6 at 21). At 70 it averages about 3,708 per attack, against 2,636 for Double Stab. Switch to Double Stab when MP runs low.
- Steal 30: hits two mobs. A successful steal stuns them and gives you +35 Attack Power for 60 s. Dagger Mastery 20: +20% Crit Rate and a 20% chance to ignore knockback.
- Nimble Recovery 12: a 64% chance to recover 6% HP and MP when you evade, with a 30 s lockout. Dagger Booster 9: +2 attack speed stages for 180 s.
- No reset? Then build Double Stab from level 10 instead of Lucky Seven (Double Stab 20, Nimble Body 15, Disorder 6, Dark Sight 20). At 30 take Haste 1, max Dagger Mastery by 37, max Savage Blow by 47, then follow the table from 48.
Haste
Assassin and Bandit get the same Haste, and two of them don't stack. It's a party buff that stacks with Nimble Feet and Speed Potions. Maxed, it takes you from 100 Speed and 100 Jump to 130 and 110. Classic toned it down from old-school MapleStory's +40 Speed and +20 Jump.
| Level | MP | Speed | Jump | Duration | Party area |
|---|---|---|---|---|---|
| 1 | 15 | +10 | +1 | 100 s | 500 × 300 px |
| 10 | 24 | +19 | +5 | 190 s | 500 × 300 px |
| 11 | 25 | +20 | +5 | 200 s | 600 × 400 px |
| 20 | 35 | +30 | +10 | 300 s | 600 × 400 px |
Gear by level
| Level | Slot | Item | Stats | Needs DEX / LUK | Where |
|---|---|---|---|---|---|
| 10 | Claw · Stars | Beginner's Garnier · Subi Throwing-Stars | 10 W.ATK · +15 W.ATK | — / — | Free · Dr. Faymus, Kerning |
| 15 | Claw · Gloves | Steel Titans · Black Duo | 13 W.ATK · +1 LUK, +1% Crit | 15 / 35 | Cutthroat Manny, 7,000 mesos |
| 20 | Claw · Hat | Steel Igor · Black Loosecap | 17 W.ATK, +1% Crit · +2 LUK | 20 / 45 | Hat: Don Hwang, Kerning, 3,600 mesos |
| 22 | Stars | Wolbi Throwing-Stars | +17 W.ATK | citizen rank | Max, Kerning Civic Center, 1,000 mesos |
| 25 | Claw · Gloves | Meba · Dark Wolfskin | 19 W.ATK · +2 LUK, +1% Crit | 25 / 55 | Gloves: crafted (Leatherworking Lv 5) |
| 30 | Claw · Hat · Gloves · Overall | Adamantium Guards · Dark Guise · Steel Sylvia · Sauna Robe | 23 W.ATK · +3 LUK · +3 LUK, +2% Crit · +1 every stat | 30 / 65 | Crafted (Weaponcrafting Lv 6) · Jr. Wraith drop · Mr. Wetbottom's quests |
| 35 | Overall | Dark Avenger (female) | +6 LUK, 10 slots | level 35 | |
| 40 | Dagger · Shield | Gephart · Jurgen Wristguard | 58 W.ATK · 54 WDEF, 9.7% block, +1 DEX | 35 / 80 | Crafted (Weaponcrafting Lv 8) |
| 50 | Dagger | Shinkita | 68 W.ATK | 45 / 100 | No crafting recipe |
| 60 | Dagger | Deadly Fin | 78 W.ATK | 55 / 120 | |
| 70 | Dagger | Kandine | 88 W.ATK | 65 / 140 |
Meba is only about 2.7% behind Adamantium Guards, so it's fine to keep until 40. Claws can't use a shield; daggers can, and a shield can block a hit outright. Pan Lid (44 WDEF, 8.1%) works until you have a wristguard. On gloves, use Attack scrolls rather than Critical Rate. Ten Overall LUK scrolls take Dark Avenger from +6 to +16 LUK.
Where to train
| Levels | First pick | Backup | Est. EXP/min |
|---|---|---|---|
| 1–9 | Maple Island quests | Lith Harbor quests | |
| 10–14 | The Rain-Forest East of Henesys | Dungeon, Southern Forest I | ~503 |
| 15–19 | Tree Dungeon, Forest Up North IV | Dungeon, Southern Forest III | ~1,069 |
| 20–24 | Transfer Area (Stirges) | Damp Forest | ~2,263 |
| 25–34 | Transfer Area (Stirges) | Dangerous Steam | ~3,083–3,364 |
| 35–39 | Ant Tunnel II | ~3,238–3,508 | |
| 40–41 | Excavation Site III | ~4,370–4,440 | |
| 42–54 | The Burnt Land I or III | ~4,200–4,600 | |
| 55–59 | Tree Dungeon, Monkey Forest II | ~7,128 | |
| 60–69 | The Forest of Evil II | top pick | |
| 70 | Line 2 <Area 3> | ~10,200 |
Transfer Area is crowded but close to Dr. Faymus for potions and stars. After the reset, recheck Training Advisor with your dagger equipped.
Bandit or Assassin?
| At level 70 | Bandit | Assassin |
|---|---|---|
| Single-target DPS | 5,469 (#1 of 10) | 4,266 (#2 of 10) |
| Area damage | 3,431 DPS | none until third job |
| Physical toughness (EHP) | ~4,730 (#3–4) | ~3,930 (#6) |
| Range | melee, shortest of all classes | 400 px (#3) |
| Ongoing cost | one SP Reset (7,000 NX) | throwing stars, 0.3–1.0 mesos each |
Assassin route: same stats and first job. Haste 1 at 30, Claw Mastery 20 by 37 (with Claw Booster 1 at 32), Critical Throw 30 by 47, Haste 20 by 54, then Claw Booster 20, Critical Recovery 20 and Drain 11. Claws: Dark Guardian at 35, Dark Slain at 50, Dark Gigantic at 60, Black Scarab at 70.
Level plan Spearman
- —
- —
- —
- —
- Pace
- —
Levels 1–10: Beginner
Choose Warrior at character creation: 12 STR / 5 DEX / 4 INT / 4 LUK. Put every AP into STR (57 at level 10). The Beginner SP and Maple Island steps are the same as the other classes: Wooden Club at creation, Razor at 5. At 10, take a taxi to Perion and talk to Dances with Balrog. First job has no stat requirement. Buy a Wooden Sword or Metal Axe (30 W.ATK) from River in Perion.
| Level | Beginner SP | Why |
|---|---|---|
| 2–4 | Three Snails 1 → 3 | 40 fixed damage at level 3 |
| 5–7 | Nimble Feet 1 → 3 | +10 Speed for 30 s |
| 8–10 | Recovery 1 → 3 | 72 HP over 30 s for 15 MP |
Citizenship is shared across your whole account. Kerning City still fits two of your three characters; the Spearman only misses Henesys's Overall STR scrolls and Supreme Sniper Potions.
Stats (AP)
STR is your damage stat. Raise DEX only on the level you equip a weapon that needs it, and put everything else into STR. Requirements count your total DEX with gear. This table assumes +3 DEX from gear from level 30 (Jousting Helmet, Sauna Robe), and each extra gear DEX lets you put one more point into STR. Warrior ACC = floor((1.2 × DEX + 2 × level + 0.6 × LUK) ÷ 2.5 + 10), so check your hit rate before moving up a map.
| Levels | Each level | Base STR / DEX after | Unlocks (total DEX) |
|---|---|---|---|
| 1 | Starting stats | 12 / 5 | |
| 2–14 | +5 STR | 77 / 5 | |
| 15 | +2 STR, +3 DEX | 79 / 8 | Sabre, Battle Axe (10) |
| 16–18 | +5 STR | 94 / 8 | |
| 19–20 | +5 DEX | 94 / 18 | Two-Handed Sword (20) |
| 21–28 | +5 STR | 134 / 18 | |
| 29 | +1 STR, +4 DEX | 135 / 22 | |
| 30 | +5 DEX | 135 / 27 | Forked Spear, Mithril Pole Arm (30) |
| 31–34 | +5 STR | 155 / 27 | |
| 35 | +5 DEX | 155 / 32 | Nakamaki, Axe Pole Arm (35) |
| 36–39 | +5 STR | 175 / 32 | |
| 40 | +5 DEX | 175 / 37 | Zeco, Crescent Polearm (40) |
| 41–48 | +5 STR | 215 / 37 | |
| 49–50 | +5 DEX | 215 / 47 | Serpent's Tongue, The Nine Dragons (50) |
| 51–58 | +5 STR | 255 / 47 | |
| 59–60 | +5 DEX | 255 / 57 | Holy Spear, Skylar (60) |
| 61–68 | +5 STR | 295 / 57 | |
| 69–70 | +5 DEX | 295 / 67 | Redemption, The Gold Dragon (70) |
Levels 10–30: first-job SP
Power Strike is your single-target attack and Slash Blast hits up to 6 mobs. Use Slash Blast whenever at least 3 mobs are in reach. Max HP Increase now gives a percentage of your base HP, so taking it last loses nothing. You have 61 SP by 30, and maxing all six skills would cost 105.
| Level | Spend | Running total |
|---|---|---|
| 10 | Power Strike +1 | PS 1 |
| 11 | Power Strike +2, Slash Blast +1 | PS 3, SB 1 |
| 12 | Power Strike +1, Slash Blast +2 | PS 4, SB 3 |
| 13 | Slash Blast +1, Precise Strikes +2 | SB 4, Precise 2 |
| 14 | Precise Strikes +3 | Precise 5 |
| 15–19 | Power Strike +3 each level | PS 19 |
| 20 | Power Strike +1, Slash Blast +2 | PS 20, SB 6 |
| 21–24 | Slash Blast +3 each level | SB 18 |
| 25 | Slash Blast +1, Precise Strikes +1, Improved HP Recovery +1 | SB 19, Precise 6, IHR 1 |
| 26–28 | Precise Strikes +3 each level | Precise 15 |
| 29 | Improved HP Recovery +2, Max HP Increase +1 | IHR 3, MHI 1 |
| 30 | Max HP Increase +2, Iron Body +1 | PS 20, SB 19, Precise 15, IHR 3, MHI 3, IB 1 |
- Power Strike 20: 260% damage for 12 MP. Slash Blast 19: 124% to up to 6 mobs for 15 HP and 13 MP; its reach grows from 130 to 150 px at level 11.
- Precise Strikes 15: +20 Accuracy and +5% Critical Rate. Raise it earlier if you're missing on your map.
- Iron Body 1: +20% Weapon Defense for 300 s. Since the October 21 patch, one point gives half the skill's max effect.
Levels 30–70: Spearman SP
At 30, return to Dances with Balrog, clear the instructor's test, bring back The Proof of a Hero and choose Spearman. Power Strike and Slash Blast stay your main attacks until third job; second job adds weapon Mastery, Final Attack, Booster, Rush and Iron Will. This plan uses spears. For polearms, put the same points into Polearm Mastery, Final Attack: Polearm and Polearm Booster, and the spare level-70 point into Spear Mastery. Don't split SP between the two.
| Level | Spend | Running total |
|---|---|---|
| 30 | Rush +1 | Rush 1 |
| 31 | Spear Mastery +3 | SM 3 |
| 32 | Spear Mastery +2, Spear Booster +1 | SM 5, Booster 1 |
| 33 | Spear Mastery +1, Final Attack +2 | SM 6, FA 2 |
| 34–37 | Spear Mastery +3 each level | SM 18 |
| 38 | Spear Mastery +2, Final Attack +1 | SM 20, FA 3 |
| 39–47 | Final Attack +3 each level | FA 30 |
| 48–53 | Spear Booster +3 each level | Booster 19 |
| 54 | Spear Booster +1, Rush +2 | Booster 20, Rush 3 |
| 55–59 | Rush +3 each level | Rush 18 |
| 60 | Rush +2, Iron Will +1 | Rush 20, IW 1 |
| 61–69 | Iron Will +3 each level | IW 28 |
| 70 | Iron Will +2, Polearm Mastery +1 | final: SM 20, FA 30, Booster 20, Rush 20, IW 30, PM 1 |
- Spear Mastery 20: mastery 10 (steadier damage) and a 20% chance to ignore the monster's Weapon Defense. Polearm Mastery instead gives +20 Speed.
- Final Attack 30: a 25% chance after an attack for a 350% follow-up that heals 10% of the damage, capped at 25% of your Max HP. It costs 16 MP per use, so turn it off when your first hit already kills.
- Spear Booster 20: +2 attack speed stages for 300 s. Iron Will 30: +50 WDEF and a 35% chance to ignore knockback for 300 s, on yourself only.
- Rush 20: dashes forward and hits up to 6 mobs for 80% damage and 15 MP, with a 2 s cooldown. Don't spam it early; it eats MP.
- Spear or polearm? Polearms hit about 7% harder by 70 and Polearm Mastery adds +20 Speed. Spears are faster at several levels and ignore WDEF. Weaponcrafting has polearm recipes and no spear recipes.
- At 70 (NiaMeowDB sample): Power Strike about 197,000 damage per minute on one target, Slash Blast about 592,500 across six.
Gear by level
| Level | Slot | Item | Stats | Needs | Where |
|---|---|---|---|---|---|
| 10 | Weapon · Hat · Gloves | Wooden Sword or Metal Axe · Metal Koif · Juno | 30 W.ATK · +1 DEX, +2 ACC · +1 ACC, +1% Crit | 25 STR | River, Perion · Smithing Lv 1 · Stump drop or Smithing Lv 2 |
| 15 | Weapon · Overall | Sabre or Battle Axe · Steel Fitted Mail (female) | 32 W.ATK · +2 STR, +1 DEX | 30 STR / 10 DEX | River and Harry, Perion |
| 20 | Weapon · Overall · Hat | Two-Handed Sword · Red Kendo Robe (male) · Iron Viking Helm | 40 W.ATK · +4 STR · +2 DEX, +3 ACC | 45 STR / 20 DEX | River and Harry, Perion · Smithing Lv 4 |
| 25 | Weapon · Gloves | Broadsword or Two-Handed Axe · White Fingerless Gloves | 45 W.ATK · +2 ACC, +1% Crit | 55 STR / 25 DEX | River, Perion · Smithing Lv 5 |
| 30 | Weapon · Hat · Gloves · Overall | Forked Spear (Speed 7) or Mithril Pole Arm (Speed 8) · Jousting Helmet · Steel Missel · Sauna Robe | 52 or 55 W.ATK · +3 DEX, +3 ACC · +3 STR, +2% Crit · +1 every stat | 30 DEX | Free Market · Smithing Lv 6 · Mr. Wetbottom's quests |
| 35 | Weapon | Nakamaki or Axe Pole Arm | 57 or 60 W.ATK | 35 DEX | Axe Pole Arm: Weaponcrafting Lv 7 |
| 40 | Weapon | Zeco (Speed 6) or Crescent Polearm (Speed 8) | 59 or 65 W.ATK | 40 DEX | Crescent Polearm: Weaponcrafting Lv 8 |
| 50 | Weapon · Armor | Serpent's Tongue or The Nine Dragons · Mithril Crusader Helm, Dark Crusader Chainmail, Steel Brist | 69 or 75 W.ATK | 50 DEX | Drops |
| 60 | Weapon | Holy Spear or Skylar | 82 or 85 W.ATK | 60 DEX | Free Market |
| 70 | Weapon · Armor | Redemption (Speed 7) or The Gold Dragon (Speed 8) · Mithril Planet, Bronze Platine set, Bronze Husk, Blue Carzen Boots, Red Gaia Cape | 95 W.ATK | 70 DEX | High-level drops, Free Market |
Spears and polearms are two-handed, so there's no shield and no block chance. The guide doesn't list STR requirements for spears and polearms; your STR will be far above them anyway. Use Gloves Attack scrolls on gloves.
Where to train
| Levels | First pick | Backup | Notes |
|---|---|---|---|
| 1–9 | Maple Island quests | Lith Harbor quests | |
| 10–14 | The Rain-Forest East of Henesys | An Empty House | ~548 EXP/min |
| 15–19 | The Rain-Forest East of Henesys | Mushroom Garden | ~697 EXP/min |
| 20–29 | Tree Dungeon, Forest Up North IV | Dungeon, Southern Forest III | ~1,363–1,387 EXP/min |
| 30–34 | Line 1 <Area 1> | Tree Dungeon, Forest Up North IV | ~1,756 EXP/min at 30 |
| 35–39 | Ant Tunnel IV | Ant Tunnel I | Horny and Zombie Mushrooms in 2 hits |
| 40–49 | Ant Tunnel II | Ant Tunnel III | 1-hit kills from 40 |
| 50–59 | The Burnt Land I | The Burnt Land III | Fire Boar in 1 hit from 55 |
| 60–69 | Tree Dungeon, Forest Up North IX | Forest Up North VIII | Curse Eye in 1 hit from 65 |
| 70 | The Forest of Evil II | Line 2 <Area 3> | Forest of Evil is riskier; Line 2 is safe |
Levels 10–30 come from the Warrior guide's Training Advisor estimates and 30–70 from the Spearman guide. Check accuracy before moving up: at equal level you need 104 ACC to never miss a Wraith.
Party play with your Cleric and Bandit
Each kill's EXP is split 80% by level and 20% by damage. Your share then gets +10% per extra party member on the map (capped at +30%) and +5% per extra member who hit that monster. Members have to attack, get hit or use a skill every 10 seconds to stay eligible. In an even duo where both of you hit, each gets about 57.5% of the monster's EXP, so a party beats solo only when the group kills at least 1.74× as fast.
| Pairing | Why it works | Watch out for |
|---|---|---|
| Spearman + Cleric | The Spearman has the best physical toughness of the 10 classes and clears groups with Slash Blast. The Cleric has no area attack but the best support: Heal, Bless (−13% damage taken) and potion savings. The Cleric gains the most, because 80% of the EXP is split by level. | Hyper Body is a third-job skill. Rush knocks mobs out of Heal range. |
| Spearman + Bandit | Slash Blast handles crowds while Savage Blow finishes single targets. Haste offsets the Spearman's low mobility. | Both deal damage, so it only beats solo on maps with more mobs than one of you can clear. |
| All three | Heals, Haste and an area clearer. Kerning City Party Quest (levels 21–30) takes four players. | Keep levels close; the level split favors whoever is highest. |
Maps on more than one of your lists
| Levels | Map | On the list for |
|---|---|---|
| 21–30 | Kerning City Party Quest | Everyone (4 players) |
| 30–34 | Line 1 <Area 1> | Cleric, Spearman (the Bandit's Transfer Area is next door) |
| 35–49 | Ant Tunnel II and III | Bandit (35–39), Spearman (40–49), Cleric (41–49) |
| 50–54 | The Burnt Land I and III | Spearman, Bandit, Cleric backup |
| 60–69 | Tree Dungeon, Forest Up North IX and VIII | Cleric, Spearman |
| 70 | Line 2 <Area 3> | All three |
NiaMeowDB's Training Advisor ranks solo maps only, so treat these as starting points. The level-70 toughness and damage figures come from NiaMeowDB's benchmarks.
Keybinds for a 60% board (no arrow keys)
Use the Modern layout preset (quick slots on Q W E R and 1–4) and rebind movement in-game to I J K L. Your right hand sits where the arrows would be, and the left hand runs every skill. The Anne Pro's own arrows don't suit this: the Fn layer means holding Fn while you walk, and Tap mode only sends an arrow on a quick tap.
| Hand | Key | Cleric | Bandit | Spearman |
|---|---|---|---|---|
| Right | I | Up: ropes, portals, Teleport up | ||
| Right | J · L | Left · right | ||
| Right | K | Down: crouch; K + Space drops through a platform | ||
| Left | Space | Jump | ||
| Left | D (hold) | Energy Bolt, then Holy Arrow | Lucky Seven, then Savage Blow | Power Strike |
| Left | F | Teleport (with J/L/I/K) | Double Stab (cheaper attack) | Rush |
| Left | S | Heal | Steal | Slash Blast (3+ mobs) |
| Left | A | Pick up | ||
| Left | Q · W | HP potion · MP potion | ||
| Left | E | Magic Guard (toggle) | Dark Sight | Final Attack (toggle) |
| Left | 1–4 | Magic Armor, Bless, Invincible | Haste, Dagger Booster | Spear Booster, Iron Will, Iron Body |
- Clear conflicts first. If I, K or L open menus by default, move those menus to O, P, M or N. Don't park anything you use often on the F-row, since it needs Fn on this board.
- Turn on Enable 3 Rows in Quick Slot Keys to get 12 slots instead of 8.
- Bind Switch Preset. You get three binding pages, so you can keep one per character.
- Set the HP and MP warnings to around 40% HP and 30% MP, and set Enemy Info to name and HP.
- Prefer a keyboard fix? ObinsKit can make one of the board's four layers a gaming layer with IJKL as real arrows. You'd have to switch to it every time you play; the in-game rebind just stays set.