AP & SP Builds - All Classes 1st & 2nd Job

So...What will you play? (Select up to 2)

  • Fighter

  • Page

  • Spearman

  • Cleric

  • Wizard (Ice/Lightning)

  • Wizard (Fire/Poison)

  • Assassin

  • Bandit

  • Hunter

  • Crossbowman


Results are only viewable after voting.

Ryck

New Member
Introduction
This super early version of Maplestory is so old that it is a challenge in and of itself to find proper guides for classes you may want to play. Guides from this era, they either do not exist, are sub-optimal, or just straight-up wrong.
Considering the time investment required just to leave Maple Island, it’s no doubt super frustrating to find out hours into the game that you’ve messed up your build and need to restart.

What you will find here is a set of AP & SP Build paths for each of the 4 classes (1st & 2nd Job) with special consideration for the changes unique to RevivalStory. Written by yours truly.

I did not go in-depth with the gearing options and training spots for the classes, you will have to look elsewhere for those, on this forum and/or elsewhere.

Of course this is simply how I would personally play the game, no one is forced to follow what I’ve written here, it merely serves as a reference for those that are truly lost. Hopefully this helps somebody out there!

Happy Mapling and enjoy your nostalgia trip!

Format:
  • AP (Ability Points)
    • stat-less vs. low-stat vs. regular stat
    • Dice roll: what to look for
  • SP (Skill Point) build paths
    • End result
    • Level-by-level
    • Explanation
Warriors
AP
+STR to see larger number when attacking
+DEX to raise ACC, higher ACC = less MISS
Check accuracy calculator (Screaming Statue Software) to see how much ACC you need

For more detail on DEX and accuracy, check out the other guides on this forum detailing Warrior accuracy options and going Low-DEX early on:

1. Being a lowdex warrior on release (Victoria Island only)
2. Compilation of Items for Low Dex Warrior in the Early Game

In short, how much DEX you add depends entirely on your available fund and your luck with scrolls and passing them. Just make sure you’re paying attention to your ACC, not DEX.
DEX is only needed as a means of getting ACC.

Dice: What to roll for?
STR: Any
DEX: Any
INT: 4
LUK: 4
SP
1st Job
Result at Lv. 30:
(05/16) HP recovery
(10/10) Max HP Increase - MAX THIS ASAP
(20/20) Power Strike
(20/20) Slash Blast
6 extra SP - Recommendation: (6/8) Endure OR (3/8) Endure, (3/20) Iron Body if you’re becoming a Fighter.

Level-by-level:
Level 10: HP Recovery (1/16)
Level 11: HP Recovery (4/16)
Level 12: HP Recovery (5/16), Max HP Increase (2/10)
Level 13: Max HP Increase (5/10)
Level 14: Max HP Increase (8/10)
Level 15: Max HP Increase (10/10), Power Strike (1/20)
Level 16: Slash Blast (3/20)
Level 17: Slash Blast (6/20)
Level 18: Slash Blast (9/20)
Level 19: Slash Blast (10/20), Power Strike (3/20)
Level 20: Power Strike (6/20)
Level 21: Power Strike (9/20)
Level 22: Power Strike (10/20), Saved SP (2)
Level 23: Saved SP (5)
Level 24: Saved SP (8)
Level 25: Power Strike (20/20), Saved SP (1)
Level 26: Saved SP (4)
Level 27: Saved SP (7)
Level 28: Saved SP (10)
Level 29: Saved SP (10), Endure (3/8)
Level 30: Saved SP (10)*, Endure (6/8) OR if you’re becoming a FIGHTER: Iron Body (3/20)
*Use the 10 saved SP in Slash Blast (20/20) when you’re ready to job advance.

Explanation:
  • 5 in HP Recovery to unlock Max HP Increase.
  • Max out Max HP Increase as soon as possible, super important for high HP total.
  • 10/20 Slash Blast to help mob/level faster, then work on Power Strike.
  • 10/20 Power Strike then save 10SP before 20/20 for mana efficiency. (MP cost double from 10->11)
  • 20/20 Slash Blast as late as possible for HP/MP cost efficiency.
  • Extra SP in Endure
    • Allows you to AFK on ropes to recover HP for places without a safe platform.
    • FIGHTERS get Iron Body instead to cancel Rage’s DEF debuff later.
Fighter
Result at Lv. 70:
(20/20) Sword/Axe Mastery
(09/20) Sword/Axe Booster
(20/20) Rage
(30/30) Power Guard
(30/30) Final Attack Sword/Axe
12 extra SP - Recommendation: +7 Iron Body (10/20), +5 Endure (8/8)

Level-by-level:
Level 30: Mastery (1/20)
Level 31: Mastery (4/20)
Level 32: Mastery (7/20)
Level 33: Mastery (10/20)
Level 34: Mastery (13/20)
Level 35: Mastery (16/20)
Level 36: Mastery (19/20)
Level 37: Rage (3/20)
Level 38: Power Guard (3/30)
Level 39: Power Guard (6/30)
Level 40: Power Guard (9/30)
Level 41: Power Guard (9/30), Booster (3/20)
Level 42: Power Guard (12/30), Booster (3/20)
Level 43: Power Guard (14/30), Booster (4/20)
Level 44: Power Guard (16/30), Booster (5/20)
Level 45: Power Guard (18/30), Booster (6/20)
Level 46: Power Guard (21/30), Booster (6/20)
Level 47: Power Guard (23/30), Booster (7/20)
Level 48: Power Guard (26/30), Booster (7/20)
Level 49: Power Guard (28/30), Booster (8/20)
Level 50: Power Guard (30/30), Booster (9/20)
Level 51: Rage (6/20)
Level 52: Rage (9/20)
Level 53: Rage (12/20)
Level 54: Rage (15/20)
Level 55: Rage (18/20)
Level 56: Rage (20/20), Mastery (20/20)*
Level 57: Iron Body (6/20)
Level 58: Iron Body (9/20)
Level 59: Iron Body (10/20), Endure (5/8)
Level 60: Endure (8/8)
Level 61: Saved SP (3)
Level 62: Saved SP (6)
Level 63: Saved SP (9)
Level 64: Saved SP (12)
Level 65: Saved SP (15)
Level 66: Saved SP (18)
Level 67: Saved SP (21)
Level 68: Saved SP (24)
Level 69: Saved SP (27)
Level 70: Saved SP (30), Use the 30 saved SP in Final Attack (30/30) when you’re ready to job advance

* Can top off the last 1 SP in Mastery in earlier levels if you need the +1 ACC

Explanation:
  • Mastery first for more consistent damage and additional ACC.
  • Power Guard reduces touch damage taken (-40%), saves lots of potions.
  • 9/20 Booster last 90seconds, same as max level Power Guard
  • With Party Play being buffed in Revival Story, Rage after Mastery is viable too!
    • Helps the whole party kill faster = more EXP.
    • But you will be hurting on potion/meso, your choice.
  • 10/20 Iron Body lasts 150seconds, syncs up with Rage which lasts 160seconds
  • 0 points in Final Attack until 3rd job, great for Combo Attacks but the animation from when it randomly procs will slow you down pre-3rd job.
Page
Result at Lv. 70:
(20/20) Sword/BW Mastery
(09/20) Sword/BW Booster
(20/20) Threaten
(30/30) Power Guard
------
(30/30) Final Attack Sword/BW
12 extra SP - Recommendation: +2 Endure (8/8), +10 HP Recovery (15/16) or +10 Iron Body (10/20)
OPTIONAL: Skip Final Attack and go hybrid, getting 20/20 for both Sword AND BW Mastery, and 9/20 for both Sword AND BW Booster.

Level-by-level:
Level 30: Mastery (1/20)
Level 31: Mastery (4/20)
Level 32: Mastery (7/20)
Level 33: Mastery (10/20)
Level 34: Mastery (13/20)
Level 35: Mastery (16/20)
Level 36: Mastery (19/20)
Level 37: Threaten (3/20)
Level 38: Power Guard (3/30)
Level 39: Power Guard (6/30)
Level 40: Power Guard (9/30)
Level 41: Power Guard (9/30), Booster (3/20)
Level 42: Power Guard (12/30), Booster (3/20)
Level 43: Power Guard (14/30), Booster (4/20)
Level 44: Power Guard (16/30), Booster (5/20)
Level 45: Power Guard (18/30), Booster (6/20)
Level 46: Power Guard (21/30), Booster (6/20)
Level 47: Power Guard (23/30), Booster (7/20)
Level 48: Power Guard (26/30), Booster (7/20)
Level 49: Power Guard (28/30), Booster (8/20)
Level 50: Power Guard (30/30), Booster (9/20)
Level 51: Threaten (6/20)
Level 52: Threaten (9/20)
Level 53: Threaten (12/20)
Level 54: Threaten (15/20)
Level 55: Threaten (18/20)
Level 56: Threaten (20/20), Mastery (20/20)*
Level 57: Endure (8/8), Extra SP (1)**
Level 58: Extra SP (4)
Level 59: Extra SP (7)
Level 60: Extra SP (10)
Level 61: Saved SP (3)
Level 62: Saved SP (6)
Level 63: Saved SP (9)
Level 64: Saved SP (12)
Level 65: Saved SP (15)
Level 66: Saved SP (18)
Level 67: Saved SP (21)
Level 68: Saved SP (24)
Level 69: Saved SP (27)
Level 70: Saved SP (30), Use the 30 saved SP in Final Attack (30/30) when you’re ready to job advance

* Can add the 1 SP in Mastery in earlier levels if you need the +1 ACC
** Extra SP goes towards your choice of HP Recovery or Iron Body

Explanation:

  • Mastery first for more consistent damage and additional ACC.
  • Power Guard reduces touch damage taken (-40%), saves lots of potions.
  • 9/20 Booster last 90seconds, same as max level Power Guard
  • 0 points in Final Attack until 3rd job! The animation from when it randomly procs will slow you down.
  • Skipping Final Attack lets you go Hybrid, maxing out Mastery and Lv 9 Booster for both Sword and BW - More flexible gear options
    • Swords are objectively better thus more expensive, whereas BW and its scrolls are much more affordable
Spearman
Result at Lv. 70:
(20/20) Pole Arm (PA) Mastery
(20/20) Spear Mastery
(15/20) Pole Arm (PA) Booster
(15/20) Spear Booster
(20/20) Iron Will
(30/30) Hyper Body
1 extra SP - Recommendation: +1 Endure (7/8)

Level-by-level:
Spearmen are super flexible, below is just a reference if you’re truly lost, but it’s very difficult to mess up.

Where it says “Pole Arm” and “Spear” is interchangeable depending on which weapon type you have available for use!

Level 30: Pole Arm Mastery (1/20)
Level 31: Pole Arm Mastery (4/20)
Level 32: Pole Arm Mastery (7/20)
Level 33: Pole Arm Mastery (10/20)
Level 34: Pole Arm Mastery (13/20)
Level 35: Pole Arm Mastery (16/20)
Level 36: Pole Arm Mastery (19/20)
Level 37: Pole Arm Booster (3/20)
Level 38: Pole Arm Booster (6/20)
Level 39: Spear Mastery (3/20)
Level 40: Spear Mastery (6/20)
Level 41: Spear Mastery (9/20)
Level 42: Spear Mastery (12/20)
Level 43: Spear Mastery (15/20)
Level 44: Spear Mastery (18/20)
Level 45: Spear Mastery (20/20), Pole Arm Mastery (20/20)
Level 46: Spear Booster (3/20)
Level 47: Spear Booster (6/20)
Level 48: Iron Will (3/20)
Level 49: Hyper Body (3/30)
Level 50: Hyper Body (6/30)
Level 51: Hyper Body (9/30)
Level 52: Hyper Body (12/30)
Level 53: Hyper Body (15/30)
Level 54: Hyper Body (18/30)
Level 55: Hyper Body (21/30)
Level 56: Hyper Body (24/30)
Level 57: Hyper Body (27/30)
Level 58: Hyper Body (30/30)
Level 59: Iron Will (6/20)
Level 60: Iron Will (9/20)
Level 61: Iron Will (12/20)
Level 62: Iron Will (15/20)
Level 63: Iron Will (18/20)
Level 64: Iron Will (20/20), Pole Arm Booster (7/20)
Level 65: Pole Arm Booster (10/20)
Level 66: Pole Arm Booster (13/20)
Level 67: Pole Arm Booster (15/20), Spear Booster (7/20)
Level 68: Spear Booster (10/20)
Level 69: Spear Booster (13/20)
Level 70: Spear Booster (15/20), Endure (7/8)

Explanation:
  • PA or Spear Mastery first for more consistent damage and additional ACC.
  • 6/20 Booster last 60seconds, rebuff every minute.
  • Then do Mastery and Booster for the other weapon type, allows you to be flexible in weapon upgrade options.
  • Can get Iron Will and Hyper Body earlier for party play...
    • Not very necessary, more MaxHP doesn’t help much with early level mobs, maybe if you party with cleric/wizards often.
  • 15/20 Booster last 150seconds, syncs with max Hyper Body which last 155seconds
Why Hybrid? Final Attack?
When you attack your character will either perform a Swing/Slash or a Stab. The ratio is 3:2 in favour of Swings.
Polearms do more damage when swinging, less when stabbing
Spears do more damage when stabbing, less when swinging​

3rd Job skills Buster ONLY stabs, Dragon Fury ONLY swings. Neither will trigger Final Attack.
For that reason, you’d want to use Buster with a spear, and Dragon Fury with a Pole Arm.

Going hybrid prepares you for 3rd job where you use Dragon Fury early on (with a pole arm) to farm money/EXP. Buster (with a spear) against stronger mobs/bosses.

Magicians
AP
+INT to see bigger number when attacking (1 INT = 1 Magic), and for larger mana pool (every 10 INT = +1MaxMP on level up)
+LUK to wear equipment (weapons only in this case)
Magic Accuracy: Rounded down
Code:
 Magic ACC = (Total INT)/10 + (Total LUK)/10

If that value is > monster’s Avoid, and you're the same or higher level, you’ll hit 100%. Otherwise, look deeper into the exact formula yourself for your current hit rate.

It is highly recommended to go LUK-less early on and put all your AP into INT.
  • Very good damage
  • Slightly bigger mana pool
  • Cheap, not having to buy new weapons
Until Maple Weapons get introduced with the anniversary, Yellow Umbrella is the go to for LUK-less magicians.

Wizards’ eventual 3rd job skill Magic Booster cannot be used with a Yellow Umbrella, that’s why Wizards will opt for more LUK later on to equip weapons such as Evil Wings (Req 68 LUK). Cleric/Priest have no such skill.


Dice: What to roll for?
STR: 4-5
DEX: 4-5
INT: 10+ to start scaling your MaxMP pool from Level 1. (every 10 INT = +1MaxMP on level up)
LUK: 4-7
SP
1st Job
Result at Lv. 30:
(16/16) MP recovery
(10/10) Max MP Increase - MAX THIS ASAP
(01/20) Energy Bolt
(20/20) Magic Claw
(20/20) Magic Guard

Level-by-level:
Level 08: Energy Bolt (1/20)
Level 09: MP Recovery (3/16)
Level 10: MP Recovery (5/16), Max MP Increase (1/10)
Level 11: Max MP Increase (4/10)
Level 12: Max MP Increase (7/10)
Level 13: Max MP Increase (10/10)
Level 14: Magic Claw (3/20) - Using Energy Bolt still
Level 15: Magic Claw (6/20) - Can begin using MC if it 1 shots
Level 16: Magic Claw (9/20)
Level 17: Magic Claw (10/20), MP Recovery (7/16)
Level 18: MP Recovery (10/16)
Level 19: MP Recovery (13/16)
Level 20: MP Recovery (16/16)
Level 21: Saved SP (3)
Level 22: Saved SP (6)
Level 23: Magic Claw (19/20)
Level 24: Magic Claw (20/20), Magic Guard (2/20)
Level 25: Magic Guard (5/20)
Level 26: Magic Guard (8/20)
Level 27: Magic Guard (11/20)
Level 28: Magic Guard (14/20)
Level 29: Magic Guard (17/20)
Level 30: Magic Guard (20/20)

Explanation:
  • 1 in Energy Bolt first so you can actually kill things without hitting for only 1-3 damage
  • 5 in MP Recovery to unlock Max MP Increase.
  • Max out Max MP Increase as soon as possible, super important for high MP total.
  • 10/20 Magic Claw so you stop doing bad damage.
    • Magic Claw gets noticeably stronger after lv 6
  • Max out MP Recovery next, this will save you TONS of potion.
    • MP Recovered = 3 (base) + 1 per skill level + 1 per 50 Max MP (roughly)
    • The best part, unlike HP where you have to stand still to heal, MP regens even while attacking and moving around.
  • Save SP before 20/20 Magic Claw for MP cost efficiency.
  • Magic Guard last, can leave it at 5/20 while doing KPQ. Just enough to survive king slime, but not so much that you drain all your MP pot and have excess HP pot.
For a more detailed guide for 1st job magicians, check out:
[Magician] How to Survive First Job Completely Unfunded
Cleric
Result at Lv. 70:
(20/20) MP Eater
(30/30) Heal
(20/20) Invincible
(20/20) Teleport
(20/20) Bless
11 extra SP - Holy Arrow (11/30)

Level-by-level:
Level 30: MP Eater (1/20)
Level 31: Teleport (1/20), Heal (2/30)
Level 32: Heal (5/30)
Level 33: Heal (8/30)
Level 34: Heal (11/30)
Level 35: Heal (14/30)
Level 36: Heal (17/30)
Level 37: Heal (20/30)
Level 38: Heal (23/30)
Level 39: Heal (26/30)
Level 40: Heal (29/30)
Level 41: Heal (30/30), Invincible (2/20)
Level 42: Invincible (5/20)
Level 43: Bless (3/20)
Level 44: Bless (6/20)
Level 45: Bless (9/20)
Level 46: Bless (12/20)
Level 47: Bless (15/20)
Level 48: Bless (18/20)
Level 49: Bless (20/20), Teleport (2/20)
Level 50: Teleport (5/20)
Level 51: Teleport (8/20)
Level 52: Teleport (11/20)
Level 53: Teleport (14/20)
Level 54: Teleport (17/20)
Level 55: Teleport (20/20)
Level 56: MP Eater (4/20)
Level 57: MP Eater (7/20)
Level 58: MP Eater (10/20)
Level 59: MP Eater (13/20)
Level 60: MP Eater (16/20)
Level 61: MP Eater (19/20)
Level 62: MP Eater (20/20), Invincible (7/20)
Level 63: Invincible (10/20)
Level 64: Invincible (13/20)
Level 65: Invincible (16/20)
Level 66: Invincible (19/20)
Level 67: Invincible (20/20), Holy Arrow (2/30)
Level 68: Holy Arrow (5/30)
Level 69: Holy Arrow (8/30)
Level 70: Holy Arrow (11/30)

Explanation:
  • 1 point in Teleport early for mobility.
  • 1 point in MP Eater early for a small chance of absorbing some MP. It’s FREE
  • Max out Heal to kill undeads.
  • [EDIT] Invincible as a party buff is not going through, max out last.
  • MP Eater/Bless/Teleport’s order can be changed depending on your playstyle. (Solo? Party? Teleport spammer?)
  • Dump remaining SP in Holy Arrow
Wizard (Ice/Lightning)
Result at Lv. 70:
(30/30) Thunderbolt
(30/30) Cold Beam
(20/20) Meditation
(20/20) Teleport
(20/20) MP Eater
1 extra SP - Slow (1/20)

Level-by-level:
Level 30: MP Eater (1/20)
Level 31: Teleport (1/20), Thunderbolt (1/30), Cold Beam (1/30)
Level 32: Thunderbolt (4/30)
Level 33: Thunderbolt (7/30)
Level 34: Thunderbolt (10/30)
Level 35: Thunderbolt (13/30)
Level 36: Thunderbolt (16/30)
Level 37: Thunderbolt (19/30)
Level 38: Thunderbolt (22/30)
Level 39: Thunderbolt (25/30)
Level 40: Thunderbolt (28/30)
Level 41: Thunderbolt (30/30), MP Eater (2/20)
Level 42: MP Eater (3/20), Meditation (2/20)
Level 43: Meditation (5/20)
Level 44: Meditation (8/20)
Level 45: Meditation (11/20)
Level 46: Meditation (14/20)
Level 47: Meditation (17/20)
Level 48: Meditation (20/20)
Level 49: Cold Beam (4/30)
Level 50: Cold Beam (7/30)
Level 51: Cold Beam (10/30)
Level 52: Cold Beam (13/30)
Level 53: Cold Beam (16/30)
Level 54: Cold Beam (19/30)
Level 55: Cold Beam (22/30)
Level 56: Cold Beam (25/30)
Level 57: Cold Beam (28/30)
Level 58: Cold Beam (30/30), Teleport (2/20)
Level 59: Teleport (5/20)
Level 60: Teleport (8/20)
Level 61: Teleport (11/20)
Level 62: Teleport (14/20)
Level 63: Teleport (17/20)
Level 64: Teleport (20/20)
Level 65: MP Eater (6/20)
Level 66: MP Eater (9/20)
Level 67: MP Eater (12/20)
Level 68: MP Eater (15/20)
Level 69: MP Eater (18/20)
Level 70: MP Eater (20/20), Slow (1/20)

Explanation:
  • 1 point in Teleport early for mobility.
  • 1 point in MP Eater for a small chance of absorbing some MP. It’s FREE
  • Choose either Thunderbolt or Cold Beam first. AoE vs Single Target.
    • Cold Beam might be better in a Party setting as every member should try to clear their portion of the spawn ASAP.
  • Meditation to hit even harder, and buffs other wizards in your party.
  • Can skip Meditation for later if you’re often with a party that has Meditation already.
  • Teleport and MP Eater last, both skill saves mana, Teleport probably saves a bit more.
  • 1 Extra SP in Slow
Wizard (Fire/Poison)
Result at Lv. 70:
(30/30) Fire Arrow
(30/30) Poison Brace
(20/20) Meditation
(20/20) Teleport
(03/20) MP Eater
18 Extra SP - (18/20) Slow OR (20/20) MP Eater and (1/20) Slow

Level-by-level:
Level 30: MP Eater (1/20)
Level 31: Teleport (1/20), Fire Arrow (2/30)
Level 32: Fire Arrow (5/30)
Level 33: Fire Arrow (8/30)
Level 34: Fire Arrow (11/30)
Level 35: Fire Arrow (14/30)
Level 36: Fire Arrow (17/30)
Level 37: Fire Arrow (20/30)
Level 38: Fire Arrow (23/30)
Level 39: Fire Arrow (26/30)
Level 40: Fire Arrow (29/30)
Level 41: Fire Arrow (30/30), MP Eater (3/20)
Level 42: Meditation (3/20)
Level 43: Meditation (6/20)
Level 44: Meditation (9/20)
Level 45: Meditation (12/20)
Level 46: Meditation (15/20)
Level 47: Meditation (18/20)
Level 48: Meditation (20/20), Poison Brace (1/30)
Level 49: Poison Brace (4/30)
Level 50: Poison Brace (7/30)
Level 51: Poison Brace (10/30)
Level 52: Poison Brace (13/30)
Level 53: Poison Brace (16/30)
Level 54: Poison Brace (19/30)
Level 55: Poison Brace (22/30)
Level 56: Poison Brace (25/30)
Level 57: Poison Brace (28/30)
Level 58: Poison Brace (30/30), Teleport (2/20)
Level 59: Teleport (5/20)
Level 60: Teleport (8/20)
Level 61: Teleport (11/20)
Level 62: Teleport (14/20)
Level 63: Teleport (17/20)
Level 64: Teleport (20/20)
Level 65: Slow (3/20)
Level 66: Slow (6/20)
Level 67: Slow (9/20)
Level 68: Slow (12/20)
Level 69: Slow (15/20)
Level 70: Slow (18/20)

Explanation:
  • 1 point in Teleport early for mobility.
  • 1 point in MP Eater early for a small chance of absorbing some MP. It’s FREE
  • Set everything ablaze with Fire Arrow.
  • Meditation makes your flames hotter and buffs other wizards in your party as well.
  • If you don’t care for the Poison side of the class, skip Poison Brace or do it later.
  • Teleport to go further and use less MP.
  • Extra SP in MP Eater for more MP or Slow for use with Mist in the future.

Thieves:
AP
+LUK to see bigger number when attacking (Also you lose less EXP when dying)
+DEX to wear equipment (weapons only in this case)

For Assassins, it is highly recommended to go Low-DEX, just enough to wear your claw
(Titan - 30DEX, Igor - 40DEX, Meba - 50DEX).
Any of these 3 is a solid choice and will output the most damage pre-level 50.
Level 50+ claws will slowly become stronger (more base attack), but it’s a long way till then.
DEX-less becomes a competitive option once Maple Weapons are introduced.

For Bandits, DEX-less is do-able from the get-go. Everything in LUK.
Level 12, buy Triangular Zamadar (25DEX) from the shop.
Level 35+, get a Korean Fan (0DEX), Fire Boar & Lorang drop

Dice: What to roll for?
STR: 4
DEX: Any
INT: 4
LUK: Any
SP - Assassin
1st Job
Result at Lv. 30:
(10/20) Nimble Body
(8/8) Keen Eyes
(03/20) Disorder
(20/20) Dark Sight
(20/20) Lucky Seven
(0/20) Double Stab

Level-by-level:
Level 10: Nimble Body (1/20)
Level 11: Nimble Body (3/20), Keen Eyes (1/8)
Level 12: Keen Eyes (4/8)
Level 13: Keen Eyes (7/8)
Level 14: Keen Eyes (8/8), Lucky Seven (2/20)
Level 15: Lucky Seven (5/20)
Level 16: Lucky Seven (8/20)
Level 17: Lucky Seven (10/20), Nimble Body (4/20)
Level 18: Nimble Body (7/20)
Level 19: Nimble Body (10/20)
Level 20: Disorder (3/20)
Level 21: Dark Sight (3/20)
Level 22: Dark Sight (6/20)
Level 23: Dark Sight (9/20)
Level 24: Dark Sight (12/20)
Level 25: Dark Sight (15/20)
Level 26: Dark Sight (18/20)
Level 27: Dark Sight (20/20), Saved SP (1)
Level 28: Saved SP (4)
Level 29: Saved SP (7)
Level 30: Lucky Seven (20/20)

Explanation:
  • 3 in Nimble Body to unlock Keen Eyes and max that ASAP.
  • 10/20 Lucky Seven - 8MP for 100% Damage 2x
  • 10/20 Nimble Body next to help with ACC a little bit
  • Max out Dark Sight lets you keep Haste speed while in Dark Sight
  • Save 10SP for Lucky Seven at Level 30 for MP efficiency
    • Lv 10 L7 = 8MP at 100% 2x = 200%
    • Lv 20 L7 = 16MP at 150% 2x = 300%
      • For 16MP you can cast LV10 L7 twice for 400% damage total, compared to one LV20 L7 for 300% damage total
2nd Job
Result at Lv. 70:
(20/20) Claw Mastery
(30/30) Critical Throw
(20/20) Haste
(20/20) Claw Booster
(20/20) Endure
(11/30) Drain

Level-by-level:
Level 30: Claw Mastery (1/20)
Level 31: Claw Mastery (3/20), Critical Throw (1/30)
Level 32: Claw Mastery (5/20), Claw Booster (1/20)
Level 33: Claw Booster (4/20)
Level 34: Claw Booster (6/20), Haste (1/20)
Level 35: Haste (4/20)
Level 36: Haste (7/20)
Level 37: Haste (10/20)
Level 38: Haste (13/20)
Level 39: Haste (16/20)
Level 40: Haste (19/20)
Level 41: Haste (20/20), Critical Throw (3/30)
Level 42: Critical Throw (6/30)
Level 43: Critical Throw (9/30)
Level 44: Critical Throw (12/30)
Level 45: Critical Throw (15/30)
Level 46: Critical Throw (18/30)
Level 47: Critical Throw (21/30)
Level 48: Critical Throw (24/30)
Level 49: Critical Throw (27/30)
Level 50: Critical Throw (30/30)
Level 51: Endure (3/20)
Level 52: Endure (5/20), Drain (1/30)
Level 53: Endure (8/20)
Level 54: Endure (11/20)
Level 55: Endure (14/20)
Level 56: Endure (17/20)
Level 57: Endure (20/20)
Level 58: Claw Mastery (8/20)
Level 59: Claw Mastery (11/20)
Level 60: Claw Mastery (14/20)
Level 61: Claw Mastery (17/20)
Level 62: Claw Mastery (20/20)
Level 63: Claw Booster (9/20)
Level 64: Claw Booster (12/20)
Level 65: Claw Booster (15/20)
Level 66: Claw Booster (18/20)
Level 67: Claw Booster (20/20), Drain (2/30)
Level 68: Drain (5/30)
Level 69: Drain (8/30)
Level 70: Drain (11/30)

Explanation:
  • 1 point in Critical Throw early for the 21% chance of 113% damage
  • 6/20 Claw Booster last 60second, rebuff every minute
  • Max out Haste, makes it easier to jump attack and jump over mobs in general. Also great for party play.
  • Max out Critical Throw next for more damage
  • Endure for passive HP&MP. It’s FREE
  • 1 in Drain for emergency healing if you run out of HP potions
  • Max Claw Mastery to carry more stars and grind longer
    • Lucky Seven uses its own formula for damage, that's why Mastery is not needed early, you will not see any difference in damage with points in Mastery.
  • Max Claw Booster to match Haste’s duration
  • Remaining SP in Drain
    • You can take some SP out of Booster into Drain if you don’t mind rebuffing more often
    • Do note, Drain cannot heal more than half your MaxHP per cast
SP - Bandit
1st Job
Result at Lv. 30:
(18/20) Nimble Body
(03/20) Disorder
(20/20) Dark Sight
(20/20) Double Stab
(0/8) Keen Eyes
(0/20) Lucky Seven

Level-by-level:
Level 10: Double Stab (1/20)
Level 11: Double Stab (4/20)
Level 12: Double Stab (7/20)
Level 13: Double Stab (10/20)
Level 14: Saved SP (3)
Level 15: Saved SP (6)
Level 16: Double Stab (19/20)
Level 17: Double Stab (20/20), Disorder (2/20)
Level 18: Disorder (3/20), Darksight (2/20)
Level 19: Nimble Body (3/20)
Level 20: Nimble Body (6/20)
Level 21: Nimble Body (9/20)
Level 22: Nimble Body (12/20)
Level 23: Nimble Body (15/20)
Level 24: Nimble Body (18/20)
Level 25: Dark Sight (5/20)
Level 26: Dark Sight (8/20)
Level 27: Dark Sight (11/20)
Level 28: Dark Sight (14/20)
Level 29: Dark Sight (17/20)
Level 30: Dark Sight (20/20)

Explanation:
  • 10/20 Double Stab then Save SP before 20/20 for MP efficiency
  • Unlock Dark Sight for sticky situations
  • 18/20 Nimble Body for extra ACC and Avoid
  • Max out Dark Sight lets you keep Haste speed while in Dark Sight
2nd Job
Result at Lv. 70:
(19/20) Dagger Mastery
(30/30) Savage Blow
(20/20) Haste
(20/20) Dagger Booster
(20/20) Endure
(12/30) Steal

Level-by-level:
Level 30: Dagger Mastery (1/20)
Level 31: Dagger Mastery (4/20)
Level 32: Dagger Mastery (5/20), Dagger Booster (2/20)
Level 33: Dagger Booster (5/20)
Level 34: Dagger Booster (6/20), Dagger Mastery (7/20)
Level 35: Dagger Mastery (10/20)
Level 36: Dagger Mastery (13/20)
Level 37: Dagger Mastery (16/20)
Level 38: Dagger Mastery (19/20)
Level 39: Savage Blow (3/30)
Level 40: Savage Blow (6/30)
Level 41: Savage Blow (9/30)
Level 42: Savage Blow (12/30)
Level 43: Savage Blow (15/30)
Level 44: Savage Blow (18/30)
Level 45: Savage Blow (21/30)
Level 46: Haste (3/20)
Level 47: Haste (6/20)
Level 48: Haste (9/20)
Level 49: Haste (12/20)
Level 50: Haste (15/20)
Level 51: Haste (18/20)
Level 52: Haste (20/20), Endure (1/20)
Level 53: Savage Blow (24/30)
Level 54: Savage Blow (27/30)
Level 55: Savage Blow (30/30)
Level 56: Endure (4/20)
Level 57: Endure (7/20)
Level 58: Endure (10/20)
Level 59: Endure (13/20)
Level 60: Endure (16/20)
Level 61: Endure (19/20)
Level 62: Endure (20/20), Dagger Booster (8/20)
Level 63: Dagger Booster (11/20)
Level 64: Dagger Booster (14/20)
Level 65: Dagger Booster (17/20)
Level 66: Dagger Booster (20/20)
Level 67: Steal (3/30)
Level 68: Steal (6/30)
Level 69: Steal (9/30)
Level 70: Steal (12/30)

Explanation:
  • 19/20 Mastery first for more consistent damage - no difference between 19 and 20
  • 6/20 Dagger Booster, get some SP in this early, last 60second, rebuff every minute.
  • 21/30 Savage Blow starts to hit 6x per cast. Then work on Haste before finishing Savage Blow
  • Max out Haste, makes it easier to jump attack and jump over mobs in general. Also great for party play.
  • Endure for passive HP&MP. It’s FREE
  • Max Dagger Booster to match Haste’s duration
  • Remaining SP in Steal. If you want to Max Steal, take SP from Endure and/or Booster.
SP - SinDit
1st Job
Result at Lv. 30:
(10/20) Nimble Body
(8/8) Keen Eyes
(03/20) Disorder
(20/20) Dark Sight
(20/20) Lucky Seven
(0/20) Double Stab

Level-by-level:
Level 10: Nimble Body (1/20)
Level 11: Nimble Body (3/20), Keen Eyes (1/8)
Level 12: Keen Eyes (4/8)
Level 13: Keen Eyes (7/8)
Level 14: Keen Eyes (8/8), Lucky Seven (2/20)
Level 15: Lucky Seven (5/20)
Level 16: Lucky Seven (8/20)
Level 17: Lucky Seven (10/20), Nimble Body (4/20)
Level 18: Nimble Body (7/20)
Level 19: Nimble Body (10/20)
Level 20: Disorder (3/20)
Level 21: Dark Sight (3/20)
Level 22: Dark Sight (6/20)
Level 23: Dark Sight (9/20)
Level 24: Dark Sight (12/20)
Level 25: Dark Sight (15/20)
Level 26: Dark Sight (18/20)
Level 27: Dark Sight (20/20), Saved SP (1)
Level 28: Saved SP (4)
Level 29: Saved SP (7)
Level 30: Lucky Seven (20/20)

Explanation:
  • 3 in Nimble Body to unlock Keen Eyes and max that ASAP.
  • 10/20 Lucky Seven - 8MP for 100% Damage 2x
  • 10/20 Nimble Body next to help with ACC a little bit
  • Max out Dark Sight lets you keep Haste speed while in Dark Sight
  • Save 10SP for Lucky Seven at Level 30 for MP efficiency
    • Lv 10 L7 = 8MP at 100% 2x = 200%
    • Lv 20 L7 = 16MP at 150% 2x = 300%
      • For 16MP you can cast LV10 L7 twice for 400% damage total, compared to one LV20 L7 for 300% damage total
2nd Job
Result at Lv. 70:
(19/20) Dagger Mastery
(30/30) Savage Blow
(20/20) Haste
(20/20) Dagger Booster
(20/20) Endure
(12/30) Steal

Level-by-level:
Level 30: Savage Blow (1/30)
Level 31: Savage Blow (4/30)
Level 32: Savage Blow (7/30)
Level 33: Savage Blow (10/30)
Level 34: Savage Blow (13/30)
Level 35: Savage Blow (16/30)
Level 36: Savage Blow (19/30)
Level 37: Savage Blow (21/30), Dagger Mastery (1/20)
Level 38: Dagger Mastery (4/20)
Level 39: Dagger Mastery (7/20)
Level 40: Dagger Mastery (10/20)
Level 41: Dagger Mastery (13/20)
Level 42: Dagger Mastery (16/20)
Level 43: Dagger Mastery (19/20) - Can start using Dagger from here on
Level 44: Dagger Booster (3/20)
Level 45: Dagger Booster (6/20)
Level 46: Haste (3/20)
Level 47: Haste (6/20)
Level 48: Haste (9/20)
Level 49: Haste (12/20)
Level 50: Haste (15/20)
Level 51: Haste (18/20)
Level 52: Haste (20/20), Endure (1/20)
Level 53: Savage Blow (24/30)
Level 54: Savage Blow (27/30)
Level 55: Savage Blow (30/30)
Level 56: Endure (4/20)
Level 57: Endure (7/20)
Level 58: Endure (10/20)
Level 59: Endure (13/20)
Level 60: Endure (16/20)
Level 61: Endure (19/20)
Level 62: Endure (20/20), Dagger Booster (8/20)
Level 63: Dagger Booster (11/20)
Level 64: Dagger Booster (14/20)
Level 65: Dagger Booster (17/20)
Level 66: Dagger Booster (20/20)
Level 67: Steal (3/30)
Level 68: Steal (6/30)
Level 69: Steal (9/30)
Level 70: Steal (12/30)

Explanation:
  • 21/30 Savage Blow starts to hit 6x per cast. Then work on Mastery
  • 19/20 Mastery for more consistent damage - no difference between 19 and 20
  • 6/20 Dagger Booster, last 60second, rebuff every minute.
  • Max out Haste then finish Savage Blow. Haste makes it easier to jump attack and jump over mobs in general. Also great for party play.
  • Endure for passive HP&MP. It’s FREE
  • Max Dagger Booster to match Haste’s duration
  • Remaining SP in Steal.
    • If you want to Max Steal, take SP from Endure and/or Booster.

Archers:
Disclaimer: Archer is the class I have the least experience with. Putting this section in for completeness. Take what I say in this section with a grain of salt.

AP
+DEX to see bigger number when attacking
+STR to equip stronger weapons

Bows require STR = Level+5, to equip
Crossbows require STR = Level, to equip

Due to the lack of STR related scrolls early on, STR-less and Low-STR are not exactly possible. Go Regular-STR, add enough (after bonus from armor) to equip weapons.

Dice: What to roll for?
STR: Any
DEX: Any
INT: 4
LUK: 4
SP
1st Job
Result at Lv. 30:
(3/16) Blessing of Amazon
(8/8) Eye of Amazon
(20/20) Critical Shot
(20/20) Double Shot
(1/20) Arrow Blow
9 Extra SP - (9/20) Focus

Level-by-level:
Level 10: Blessing of Amazon (1/20)
Level 11: Blessing of Amazon (3/20), Eye of Amazon (1/8)
Level 12: Eye of Amazon (4/8)
Level 13: Eye of Amazon (7/8)
Level 14: Eye of Amazon (8/8), Arrow Blow (1/20), Double Shot (1/20)
Level 15: Double Shot (4/20)
Level 16: Double Shot (7/20)
Level 17: Double Shot (10/20)
Level 18: Critical Shot (3/20)
Level 19: Critical Shot (6/20)
Level 20: Critical Shot (9/20)
Level 21: Critical Shot (12/20)
Level 22: Critical Shot (15/20)
Level 23: Critical Shot (18/20)
Level 24: Critical Shot (20/20), Focus (1/20)
Level 25: Focus (4/20)
Level 26: Focus (7/20)
Level 27: Focus (9/20), Saved SP (1)
Level 28: Saved SP (4)
Level 29: Saved SP (7)
Level 30: Double Shot (20/20)

Explanation:
  • 3 in Blessing of Amazon to unlock Eye of Amazon and max that ASAP.
  • 10/20 Double Shot - 8MP for 100% Damage 2x
  • Max out Critical Shot next for HUGE pink damage
  • 9/20 Focus with your extra SP
  • Save 10SP to max Double Shot at Level 30 for MP efficiency
    • Lv 10 Double Shot = 8MP at 100% 2x = 200%
    • Lv 20 Double Shot = 16MP at 150% 2x = 300%
      • For 16MP you can cast LV10 Double Shot twice for 400% damage total, compared to one LV20 Double Shot for 300% damage total
Hunter
Result at Lv. 70:
(19/20) Bow Mastery
(30/30) Arrow Bomb
(20/20) Power Knock-Back
(16/20) Bow Booster
(6/20) Soul Arrow
30 Extra SP - (30/30) Final Attack

Level-by-level:
Level 30: Arrow Bomb (1/30)
Level 31: Bow Mastery (3/20)
Level 32: Bow Mastery (6/20)
Level 33: Bow Mastery (9/20)
Level 34: Bow Mastery (12/20)
Level 35: Bow Mastery (15/20)
Level 36: Bow Mastery (18/20)
Level 37: Bow Mastery (19/20), Bow Booster (2/20)
Level 38: Bow Booster (5/20)
Level 39: Bow Booster (6/20), Soul Arrow (2/20)
Level 40: Power Knock-Back (1/20), Arrow Bomb (3/30)
Level 41: Arrow Bomb (6/30)
Level 42: Arrow Bomb (9/30)
Level 43: Arrow Bomb (12/30)
Level 44: Arrow Bomb (15/30)
Level 45: Saved SP (3)
Level 46: Saved SP (6)
Level 47: Saved SP (9)
Level 48: Saved SP (12)
Level 49: Arrow Bomb (30/30)
Level 50: Power Knock-Back (4/20)
Level 51: Power Knock-Back (7/20)
Level 52: Power Knock-Back (10/20)
Level 53: Power Knock-Back (13/20)
Level 54: Power Knock-Back (16/20)
Level 55: Power Knock-Back (19/20)
Level 56: Power Knock-Back (20/20), Bow Booster (8/20)
Level 57: Bow Booster (10/20), Soul Arrow (3/20)
Level 58: Bow Booster (12/20), Soul Arrow (4/20)
Level 59: Bow Booster (14/20), Soul Arrow (5/20)
Level 60: Bow Booster (16/20), Soul Arrow (6/20)
Level 61: Saved SP (3)
Level 62: Saved SP (6)
Level 63: Saved SP (9)
Level 64: Saved SP (12)
Level 65: Saved SP (15)
Level 66: Saved SP (18)
Level 67: Saved SP (21)
Level 68: Saved SP (24)
Level 69: Saved SP (27)
Level 70: Final Attack (30/30)

Explanation:
  • 19/20 Mastery for more stable damage numbers.
    • Difference between 19 and 20 is 1ACC, useless for archers.
  • 6/20 Booster & 2/20 Soul Arrow, both will last 60second, rebuff every minute
  • 1 in Power Knock-Back early to get mobs out of your face.
  • 15/30 Arrow Bomb, then save 15SP before 30/30 for MP efficiency.
  • 20/20 Power Knock-Back increases the max number of mobs hit to 6.
  • Then level Booster and Soul Arrow at +2:+1 per level till 16Booster, 6Soul Arrow
    • This syncs up all your buffs: Focus 160s, Booster 160s, Soul Arrow 180s
  • Remaining SP in Final Attack. I suggested to Save SP then max it at once for more consistency, should be fine (probably) to add points in FA as you level.

Note on Final Attack:
If you find yourself more often in single-target situations early on, max Final Attack before Arrow Bomb is viable. High single-target damage is potentially cheaper as you kill monsters before they can damage you, instead of getting bumped around trying to group them with PKB and Arrow Bomb.

I have also heard of archers foregoing Final Attack as it staggers your animation, so instead the 30SP is used to max other skills like Focus, Booster, Soul Arrow. Perhaps a more experienced archer player can chime in on this.
Crossbowman
Result at Lv. 70:
(19/20) Crossbow Mastery
(30/30) Iron Arrow
(20/20) Power Knock-Back
(16/20) Crossbow Booster
(6/20) Soul Arrow
30 Extra SP - (30/30) Final Attack

Level-by-level:
Level 30: Iron Arrow (1/30)
Level 31: Crossbow Mastery (3/20)
Level 32: Crossbow Mastery (6/20)
Level 33: Crossbow Mastery (9/20)
Level 34: Crossbow Mastery (12/20)
Level 35: Crossbow Mastery (15/20)
Level 36: Crossbow Mastery (18/20)
Level 37: Crossbow Mastery (19/20), Crossbow Booster (2/20)
Level 38: Crossbow Booster (5/20)
Level 39: Crossbow Booster (6/20), Soul Arrow (2/20)
Level 40: Power Knock-Back (1/20), Iron Arrow (3/30)
Level 41: Iron Arrow (6/30)
Level 42: Iron Arrow (9/30)
Level 43: Iron Arrow (12/30)
Level 44: Iron Arrow (15/30)
Level 45: Saved SP (3)
Level 46: Saved SP (6)
Level 47: Saved SP (9)
Level 48: Saved SP (12)
Level 49: Iron Arrow (30/30)
Level 50: Power Knock-Back (4/20)
Level 51: Power Knock-Back (7/20)
Level 52: Power Knock-Back (10/20)
Level 53: Power Knock-Back (13/20)
Level 54: Power Knock-Back (16/20)
Level 55: Power Knock-Back (19/20)
Level 56: Power Knock-Back (20/20), Crossbow Booster (8/20)
Level 57: Crossbow Booster (10/20), Soul Arrow (3/20)
Level 58: Crossbow Booster (12/20), Soul Arrow (4/20)
Level 59: Crossbow Booster (14/20), Soul Arrow (5/20)
Level 60: Crossbow Booster (16/20), Soul Arrow (6/20)
Level 61: Saved SP (3)
Level 62: Saved SP (6)
Level 63: Saved SP (9)
Level 64: Saved SP (12)
Level 65: Saved SP (15)
Level 66: Saved SP (18)
Level 67: Saved SP (21)
Level 68: Saved SP (24)
Level 69: Saved SP (27)
Level 70: Final Attack (30/30)

Explanation:
  • 19/20 Mastery for more stable damage numbers.
    • Difference between 19 and 20 is 1ACC, useless for archers.
  • 6/20 Booster & 2/20 Soul Arrow, both will last 60second, rebuff every minute
  • 1 in Power Knock-Back early to get mobs out of your face.
  • 15/30 Iron Arrow, then save 15SP before 30/30 for MP efficiency.
  • 20/20 Power Knock-Back increases the max number of mobs hit to 6.
  • Then level Booster and Soul Arrow at +2:+1 per level till 16Booster, 6Soul Arrow
    • This syncs up all your buffs: Focus 160s, Booster 160s, Soul Arrow 180s
  • Remaining SP in Final Attack. I suggested to Save SP then max it at once here for more consistency, should be fine to points in FA as you level.

Note on Final Attack:
If you find yourself more often in single-target situations early on, max Final Attack before Arrow Bomb is viable. High single-target damage is potentially cheaper as you kill monsters before they can damage you, instead of getting bumped around trying to group them with PKB and Arrow Bomb.

I have also heard of archers foregoing Final Attack as it staggers your animation, so instead the 30SP is used to max other skills like Focus, Booster, Soul Arrow. Perhaps a more experienced archer player can chime in on this.
 
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