- 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).
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.
- Lv. 10-17: max Power StrikeYour first attack and the one you keep using on single monsters. Every point goes here first.
- Lv. 17-22: max Precise StrikesFrom about level 15, monsters start dodging Warriors. Precise Strikes adds the accuracy you lack, so fewer swings miss.
- Lv. 22-25: Slash Blast 11It hits a whole group, and at 11 it does full damage in a wider range.
- 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.
- 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.
- 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.
- 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.
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.
- 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
Lv. 10 Pole Arm19,999 mesos
Lv. 20 Studded Polearm6,000 mesos?
Lv. 30 Mithril Pole Arm12,999 mesos
Lv. 40 Crescent Polearm53,000 mesos
Lv. 50 The Nine Dragons-
Lv. 60 Skylar-
Lv. 70 The Gold Dragon-
Lv. 10 Pole Arm19,999 mesos
Lv. 15 Iron Ball-
Lv. 20 Studded Polearm6,000 mesos?
Lv. 25 Janitor's Mop15,000 mesos
Lv. 30 Mithril Pole Arm12,999 mesos
Lv. 35 Axe Pole Arm19,999 mesos
Lv. 40 Crescent Polearm53,000 mesos
Lv. 50 The Nine Dragons-
Lv. 60 Skylar-
Lv. 70 The Gold Dragon-
Lv. 10 Metal Koif1,899 mesos
Lv. 20 Steel Football Helmet3,999 mesos?
Lv. 40 Steel Nordic Helm15,555 mesos
Lv. 10 Metal Koif1,899 mesos
Lv. 20 Steel Football Helmet3,999 mesos?
Lv. 45 Bone Helm47,777 mesos
Lv. 55 Old Steel Nordic Helm-
Lv. 60 Red Oriental Helmet-
Lv. 20 Red Sergeant / Red Lamelle3,499 mesos
Lv. 25 Orihalcon Master Sergeant / Red Shark1,599 mesos?
Lv. 40 Maroon Jangoon Armor / Red Jangoon Armor28,888 mesos?
Lv. 50 Umber Shouldermail / Red Shouldermail-
Lv. 60 Red Orientican / Red Ice Queen-
Lv. 70 Bronze Platine / Bloody Platina-
Lv. 20 Red Sergeant Kilt / Red Ramel Skirt3,041 mesos?
Lv. 25 Orihalcon Master Sergeant Kilt / Red Shark Skirt3,600 mesos?
Lv. 40 Black Jangoon Pants / Red Jangoon Skirt38,888 mesos
Lv. 50 Umber Shouldermail Pants / Red Shouldermail Pants-
Lv. 60 Red Orientican Pants / Red Ice Queen Skirt-
Lv. 70 Bronze Platine Pants / Blood Platina Pants-
Lv. 20 Black Cat Gloves3,999 mesos
Lv. 30 Steel Missel29,499 mesos
Lv. 40 Iron Knuckle46,900 mesos
Lv. 50 Steel Brist-
Lv. 60 Bronze Clench-
Lv. 70 Bronze Husk-
Lv. 25 Dark War Boots6,000 mesos
Lv. 30 Emerald Battle Grieves30,000 mesos
Lv. 40 Maroon Jangoon Shoes49,999 mesos
Lv. 50 Emerald Hildon Boots-
Lv. 60 Orihalcon Camel Boots-
Lv. 70 Dark Carzen Boots-
Lv. 35 Red Justice Cape55,555 mesos
Lv. 50 Red Napoleon-
Lv. 65 Red Gaia Cape-
Lv. 25 Gold Earrings3,999 mesos
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.
| Scroll | Success | Slots | If all pass | Price | Per 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.
| Level | Budget | Pro | Pro'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% |
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.
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.
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.
| Level | Skill points | Why |
|---|---|---|
| 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. |
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.
| Level | Skill points | Why |
|---|---|---|
| 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. |
Level 1 and max values from the game data. Each name links to its full per-level table.
- MP cost
- 4 → 12
- Damage %
- 160 → 260
Your single-target hit from level 10 to 70, and the first skill to max.
- 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.
- 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.
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 %
- 10 → 25
+10% Max HP at level 1, +25% at max. Pro takes it to 3 with the last points.
- 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.
- Mastery Lv.
- 1 → 10
Mastery, and +20 Speed while you hold a polearm. The first skill to max at 2nd job.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- MP cost
- 8 → 16
- Damage %
- 260 → 350
- Chance %
- 25
- Duration (s)
- 60
Only with a spear; otherwise the same as Final Attack: Polearm.
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.
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.
| Skill | Damage | Cost | 1 monster | 3 monsters | 6 monsters |
|---|---|---|---|---|---|
| 260% | 12 MP | 21.7 | 21.7 | 21.7 | |
| 130% × up to 6 | 14 MP · 16 HP | 9.3 | 27.9 | 55.7 | |
| 350% | 16 MP | 21.9 | 21.9 | 21.9 | |
| 80% × up to 6 | 15 MP | 5.3 | 16.0 | 32.0 |
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
| Attack speed | Weapons | With a booster |
|---|---|---|
| Normal (6) | Fish Spear, Zeco, Serpent's Tongue, Holy Spear | +14.3% attacks |
| Slow (7) | Studded Polearm, Spear, Fork on a Stick, Forked Spear, Nakamaki, Redemption | +13.3% attacks |
| Slow (8) | Pole Arm, Iron Ball, Janitor's Mop, Mithril Pole Arm, Axe Pole Arm, Crescent Polearm, The Nine Dragons, Skylar, The Gold Dragon | +12.5% attacks |
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.
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.
| Level | Budget | Pro |
|---|---|---|
| 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.
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
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.
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.
| Level | Polearm | W.ATT | STR | DEX | Attack speed | Price |
|---|---|---|---|---|---|---|
| 10 | Pole Arm | 35 | 15 | 0 | Slow (8) | 19,999 mesos |
| 15 | Iron Ball | 40 | 35 | 15 | Slow (8) | - |
| 20 | Studded Polearm | 42 | 45 | 20 | Slow (7) | 6,000 mesos? |
| 25 | Janitor's Mop | 50 | 45 | 0 | Slow (8) | 15,000 mesos |
| 30 | Mithril Pole Arm | 55 | 65 | 30 | Slow (8) | 12,999 mesos |
| 35 | Axe Pole Arm | 60 | 75 | 35 | Slow (8) | 19,999 mesos |
| 40 | Crescent Polearm | 65 | 85 | 40 | Slow (8) | 53,000 mesos |
| 50 | The Nine Dragons | 75 | 105 | 50 | Slow (8) | - |
| 60 | Skylar | 85 | 125 | 60 | Slow (8) | - |
| 70 | The Gold Dragon | 95 | 145 | 70 | Slow (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.
| Level | Polearm | Spear | No DEF | 15 DEF | 50 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% |
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.
| Monster | Needs | Budget | Pro |
|---|---|---|---|
| Jr. Wraith Lv. 34 · 25 avoid · Line 1 <Area 2> | 82 | 82% | 100% |
| Jr. Boogie Lv. 35 · 26 avoid · B2 <Subway Depot> | 86 | 77% | 100% |
| Lupin Lv. 37 · 27 avoid · Henesys Dungeon Entrance | 89 | 72% | 100% |
| Lorang Lv. 38 · 24 avoid · A Look-Out Shed Around the Beach | 79 | 98% | 100% |
| Zombie Lupin Lv. 41 · 29 avoid · Tree Dungeon, Monkey Forest I | 95 | 85% | 100% |
| Mummydog Lv. 47 · 29 avoid · Remains <Tomb> I | 95 | 97% | 100% |
| Wraith Lv. 48 · 32 avoid · Line 1 <Area 3> | 104 | 79% | 100% |
| Clang Lv. 49 · 30 avoid · Lorang and Clang | 98 | 94% | 100% |
| Malady Lv. 55 · 33 avoid · The Forest of Evil I | 108 | 94% | 100% |
| Skeleton Soldier Lv. 57 · 34 avoid · Remains <Tomb> II | 111 | 91% | 100% |
| Red Drake Lv. 60 · 35 avoid · Dangerous Valley II | 114 | 99% | 100% |
| Wild Kargo Lv. 62 · 36 avoid · The Tunnel That Lost Light II | 117 | 97% | 100% |
| Officer Skeleton Lv. 63 · 37 avoid · Remains <Tomb> IV | 120 | 93% | 100% |
| Tauromacis Lv. 70 · 41 avoid · Sanctuary Entrance I | 132 | 89% | 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.
- 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.























