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Guides » Spearman skill build
Class build · Lv. 1-70

Spearman skill build

Where every skill point goes from your first Warrior 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)
61Warrior SP, 105 to max all
121Spearman SP by Lv. 70, 120 for one weapon's skills
Skills at Lv. 70
Warrior
Power Strike20/20
Slash Blast20/20
Precise Strikes15/15
Improved HP Recovery3/15
Max HP Increase3/15
Iron Body0/20
Spearman
Polearm Mastery20/20
Polearm Booster20/20
Final Attack: Polearm30/30
Iron Will30/30
Rush20/20
1. The build at a glance
  1. Lv. 10-17: max Power StrikeYour first attack and the one you keep using on single monsters. Every point goes here first.
  2. Lv. 17-22: max Precise StrikesFrom about level 15, monsters start dodging Warriors. Precise Strikes adds the accuracy you lack, so fewer swings miss.
  3. Lv. 22-25: Slash Blast 11It hits a whole group, and at 11 it does full damage in a wider range.
  4. Lv. 26-30: the builds splitBudget maxes Improved HP Recovery: every potion heals 50% more. Pro maxes Slash Blast and takes Improved HP Recovery 3 and Max HP Increase 3.
  5. Lv. 30-37: Polearm Mastery 5, Polearm Booster 1, then max Polearm MasteryOne point of Polearm Booster already gives its full attack speed, so take it at 32.
  6. Lv. 37-57: Iron Will and Final Attack: PolearmBoth take Final Attack: Polearm 1 at 37: one point already hits a single monster for 260%. Budget maxes Iron Will next, a flat +50 Weapon DEF that counts most in cheap gear. Pro maxes Final Attack: Polearm first for the damage.
  7. Lv. 57-70: Polearm Booster, then RushBoth builds end the same: the rest of Polearm Booster, then Rush. At 70 one point is left over.

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

This guide recommends polearms, by a small margin: in the community formula they do up to 9% more damage per second than a spear of the same level on most training monsters, Polearm Mastery adds +20 Speed, and their attack scrolls cost less. A spear attacks faster and Spear Mastery ignores Weapon DEF on 20% of hits, so it wins on tough monsters. The planner also has the same builds with a spear.

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: weapons, gear, scrolls and potions. Prices are what each item sells for on HubCW, so they move with the market.

BudgetSpend as little as you can
Skills
Improved HP Recovery maxed and Slash Blast left at 11 at 1st job. At 2nd job Iron Will comes before the rest of Final Attack: Polearm: Final Attack: Polearm 1 already does 260% for 8 MP, and Iron Will adds +50 Weapon DEF whatever you wear, for 25 MP every 300 seconds.
Weapon
Pole Arm to start, then a clean polearm every 10 levels. Mithril Pole Arm, the level 30 one, sells for 12,999 mesos.
Gear
A cheap helmet with accuracy. Wear whatever else drops.
Scrolls
None. Sell the ones that drop to pay for potions.
Potions
Red Potion (3.8 HP a meso with Improved HP Recovery maxed) while they keep up, then White Potion (3.0), and Blue Potion (1.0 MP a meso).
Hunting
Slash Blast on groups, Power Strike on single monsters, and Final Attack: Polearm whenever it is enabled: it heals you as it hits. Pick monsters you always hit (see Stats & weapons).
ProMoney is no object
Skills
Slash Blast maxed at 1st job. At 2nd job Final Attack: Polearm comes before Iron Will: maxed, it hits one monster for 350% and heals you 10% of that, and you're buying the potions its MP costs.
Weapon
The best polearm at every step, up to The Gold Dragon at 70. Attack scrolls on it are the biggest upgrade money buys.
Gear
STR gear in every slot. Buy it already scrolled: Price Check splits sales by stat roll.
Scrolls
Attack on the polearm and gloves, STR on the cape and earrings, Accuracy on the helmet. Every slot, see the table below.
Potions
Elixir and White Potion to refill, Warrior Potion (+10 Attack Power) running all the time for about 2,200 mesos an hour, and Sniper Potion on monsters that dodge.
Hunting
Iron Will and Polearm Booster always on, on the busiest map you can hold. Slash Blast on groups, and Final Attack: Polearm on the monster in front of you whenever it is enabled.

Gear, slot by slot

Gloves
Whatever drops
Cape
Whatever drops
Earrings
Whatever drops

Where two items share a step they are the same item for men and women: buy the cheaper. Any earrings do for Pro: they all have 5 slots, and the STR scrolls are what count. No shield: spears and polearms take both hands.

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
Polearm Attack Scroll: Intermediate 60% 7 +14 W.ATT 43,000 mesos 71,667 mesos
Gloves Attack Scroll: Intermediate 60% 5 +10 W.ATT 688,888 mesos? 1,148,147 mesos
Hat Accuracy Scroll: Intermediate 60% 7 +14 Accuracy 33,166 mesos 55,277 mesos
Cape STR Scroll: Intermediate 60% 5 +10 STR 189,999 mesos? 316,665 mesos
Earring STR Scroll: Intermediate 60% 5 +10 STR 71,249 mesos 118,748 mesos

The other tiers, on a polearm: Polearm Attack Scroll: Lesser is 100% for +1, Polearm Attack Scroll: Greater 10% for +4, and Polearm Attack Scroll: Chaos 10% for +5, but 50% of its failures destroy the polearm. Try them in the scroll simulator first.

What the money buys

Each build's average Slash Blast hit on each monster it reaches, in its own gear and with its own skills at that level: pure STR, with only the DEX that gear needs. Pro counts every scroll slot as passed and a Warrior Potion running. Monster defense is left out, so treat the numbers as a comparison.

LevelBudgetProPro's lead
30 183 Mithril Pole Arm, 134 STR, Slash Blast 11 393 Mithril Pole Arm, 151 STR, Slash Blast 20 +115%
40 361 Crescent Polearm, 172 STR, Slash Blast 11 765 Crescent Polearm, 207 STR, Slash Blast 20 +112%
50 498 The Nine Dragons, 212 STR, Slash Blast 11 1,013 The Nine Dragons, 254 STR, Slash Blast 20 +104%
60 656 Skylar, 252 STR, Slash Blast 11 1,288 Skylar, 301 STR, Slash Blast 20 +96%
70 835 The Gold Dragon, 292 STR, Slash Blast 11 1,588 The Gold Dragon, 343 STR, Slash Blast 20 +90%
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.

37Spearman
At level 37 Polearm Mastery 18 → 20 · Final Attack: Polearm 0 → 1
Polearm Mastery maxed: Mastery 10 and +20 Speed while you hold a polearm.
Final Attack: Polearm 1: each attack skill has a 25% chance to enable it for 60 seconds. It hits one monster for 260% at 8 MP and heals you 5% of the damage.
Beginner9 / 9 spent
Three Snails3/3
Recovery3/3
Nimble Feet3/3
Warrior61 / 61 spent
Power Strike20/20
Slash Blast11/20
Precise Strikes15/15
Improved HP Recovery15/15
Max HP Increase0/15
Iron Body0/20
Spearman22 / 22 spent
Polearm Mastery +220/20
Polearm Booster1/20
Final Attack: Polearm +11/30
Iron Will0/30
Rush0/20
Spear Mastery0/20
Spear Booster0/20
Final Attack: Spear0/30
4. Warrior, Lv. 10-30

You advance in Perion 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. Power Strike is your only attack until Slash Blast, so it comes first in both builds.

LevelSkill pointsWhy
10 Power Strike 1 Advance to Warrior with Dances with Balrog in Perion. You get 1 SP now and 3 per level after that. Power Strike 1 unlocks Slash Blast. Power Strike hits one monster for 160% at 4 MP: your attack until Slash Blast can take on groups.
11–16 Power Strike 1 → 19 (+3 per level)
17 Power Strike 20 · Precise Strikes 2 Power Strike maxed: 260% damage for 12 MP.
18–21 Precise Strikes 2 → 14 (+3 per level)
22 Slash Blast 2 · Precise Strikes 15 Precise Strikes maxed: +20 Accuracy and +5% critical rate.
23–24 Slash Blast 2 → 8 (+3 per level)
25 Slash Blast 11 Slash Blast 11: 100% to up to 6 monsters for 9 MP and 11 HP, and its range grows from 130 to 150.
26 Budget Improved HP Recovery 3Pro Slash Blast 14 Budget: Improved HP Recovery 1: potions heal 20% more HP, and your HP comes back every 10 seconds even while you move. Improved HP Recovery 3 unlocks Max HP Increase.
27 Budget Improved HP Recovery 6Pro Slash Blast 17
28 Budget Improved HP Recovery 9Pro Slash Blast 20 Pro: Slash Blast maxed: 130% to up to 6 monsters for 14 MP and 16 HP.
29 Budget Improved HP Recovery 12Pro Improved HP Recovery 3 Pro: Improved HP Recovery 1: potions heal 20% more HP, and your HP comes back every 10 seconds even while you move. Improved HP Recovery 3 unlocks Max HP Increase.
30 Budget Improved HP Recovery 15Pro Max HP Increase 3 2nd job: choose Spearman. Spend your last Warrior SP first, because Spearman SP can't go into Warrior skills.Budget: Improved HP Recovery maxed: potions heal 50% more HP.Pro: Max HP Increase 1 is +10% Max HP for one point. Max HP Increase 3 unlocks Iron Body.
Why Precise Strikes before Slash BlastA level 21 Warrior with 20 DEX and no accuracy gear hits a Jr. Necki 57% of the time; with Precise Strikes 15 (+20), 100%. A miss wastes the swing and its MP. A point of DEX adds only about half a point of accuracy, so the skill is worth 42 DEX.
Why Slash Blast stops at 11 for BudgetAt 11 it does 100% for 9 MP and 11 HP. The last 9 levels add 30% damage but cost 14 MP and 16 HP a cast, 16% less damage per MP. Those 9 points and 3 more max Improved HP Recovery instead.
Improved HP Recovery: Budget's potion saverMaxed, every potion heals 50% more: a Red Potion restores 150 HP instead of 100. You need 33% fewer potions than with none, and 17% fewer than Pro with Improved HP Recovery 3, for the rest of the game.
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. Spearman, Lv. 30-70

At 2nd job you get 1 SP, then 3 per level: 121 by level 70. One weapon's skills, Iron Will and Rush take 120, so everything you use is maxed by 70 with a point to spare. The current client has no 3rd job yet.

LevelSkill pointsWhy
30 Polearm Mastery 1 2nd job: choose Spearman. Spend your last Warrior SP first, because Spearman SP can't go into Warrior skills.
31 Polearm Mastery 4 Polearm Mastery 3 unlocks Final Attack: Polearm.
32 Polearm Mastery 6 · Polearm Booster 1 Polearm Mastery 5 unlocks Polearm Booster. Polearm Booster 1 already gives both speed stages: about 13% more attacks. Later levels only make it last longer and cost less.
33–36 Polearm Mastery 6 → 18 (+3 per level)
37 Polearm Mastery 20 · Final Attack: Polearm 1 Polearm Mastery maxed: Mastery 10 and +20 Speed while you hold a polearm. Final Attack: Polearm 1: each attack skill has a 25% chance to enable it for 60 seconds. It hits one monster for 260% at 8 MP and heals you 5% of the damage.
38 Budget Iron Will 3Pro Final Attack: Polearm 4 Budget: Iron Will 1 is +20 Weapon DEF for you for one point, for 150 seconds, with a 5% chance to ignore knockback.
39–46 Budget Iron Will 3 → 27 (+3 per level)Pro Final Attack: Polearm 4 → 28 (+3 per level)
47 Budget Iron Will 30Pro Final Attack: Polearm 30 · Iron Will 1 Budget: Iron Will maxed: +50 Weapon DEF and a 35% chance to ignore knockback for 300 seconds, 25 MP.Pro: Final Attack: Polearm maxed: 350% to one monster for 16 MP, and it heals you 10% of the damage. Iron Will 1 is +20 Weapon DEF for you for one point, for 150 seconds, with a 5% chance to ignore knockback.
48–56 Budget Final Attack: Polearm 1 → 28 (+3 per level)Pro Iron Will 1 → 28 (+3 per level)
57 Budget Polearm Booster 2 · Final Attack: Polearm 30Pro Polearm Booster 2 · Iron Will 30 Budget: Final Attack: Polearm maxed: 350% to one monster for 16 MP, and it heals you 10% of the damage.Pro: Iron Will maxed: +50 Weapon DEF and a 35% chance to ignore knockback for 300 seconds, 25 MP.
58–62 Polearm Booster 2 → 17 (+3 per level)
63 Polearm Booster 20 Polearm Booster maxed: 300 seconds for 10 HP and 10 MP.
64 Rush 3 Rush dashes you forward through up to 6 monsters for 60% and pushes them back, and nothing knocks you back while you rush. 35 MP, once every 2 seconds.
65–69 Rush 3 → 18 (+3 per level)
70 Rush 20 · Spear Mastery 1 Every skill of your weapon is maxed now. The one point left over has nowhere useful to go, so it sits in the other weapon's Mastery. Rush maxed: 80% to up to 6 monsters for 15 MP, once every 2 seconds.
Why Polearm Booster 1 at 32?Its first level already speeds your polearm up by two stages, about 13% more attacks. The other 19 levels only stretch it from 100 to 300 seconds and cut its cost, so they wait until Final Attack: Polearm and Iron Will are maxed.
Iron Will or Final Attack: Polearm first?Both are maxed by 57 either way. Final Attack: Polearm 1 does 260% for 8 MP; the other 29 levels add 35% damage and raise its heal from 5% to 10% of the hit, but double its cost to 16 MP. Iron Will adds +50 Weapon DEF and a 35% chance to ignore knockback for 25 MP every 300 seconds. Budget wants the cheap one first, Pro the one that hits hardest.
Why Rush last?Rush is a dash: it carries you through up to 6 monsters and pushes them back. At 80% a monster it hits for less than Slash Blast (130%), so it waits until the rest is done.
A spear instead?Pick a spear plan in the planner: the same route on Spear Mastery, Spear Booster and Final Attack: Spear. A spear attacks faster and Spear Mastery makes 20% of your hits ignore Weapon DEF, but you give up Polearm Mastery's +20 Speed and a little damage on most monsters (see Stats & weapons).
6. Every skill

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

Power StrikeMax Lv. 20
Max by 17
MP cost
4 → 12
Damage %
160 → 260

Your single-target hit from level 10 to 70, and the first skill to max.

Slash BlastMax Lv. 20 · needs Power Strike 1
Max by 28 (Pro)
MP cost
6 → 14
HP cost
8 → 16
Damage %
70 → 130
Range
130 → 150

Hits up to 6 monsters around you. Budget stops at 11, where the range grows; Pro maxes it for 30% more damage a cast.

Precise StrikesMax Lv. 15
Max by 22
Accuracy
5 → 20
Critical Rate %
1 → 5

+20 Accuracy at max. Warriors miss a lot without it, and only a sword's mastery gives accuracy back at 2nd job.

Max by 30 (Budget)

Every potion heals 20% more at level 1 and 50% more at max, for the rest of the game. Budget's potion saver.

Max HP IncreaseMax Lv. 15 · needs Improved HP Recovery 3
Stop at 3
Max HP %
10 → 25

+10% Max HP at level 1, +25% at max. Pro takes it to 3 with the last points.

Iron BodyMax Lv. 20 · needs Max HP Increase 3
Skip
MP cost
15
Weapon Def. %
20 → 40
Duration (s)
300 → 600

+40% Weapon DEF at max, but it takes 20 points the attacks need more. Both builds skip it.

Polearm MasteryMax Lv. 20
Max by 37
Mastery Lv.
1 → 10

Mastery, and +20 Speed while you hold a polearm. The first skill to max at 2nd job.

Polearm BoosterMax Lv. 20 · needs Polearm Mastery 5
Max by 63
MP cost
30 → 10
HP cost
30 → 10
Duration (s)
100 → 300

Level 1 gives the full speed boost. The rest only makes it last longer and cost less.

Final Attack: PolearmMax Lv. 30 · needs Polearm Mastery 3
Max by 57 (Budget) or 47 (Pro)
MP cost
8 → 16
Damage %
260 → 350
Chance %
25
Duration (s)
60

One monster at 350% once an attack skill enables it, and it heals you 10% of the damage. Pro maxes it first.

Iron WillMax Lv. 30
Max by 47 (Budget) or 57 (Pro)
MP cost
10 → 25
Chance %
5 → 35
Weapon Def.
20 → 50
Duration (s)
150 → 300

+50 Weapon DEF and a 35% chance to ignore knockback at max, for you alone. Budget maxes it first.

RushMax Lv. 20
Max by 70
MP cost
35 → 15
Damage %
60 → 80
Max enemies
6
Range
130 → 150
Cooldown (s)
2

A dash that pushes monsters back. Its damage is low, so it gets the last points.

Spear MasteryMax Lv. 20
Stop at 1
Chance %
1 → 20
Mastery Lv.
1 → 10

Only with a spear: mastery, and 20% of your hits ignore Weapon DEF. The polearm builds put their one spare point here at 70.

Spear BoosterMax Lv. 20 · needs Spear Mastery 5
Skip
MP cost
30 → 10
HP cost
30 → 10
Duration (s)
100 → 300

Only with a spear. Pick a spear plan in the planner if you use one.

Final Attack: SpearMax Lv. 30 · needs Spear Mastery 3
Skip
MP cost
8 → 16
Damage %
260 → 350
Chance %
25
Duration (s)
60

Only with a spear; otherwise the same as Final Attack: Polearm.

7. Damage math

A hit's damage is your total weapon attack times a stat term: STR times the weapon's multiplier, plus DEX, plus Attack Power from potions. A polearm's multiplier is 3.5 on a swing and 1.5 on a stab, a spear's the other way round, and Power Strike and Slash Blast swing 60% of the time, so on average a polearm gets 2.7 and a spear 2.3. Each hit rolls between a minimum and a maximum, and mastery raises the minimum. The comparisons below use the community's damage formula; treat them as relative.

Damage per cast by monsters in range, as a multiple of Power Strike 20
0.0×0.5×1.0×1.5×2.0×2.5×3.0× 123456 Slash Blast, 1 monster: 0.50× the damage per castSlash Blast, 2 monsters: 1.00× the damage per castSlash Blast, 3 monsters: 1.50× the damage per castSlash Blast, 4 monsters: 2.00× the damage per castSlash Blast, 5 monsters: 2.50× the damage per castSlash Blast, 6 monsters: 3.00× the damage per cast Final Attack: Polearm, 1 monster: 1.35× the damage per castFinal Attack: Polearm, 2 monsters: 1.35× the damage per castFinal Attack: Polearm, 3 monsters: 1.35× the damage per castFinal Attack: Polearm, 4 monsters: 1.35× the damage per castFinal Attack: Polearm, 5 monsters: 1.35× the damage per castFinal Attack: Polearm, 6 monsters: 1.35× the damage per cast Rush, 1 monster: 0.31× the damage per castRush, 2 monsters: 0.62× the damage per castRush, 3 monsters: 0.92× the damage per castRush, 4 monsters: 1.23× the damage per castRush, 5 monsters: 1.54× the damage per castRush, 6 monsters: 1.85× the damage per cast
Slash Blast 20Final Attack: Polearm 30Rush 20Power Strike 20 = 1.0
A polearm against a spear of the same level, as a multiple of the spear (Pro's stats and skills, with a booster)
0.9×1.0×1.1×1.2×1.3× Lv. 30Lv. 40Lv. 50Lv. 60Lv. 70 Mithril Pole Arm / Forked Spear (Lv. 30): 1.17×Crescent Polearm / Zeco (Lv. 40): 1.24×The Nine Dragons / Serpent's Tongue (Lv. 50): 1.23×Skylar / Holy Spear (Lv. 60): 1.18×The Gold Dragon / Redemption (Lv. 70): 1.14× Mithril Pole Arm / Forked Spear (Lv. 30): 1.10×Crescent Polearm / Zeco (Lv. 40): 1.09×The Nine Dragons / Serpent's Tongue (Lv. 50): 1.08×Skylar / Holy Spear (Lv. 60): 1.03×The Gold Dragon / Redemption (Lv. 70): 1.07× Mithril Pole Arm / Forked Spear (Lv. 30): 1.09×Crescent Polearm / Zeco (Lv. 40): 0.99×The Nine Dragons / Serpent's Tongue (Lv. 50): 0.98×Skylar / Holy Spear (Lv. 60): 0.94×The Gold Dragon / Redemption (Lv. 70): 0.97×
Per hitPer secondPer second on 50 Weapon DEFSpear = 1.0

Your attacks per MP

Damage % per MP: what a cast does to every monster it reaches, divided by its MP cost, on 1, 3 and 6 monsters.

SkillDamageCost1 monster3 monsters6 monsters
Power Strike 20 260% 12 MP 21.721.721.7
Slash Blast 20 130% × up to 6 14 MP · 16 HP 9.327.955.7
Final Attack: Polearm 30 350% 16 MP 21.921.921.9
Rush 20 80% × up to 6 15 MP 5.316.032.0

Final Attack: Polearm only works once an attack skill has enabled it (25% of the time, for 60 seconds), so it adds to your other attacks rather than replacing them. Budget's Slash Blast 11 does 100% for 9 MP.

What a booster is worth

Other multipliers

  • Spear Mastery: with a spear, 20% of your hits ignore Weapon DEF. That adds 3% on a monster with 15 DEF, the middle of the training monsters from level 30 to 70, 10% on one with 50, and 100% on Iron Hog (500 DEF). The tables here leave monster defense out.
  • Polearm Mastery: +20 Speed while you hold a polearm. It adds no damage, but you reach the next group sooner.
  • Critical hits: 5% of hits do +20% (community testing). Precise Strikes 15 adds 5% more of them, about +1.0% damage on average: small, but it comes with the accuracy.
  • Weapon DEF: damage × 100 ÷ (DEF + 100). Most training monsters have 0-50 DEF; Iron Hogs have 500, a sixth of your damage.
  • Level gap: monsters above your level take less, ×0.89 at 5 levels above you and ×0.71 at 9.
8. Iron Will and Final Attack: staying alive

Iron Will is the Spearman's buff, and in Classic World it is for you alone: the skill text says it raises the user's Weapon DEF. At max it adds +50 Weapon DEF and a 35% chance to ignore knockback for 300 seconds, for 25 MP. Your other defense is Final Attack: Polearm: every use heals you a share of the damage it does.

LevelBudgetPro
40
221 DEF
Final Attack: Polearm 1: heals 47 HP a use Iron Will 9: +28 Weapon DEF 13% of the armor Final Attack: Polearm 10: heals 101 HP a use No Iron Will yet
50
276 DEF
Final Attack: Polearm 10: heals 86 HP a use Iron Will 30: +50 Weapon DEF 18% of the armor Final Attack: Polearm 30: heals 273 HP a use Iron Will 10: +29 Weapon DEF 11% of the armor
60
318 DEF
Final Attack: Polearm 30: heals 229 HP a use Iron Will 30: +50 Weapon DEF 16% of the armor Final Attack: Polearm 30: heals 347 HP a use Iron Will 30: +50 Weapon DEF 16% of the armor
70
354 DEF
Final Attack: Polearm 30: heals 292 HP a use Iron Will 30: +50 Weapon DEF 14% of the armor Final Attack: Polearm 30: heals 428 HP a use Iron Will 30: +50 Weapon DEF 14% of the armor

HP a use is Final Attack: Polearm's average hit at that level, in each build's own gear and with its own skills, times the share it heals; one heal can't be more than 25% of your Max HP or the monster's Max HP. Weapon DEF is Pro's armor without Iron Will, and the share is of that.

Who it helpsOnly you. In the old game Iron Will raised the whole party's defense; here the skill text gives it to the user, and no Spearman skill at 2nd job helps the party. A Fighter's Rage is the Warrior party buff.
Flat, so it counts most in cheap gearIron Will adds the same 50 Weapon DEF whatever you wear: 18% of Pro's armor at level 50, and much more of what Budget wears. Iron Body would add 40% of your armor instead (110 for Pro at 50), but both builds spend those Warrior points on attacks.
Standing your groundAt max, 35% of the hits that would knock you back don't, so fewer of your attacks get cut short; at level 1 it is 5%. While you Rush, nothing knocks you back at all. How much damage a point of Weapon DEF stops isn't confirmed for Classic World, so this guide shows Iron Will as Weapon DEF, not HP.
Keeping it upAt max it lasts 300 seconds for 25 MP, about 5 MP a minute; at level 1 it lasts 150 seconds. Recast it before a fight, not in the middle of one.
Final Attack: Polearm's healMaxed, each use heals 10% of its damage: about 428 HP for Pro and 292 for Budget at level 70. A heal can't be more than 25% of your Max HP, so at 70 that cap only bites below 1,800 Max HP. At level 1 it heals 5% of a smaller hit, 2.7× less a use.
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, has at least 10 on one map, and takes your attacks at least 95% of the time. Casts are how many attacks a kill takes on average after the monster's Weapon DEF, for each build in its own gear and skills, with whichever of its attacks below kills it fastest.

Power Strike

Lv. 15
  1. Octopus Lv. 12 · 23 EXP Budget 1.6 castsPro 1.1 casts Damp Tree-Forest (19 there)
  2. Green Mushroom Lv. 14 · 26 EXP Budget 1.9 castsPro 1.2 casts West Rocky Mountain III (32 there)
  3. Ribbon Pig Lv. 10 · 19 EXP Budget 1.5 castsPro 1.0 casts L Forest I (21 there)
Lv. 20
  1. Stirge Lv. 20 · 37 EXP Budget 1.6 castsPro 1.1 casts Transfer Area (38 there)
  2. Octopus Lv. 12 · 23 EXP Budget 1.2 castsPro 1.0 casts Damp Tree-Forest (19 there)
  3. Green Mushroom Lv. 14 · 26 EXP Budget 1.3 castsPro 1.0 casts West Rocky Mountain III (32 there)
Lv. 25
  1. Jr. Necki Lv. 21 · 39 EXP Budget 1.4 castsPro 1.0 casts Dangerous Croko I (27 there)
  2. Stirge Lv. 20 · 37 EXP Budget 1.4 castsPro 1.0 casts Transfer Area (38 there)
  3. Wooden Mask Lv. 23 · 43 EXP Budget 2.1 castsPro 1.2 casts Excavation Site II (30 there)
Lv. 30
  1. Jr. Necki Lv. 21 · 39 EXP Budget 1.1 castsPro 1.0 casts Dangerous Croko I (27 there)
  2. Stirge Lv. 20 · 37 EXP Budget 1.1 castsPro 1.0 casts Transfer Area (38 there)
  3. Wooden Mask Lv. 23 · 43 EXP Budget 1.5 castsPro 1.1 casts Excavation Site II (30 there)
Lv. 35
  1. Wild Boar Lv. 25 · 46 EXP Budget 1.2 castsPro 1.0 casts The Land of Wild Boar II (23 there)
  2. Evil Eye Lv. 27 · 50 EXP Budget 1.5 castsPro 1.0 casts The Cave of Evil Eye III (38 there)
  3. Fire Boar Lv. 32 · 60 EXP Budget 2.0 castsPro 1.0 casts The Burnt Land V (26 there)
Lv. 40
  1. Fire Boar Lv. 32 · 60 EXP Budget 1.4 castsPro 1.0 casts The Burnt Land V (26 there)
  2. Lorang Lv. 38 · 78 EXP Budget 2.0 castsPro 2.0 casts A Look-Out Shed Around the Beach (36 there)
  3. Ligator Lv. 31 · 58 EXP Budget 1.5 castsPro 1.0 casts The Swamp of Despair I (41 there)
Lv. 45
  1. Cold Eye Lv. 40 · 85 EXP Budget 2.0 castsPro 2.0 casts The Tunnel That Lost Light I (32 there)
  2. Lorang Lv. 38 · 78 EXP Budget 2.0 castsPro 1.6 casts A Look-Out Shed Around the Beach (36 there)
  3. Lupin Lv. 37 · 75 EXP Budget 2.0 castsPro 1.0 casts Monkey Swamp I (28 there)
Lv. 50
  1. Skeledog Lv. 44 · 102 EXP Budget 2.1 castsPro 2.0 casts Remains <Tomb> I (16 there)
  2. Zombie Lupin Lv. 41 · 89 EXP Budget 2.0 castsPro 1.0 casts Monkey Swamp III (31 there)
  3. Drake Lv. 50 · 133 EXP Budget 3.1 castsPro 2.0 casts Drake's Meal Table (23 there)
Lv. 55
  1. Croco Lv. 52 · 146 EXP Budget 3.0 castsPro 2.0 casts Dangerous Croko II (24 there)
  2. Drake Lv. 50 · 133 EXP Budget 3.0 castsPro 2.0 casts Drake's Meal Table (23 there)
  3. Mummydog Lv. 47 · 117 EXP Budget 2.7 castsPro 2.0 casts Remains <Tomb> III (15 there)
Lv. 60
  1. Malady Lv. 55 · 167 EXP Budget 2.0 castsPro 2.0 casts The Forest of Evil II (23 there)
  2. Skeleton Soldier Lv. 57 · 183 EXP Budget 3.0 castsPro 2.0 casts Camp 1 (20 there)
  3. Croco Lv. 52 · 146 EXP Budget 2.6 castsPro 2.0 casts Dangerous Croko II (24 there)
Lv. 65
  1. Malady Lv. 55 · 167 EXP Budget 2.0 castsPro 1.9 casts The Forest of Evil II (23 there)
  2. Skeleton Soldier Lv. 57 · 183 EXP Budget 3.0 castsPro 2.0 casts Camp 1 (20 there)
  3. Wild Kargo Lv. 62 · 231 EXP Budget 4.0 castsPro 3.0 casts Wild Kargo's Area (14 there)
Lv. 70
  1. Red Drake Lv. 60 · 211 EXP Budget 3.0 castsPro 2.1 casts Dangerous Valley II (17 there)
  2. Wild Kargo Lv. 62 · 231 EXP Budget 3.6 castsPro 2.8 casts Wild Kargo's Area (14 there)
  3. Officer Skeleton Lv. 63 · 242 EXP Budget 3.9 castsPro 3.0 casts Camp 3 (14 there)

Ranked by EXP per cast for the Budget build. Monsters below your level are a little easier to hit than shown, and chance-based extras like Final Attack 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. Keep DEX at what your next polearm needs and put everything else into STR: with a polearm and full mastery, a point of STR adds about 2.4 times as much to a hit as a point of DEX.

LevelPolearmW.ATTSTRDEXAttack speedPrice
10 Pole Arm35150Slow (8)19,999 mesos
15 Iron Ball403515Slow (8)-
20 Studded Polearm424520Slow (7)6,000 mesos?
25 Janitor's Mop50450Slow (8)15,000 mesos
30 Mithril Pole Arm556530Slow (8)12,999 mesos
35 Axe Pole Arm607535Slow (8)19,999 mesos
40 Crescent Polearm658540Slow (8)53,000 mesos
50 The Nine Dragons7510550Slow (8)-
60 Skylar8512560Slow (8)-
70 The Gold Dragon9514570Slow (8)-

Spear or polearm

One of each at each level, held by Pro's character with that weapon's Mastery and without scrolls or buffs. The shares are the spear's damage per second against the polearm's, with a booster on: on a monster without Weapon DEF, on one with 15 DEF (the middle of the training monsters from level 30 to 70) and on one with 50 DEF like Jr. Boogie, where Spear Mastery ignores it on 20% of hits.

LevelPolearmSpearNo DEF15 DEF50 DEF
30 Mithril Pole Arm 55 · Slow (8)
12,999 mesos
Forked Spear 52 · Slow (7)
13,800 mesos
91%91%92%
40 Crescent Polearm 65 · Slow (8)
53,000 mesos
Zeco 59 · Normal (6)
-
92%95%101%
50 The Nine Dragons 75 · Slow (8)
-
Serpent's Tongue 69 · Normal (6)
-
93%96%102%
60 Skylar 85 · Slow (8)
-
Holy Spear 82 · Normal (6)
-
97%100%107%
70 The Gold Dragon 95 · Slow (8)
-
Redemption 95 · Slow (7)
-
94%96%103%
Spear or polearm?A polearm hits 14-24% harder than a spear of its level, and a spear attacks faster. Per second that leaves the polearm ahead on most training monsters, by up to 9%, and the spear ahead by up to 7% on ones with 50 DEF. Close enough that Polearm Mastery's Speed and the cheaper scrolls decide it.
+20 SpeedPolearm Mastery adds +20 Speed while you hold a polearm, more than the fastest shoes and cape a Warrior can wear by level 70 add together (+7). You reach the next group sooner, and on a busy map that adds up.
Cheaper scrollsA Polearm Attack Scroll: Intermediate sells for 43,000 mesos and a Spear Attack Scroll: Intermediate for 80,000 mesos. At 60% success, filling the 7 slots of one weapon costs about 501,667 mesos on a polearm and 933,333 mesos on a spear, failures included.
Budget's accuracyNo Spearman skill adds accuracy, so Precise Strikes is all you get. Budget, in only a helmet, doesn't always hit 14 of the 25 monsters from level 30 to 70 (below). Pro wears accuracy on most of its gear and scrolls its helmet with it, so it hits them all every time.

Monsters you sometimes miss

Each build's chance to hit at the monster's own level. Budget here wears only its polearm and helmet, so any accuracy on the gear that drops helps. A spear changes nothing here.

MonsterNeedsBudgetPro
Jr. Wraith
Lv. 34 · 25 avoid · Line 1 <Area 2>
8282%100%
Jr. Boogie
Lv. 35 · 26 avoid · B2 <Subway Depot>
8677%100%
Lupin
Lv. 37 · 27 avoid · Henesys Dungeon Entrance
8972%100%
Lorang
Lv. 38 · 24 avoid · A Look-Out Shed Around the Beach
7998%100%
Zombie Lupin
Lv. 41 · 29 avoid · Tree Dungeon, Monkey Forest I
9585%100%
Mummydog
Lv. 47 · 29 avoid · Remains <Tomb> I
9597%100%
Wraith
Lv. 48 · 32 avoid · Line 1 <Area 3>
10479%100%
Clang
Lv. 49 · 30 avoid · Lorang and Clang
9894%100%
Malady
Lv. 55 · 33 avoid · The Forest of Evil I
10894%100%
Skeleton Soldier
Lv. 57 · 34 avoid · Remains <Tomb> II
11191%100%
Red Drake
Lv. 60 · 35 avoid · Dangerous Valley II
11499%100%
Wild Kargo
Lv. 62 · 36 avoid · The Tunnel That Lost Light II
11797%100%
Officer Skeleton
Lv. 63 · 37 avoid · Remains <Tomb> IV
12093%100%
Tauromacis
Lv. 70 · 41 avoid · Sanctuary Entrance I
13289%100%

TipEvery level a monster has over you makes it harder to hit, and the chance falls fast. Train on monsters at or below your level, or drink a Sniper Potion (+5 accuracy) for the ones above. DEX adds a little accuracy too, but STR adds damage, so keep DEX at what your polearm needs.

11. Sources & notes
  • From the game data: skill numbers and prerequisites, monster levels and avoid, and item stats and requirements. They update when the game does.
  • From players: SP per level, the 2nd-job SP lock, and the damage, critical, accuracy, defense and attack-speed formulas come from community testing (meowdb), and so does the 60% swing, 40% stab split of Power Strike and Slash Blast that decides spear against polearm. Which way Final Attack: Polearm and Rush hit isn't known; they use the same split here.
  • Not confirmed: whether one Final Attack: Polearm trigger allows one use or any number for its 60 seconds, how much damage a point of Weapon DEF stops, and whether Spear Mastery's defense ignore works the same for every skill.
  • Calculated: the attack and weapon comparisons, the booster speed-up, Final Attack: Polearm's heal and the accuracy table use those formulas with example stats. 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 damage figures assume 25 starting stat points, 5 AP a level, and DEX at what the gear needs.