HubCW
Guides » Cleric skill build
Class build · Lv. 1-70

Cleric skill build

Where every skill point goes from your first Magician level to 70, in a Budget build and a Pro build, and the numbers behind each choice. The skill numbers come from the Classic World client, not the old game.

9Beginner SP (Lv. 2-10)
61Magician SP, 105 to max all
121Cleric SP by Lv. 70, 140 to max all
Skills at Lv. 70
Magician
Energy Bolt20/20
Magic Guard15/15
Magic Armor20/20
Improved MP Recovery3/15
Max MP Increase3/15
Cleric
Holy Arrow30/30
Heal30/30
Invincible20/20
Bless20/20
Teleport20/20
MP Eater1/20
1. The build at a glance
  1. Lv. 10-17: max Energy BoltIt stays your main attack into 2nd job, until Holy Arrow passes it. One point goes into Improved MP Recovery at 11 for its MP regen.
  2. Lv. 18-30: Magic Armor, and Magic Guard or Max MP IncreasePro maxes Magic Guard by 23; Budget stops it at 3 and maxes Max MP Increase instead. Both finish Magic Armor by 30, because Magician SP locks at 2nd job.
  3. Lv. 30: 1 point in HealA 40% recovery rate for one point: from here on you heal yourself with MP instead of potions.
  4. Lv. 31-50: the builds splitBudget maxes Heal first, then Holy Arrow. Pro maxes Holy Arrow first, then Heal. One point of Teleport comes in between.
  5. Lv. 51-63: Invincible 5, max Bless, then InvincibleBless cuts every kind of damage for your whole party; Invincible cuts physical damage and hurts what touches you.
  6. Lv. 64-70: max Teleport, then 1 MP EaterBoth builds end with every Cleric skill maxed but MP Eater, which gets the last point.

You get 1 SP per level as a Beginner, 1 SP at each job advancement, and 3 SP per level after that. Cleric SP can't be spent on Magician skills, and an SP Reset Scroll from the Cash Shop resets every skill except Beginner skills.

2. Budget and Pro builds

Skill points cost nothing, so both builds follow the same route with one swap per job. What sets them apart is where your mesos go: gear, scrolls, potions and buffs. Magicians share their gear, so the gear and scrolls are the same as in the Ice/Lightning Wizard guide. Prices are what each item sells for on HubCW, so they move with the market.

BudgetSpend as little as you can
Skills
Magic Guard stops at 3 and Max MP Increase gets the points: a bigger MP pool means more Heal casts between potions. Then Heal first and Holy Arrow after it, because Energy Bolt 20 is the cheapest damage per MP you have.
Gear
A clean wand every 10 levels and two INT overalls. Wear whatever else drops.
Scrolls
None. Sell the ones that drop to pay for potions.
Potions
Heal replaces HP potions: a maxed cast costs about 27 mesos of MP, as much as 67 HP of Red Potion. Blue Potion until your Max MP passes 1,500, then Mana Elixir: half your MP for 743 mesos is cheaper per MP from there.
Hunting
Energy Bolt on everything until Holy Arrow passes it at 44 on undead and 48 on neutral monsters. Parties welcome a healer: one Heal heals everyone around you.
ProMoney is no object
Skills
Max Magic Guard, the safest choice, then Holy Arrow first: it passes a maxed Energy Bolt at 34 on undead and 38 on neutral monsters. Heal follows at 41-50.
Gear
The best weapon at every step, wands and staffs alike, and INT gear in every slot. Buy it already scrolled: Price Check splits sales by stat roll.
Scrolls
Magic Attack on the weapon and gloves, INT on the overall, cape and earrings, in every slot (table below).
Potions
Mana Elixir and Elixir to refill, and Sap of Ancient Tree (+12 Magic ATK) running all the time: about 5,700 mesos an hour.
Hunting
Holy Arrow on anything that stands alone, undead most of all. Heal for you and your party, and Bless on everyone once you have it.

Gear, slot by slot

Where two overalls share a step, the first is the male version and the second the female one. Any earrings do for Pro: they all have 5 slots, and the INT scrolls are what count.

Pro scrolls

One tier in each family gives the most per slot on average without any risk to the item. Pro fills every slot with it, or buys gear where every slot already passed.

ScrollSuccessSlotsIf all passPricePer success
Wand Magic Attack Scroll: Intermediate 60% 7 +28 M.ATT - -
Staff Magic Attack Scroll: Intermediate 60% 7 +28 M.ATT - -
Gloves Magic Attack Scroll: Intermediate 60% 5 +20 M.ATT - -
Overall Armor INT Scroll: Intermediate 60% 10 +20 INT - -
Cape INT Scroll: Intermediate 60% 5 +10 INT 299,000 mesos? 498,333 mesos
Earring INT Scroll: Intermediate 60% 5 +10 INT 91,999 mesos 153,332 mesos

The other tiers, on a wand: Wand Magic Attack Scroll: Lesser is 100% for +2, Wand Magic Attack Scroll: Greater 10% for +8, and Wand Magic Attack Scroll: Chaos 10% for +10, but 50% of its failures destroy the wand. Try them in the scroll simulator first.

What the money buys

Each build's average single-target hit per cast in its own gear and with its own skills at that level: Holy Arrow once it beats Energy Bolt, Energy Bolt before that. Pure INT, with only the LUK that gear needs; Pro counts every scroll slot as passed and Sap of Ancient Tree running. Monster defense and elements are left out, so treat the numbers as a comparison.

LevelBudgetProPro's lead
30 340 Energy Bolt 20, Mithril Wand, 147 INT 615 Energy Bolt 20, Mithril Wand, 183 INT +81%
40 476 Energy Bolt 20, Mithril Wand, 197 INT 1,075 Holy Arrow 30, Fairy Wand, 240 INT +126%
50 841 Holy Arrow 30, Cromi, 232 INT 1,384 Holy Arrow 30, Cromi, 286 INT +65%
60 1,064 Holy Arrow 30, Evil Tale, 267 INT 1,694 Holy Arrow 30, Evil Tale, 326 INT +59%
70 1,341 Holy Arrow 30, Angel Wings, 307 INT 2,066 Holy Arrow 30, Angel Wings, 371 INT +54%
3. Level planner

Pick your level to see where each skill should be, what to add at that level and any breakpoint you just reached. Switch builds to compare the alternatives.

40Cleric
At level 40 Heal 28 → 30 · Teleport 0 → 1
Heal maxed: a 100% recovery rate for 27 MP, on up to 6 targets: you, your party and undead together.
Teleport 1 costs 55 MP per use, so use it sparingly until you level it.
Beginner9 / 9 spent
Three Snails3/3
Recovery3/3
Nimble Feet3/3
Magician61 / 61 spent
Energy Bolt20/20
Magic Guard3/15
Magic Armor20/20
Improved MP Recovery3/15
Max MP Increase15/15
Cleric31 / 31 spent
Holy Arrow0/30
Heal +230/30
Invincible0/20
Bless0/20
Teleport +11/20
MP Eater0/20
4. Magician, Lv. 10-30

You advance in Ellinia at level 10. From then to 30 you get 61 SP for six skills that would take 105 to max, and whatever you leave here at 30 stays that way. A Cleric keeps using Energy Bolt after 2nd job, so both builds max it first.

LevelSkill pointsWhy
10 Energy Bolt 1 Advance to Magician in Ellinia. You get 1 SP now and 3 per level after that. Energy Bolt 1 unlocks Magic Claw.
11 Energy Bolt 3 · Improved MP Recovery 1 Improved MP Recovery 1 already gives the full MP regen. Later levels only add MP from potions.
12–16 Energy Bolt 3 → 18 (+3 per level)
17 Energy Bolt 20 · Magic Guard 1 Energy Bolt maxed: 130 Basic Attack, Mastery 10, 16 MP.
18 Magic Guard 3 · Magic Armor 1 Magic Guard 3 unlocks Magic Armor. Magic Armor 1 is +40 Weapon and Magic DEF for one point, the best single point in the book.
19 Improved MP Recovery 3 · Max MP Increase 1 Improved MP Recovery 3 unlocks Max MP Increase. Max MP Increase 1 is +10% Max MP for one point.
20 Budget Max MP Increase 4Pro Magic Guard 6 Pro: Magic Guard 6: 49% of damage goes to MP.
21 Budget Max MP Increase 7Pro Magic Guard 9
22 Budget Max MP Increase 10Pro Magic Guard 12 Pro: Magic Guard 11: 68% of damage goes to MP.
23 Budget Max MP Increase 13Pro Magic Guard 15 Pro: Magic Guard 15: 80% of damage goes to MP.
24–29 Magic Armor 1 → 19 (+3 per level)
30 Budget Magic Armor 20 · Max MP Increase 15Pro Magic Armor 20 · Max MP Increase 3 2nd job: choose Cleric. Spend your last Magician SP first, because Cleric SP can't go into Magician skills. Magic Armor maxed: +120 Weapon and Magic DEF for 600 seconds.Budget: Max MP Increase maxed: +25% Max MP.
Magic Guard or Max MP Increase?Budget stops Magic Guard at 3 (36% of damage to MP) and maxes Max MP Increase (+25% Max MP): less of every hit lands on MP, which costs more to refill than HP, and a bigger pool means more Heal casts between potions. Pro maxes Magic Guard (80%) and pays for the MP.
Why max Energy Bolt first?Holy Arrow only passes a maxed Energy Bolt at level 22 of 30, so you keep Energy Bolt until about 38 (Pro) or 48 (Budget). Per MP it stays your cheapest damage even after that.
Magic Claw instead of Energy BoltMagic Claw hits twice, and its total matches Energy Bolt at every level (90 → 130 Basic Attack). At max it costs 20 MP to 16, reaches 300 range to 350, and needs Energy Bolt 1. Players report that it hits through walls and platforms. Take one or the other, never both.
Beginner skillsThree Snails 3 first for an early ranged attack, then Recovery 3 and Nimble Feet 3. All three are maxed by level 10 whatever you do.
5. Cleric, Lv. 30-70

At 2nd job you get 1 SP, then 3 per level: 121 by level 70. Maxing all six Cleric skills would take 140, so one stays short, and that is MP Eater. The current client has no 3rd job yet.

LevelSkill pointsWhy
30 Heal 1 2nd job: choose Cleric. Spend your last Magician SP first, because Cleric SP can't go into Magician skills. Heal 1: a 40% recovery rate for one point, against 100% maxed. It heals you and your party and hurts undead around you.
31 Budget Heal 4Pro Holy Arrow 3
32 Budget Heal 7Pro Holy Arrow 6 Budget: Heal 5 unlocks Invincible.
33 Budget Heal 10Pro Holy Arrow 9
34 Budget Heal 13Pro Holy Arrow 12 Pro: From Holy Arrow 12 on, it out-damages Energy Bolt 20 on undead and other holy-weak monsters.
35 Budget Heal 16Pro Holy Arrow 15 Budget: Heal 16: its area grows from 100% to 120%.
36–37 Budget Heal 16 → 22 (+3 per level)Pro Holy Arrow 15 → 21 (+3 per level)
38 Budget Heal 25Pro Holy Arrow 24 Pro: From Holy Arrow 22 on, it out-damages Energy Bolt 20 on every monster that doesn't resist holy.
39 Budget Heal 28Pro Holy Arrow 27
40 Budget Heal 30 · Teleport 1Pro Holy Arrow 30 Budget: Heal maxed: a 100% recovery rate for 27 MP, on up to 6 targets: you, your party and undead together. Teleport 1 costs 55 MP per use, so use it sparingly until you level it.Pro: Holy Arrow maxed: 160 Basic Attack, Mastery 10, 28 MP.
41 Budget Holy Arrow 3Pro Heal 4
42 Budget Holy Arrow 6Pro Heal 7 Pro: Heal 5 unlocks Invincible.
43 Budget Holy Arrow 9Pro Heal 10
44 Budget Holy Arrow 12Pro Heal 13 Budget: From Holy Arrow 12 on, it out-damages Energy Bolt 20 on undead and other holy-weak monsters.
45 Budget Holy Arrow 15Pro Heal 16 Pro: Heal 16: its area grows from 100% to 120%.
46–47 Budget Holy Arrow 15 → 21 (+3 per level)Pro Heal 16 → 22 (+3 per level)
48 Budget Holy Arrow 24Pro Heal 25 Budget: From Holy Arrow 22 on, it out-damages Energy Bolt 20 on every monster that doesn't resist holy.
49 Budget Holy Arrow 27Pro Heal 28
50 Budget Holy Arrow 30Pro Heal 30 · Teleport 1 Budget: Holy Arrow maxed: 160 Basic Attack, Mastery 10, 28 MP.Pro: Heal maxed: a 100% recovery rate for 27 MP, on up to 6 targets: you, your party and undead together. Teleport 1 costs 55 MP per use, so use it sparingly until you level it.
51 Invincible 3
52 Invincible 5 · Bless 1 Invincible 5 unlocks Bless. Bless 1: 5% less damage of every kind for you and your party, for one point.
53–58 Bless 1 → 19 (+3 per level)
59 Invincible 7 · Bless 20 Bless maxed: 15% less damage and +10% HP from Heal for your party, 300 seconds.
60–63 Invincible 7 → 19 (+3 per level)
64 Invincible 20 · Teleport 3 Invincible maxed: 20% less physical damage for 300 seconds, and monsters that touch you take Basic Attack 30 magic damage.
65–69 Teleport 3 → 18 (+3 per level)
70 Teleport 20 · MP Eater 1 Teleport maxed: 15 MP per use, 150 range. MP Eater 1: the one point left over at 70.
Heal or Holy Arrow first?On a neutral monster a maxed Holy Arrow does 1.23× a maxed Energy Bolt's damage per cast, but only 0.70× per MP. Pro takes Holy Arrow first for the kill speed. Budget takes Heal first and keeps the cheaper Energy Bolt until Holy Arrow takes over at 41-50.
Is Heal an attack?Barely. In the community's formula a maxed Heal with 5 undead in range does 99% of one Holy Arrow's damage in total, and less to each undead the more it touches. Its real job is HP: yours, your party's, and the potions you don't buy.
Invincible and BlessMaxed, Invincible takes 20% off physical damage and Bless 15% off all damage for your whole party: about 32% less from every touch, if the two multiply (the data doesn't say). Bless 1 already gives 5%, so it comes at 52, straight after Invincible 5.
Why only 1 in MP Eater?5 of the 9 undead you can hunt have no MP for it to take: Skeledog, Mummydog, Skeleton Soldier, Officer Skeleton, Commander Skeleton. Teleport saves more MP for anyone who moves around, so it gets the points first.
6. Every skill

Level 1 and max values from the game data. Each name links to its full per-level table.

Energy BoltMax Lv. 20
Max by 17
MP cost
8 → 16
Basic Attack
90 → 130
Mastery Lv.
1 → 10

Your attack until Holy Arrow passes it, and the cheapest damage per MP you have even after.

Magic ClawMax Lv. 20 · needs Energy Bolt 1
Alternative
MP cost
10 → 20
Basic Attack
45 → 65
Hits
2
Mastery Lv.
1 → 10

Same damage as Energy Bolt for more MP and less range. Take it instead of Energy Bolt, never alongside.

Magic GuardMax Lv. 15
Stop at 3 (Budget) or max by 23 (Pro)
MP cost
8 → 12

Moves part of every hit onto your MP. Pro maxes it; Budget stops at 3 and puts the points into Max MP Increase.

Magic ArmorMax Lv. 20 · needs Magic Guard 3
Max by 30
MP cost
8 → 16
Weapon Def.
40 → 120
Magic Def.
40 → 120
Duration (s)
300 → 600

Level 1 is the best point at 1st job. Each later level adds a little DEF and 15 seconds.

Stop at 3
Lv. 1
Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 10%
Lv. 15
Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 25%

Level 1 already gives all the MP regen. Take 3 to unlock Max MP Increase.

Max MP IncreaseMax Lv. 15 · needs Improved MP Recovery 3
Max by 30 (Budget) or stop at 3 (Pro)
Max MP %
10 → 25

Budget maxes it for a bigger MP pool, which means more Heal casts between potions. Pro stops at 3.

Holy ArrowMax Lv. 30
Max by 50 (Budget) or 40 (Pro)
MP cost
14 → 28
Basic Attack
100 → 160
Mastery Lv.
1 → 10

Your holy single-target attack: ×1.25 on every undead and holy-weak monster. It passes a maxed Energy Bolt at level 22.

HealMax Lv. 30
Max by 40 (Budget) or 50 (Pro)
MP cost
12 → 27
Max enemies
6
Recovery rate
40% → 100%
Range
100% → 120%

Heals you and your party for MP and scratches the undead around you. Per MP, level 1 heals only 10% less than level 30; the levels make each cast bigger.

InvincibleMax Lv. 20 · needs Heal 5
Max by 64
MP cost
16 → 36
DoT damage
10 → 30
Duration (s)
100 → 300
Physical damage taken
-1% → -20%

Less physical damage taken, and a small hit on whatever touches you. Five points unlock Bless.

BlessMax Lv. 20 · needs Invincible 5
Max by 59
MP cost
20 → 30
Duration (s)
100 → 300
Damage taken
-5% → -15%
HP from Heal
+1% → +10%

Less damage of every kind and more HP from Heal for your whole party. Level 1 alone is 5%.

TeleportMax Lv. 20
Max by 70
MP cost
55 → 15
Range
110 → 150

Every level cuts its MP cost. Level 1 is expensive, so don't spam it.

MP EaterMax Lv. 20
Stop at 1
Chance %
30 → 50
Max MP absorbed
30% → 50%

Takes MP back from monsters, once every 5 seconds. Skeletons have none, so it gets the one point left at 70.

7. Damage math

Magic damage scales with the skill's Basic Attack and with your Magic total: half your INT plus the Magic ATK on your weapon, gear and buffs. Each hit rolls between a minimum and a maximum, and the skill's Mastery raises the minimum. Heal works differently: the community's formula gives it a pool from your Magic total and its recovery rate, which INT and LUK raise only a little, and splits it between the targets. The comparisons below use a level-50 Budget Cleric (232 INT, 199 Magic total); treat them as relative.

Holy Arrow vs your maxed Energy Bolt: average damage per cast by Holy Arrow level, as a multiple of Energy Bolt 20
0.4×0.6×0.8×1.0×1.2×1.4×1.6× 151015202530 1.23× Holy Arrow 22 passes Energy Bolt 20 on neutral monsters22 1.54× Holy Arrow 12 passes Energy Bolt 20 on holy-weak monsters12 0.92×
Neutral elementHoly-weak and undeadHoly-resistantEnergy Bolt 20
Heal vs Holy Arrow on undead, both maxed: output as a multiple of one Holy Arrow, by undead hit per cast
0.0×0.2×0.4×0.6×0.8×1.0×1.2× 1 monster: 0.25× the damage per cast1 monster: 0.26× the damage per MP 1 2 monsters: 0.45× the damage per cast2 monsters: 0.47× the damage per MP 2 3 monsters: 0.64× the damage per cast3 monsters: 0.66× the damage per MP 3 4 monsters: 0.81× the damage per cast4 monsters: 0.84× the damage per MP 4 5 monsters: 0.99× the damage per cast5 monsters: 1.03× the damage per MP 5
Damage per castDamage per MPHoly Arrow = 1.0

What Holy Arrow is worth

MonsterPer castPer MP
Neutral element ×11.23×0.70×
Holy-weak and undead ×1.251.54×0.88×
Holy-resistant ×0.750.92×0.53×

A maxed Holy Arrow (28 MP) against a maxed Energy Bolt (16 MP) = 1.0×. Holy Arrow kills faster on everything but holy-resistant monsters, and Energy Bolt kills cheaper on all of them.

What Heal does to undead

LevelBudget gearOne undead5 undead, eachHoly Arrow on one
50Cromi, 232 INT2682081,052
60Evil Tale, 267 INT3142441,330
70Angel Wings, 307 INT3652841,676

Average damage before monster defense, both skills maxed, in Budget gear. When you are alone you take one of Heal's 6 target slots, so it reaches 5 undead at most.

Other multipliers

  • Elements: Holy Arrow is holy: ×1.25 on holy-weak monsters, ×0.75 on resistant ones. Energy Bolt and Invincible have no element, and the community's Heal formula has no element or Magic DEF term.
  • Magic DEF: damage × 100 ÷ (MDEF + 100). Most training monsters have 0-50 MDEF; Iron Hogs have 100 (half damage) and the Tree Dungeon Fairies 500 (a sixth).
  • Level gap: monsters above your level take less, ×0.89 at 5 levels above you and ×0.71 at 9.
8. Holy & undead matchups

Every monster in the game data that is undead, weak to holy or resistant to it, and spawns somewhere. Heal hurts only the undead; Holy Arrow does ×1.25 on every holy-weak monster and ×0.75 on the resistant ones. The rest take normal damage. Every undead here is also weak to holy.

Undead Heal + Holy Arrow ×1.25

Weak to holy Holy Arrow ×1.25

Resists holy Holy Arrow ×0.75

TipThe undead come in crowds on their maps: Zombie Mushrooms in the Ant Tunnels, Jr. Wraiths and Wraiths on the Kerning City Subway lines, Zombie Lupins in the Monkey Swamps, Skeledogs and Mummydogs in the Remains tombs, and Skeleton Soldiers and Officer Skeletons on the Camp maps. Holy Arrow kills them fastest; Heal keeps you and your party up while you do.

Heal as a potion saver

A Heal costs MP, and MP costs mesos: at Pure Water (1.00 MP a meso) and Red Potion (2.50 HP a meso), a cast saves money whenever it heals more than the break-even below. How much HP each character gets isn't established yet; for scale, the pool the community's formula splits between Heal's targets is in the last column, in Budget gear.

LevelHealMP costMesos a castBreak-evenFormula pool
30Heal 11212.030 HP134
35Heal 161919.047 HP260
40Heal 302727.067 HP405
50Heal 302727.067 HP535
60Heal 302727.067 HP628
70Heal 302727.067 HP730

A maxed Heal has 2.5× the recovery rate of level 1 for 2.25× the MP. Sitting and Improved MP Recovery refill MP for free, which makes every Heal cheaper still.

9. Where to train

The monsters that give the most EXP per cast at every 5 levels. Each is up to 10 levels below you and has at least 10 on one map. Casts are how many spells a kill takes on average after the monster's Magic DEF and element, for each build in its own gear and skills, with whichever of its spells below kills it fastest.

Energy BoltHoly Arrow

Lv. 15
  1. Ribbon Pig Lv. 10 · 19 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.0 casts L Forest I (21 there)
  2. Bubbling Lv. 15 · 28 EXP Budget Energy Bolt 3.0 castsPro Energy Bolt 2.0 casts Line 1 <Area 1> (64 there)
  3. Dark Stump Lv. 11 · 21 EXP Budget Energy Bolt 2.3 castsPro Energy Bolt 2.0 casts West Domain of Perion (21 there)
Lv. 20
  1. Ribbon Pig Lv. 10 · 19 EXP Budget Energy Bolt 1.0 castsPro Energy Bolt 1.0 casts L Forest I (21 there)
  2. Stirge Lv. 20 · 37 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 2.0 casts Transfer Area (38 there)
  3. Axe Stump Lv. 17 · 32 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 2.0 casts The Forest North of Ellinia (13 there)
Lv. 25
  1. Rocky Mask Lv. 24 · 45 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.9 casts Excavation Site III (17 there)
  2. Zombie Mushroom Lv. 24 · 45 EXP Budget Energy Bolt 2.2 castsPro Energy Bolt 2.0 casts Ant Tunnel III (61 there)
  3. Horny Mushroom Lv. 22 · 41 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.0 casts Ant Tunnel IV (41 there)
Lv. 30
  1. Wild Boar Lv. 25 · 46 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.2 casts The Land of Wild Boar II (23 there)
  2. Rocky Mask Lv. 24 · 45 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.0 casts Excavation Site III (17 there)
  3. Zombie Mushroom Lv. 24 · 45 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.0 casts Ant Tunnel III (61 there)
Lv. 35
  1. Evil Eye Lv. 27 · 50 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.3 casts The Cave of Evil Eye III (38 there)
  2. Wild Boar Lv. 25 · 46 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.0 casts The Land of Wild Boar II (23 there)
  3. Jr. Wraith Lv. 34 · 66 EXP Budget Energy Bolt 3.0 castsPro Holy Arrow 2.0 casts Line 2 <Area 1> (83 there)
Lv. 40
  1. Fire Boar Lv. 32 · 60 EXP Budget Energy Bolt 2.0 castsPro Holy Arrow 1.0 casts The Burnt Land V (26 there)
  2. Ligator Lv. 31 · 58 EXP Budget Energy Bolt 2.0 castsPro Holy Arrow 1.0 casts The Swamp of Despair I (41 there)
  3. Jr. Wraith Lv. 34 · 66 EXP Budget Energy Bolt 2.8 castsPro Holy Arrow 1.0 casts Line 2 <Area 1> (83 there)
Lv. 45
  1. Skeledog Lv. 44 · 102 EXP Budget Holy Arrow 4.6 castsPro Holy Arrow 2.0 casts Remains <Tomb> I (16 there)
  2. Zombie Lupin Lv. 41 · 89 EXP Budget Holy Arrow 4.3 castsPro Holy Arrow 2.0 casts Monkey Swamp III (31 there)
  3. Lupin Lv. 37 · 75 EXP Budget Energy Bolt 3.9 castsPro Energy Bolt 2.0 casts Monkey Swamp I (28 there)
Lv. 50
  1. Wraith Lv. 48 · 122 EXP Budget Holy Arrow 3.0 castsPro Holy Arrow 2.0 casts Line 2 <Area 3> (68 there)
  2. Mummydog Lv. 47 · 117 EXP Budget Holy Arrow 3.0 castsPro Holy Arrow 2.0 casts Remains <Tomb> III (15 there)
  3. Skeledog Lv. 44 · 102 EXP Budget Holy Arrow 3.0 castsPro Holy Arrow 2.0 casts Remains <Tomb> I (16 there)
Lv. 55
  1. Wraith Lv. 48 · 122 EXP Budget Holy Arrow 2.4 castsPro Holy Arrow 2.0 casts Line 2 <Area 3> (68 there)
  2. Malady Lv. 55 · 167 EXP Budget Holy Arrow 4.0 castsPro Holy Arrow 3.0 casts The Forest of Evil II (23 there)
  3. Mummydog Lv. 47 · 117 EXP Budget Holy Arrow 3.0 castsPro Holy Arrow 2.0 casts Remains <Tomb> III (15 there)
Lv. 60
  1. Skeleton Soldier Lv. 57 · 183 EXP Budget Holy Arrow 4.0 castsPro Holy Arrow 2.9 casts Camp 1 (20 there)
  2. Croco Lv. 52 · 146 EXP Budget Holy Arrow 3.3 castsPro Holy Arrow 2.0 casts Dangerous Croko II (24 there)
  3. Malady Lv. 55 · 167 EXP Budget Holy Arrow 4.0 castsPro Holy Arrow 3.0 casts The Forest of Evil II (23 there)
Lv. 65
  1. Skeleton Soldier Lv. 57 · 183 EXP Budget Holy Arrow 3.4 castsPro Holy Arrow 2.2 casts Camp 1 (20 there)
  2. Officer Skeleton Lv. 63 · 242 EXP Budget Holy Arrow 5.0 castsPro Holy Arrow 3.4 casts Camp 3 (14 there)
  3. Malady Lv. 55 · 167 EXP Budget Holy Arrow 3.6 castsPro Holy Arrow 2.3 casts The Forest of Evil II (23 there)
Lv. 70
  1. Wild Kargo Lv. 62 · 231 EXP Budget Holy Arrow 4.0 castsPro Holy Arrow 3.0 casts Wild Kargo's Area (14 there)
  2. Officer Skeleton Lv. 63 · 242 EXP Budget Holy Arrow 4.8 castsPro Holy Arrow 3.0 casts Camp 3 (14 there)
  3. Red Drake Lv. 60 · 211 EXP Budget Holy Arrow 5.0 castsPro Holy Arrow 3.1 casts Dangerous Valley II (17 there)

Ranked by EXP per cast for the Budget build. Spells aren't checked for misses, and burns and poison aren't counted. Spawn speed, map layout and other players change what an hour really gives, so try the top two and keep the one that feels faster. The Training Finder ranks the monsters for any level by EXP per HP.

10. Stats & weapons

You get 5 AP per level, and a new Magician starts with 4 STR, 4 DEX, 12 INT and 5 LUK. Put everything into INT except the LUK your next weapon needs; the INT requirements look after themselves. Half your INT goes into your Magic total, so +14 Magic ATK on a weapon is worth about 28 INT.

LUK counts for Heal too in the community's formula, but only a little: 100 more LUK would add about 3.7% to its pool, while 100 more INT adds about 28% through your Magic total, and raises Holy Arrow as well.

LevelWeaponMagic ATKINTLUK
10Wooden Wand Wand27200
15Hardwood Wand Wand34300
20Metal Wand Wand414010
25Ice Wand Wand485015
30Mithril Wand Wand556020
35Wizard Wand Wand627025
40Fairy Wand Wand698030
45Arc Staff Staff739040
50Cromi Wand8310040
55Thorns Staff8711050
60Evil Tale Wand9712055
65Evil Wings Staff10113060
70Angel Wings Wand11114065

Shields along the way: Pan Lid (Lv. 10), Mystic Shield (Lv. 22, 34 INT / 12 LUK), Esther Shield (Lv. 35, 60 INT / 25 LUK). Spell casting speed doesn't depend on weapon speed, so always use the highest Magic ATK you can equip.

11. Sources & notes
  • From the game data: skill numbers and prerequisites, which monsters are undead, monster elements, HP, MP and MDEF, and item requirements. Heal's recovery rate and area, Invincible's and Bless's damage cuts and Bless's bonus to Heal come from the skill level texts. They update when the game does.
  • Written in: Holy Arrow's holy element is in the client's skill data but not in the game data's level stats.
  • From players: SP per level, the 2nd-job SP lock, and the damage, element and defense formulas come from community testing (meowdb), and so does Heal's: a pool from INT, LUK, your Magic total and the recovery rate, split between the characters and undead it touches (six targets in all, you included). How much HP each character gets from it isn't established yet (meowdb's Heal page lists it as unresolved), so this guide gives no number for it.
  • Calculated: the Holy Arrow crossover, Heal vs Holy Arrow on undead and the potion break-even use those formulas with example stats and market prices. Whether Invincible and Bless multiply or add isn't confirmed. Misses, crits and positioning all move real results.
  • Budget and Pro builds: the gear picks are written by hand. Prices are the median HubCW sale of the last 30 days, or the median Free Market ask when nothing sold; a dash means neither. The Magic totals assume 25 starting stat points and 5 AP a level.