MSC Field Guide

MSC Field Guide: MapleStory Classic field guide

Guide

Atlas

20

Train at

Quests to have open

    Training plan

    Level calculator EXP table: pre-Big Bang rates, confirmed for levels 1–49 by NiaMeowDB; 50+ is an estimate

    Wiki data

    Crafting planner

    Pick equipment you want to craft. The planner adds up every material across your crafts, subtracts what you already own, and shows where to buy, farm or craft the rest. Quests you have accepted that need the same items are counted too.

    Wiki data

    Items

    Weapons

    Armor

    Gloves, capes, shields and earrings

    Scrolls

    Throwing stars and arrows

    Potions and other usables

    Materials, ores and quest items

    Map

    Training maps

    Levels 1–10

    Island and beginner fields

    Lv 1–15

    Finish Maple Island, then Henesys Hunting Ground I or the Lith Harbor fields. Melee can use Perion's stump maps.

    Maps

    Recommended by Bucc, Elevny, Ereklo, Muscle

    Full notes, monsters and drops

    Maple Island: complete convenient quests and obtain Pio's green relaxer, which restores 30 HP per 10 seconds in the described version. Crowded box quests can slow launch progression; the optional Lith Harbor sky-blue chair costs 1,000 mesos in Bucc's account. Leave only after checking island-only tasks.

    Lith Harbor's nearby fields and Thicket I are straightforward early alternatives. Henesys Hunting Ground I offers progressively tougher platforms: snails at the bottom, then slimes, orange mushrooms/stumps, and green mushrooms higher up. Hunting Grounds II/III are backups. Elevny suggests moving when a small platform becomes too crowded rather than competing for a few spawns.

    Perion Street Corner and West Street suit melee characters through slow-moving stumps. East Rocky Mountain I is another early option. Reserve branches, leaves, firewood, ores, and leather-related drops for profession unlocks before consuming them.

    Levels 10–20

    Trees, slimes, and pigs

    Lv 10–20

    The Tree That Grew I–II for slimes and stumps, or pigs in the Rainforest East of Henesys.

    Maps

    Recommended by Bucc, Dinofries, Elevny, Ereklo

    Full notes, monsters and drops

    The Tree That Grew I is compact; II is better for a larger party; III includes green mushrooms and is an alternative once stronger. Dinofries describes traveling up via left-side holes and down on the right. Ereklo is less enthusiastic about mixed dark-stump spawns than Bucc is about Tree II.

    The slime tree in Dungeon: Southern Forest I, southwest of Ellinia, is a focused slime option. Keep Squishy Liquid for early tasks and reserve Slime Bubbles if following the later quest/material plan. Green-mushroom areas also connect to Pia.

    Rainforest East of Henesys, about two maps away, gives pigs on relatively simple terrain. Bucc and Ereklo suggest roughly three or four players where coverage supports it. Pig Beach is entered through the yellow flowers in the Three-Way Road Split; beware the Iron Hog. L Forest I can support a larger divided party, with its upper-right Iron Hog a reason to avoid that corner when weak.

    Keep pig leather, feathers, fur, ribbons, and heads as needed. Leather feeds leatherworking, feathers feed arrows, and fur can become thread.

    Construction sites

    Lv 12–24

    Blue mushrooms and octopi at the Kerning construction sites. Split a party high, middle and low.

    Maps

    Recommended by Bucc, Dinofries, Elevny, Ereklo, Muscle

    Full notes, monsters and drops

    Caution Falling Down is a hidden map reached from the sign high on the western construction site. Northern Top of Construction is an eastern alternative, with a hidden entrance near the job-instructor area. The town-adjacent construction site is also a fallback.

    Octopus and mushroom platforms suit coordinated coverage. Dinofries suggests a full-party split of two players high, two middle, and two bottom, assigning stronger players to the blue mushrooms. Low scaffolding can obstruct projectiles; a neglected bottom platform reduces useful turnover.

    Keep Blue Mushroom Caps for Pia and Jane, plus octopus legs for quests/contributions. Blue mushrooms are also reported to drop useful equipment and glove-related scrolls, but do not infer an exact drop table from that alone.

    Accept Pia at 16, overlap the gold-watch quest, and return for Jane around 20.

    Green-mushroom alternatives

    Lv 14–22

    Forest of Wisdom and the Southern Forest dungeons for green mushrooms and slimes.

    Maps

    Recommended by Bucc, Dinofries, Elevny, Ereklo

    Full notes, monsters and drops

    Forest of Wisdom, Southern Forest II/III, and Tree Dungeon: Forest Up North IV offer slime/green-mushroom alternatives. Narrow platforms and safe firing positions can favor different classes; use the actual terrain rather than assuming every forest map is equivalent.

    Keep green caps for Pia and other tasks; Pan Lid is a notable reported equipment drop. Woons also highlights magic fragments and quest fossils. The ore name transcribed as "server ore" is unclear and is not treated as a confirmed ore.

    Bubblings

    Lv 15–27

    Line 1 Area 1 in the Kerning subway: one big Bubbling map that fits a full party.

    Maps

    Recommended by Bucc, Dinofries, Elevny, Ereklo, Muscle

    Full notes, monsters and drops

    Line 1 Area 1 in the Kerning subway is a large Bubbling map; some sources stay into the late 20s if kills remain efficient. It can accommodate substantial party coverage, but excessive damage taken can erase the benefit.

    Keep Huge Bubbles; Woons suggests reserving 50 across relevant needs. Fish Spear is a notable fast weapon drop. Sapphire and Mithril ore also matter for crafting. Compare potion use before making this the default route for a weak melee character.

    Still good at these levels

    Levels 20–30

    Stirges

    Lv 20–30

    Transfer Area for Stirges. Ranged classes, especially Assassins, do best here.

    Maps

    Recommended by Bucc, Dinofries, Elevny, Ereklo, Muscle

    Full notes, monsters and drops

    Transfer Area, beyond the subway entrance route, is the main Stirge recommendation. Split upper and lower platforms; Dinofries describes three players on each half. Ranged attacks are more comfortable against flying targets, and an Assassin's jumping, homing Lucky Seven is especially useful.

    Dark Cave and Dangerous Steam in the Sleepywood network are mixed-mob alternatives mentioned by Dinofries and Muscle. They are separate alternatives, not assumed names for the same map.

    At 23, accept the first Stranger request before farming the Stirges: 40 kills and 20 Broken Mirrors. Keep useful feathers, fur, wings, ores, and any worthwhile glove/equipment drops. Woons also notes lemons and orange potions. A source's "nothing notable" shorthand should not be read as an empty drop table.

    Kerning Party Quest

    Lv 21–30

    Kerning Party Quest for variety and the King Slime quest. Normal grinding is faster EXP.

    Maps
    Full notes, monsters and drops

    Do the King Slime quest when entering KPQ rather than forgetting its separate reward. Several creators prefer ordinary grinding for repeated EXP, while Muscle values KPQ as a fun, worthwhile option. Treat rewards, variety, and enjoyment separately from maximum leveling speed.

    Elevny describes a private bonus map with four floors for four players and roughly 30 minutes of use in the tested version. King Slime rewards and level-28 Squishy Shoes are additional attractions. Secret suggests bringing two or three ranged members for the buffed boss; that is party advice, not an absolute entry requirement.

    Ant Tunnel

    Lv 20–38

    Ant Tunnel I: Horny Mushrooms up top, Zombie Mushrooms below. The main mushroom party map.

    Maps

    Recommended by Bucc, Dinofries, Elevny, Ereklo, Muscle; quest overlap emphasized by Woons and Secret

    Full notes, monsters and drops

    Ant Tunnel I is the main early mushroom party map; Ant Tunnel IV is a backup. Sources start anywhere around 20–25 and sometimes remain through the 30s, depending on damage. Horny Mushrooms suit weaker members near the upper section; stronger members clear Zombie Mushrooms below.

    Accept Sleepywood's 99-kill and then 999-kill tasks before grinding. Save 15 Horny Mushroom Caps for Jane and 25 charms for the second Stranger quest, after checking the exact quest item names in game. Broader reserve recommendations overlap these amounts rather than adding to them automatically.

    Notable reported drops include Claw ATT 60% and Spear ATT 10% from Zombie Mushrooms, the level-30 Mithril Pole Arm from Horny Mushrooms, and level-35 Nakamaki from Zombie Mushrooms. Keep ores and crafting inputs as well.

    Damp Forest

    Lv 22–40

    Damp Forest for Jr. Neckis and octopi. Keep the Necki skins.

    Maps

    Recommended by Bucc, Elevny, Ereklo

    Full notes, monsters and drops

    Sources place this map anywhere from the 20s to 30–40, so prioritize hit rate on Jr. Neckis. The entrance is described above the Damp Tree Forest area west of Sleepywood. Octopus, Jr. Neckis, and slimes make up the useful mix.

    Elevny suggests four players: one upper, one middle, two lower. Save Jr. Necki skins for later leatherworking and the level-48 alligator quest, which needs 20. Do not consume the entire reserve into processed leather if you intend to do that quest.

    Wild Boars

    Lv 25–40

    Land of Wild Boar through Perion. Watch for Jr. Boogie debuffs.

    Maps

    Recommended by Bucc, Dinofries, Elevny, Ereklo, Muscle

    Full notes, monsters and drops

    Land of Wild Boar is reached through the hidden door around Perion Street Corner. Sources commonly place it at 25–35, with Ereklo allowing 30–40. Divide upper, middle, and lower coverage; four or five players can work where kills support it.

    Watch for Jr. Boogie debuffs. Keep leather, fur, feathers, Wooden Tops, and Sap of Ancient Tree when useful. Dark Axe Stumps also supply firewood for crafting. Training that needs frequent expensive cures may be less attractive than its raw EXP suggests.

    Evil Eyes and Lupins

    Lv 27–40

    The Evil Eye caves, or Monkey Swamp I for ranged classes.

    Maps

    Recommended by Dinofries, Elevny, Ereklo, Muscle

    Full notes, monsters and drops

    Evil Eye caves become worthwhile at different levels: Muscle considers late 20s, while others favor the 30s. Cave I, II, and III are separate density/platform options. Vertical layouts can suit multi-target attacks, but Jr. Boogies and potion use matter. Ant Tunnel Park provides a nearby repot point.

    Monkey Swamp I is a ranged alternative reached by vines around Dangerous Croco II. Dinofries suggests two or three players. Lupins and a few Jr. Neckis provide a different mix, with Kumbi/Snowball among reported star-related interests.

    Levels 30–40

    Fire Boars

    Lv 30–40

    Burnt Land II–III for ice-weak Fire Boars. Keep any Glass Shoe.

    Maps
    Full notes, monsters and drops

    Burnt Land II is favored by Elevny and Dinofries; Ereklo also points to Burnt Land III. Fire Boars with Dark Axe Stumps can suit two or three players and provide an ice-weak option for Cold Beam.

    Keep the Glass Shoe if it drops: its quest exchange supplies a Fairy Wing or Piece of Ice used by higher mage weapons. Reported useful drops also include Diamond Ore and Wolbi; Wooden Tops belong to the accompanying Dark Axe Stumps.

    Jr. Wraiths

    Lv 30–40

    Line 2 Area 1 for Jr. Wraiths, weak to fire and holy.

    Maps

    Recommended by Bucc, Dinofries, Elevny, Ereklo, Muscle; elemental emphasis from Eistee

    Full notes, monsters and drops

    Line 2 Area 1 is reached from the lower-right exit around Transfer Area; Line 1 Area 2 is an alternative with more awkward Stirges in the mix. The main map supports a spread-out party of up to six when clear speed fits.

    Jr. Wraiths are emphasized for fire/holy weakness; Eistee additionally describes zero magic defense. Keep Tablecloths for tailoring tier 9 and watch for Mokbi/equipment drops. This is a natural step for Fire Arrow or Holy Arrow after mushroom maps.

    Levels 40–50

    Forgotten Hollow routes

    Lv 40–52

    Forgotten Hollow entrances and Primeval Forest. Pick the section that matches your element.

    Maps

    Recommended by Dinofries, Elevny, Ereklo. Map choice here should follow elemental matchup and party coverage, not just a blanket "Forgotten Hollow is best."

    Full notes, monsters and drops

    Entrance II is a four-player option in Dinofries' account; Entrance I has three useful zones with Raffles, Golden Stirges, and Aquamanders. Primeval Forest I, one map right of town, can suit three players across Glowshrooms, Echopus, and Aquamanders. Use warp plants where available.

    Other recommendations include Entrance III, Primeval Forest II, Decayed Tunnel II, Valley of Death, and End of the Fleeting. Decayed Tunnel II is described as a duo route several maps west with Zombie Lupins, Golden Stirges, and Raffles. Ereklo also mentions Forbidden areas without enough spoken routing to reconstruct every entrance.

    Before grinding Raffles, accept Natural Adhesive when eligible; retain 25 petals. It unlocks the Road Back Home quest at 43, which needs 50 Aquamanders and 50 Echopus. Zombie Lupins overlap Rowan's Cursed Dolls at 36.

    Valley of Death: Elevny describes four floors, Raffles below and Zombie Mushrooms/Lupins above. Reported interests include Earring LUK 60% from Raffles, a Black Napoleon cape with LUK from Zombie Lupins, and Rowan's dolls. Fire/holy attacks fit the undead section.

    End of the Fleeting: mirrored platforms with Raffles above and Aquamander/Duskmander sections below. Aquamanders are described as lightning-weak and Duskmanders as ice-weak. Although grouped under 40–50, the spoken recommendation leans toward the late 40s and 50s.

    Drakes and Florina

    Lv 40–50

    Drake Hunting Ground (keep Drake Blood and Dragon Skins), or Hot Sand in Florina for parties.

    Maps

    Recommended by Dinofries, Elevny

    Full notes, monsters and drops

    Drake's Hunting Ground lies beyond the Evil Eye caves. Sources describe two to four players, or solo/duo where coverage is manageable. Keep Drake Blood for Jane the Alchemist and Dragon Skins for equipment recipes, including the level-50 Steel Slain claw.

    Hot Sand in Florina, roughly four maps to the right in Dinofries' route, offers Torties and Clangs. It is presented as a four- or five-player map rather than a solo recommendation. Clangs' lightning weakness connects it to Thunderbolt-focused training.

    Wraiths

    Lv 45–55

    Line 2 Area 3 for Wraiths. A natural fit for Clerics.

    Maps

    Recommended by Bucc, Dinofries, Elevny, Ereklo, Muscle

    Full notes, monsters and drops

    Line 2 Area 3 is the main high-spawn Wraith recommendation; Line 1 Area 4 is a backup. Spread a full party across upper and lower sections rather than chasing the same monsters.

    Accept Icarus's level-46 chain and keep 50 Medicine with Weird Vibes. Red Whip, with a reported +15 speed, is a notable drop. Holy damage makes this a particularly natural Cleric option; evaluate kill speed for other classes.

    Levels 50+

    Golems and deeper Hollow

    Lv 50–62

    Golem's Temple, Forest of Evil II, or Another Sanctuary deep in the Hollow.

    Maps

    Recommended by Dinofries, Elevny, Ereklo

    Full notes, monsters and drops

    Golem's Temple Entrance is accessed through a hidden warning-sign area on the Henesys–Sleepywood route. Stone Golems offer large targets alongside Blue Mushrooms and a Fairy. Tobi is mentioned as an attraction, but MSC is more confident about Dark Stone Golems than regular Stone Golems; do not treat the regular-golem drop as settled.

    Forest of Evil II is Dinofries' ranged alternative with Maladies and Zombie Lupins, reached via Forest of Wisdom and Monkey Forest. Upward holes help movement; it can suit solo to small-party play. Cursed Dolls retain their quest value if Rowan is unfinished.

    Another Sanctuary, deep west in Forgotten Hollow, is a late-50s/60+ duo option split into halves. Rotten mushrooms, Sporewood, and Golden Stirges are discussed; holy weakness and higher equipment drops are attractions, but no complete spoken equipment table is available.

    Optional loot hunts

    Lv 60+

    Red Drakes and Tauromacis as loot hunts rather than main grinds.

    Maps

    Recommended by Elevny, Ereklo and the star discussions from MSC

    Full notes, monsters and drops

    Red Drakes in Dangerous Valley II are an ice-weak target and a reported Steely source. They can be attractive to ranged characters, but rare-star hopes should not replace an honest comparison of EXP, potion use, and kill time.

    Tauromacis/Taurospear in the sanctuary are described as later, roughly 65+, loot hunts rather than an efficient default grind. Staying at lower-level Wraith, Golem, or Hollow maps can be better.

    Mage-specific route overlay

    Eistee proposes Fire Arrow through Evil Eyes around 30–34, Jr. Wraiths around 34–39, then Forgotten Hollow, with Raffles around 47–53 and Sporewood around 59+. The monster transcribed as "waywood" around 54–59 cannot be confidently identified, so no route is invented for that gap.

    Use the map entries above to attach quests and materials to that progression. Cold Beam favors Fire Boars and suitable fire-element Drakes; Thunderbolt favors dense lightning-weak Florina/Aquamander sections; Holy Arrow favors Jr. Wraiths, Zombie Lupins, Wraiths, and suitable Hollow undead.

    Wiki data

    Monsters

    Levels 1–20

    Lv 1–20

    Levels 21–40

    Lv 21–40

    Levels 41–60

    Lv 41–60

    Levels 61+

    Lv 61+
    Quest

    Quest log

    Levels 1–10

    Lv 1–10

    Levels 11–20

    Lv 11–20

    Levels 21–30

    Lv 21–30

    Levels 31–40

    Lv 31–40

    Levels 41–50

    Lv 41–50

    Levels 51+

    Lv 51+

    Level not listed

    Quest

    Quests worth doing

    Accept kill quests before training. Reserve items before crafting or donating them. Level numbers are those stated in the supplied guides; if a quest's unlock or reward is not fully spoken, that gap remains explicit.

    Profession unlocks and town errands

    Lv 10

    Unlock all six professions when convenient. Secret emphasizes that the unlock tasks check items in your inventory rather than consuming them, so complete those checks before turning the same items into other quests or recipes.

    Perion: combine Silus's smithing task with stump/dark-stump errands such as Stump Horror Story and Fixing Blackbull's House. The later shield reward can avoid buying a Wooden Fence unnecessarily.

    Ellinia: keep leaves for Francois's tailoring unlock. Henesys: do Vicious's woodworking task. Kerning: do JM's leatherworking task. Sleepywood's arcforging unlock can wait until the trip is safe. Mr. Thunder handles weapons in Perion.

    Early town-scroll errands mentioned by Secret include Olaf's second training, Reason Behind the Mushroom Studies in Henesys, I Need Help with My Homework in Ellinia, and Don Hwang's request in Kerning. Nella charges 1,000 mesos to unlock her quest line; account for that cost.

    Recommended bySecret; profession details supported by Andy and Bucc.

    Pia and Blue Mushroom

    Lv 16

    Pia in Henesys Park: collect 20 Green Mushroom Caps and 20 Blue Mushroom Caps. Ereklo reports 884 EXP, 468 mesos, and a random Helmet Accuracy scroll at 10%, 60%, or 100%, described as equally likely.

    Bundle this with the Mother's Gold Watch quest and mushroom training where possible. Secret notes that an early earring reward can delay buying another pair; compare actual stats before selling or replacing it.

    Recommended byEreklo, Secret; cap reserves also discussed by Woons.

    Scrolls and first cape

    Lv 20–25

    Jane and the Mushrooms, Lith Harbor: MSC places it at level 20. Ereklo describes 30 Blue Mushroom kills, 20 Horny Mushroom kills, and 15 caps of each type, rewarding 2,000 EXP and 585 mesos plus a weapon scroll.

    Reward: MSC described choosing a 60% weapon scroll, while Ereklo and Secret described a random one. The wiki's quest data settles it: you get one random weapon-attack scroll at 60% (Intermediate) from 14 possibilities, so you cannot pick your class's scroll.

    At 23, Stranger's Request: kill 40 Stirges and collect 20 Broken Mirrors. Follow with Stranger's Identity: kill 50 Zombie Mushrooms and collect 25 charms. The chain yields an Old Raggedy Cape with +1 accuracy; Secret places its equip level at 25. Delay the combat if it is inefficient rather than forcing it immediately at unlock.

    Proof of Companionship (King Slime)

    Lv 21

    Accept the KPQ-associated King Slime task and kill King Slime once. Ereklo reports approximately 2,200 EXP, 614 mesos, one fame, and a random 60% earring stat scroll for STR, DEX, INT, or LUK.

    This is an extra reason to try KPQ even if you prefer normal training afterward. Secret recommends a ranged-heavy party for the buffed encounter; that is a suggested composition, not a universal requirement.

    Sleepywood mushroom kill chains

    Lv 20–38

    Woons recommends accepting the 99-kill and subsequent 999-kill mushroom tasks before a long Ant Tunnel session. Do not assume kills earned before acceptance count retroactively.

    The archive does not fully narrate every chain reward and requirement, so no complete reward schedule is invented. Combine the relevant kills with Jane and the cape chain, and keep their mushroom items until those turn-ins are finished.

    Shumi's Lost Coin

    Lv 35

    Finish the sequential B1, B2, and B3 subway jump quests rather than assuming the final reward can be collected alone. Ereklo highlights the final 10,000 mesos and 30 Mana Elixirs, plus other town-scroll/fame rewards across the sequence.

    The often-quoted 40,000 mesos is 10,000 direct mesos plus an estimated 30,000 NPC resale value for the elixirs. It is not a 40,000-meso cash payout. Keeping the potions has a different value if you will use them.

    Recommended byEreklo.

    Rowan and Cursed Dolls

    Lv 36

    Rowan/Rowen the Fairy's cursed-doll task in Ellinia: Ereklo describes killing 150 Zombie Lupins and collecting 150 Cursed Dolls for a 60% Gloves ATT or Gloves Magic ATT scroll. Check preceding quests in the chain; MSC notes ore rewards from prerequisites, while Elevny also mentions a level-40 hat in the broader progression.

    Accept before farming Zombie Lupins. Valley of Death and other Hollow mixes can progress this while working toward later Raffle/Aquamander quests. Do not sell the dolls as ordinary clutter if you intend to do the chain.

    Equipment and scroll errands

    Lv 41–45

    At 41, Rowan's Building a New House: MSC calls the longer shoe-speed 10%/60% reward chain optional. Check the time cost against your need for movement speed.

    At 42, Pia's Present/Gift: MSC highlights a cape-stat 10% scroll. The transcript does not provide a full ingredient list, so this is an unlock reminder rather than a fabricated walkthrough.

    At 44, Jane the Alchemist: a three-part chain with Gloves ATT or Magic ATT 10%/60% rewards in MSC's account. Elevny connects Drake Blood to this quest. Save it while training Drakes; other ingredients are not fully supplied in these transcripts.

    At 45, John's Present: MSC highlights Pansy Earrings with +3% critical damage. Red-Hearted Earrings at 50 are mentioned as a later alternative. Evaluate the actual item and class benefit rather than replacing them solely by level.

    Recommended byMSC; Drake overlap from Elevny.

    Road Back Home

    Lv 43

    First complete Natural Adhesive: kill 50 Raffles and collect 25 Raffle Petals. The Road Back Home task then calls for 50 Aquamanders and 50 Echopus in Forgotten Hollow, with a 10% earring stat scroll reward in Ereklo's account.

    Primeval Forest and suitable entrance maps combine these monster families. Use the map mix to advance several objectives; an elemental mismatch may still make a different party platform faster.

    Icarus cape chain

    Lv 46

    Start with In Search of the Wing Fairy and its quiz, then Ingredients for the Flying Machine and its quiz. Collect 50 Medicine with Weird Vibes from Wraiths and 20 Witchgrass Leaves by breaking herbs in the Kerning swamp. Finish Delivering the Flying Medicine.

    Ereklo describes a random cape: green for DEX/accuracy, yellow for speed/accuracy, or blue for INT/accuracy. Do not count on a chosen color. The exact numerical stats are not fully narrated here.

    Accept before a Wraith session and save the medicine. This is a particularly smooth overlap for a holy-damage route in the mid-to-late 40s.

    Recommended byEreklo; Wraith overlap from the map guides.

    Maya's final collection

    Lv 47

    MSC highlights Maya's Last Collection for a green Napoleon cape with DEX, describing green as the quest-obtainable color. The full collection list is not supplied in the transcript.

    Compare this with Icarus's random result before investing in a temporary cape.

    Alligators and weapon scrolls

    Lv 48

    Taking Out the Alligators I, starting from Perion: kill 40 Jr. Neckis and 100 Ligators, and provide 20 Jr. Necki Skins. Ereklo describes a choice of 10% weapon ATT or Magic ATT scroll.

    Part II: kill 120 Crocos and collect 50 Croco Skins for a choice of 60% cape-stat scroll. Keep quest skins separate from the batches you process in leatherworking.

    MSC also highlights Blackbull's Building a New House at 48 for a 10% weapon-attack scroll. The complete building materials are not narrated, so check the quest window rather than buying a guessed list.

    Lower-priority or conditional errands

    MSC puts the Sauna/Bamboo robe route below the better scroll and stat-equipment quests because statless robes are less compelling when useful class gear is available. This is a priority judgment, not a claim that those quests are removed.

    Early travel-scroll errands, a useful shield reward, and profession checks can still pay off even if their EXP is modest. For long collection chains, accept first and collect during normal training rather than making a separate trip for every item.

    Crafting

    Crafting

    Core guidance: Andy and Bucc. Class-specific choices come from Ducky; quest/material overlaps come from Secret, Woons, and the map guides. Recipe costs and levels describe the supplied version, not a live market quote.

    Unlocks and leveling rules

    All six professions unlock at character level 10. Smithing: Silus in Perion. Weapon crafting: Mr. Thunder in Perion. Tailoring: Francois in Ellinia. Woodworking: Vicious in Henesys. Leatherworking: JM in Kerning. Arcforging: Sleepywood's Tris/Rama name is inconsistently transcribed; use the profession NPC marker rather than this spelling alone.

    Secret says the unlock quests check inventory without consuming the materials. Complete those checks before a consuming quest or recipe. Sleepywood can wait if traveling there is dangerous.

    Profession tiers top out at 10. From tier 2 onward, the character-level gate is five times the tier: tier 5 needs level 25, tier 6 needs 30, tier 10 needs 50. Skill EXP stops at its cap while you are level-gated; additional crafting can waste progression EXP.

    Smithing and arcforging

    Smithing tier 5, reachable at character 25, is the broad ingot-processing target: five ores become one ingot. Higher tiers matter when your own equipment recipe needs them, especially warrior armor/shields; a universal rush to tier 10 is not required.

    Arcforging tier 6, reachable at 30, covers the broad gem-processing target. One gemstone ore becomes one gem in the described system. Tier 2 can turn three leather into parchment. Arcforging also supplies mage weapons and scroll crafting.

    Andy and Bucc generally favor these practical processing breakpoints before expensive specialization. Check the recipe rather than assuming all ore types use the same conversion: metal ingots use five ores, while the stated gem conversion uses one.

    Weapon crafting

    Tier 1 screws: one Bronze Ingot plus one Iron Ingot makes 10 screws. Bucc highlights the tier-5 conversion of 10 Iron Hog Hooves into three screws as a later leveling option.

    Andy's Steel Pipe example uses one Iron Ingot and a 1,500-meso crafting fee, with a 1,500-meso NPC sale price and approximately 20 profession EXP. The fee is recovered by selling, but the ingot is still spent; this is not free leveling.

    Higher tiers unlock particular weapons rather than every weapon family. The supplied guides discuss claws, polearms, and the level-50 STR dagger; they do not establish equivalent spear/sword recipes. Bucc's large power-leveling budget is a rough estimate, not a requirement or guaranteed cost.

    Weapon tier 5 for screws can be useful; pushing to 8–10 is a class project. Save mesos for potions and the actual next weapon before crafting items solely for EXP.

    Tailoring

    Basic cloth options: 10 ribbons, 10 leaves, or five fur. One fur can instead produce 10 thread. Andy favors thread for profession EXP per fur, describing it as substantially more efficient than spending five fur on cloth when leveling is the goal.

    Work Gloves are available early, around tier 2; later recipes include mage gloves/shoes and a level-35 cape at tier 7. Repeated crafting to chase a critical-stat glove is optional and can consume a large budget.

    At tier 9, 10 Tablecloths make one cloth. Keep them from Jr. Wraith training if you intend to reach that tier; do not hoard unlimited stacks without a project.

    Woodworking

    Tier 1: 10 branches become one processed wood, with a 100-meso fee in Bucc's account. Tier 2: five firewood become one wood, with a 200-meso fee and higher profession EXP. The second route spends more mesos but provides more progress per craft.

    One wood plus one feather makes 500 arrows. Bow and crossbow arrows can be converted at two-to-one, with no profession EXP. Do not count conversion as a leveling method.

    Arrow upgrades: bronze at tier 4/character 20 gives +1 attack; iron at tier 7/35 gives +2; adamantium/mithril at tier 10/50 gives +3. Ducky quotes iron crafting fees around 200 per 500 and adamantium around 400, before material costs.

    Higher tiers support bows such as the level-40 Vaulter and level-50 Olympus. Ducky's Hunter guide values reaching tier 10 for equipment/arrows; Bucc warns against rushing expensive professions without a near-term payoff. These recommendations have different budget assumptions.

    Yellow/red relaxer recipes are also mentioned at tiers 2/5. Some chair recipes use materials from more than one profession; confirm the full recipe rather than treating a chair as a reason to level only woodworking.

    Leatherworking

    Tier 1: five leather become one processed leather. Later alternatives use 10 Jr. Necki Skins at tier 4, 10 Ligator Skins at tier 6, or 10 Croco Skins at tier 9.

    Useful products include archer/thief gloves and shoes and a red relaxer around tier 5. Keep the level-48 quest reserve before processing skins: 20 Jr. Necki Skins for part I, 50 Croco Skins for part II.

    Mage weapons and the Glass Shoe

    Fire Boars can drop the Glass Shoe. The associated exchange supplies a Fairy Wing or Piece of Ice, which the crafting discussion connects to higher mage wands/staves around level 40+. Exact complete recipes are not narrated in every case.

    Keep the shoe until you know which reward your next weapon needs. The beta-era price estimate is not a current market value. Arcforging is the relevant profession path; smithing can also matter for mage metal hats.

    Claws and level-50 thief choices

    Ducky's Steel Slain example: five Bronze Ingots, five Iron Ingots, 30 Dragon Skins, 30 screws, and 16,500 mesos at weapon crafting tier 10. The Dark Slain upgrade is described as six Black Crystals plus 2,000 mesos. Check the base-item requirement in the recipe before buying only upgrade ingredients.

    Slain variants at 50 have 34 weapon attack and fast speed in the example; Dark adds critical rate, Sapphire critical damage, and Blood accuracy. The stated equipment requirement is 50 DEX and 105 LUK.

    Bandit: the craftable level-50 Sai is a STR-requiring dagger; the faster weapon can justify a different AP plan from the DEX-requiring Shinkita. The transcript does not supply a Shinkita recipe. Decide your intended weapon before investing in both secondary stats.

    Warrior weapon projects

    Ducky describes a tier-5 level-25 Mop with 50 weapon attack, 45 STR requirement, and no DEX requirement, followed by craftable polearms such as the level-35 axe-type polearm, Crescent at 40, and Nine Dragons at 50.

    Page's blunt-weapon path includes Titan at 40 and Golden Maul at 50. A lower-level faster weapon can compete with a slower higher-level one; compare actual attack speed and hits to kill.

    The archive does not establish a complete craftable sword/spear progression. Do not assume a recipe exists because the other warrior family has one.

    Scrolls and catalysts

    The crafting discussions describe ordinary scroll outputs as 100% by default, with catalysts enabling chances at stronger 60%, 10%, or chaos outcomes. "Lesser," "Intermediate," and "Greater" correspond to 100%, 60%, and 10% in Dark's terminology; chaos has its own risk. Read the actual scroll description before use.

    Catalyst-source disagreement: Andy mentions a level-25 arcforging quest and Zombie Mushmom. Bucc emphasizes Zombie Mushmom. Dark additionally names Mano, Rotten Mushmom, and Balrog. These are not merged into a confirmed boss drop table.

    Bucc suggests that a well-scrolled level-30 weapon with four or more successful 60% upgrades may last past the next one or two equipment tiers. That is conditional on the resulting weapon, stats, and attack speed, not a rule to skip every level-35/40 upgrade.

    Class equipment priorities

    Mage: arcforging and actual wand/staff ingredients first; preserve Glass Shoe materials and relevant magic-attack scroll rewards.

    Hunter: bow access and woodworking; decide whether upgraded arrows are worth buying when Soul Arrow removes their attack bonus.

    Assassin: obtainable claws and enough rechargeable stars before luxury star upgrades; Dragon Skins connect training to Steel Slain.

    Bandit: select the STR or DEX dagger path before assigning secondary AP. Leatherworking supports gloves/shoes; a future scrolled shield can add significant cost.

    Warrior: choose one weapon mastery. Smithing supports armor/shields, while weapon crafting is useful only where your chosen family has a recipe.

    Across classes, basic unlocks and practical processing tiers usually come before indiscriminate power-leveling. Buy or craft to solve the next real bottleneck.

    Class

    Archer

    The detailed supplied guide covers Hunter and comes from Ducky. Crossbowman information comes mainly from comparative tier lists; there is not a complete dedicated Crossbowman SP guide in this archive.

    Skills

    AP and early skills

    Put enough total STR into the next bow requirement and place the remaining AP into DEX. Ducky describes bow STR requirements from about level 15 as matching the weapon level, while armor often needs less. Count STR from gear before adding base points.

    In one level-50 example with 50 STR, 238 DEX, and a 70-attack Olympus, +10 DEX adds about 3.4% damage, +10 STR about 1.4%, and +10 weapon attack about 14.3%. These are model-specific sensitivities, not fixed exchange rates for all gear.

    Arrow Blow reaches 240% in one hit; Double Shot reaches two 120% hits. Both have the same nominal single-target percentage, but timing, split hits, and MP behavior differ. Ducky notes a split cost of 2+2 MP for Double Shot in the example.

    Critical Shot 15 gives +20% crit rate and +15% crit damage. With the stated base values, the example reaches 25% chance and 35% bonus critical damage. Focus gives 20 accuracy and 25 avoidability for 300 seconds, requiring Eye of the Amazon 3. Eye can add up to 120 range.

    Power Knock-Back is moved into first job, hits four targets, and guarantees a critical hit in Ducky's description, but its melee damage/range feel weak enough that the proposed builds skip it.

    Hunter: skill allocations

    First-job Arrow Blow route: Arrow Blow 20, Critical Shot 15, Focus 20, Eye of the Amazon 6. Double Shot route: Arrow Blow 1, Double Shot 20, Critical Shot 15, Focus 20, Eye 5. Each totals 61 points.

    Second-job core: Bow Mastery 20, Final Attack 30, Booster 20, Soul Arrow 20. Add either Arrow Bomb 30 and Amazon's Judgment 1, or Judgment 20 and Arrow Bomb 11. Each full alternative totals 121.

    Typical opening: Mastery 5, Booster 1 and Final Attack 1, then max Mastery. Then prioritize Arrow Bomb followed by Final Attack for mobbing, or Final Attack/Judgment for the alternative route; finish Booster and Soul Arrow as desired. The two complete builds are alternatives, not instructions to max every skill.

    Mastery stabilizes minimum damage and adds avoidability. Final Attack has a 50% chance to fire three 90% arrows, which can concentrate on one target or spread across up to three. Do not treat every proc as three new monsters killed.

    Arrow Bomb at 30 is described by Ducky as 140% damage, four targets, 28 MP, and a 60% chance of a three-second stun. At 11, the alternative build has 100% damage and a 40% two-second stun. Coppersan quotes a different damage value in a comparison; use the exact in-game skill description if reconciling versions.

    Amazon's Judgment slows after a critical hit; at max the described slow is 35 for five seconds. Its practical trigger frequency follows your critical chance. Booster provides two speed stages.

    Equipment and arrow economy

    Early bows through 30 are discussed as shop-accessible. Battle Bow at 25 and Red Viper at 35 offer faster options, but the Red Viper shop reference is Elnath and should not be assumed available in a Victoria-only release. Vaulter at 40 is described as craftable or a Raffle drop; Olympus at 50 is a tier-10 woodworking project. Later bow drops are not fully confirmed.

    Soul Arrow removes arrow consumption but also removes the attack bonus from enhanced arrows in Ducky's account. At max it costs five MP for 300 seconds; leaving it at one point is much more expensive to maintain. It requires Booster 5.

    Woodworking unlocks +1 bronze arrows at tier 4/character 20, +2 iron at tier 7/35, and +3 adamantium/mithril at tier 10/50. Compare material cost and actual hits saved against Soul Arrow's convenience. Do not pay for stronger arrows while assuming their bonus survives Soul Arrow.

    The proposed Henesys citizenship path toward grade 3 and level 22 has daily/weekly contribution assumptions; its roughly 12-day/two-week estimate is not a guaranteed clock.

    Training and positioning

    Archers have range but no second-job movement skill. Leave space between yourself and the spawn, use appropriate platforms, and coordinate Haste with a thief when available. Avoid assuming that old Monkey Forest II bomb spots still contain the same monsters; Ducky notes the changed Zombie Lupin-heavy layout.

    Arrow Bomb can cover grouped or vertically offset targets; Iron Arrow prefers aligned flat targets and loses damage through successive enemies. Bow whacking at close range remains a major practical complaint in the comparative guides.

    Construction sites, ranged Stirge platforms, suitable forest ledges, and later Hollow sections can work when their terrain fits. Complete the same mushroom, cape, and Hollow quests as other classes rather than treating an archer route as separate from quest progression.

    Crossbowman: what the archive supports

    Iron Arrow is the main second-job mobbing attraction: four targets, straight-line penetration, and declining damage on later targets. Comparative creators describe strong damage on flat maps but slower-feeling attacks than Hunter.

    Crossbow mastery is described as offering defense ignore; its Final Attack concentrates on one target rather than Hunter's spreading arrows. Several creators expect cheaper gear because of lower demand, but those are forecasts, not live prices.

    A complete Crossbowman AP/SP progression is not provided. Do not copy Hunter's exact arrow, weapon, and SP requirements without checking the Crossbowman skill tree.

    Third job: Ranger and Sniper

    Shared strengths include Strafe, Puppet, a bird summon, and area attacks. Puppet can draw aggro after enemies have been engaged; Mortal Blow can improve close-range encounters. Birds provide stun/extra damage, but reviewers disagree about how much they contribute.

    Ranger gains forward Windstep, Arrow Rain, and Inferno with burn. Sniper gains backward Evasion Step, Arrow Eruption, and Blizzard with slow. The slow overlaps with critical-hit slowing, which is one reason several creators prefer Ranger's kit.

    Early cooldown complaints were partly overtaken by beta hotfixes. Do not use the first half of a test video as the final movement specification. Final Attack may become an overkill or animation liability in some third-job rotations, despite other reviewers enjoying its extra procs.

    Class

    Mage

    Build guidance is primarily Eistee's, with broader class impressions kept in the tier-list chapters. These are creator recommendations for the described Classic rules; they are not a consensus SP build for every patch.

    Skills

    First job and early costs

    Eistee describes first advancement at level 10, including mages. Start with one Energy Bolt, develop Magic Claw to 20, then MP Recovery. Magic Claw's two hits and ability to reach through terrain make it the main early attack.

    Delay heavy Magic Guard investment only while the map is safe: redirecting damage into MP can be costly. This is an economy recommendation, not a reason to risk dying. Raise survivability when incoming damage requires it.

    If affordable SP resets actually exist, Eistee discusses moving points out of replaced first-job attacks later. The stated final utility allocation is MP Recovery 15, Max MP 15, Magic Guard 15, and Magic Armor 16, totaling 61. It depends on reset access and on no longer needing the old attacks.

    MSC's general advice to delay attack ranks when they do not reduce hits per kill may be useful during a potion shortage; it is a different priority from Eistee's direct max-Claw route.

    Fire/Poison: Fire Arrow route

    Take one Teleport early. Eistee prioritizes Fire Arrow, then Meditation, then MP Eater/Teleport, leaving Poison lower and Slow low or unused. Fire Arrow is the preferred practical attack against suitable fire-weak targets.

    A conditional reset route puts nine points into MP Eater through the early 30s, then reallocates toward Fire Arrow around 34. Without known affordable resets, invest directly in the intended attack instead of planning around a refund that may not exist.

    Poison Breath gives a four-target option in the Classic discussions, but its usefulness depends on density and time for poison to work. Coppersan notes few poison-weak targets and a penalty for damage-over-time strategies far above your level. Old poison-to-1-HP channel-hopping should not be imported from Jinjo's historical guide.

    Suggested progression: Evil Eyes roughly 30–34, Jr. Wraiths 34–39, suitable Forgotten Hollow targets, Raffles 47–53, then Sporewood around 59+. The intermediate monster transcribed as "waywood" is unresolved.

    Accept Rowan's doll quest before Zombie Lupins, Natural Adhesive before Raffles, and Road Back Home before Aquamanders/Echopus.

    Ice/Lightning: two different priorities

    Eistee favors one Teleport, then Cold Beam, Meditation, MP Eater/Teleport, and Thunderbolt later. The reason is reliable damage on selected targets rather than suffering through a weak early AoE ramp. Cold attacks slow in the described Classic version; they do not provide old full-freeze safety.

    Coppersan instead proposes Thunderbolt first for six-target farming, accepting a rough start before lightning-weak Florina maps. DarkMaple800 also rates Thunderbolt's coverage highly. These are alternatives, not an agreed skill order.

    Cold Beam targets include Fire Boars, suitable Copper/Red Drakes, and Duskmanders. Thunderbolt gains value against dense Clangs and Aquamanders. Choose the investment that matches the maps and party you can actually reach.

    Keep Glass Shoes at Fire Boars for mage crafting. If hunting Red Drakes for Steely, regard it as a rare-drop side objective, not a guaranteed way to fund the class.

    Cleric: holy damage and low running costs

    Eistee's order: one Teleport, Holy Arrow, Heal, Bless, then Teleport/MP Eater, with only one Invincible in the proposed build. This sacrifices additional physical mitigation for other priorities; a player taking frequent hits may value Invincible differently.

    Holy Arrow becomes the principal damage skill. Creators describe three arrows that can hit one target or carry into additional targets under the skill's targeting conditions. Heal damage is substantially weaker than old heal-grinding expectations, and MP Eater has a reported five-second cooldown.

    Use holy-weak Jr. Wraiths, Zombie Lupins, Wraiths, and suitable Forgotten Hollow monsters. Self-healing and MP recovery can reduce costs even when theoretical damage ranks poorly. Eistee's low bossing rating is an opinion about the described kit.

    Overlap Rowan at 36, Icarus at 46, and the Hollow quest chain where your chosen monsters match.

    Equipment and quest priorities

    Use the actual requirements of the next available wand/staff and armor. Jinjo's blanket old-school LUK-less recommendation is not enough evidence to prescribe a complete Classic AP build; the supplied mage transcript does not establish every equipment breakpoint.

    Arcforging supports mage weapons; smithing can matter for metal hats. Keep the Glass Shoe exchange material your next recipe needs. Choose or retain Magic ATT scroll rewards when available, especially Rowan and Jane the Alchemist; do not assume a quest gives a choice when sources disagree.

    Third-job mage outlook

    Ice/Lightning: Thunder Spear hits two targets and is repeatedly praised for its damage; electrocution can stun. Ice Strike offers area coverage but gets mixed reviews on range and output. Elemental Composition is a strong single-target tool in the tests. Magic Booster is reported to require a Magic Rock.

    Fire/Poison: Explosion can be used while jumping. Poison Mist applies poison that Explosion can detonate, creating a setup-and-burst interaction. Coppersan likes this synergy; Dinofries and Jbbq find Mist's cooldown and setup less rewarding than simply attacking. These are competing beta impressions, not a proven optimal rotation.

    Priest: Shining Ray becomes an area attack, with Mystic Door and Dispel providing utility. Summon Dragon and Doom receive weak or situational assessments. Holy Symbol is described as self-revival rather than EXP gain, with EXP still lost on death in the beta reports. Claims of a future rework are expectations from those videos, not verified current specifications.

    Do not build a current training plan around old Holy Symbol leeching or old poison channel-hopping.

    Class

    Thief

    Detailed AP/SP and gear examples come primarily from Ducky. Jonny adds beta skill analysis and gameplay impressions; historical assumptions and later-job disagreements are kept separate.

    Skills

    Assassin: first and second job

    Meet the total DEX requirement of the claw you can actually obtain, including equipment DEX; place the remaining AP into LUK. A low-DEX plan still has to equip its next claw.

    Lucky Seven reaches two 140% hits at 16 MP in Ducky's description. Its special damage multiplier and fixed 50% mastery mean Claw Mastery does not improve its mastery floor. Claw Mastery still supplies other benefits, including attack power and star recovery.

    First-job allocation: Lucky Seven 20, Keen Eyes 15, Nimble Body 3, Disorder 3, Dark Sight 20. Alternative: Nimble Body 15 and Dark Sight 8 with the other values unchanged. Each totals 61.

    Suggested opening: Lucky Seven 1, Nimble Body 3, Keen Eyes 3, then max Lucky Seven and Keen Eyes before finishing utility. Bring accuracy forward if actual misses are a problem. Jumping helps avoid point-blank punching and exploits Lucky Seven's homing against Stirges.

    Second-job allocation: Claw Mastery 20, Critical Throw 30, Haste 20, Critical Recovery 20, Booster 20, Drain 11. Alternative: Booster 1 and Drain 30, with the other four skills maxed. Each totals 121.

    Early progression: Mastery 5, Booster 1, Haste 1, Critical Recovery 1, then start Critical Throw. Prioritize max Critical Throw, Mastery, Haste, and Recovery, finishing Booster/Drain according to the chosen build. Ducky's checkpoints place Haste around 9 at level 50 and max Haste/Recovery by around 60 under this route.

    Assassin: what the utility actually does

    Claw Mastery's max star-recovery chance is 25%. An 800-star supply therefore supports about 533 two-star casts in expectation instead of 400, not an exact guaranteed count. The stated +20 attack power is not +20 weapon attack; its effect on Lucky Seven is much smaller than an equal weapon-attack increase.

    Critical Throw adds 15% critical rate and 35% critical damage, producing 20%/55% with the described base stats. Ducky's example translates this into about a 9.9% average damage gain, subject to the model.

    Critical Recovery heals 10% HP and MP on an eligible critical hit after a 30-second cooldown at max. At one point, the described proc chance and recovery are much smaller. It is not a passive guaranteed heal exactly every 30 seconds, and overhealing reduces its economic value.

    Haste at max gives +30 speed and +10 jump for 300 seconds at 35 MP. Its party area grows around skill level 11. This differs from the old +40/+20 version.

    Drain at max is described as 240% damage at 28 MP, with a 12% chance to recover 15% of damage dealt, capped by both a quarter of your max HP and the target's maximum HP. It requires Critical Recovery 3. Jonny and Ducky both question relying on its low proc chance: it is weaker damage and higher MP than Lucky Seven, so healing is a situational trade.

    Assassin: stars and claws

    Attack values described: Subi 15; Wolbi/Snowball 17; Mokbi/Wooden Tops 19; Kumbi/Icicles 21; Tobi 23; Steely 25; Ilbi 27; Hwabi 29.

    Quoted full-refill prices: Subi 150, Wolbi 200, Mokbi 350, Kumbi 420, Tobi 700, Steely 800, Ilbi 720, Hwabi 800 mesos. The novelty equivalents Snowball, Wooden Tops, and Icicles are quoted at 800 despite lower attack. Capacity and actual use determine cost per training session; these are not acquisition prices.

    Ducky describes Wolbi access through Kerning grade-3 citizenship at 1,000 mesos per set. A different tips source loosely calls them shop-bought; do not assume every ordinary shop sells them without the citizenship condition.

    Level-50 Slain variants: 34 weapon attack, fast speed 4, requirements 50 DEX/105 LUK in the example. Dark favors critical rate, Sapphire critical damage, Blood accuracy. Crafting Steel Slain connects directly to Dragon Skins from Drake training.

    Bandit: weapon choice and AP

    Choose a dagger path before spending secondary AP. At level 50, Ducky compares craftable Sai (65 attack, speed 3, total STR requirement 45) with Shinkita (68 attack, speed 4, total DEX requirement 45). The transcript does not supply a Shinkita recipe or a fully confirmed acquisition route.

    The Shinkita example has roughly 10.5% higher damage per cast, but the Sai is faster; damage per cast is not DPS. Gear availability and total secondary-stat investment matter more than the label "STR Bandit" alone.

    STR from earrings, an overall, and a cape can help equip Sai. Ducky does not find a shield-STR scroll in the referenced data. The female level-35 Red Avenger overall example offers +6 STR and 10 scroll slots, unlike a male top/bottom combination, but the modeled final damage difference is tiny. Do not choose a character solely around that example.

    For accuracy, Ducky gives floor(0.3 × DEX + 0.15 × LUK + 0.5 × level + 15), then adds Nimble Body and equipment accuracy. Mastery's critical chance is not an accuracy bonus.

    Bandit: skill allocations and progression

    Pure dagger first job: Double Stab 20, Nimble Body 15, Disorder 6, Dark Sight 20. Ranged "sin-dit" first job: Lucky Seven 20, Nimble Body 15, Keen Eyes 3, Disorder 3, Dark Sight 20. Each totals 61.

    The ranged route uses a claw until Savage Blow and dagger gear become worthwhile. Lish also recommends it for potion savings; it is an alternative to enjoying daggers from the start, not a mandatory route.

    Second-job core: Dagger Mastery 20, Savage Blow 30, Haste 20. Complete with one of three options: Steal 30 + Nimble Recovery 20 + Booster 1; Steal 30 + Booster 20 + Recovery 1; or Booster 20 + Recovery 20 + Steal 11. Each totals 121.

    Suggested opening through roughly 34: Mastery 5, Booster 1, Haste 5, Steal 1, Nimble Recovery 1. Then develop Savage Blow to 21 around 41, finish Mastery and Savage Blow, and grow Haste. Ducky's level-50 checkpoint is Mastery 20, Savage Blow 30, Haste 8, with Booster/Steal/Recovery at one each.

    Savage Blow breakpoints: level 1 is four 65% hits for 260% at 14 MP; level 11 is five 65% hits for 325% at 19 MP; level 21 is six 65% hits for 390% at 24 MP; level 30 is six 75% hits for 450% at 28 MP. Max Double Stab is 320% at 16 MP. Change attacks when the extra hits improve kill efficiency, not simply because Savage Blow has unlocked.

    Bandit: Steal, recovery, and defense

    Mastery stabilizes damage, adds 20 critical rate and 20% stance at max in the described version. With a small default critical-damage bonus, the critical-rate portion alone produces only about a 3.94% gain in Ducky's example; the mastery floor is a separate benefit.

    Steal hits two targets, stuns briefly, and can grant attack power for 30 seconds on success. Ducky describes max success chance 90% and +35 attack power; level 1 has 30%/+5, level 11 50%/+15. It requires Haste 5. Keeping the buff active adds an extra recurring action.

    The test sometimes produced two items and mostly materials/consumables. Equipment theft and boss interactions are not confirmed. Do not assume Steal duplicates any desired drop.

    Nimble Recovery triggers on eligible dodges after its cooldown, recovering 10% HP/MP at max in the described version. It is less predictable than an attack-driven recovery effect and loses value to overhealing. Do not intentionally take dangerous hits to chase a savings simulation.

    Shields can provide block and later offensive value but add funding pressure. A damage-focused weapon and an expensive scrolled shield are separate projects.

    Critical stats and attack-power wording

    Rage, Steal, and mastery bonuses discussed as "attack power" are not interchangeable with weapon attack on a claw, dagger, arrow, or star. Jonny is more enthusiastic about Steal's flat boost scaling than Ducky's formula-based example supports; preserve the distinction before valuing it as +35 weapon attack.

    Critical rate and critical damage interact. Compare actual gear alternatives rather than assuming one is always better. John's level-45 earring reward is relevant to this decision, and it contradicts a blanket claim elsewhere that critical damage cannot be increased.

    Third job: Hermit

    Shadow Partner copies attacks at a described 40% strength for 300 seconds. Avenger gives a multi-target option, reported as four targets in the Classic tests, but several reviewers find its damage underwhelming. Lucky Seven remains central to single-target play.

    Shadow Web offers snaring; Jonny sees possible one-point utility rather than a core damage investment. Shadow Meso consumes mesos and has niche bypass/flat-damage discussion, but its exact formula is not established consistently in the transcripts. Do not build a LUK-less or expensive spam strategy around an offhand test comment.

    Meso Saver replaces old Meso Up with a self-preservation effect: Jonny describes a 30-minute buff, 45-minute cooldown, Magic Stone cost, and 25% HP recovery. Lish says it prevents the death/EXP loss that Priest's revival did not. Claw Guard provides a small physical-block chance and defense, not universal magic protection.

    Flash Jump's early cooldown drew criticism and was later changed during beta. Dark Sight's aggro-dropping behavior is praised by Coppersan. Wishes that Dark Sight should protect from every magic attack are not implemented facts.

    Third job: Chief Bandit

    Assaulter is described as 480% at one point and 600% at max, with stun chance growing from 40% to 100%. Later beta changes allow aerial use and Flash Jump combinations. Jonny reports inconsistent landing/knockback behavior; earlier gameplay appended to the same transcript still shows pre-fix restrictions.

    Chakra becomes recovery tied to Dark Sight: Jonny describes 45% HP recovery when below 50%, with timing/cooldown conditions. Do not assume Dark Sight makes every magic attack harmless while healing.

    Meso Guard blocks half the incoming damage and consumes mesos equal to 40% of the blocked portion in Jonny's example. A 1,000-damage hit becomes 500 HP damage plus 200 mesos. Potion savings depend on what healing would otherwise cost.

    Band of Thieves attacks forward rather than automatically covering monsters behind you. Jbbq describes the first target plus up to five additional targets, but emphasizes the alignment requirement. Its theoretical target count does not ensure full coverage in ordinary grinding.

    Pickpocket is described as keeping up to 15 generated coin piles, replacing older piles as more appear. Meso Explosion's exact scaling and targeting are disputed: Jonny enjoys weaving it with Savage Blow/Assaulter; Jbbq and Dinofries find the payoff weak or awkward. Jonny explicitly says the damage formula is uncertain. His historical explanation of mastery percentages is not treated as a verified Classic formula.

    Old strategies spending millions to bomb high-level monsters come from a different ruleset.

    Training and quest connections

    Assassin's jumping ranged attacks fit Stirges and separated platforms; Bandit benefits from compact monsters and controlled approach distances. Both can use the same mushroom/cape route and later Hollow quests, with different potion costs.

    Do Jane and the King Slime quest for early scroll opportunities; reserve relevant earring rewards; train Drakes if their EXP and Dragon Skin value both fit the next claw project. Do not choose a slow map solely because a rare star might drop.

    Class

    Warrior

    Detailed builds, formulas, and equipment examples come from Ducky. Damage advantages are simulations under stated gear and animation assumptions, not measured guarantees. Broader playstyle disagreements are in the second-job comparisons.

    Skills

    Shared AP, accuracy, and first-job skills

    Meet the total STR/DEX requirements of your next weapon, counting equipment bonuses. Ducky describes many weapons from 30 onward as needing total DEX around their level. Do not add accuracy DEX without also checking future gear requirements.

    The described accuracy model includes a class bonus of 10, about 0.8 per character level, and 0.48 per DEX; Precise Strike at 15 adds 20 accuracy and 5% critical rate. Accuracy bonuses do not satisfy equipment DEX requirements.

    Example simulations reach roughly 95% hit chance with 19 DEX at level 30 against Ligators and 23 at 40 against Lorangs, but weapon requirements may already demand more. A simulator breakpoint is not a universal AP target.

    Balanced first-job allocation: HP Recovery 3, Max HP 3, Precise Strike 15, Power Strike 20, Slash Blast 20. Single-target alternative: HP Recovery 15, Max HP 3, Precise Strike 15, Iron Body 7, Power Strike 20, Slash Blast 1. Mobbing alternative swaps those last attack values to Power Strike 1 and Slash Blast 20.

    Power Strike reaches 260%; Slash Blast reaches 130% against four targets, with range increasing around skill level 11. Ducky's guides differ on early order: prioritize accuracy if missing; otherwise develop the attack that suits your map. The Page guide takes one in each attack, then Power Strike and Slash Blast before later utility. Classic's Max HP behavior is not assumed to require the old immediate-max HP build.

    Shared second-job rules

    Choose one weapon family's mastery and Final Attack rather than splitting points across both. A full single-family plan uses Mastery 20, Final Attack 30, Booster 20, the class's main buff/debuff 30, and Rush 20: 120 points, leaving one point from the 121-point total.

    One Booster point already provides two speed stages for 100 seconds at a 30 HP/30 MP cost; maxing extends it to 300 seconds and lowers costs to 10 each. Early one-point value is much greater than its small duration suggests.

    Rush hits four targets and covers about 150 distance in Ducky's description. Its reported one-second cooldown and MP cost of 40 at one point versus 20 max make constant travel-spam expensive: up to 1,200 MP per minute even at max if used every second. Earlier beta cooldowns differ.

    Final Attack can trade free damage for unwanted animation/overkill. Ducky's Fighter and Page discussions do not fully agree on behavior after a killing hit, and third-job reviewers note movement interruptions. Test the toggle with your actual rotation.

    Fighter: sword or axe

    Sword Mastery adds 90 weapon defense; Axe Mastery adds a 25% bleed chance with a described tick equal to a normal hit over three seconds, ignoring defense. Bleed is more useful when a target lives long enough for it to occur.

    Two-handed sword uses a 2.5 multiplier in the example; axe uses 3.0 slash and 2.0 stab, with a 60/40 animation mix averaging 2.6. One-handed sword is 1.8; axe is 2.4/1.2, averaging 1.92. These averages do not override attack speed or hits-to-kill thresholds.

    Ducky's axe simulations often finish around 15–19% faster when bleed contributes. A sword can still win a specific kill breakpoint and offers lower incoming physical damage. A shield build trades some output for comfort.

    Final Attack: 50% activation, 140% damage, up to three targets. Rage: +40 attack power and −40 weapon defense for 300 seconds. "Attack power" is not +40 weapon attack. The simulated damage gain is larger early, about 20% at 30 versus around 9–10% at 50–70 in the examples.

    Sword Mastery can offset Rage's defense penalty, leaving a net +50 defense from those two effects. Rage is also useful to physical party members; XBucc describes it stacking with other attack buffs in the tested version.

    Build around the shared one-family plan, taking useful early Rush/Booster points and investing in mastery, damage, and Rage as your map needs. The transcript does not justify a single universal level-by-level order for every Fighter route.

    Page: damage or shield comfort

    Sword Mastery adds 90 defense; Blunt Weapon Mastery offers a 20% defense-ignore chance. Final Attack has a 50% proc chance for 270% on one target. This is stronger single-target follow-up than Fighter's multi-target version.

    Threaten costs 25 MP, affects four targets for 30 seconds, reduces movement speed by 35 and weapon defense by 10 in the described version. It does not help magic damage and gives no defense benefit against a target already at zero. Defense ignore applies after relevant reductions; do not count the same defense twice.

    Ducky's examples show roughly 10%, 9.1%, or 8.3% gains from reducing different starting defenses by 10. In real farming, casting time and how long enemies survive determine whether using Threaten is worthwhile. Tier-list creators often find constant recasting tedious.

    Damage-oriented order: take early Rush, Mastery 5, Booster 1, and a Threaten point, then max Mastery, Final Attack, Threaten, Booster, and Rush. Shield-oriented progression brings mastery/defensive comfort and Threaten forward before finishing Final Attack. Preserve the skill prerequisites rather than treating the shorthand as every individual level assignment.

    Equipment examples: Titan at 40 has 65 weapon attack but slow speed 7; a Zard example has 60 attack and fast speed 5. With Booster, the quoted animation comparison is 750 versus 660 ms. A lower-level faster weapon may therefore compete. Pig Illustrated from Camila's Gem is a fast level-24 alternative.

    Titan and Golden Maul are discussed as craftable blunt weapons. Sword progression is less certain in this archive. Shield examples give about 18% block for a level-30 Red Cross Shield with 110 defense and 27.7% for a level-70 Ancient Shield with 192 defense; these are model examples for normal physical hits. Sword Mastery defense is not automatically added to the shield's own block calculation.

    Spearman: spear or polearm

    Spear Mastery gives critical rate; Polearm Mastery gives movement speed. Ducky describes +20 critical rate versus +20 speed. With base/first-job critical chance, the spear example reaches 30% crit, but a 20% critical-damage bonus makes the average damage increase much smaller than 20%, about 3.9% in the example.

    Do not carry forward the claim that critical damage cannot be improved: other supplied transcripts describe critical-damage earrings and equipment. Gear changes the calculation.

    Second-job animation model: spear slash/stab multipliers 1.5/3.5 average 2.3 under a 60/40 mix; polearm 3.5/1.5 averages 2.7. Attack speed and crit narrow that raw advantage. Ducky's modeled polearm lead varies around 3.7–12% from 30–70. Rush uses a fixed multiplier, and third-job Crusher/Fury use their own rules, so the second-job result does not establish a permanent winner.

    Final Attack: 50% chance, 260% damage, and healing equal to 10% of its damage with a cap at 25% of max HP. Iron Will costs 25 MP and gives 50 defense plus 35% stance for 300 seconds. Spears/polearms also have long attack reach.

    Suggested opening: Rush 1, Mastery to 5, Booster 1, Iron Will 1, then max Mastery and Final Attack before finishing the remaining priorities. Keep all investments in the weapon family you intend to use.

    Crafting favors a documented polearm path: Mop at 25, a level-35 axe-type polearm, Crescent at 40, and Nine Dragons at 50. Ant Tunnel drops supply other options. The supplied guides do not establish matching spear recipes.

    Third-job warrior outlook

    Dragon Knight: Crusher hits three targets three times; Fury covers four targets with different reach. Their fixed skill multipliers reduce the old need to choose weapons solely around swing/stab behavior. Dragon Roar offers broad gathering/clearing but consumes resources; Dragon Blood drains HP for attack power. Final Attack can help sustain while interfering with movement or damage flow. Hyper Body moves to third job in the Classic accounts; Lish describes +30% HP rather than the old HP/MP buff.

    Crusader: build combo orbs with attacks, then spend them on Panic/Coma. Shout can generate two orbs but receives poor damage/animation reviews. Short reach makes missed finishers particularly costly. Axe mastery and another bleed may become more valuable on long-lived targets; that is a situational outlook, not measured boss superiority.

    White Knight: elemental charges determine the matchup; max Charge Blow no longer consumes the charge buff in the beta description. Fire can burn, ice slows, and lightning can electrocute. Its value rises on appropriate weaknesses, while range and limited variety remain common complaints.

    Claims about defense-removal skills working on future bosses are untested in these videos.

    Tips

    Tips and item reserves

    General advice comes from Dark, MSC, Woons, and Ducky. Keep quantities below are planning suggestions from the transcripts, not a demand to carry every item forever or a complete drop database.

    Keep before selling

    Keep all useful ores/gems until you know your next recipe. Smithing commonly consumes five metal ores per ingot; arcforging's stated gem conversion is one-to-one. Common materials can serve unlocks, quests, equipment, and citizenship, so one stack may have several competing uses.

    Snails
    Woons mentions Garnet/Bronze from ordinary snails, Amethyst/Iron from blue snails, and Opal/Silver from red snails. Shrooms add Aquamarine/Mithril and spores. Use these as reported interests, not exhaustive guaranteed tables.
    Slimes
    Reserve roughly 10 Squishy Liquid for the discussed early needs and 50 Slime Bubbles if following the relevant later tasks. Sapphire/Orihalcon and a Fork on a Stick are also mentioned.
    Orange Mushrooms
    Woons suggests 41 caps across quests, or roughly 71 if including the level-15 Hardwood Wand project. Bronze/Diamond are mentioned.
    Green Mushrooms
    Roughly 85 caps across the discussed needs, plus useful magic fragments/fossils and Pan Lid. These totals already overlap individual quests.
    Pigs and Ribbon Pigs
    Suggested reserves include about 25 leather, 35 feathers, 21 heads, and 20 ribbons, with fur retained for crafting. Gold/Topaz are mentioned for pigs, Amethyst/Mithril for Ribbon Pigs. Reassess after completing your own tasks.
    Stumps
    Branches and leaves feed woodworking/tailoring and unlock quests. Axe Stumps provide firewood. Keep early Bronze Ore for tasks as needed. Fossils are quest-specific; do not vendor before checking the active quest.
    Octopus
    Woons suggests 100–200 legs if doing the relevant quests and Kerning contributions, not as a universal inventory minimum. Aquamarine/Adamantium, fragments, and a level-25 weapon are also mentioned.
    Blue Mushrooms
    About 70 caps for the discussed quests or roughly 130 when including crafting in Woons' plan. Pia and Jane use part of that stock. Reported equipment/scroll interests do not make every cap worth hoarding.
    Bubblings
    50 Huge Bubbles are suggested; Fish Spear, Sapphire, and Mithril are other reported interests.
    Stirges
    Reserve mirrors for the cape quest, plus around 50 wings if following equipment plans; fur/feathers/ores remain useful.
    Horny Mushrooms
    Woons suggests about 55 caps overall; Jane needs 15 of them.
    Zombie Mushrooms
    Reserve roughly 30–50 charms, including the cape chain's 25, plus any useful scrolls/equipment. Do not add each overlapping reserve again and inflate the total.

    Potions and training costs

    MSC compares recovery per meso: Meat restores 160 HP at an implied price of 80 mesos, giving 2 HP per meso; Orange Potion restores 250 HP for 150 mesos, about 1.67 HP per meso. This favors Meat on nominal efficiency, provided the smaller recovery is adequate and you do not waste healing through overhealing.

    For MP, the quoted Lemon is 150 MP for 150 mesos; Blue Potion restores 200 MP for 220, about 0.91 MP per meso. Lemons are more efficient at those prices. Use the actual shop prices and recovery values before buying in bulk.

    Raise an attack skill when it reduces hits to kill or unlocks useful behavior. Extra MP spent for the same number of casts can be wasteful during a tight early budget. Physical characters can sometimes finish low-HP monsters with a basic attack; mages can benefit from exchanging unused HP consumables for MP supplies with other players.

    Woons mentions Pure Water and salads from specific shop/citizenship situations, but the transcript does not support a complete universal cheapest-potion table. Shumi's reward can be used or sold; do not count both its resale proceeds and its potion consumption as separate gains.

    Avoid unnecessary armor upgrades when they do not change survival or equip a useful stat bonus. Save a potion reserve before buying a rare star or powering a profession.

    Travel, parties, and early progression

    Dark describes manual allocation of nine starting AP rather than rerolling dice. Leaving Maple Island is described as possible from 7 with 300 mesos and no return; other guides prefer completing its convenient quests first. Check your island-only chair/tasks before departure.

    Bucc notes a 90% beginner taxi discount; Woons recommends walking when later taxi spending is not justified. Early town-scroll quests save repeated travel. Use the chair, Recovery, and Nimble Feet where helpful, but do not let passive recovery consume more time than the money saved is worth to you.

    Party grinding is often favored in the beta accounts, but efficiency still depends on map coverage, not merely being in a party. Share platforms, avoid leaving a weak member on an unhittable monster, and move if competition defeats your kill rate.

    Citizenship and contributions

    Lv 12–22

    Dark places citizenship access around level 12, with Henesys favoring STR/DEX/accuracy-related benefits and Kerning favoring INT/LUK/critical-related benefits. Contributions come from daily/weekly activity, and rank progress may reset when advancing. Housing is described as unfinished; do not treat it as a complete released feature.

    Ducky's Kerning example: grade 2 "Visitor" around level 17 needs 1,000 contribution; grade 3 "Helpful Stranger" around level 22 needs 2,000 after the rank reset. The example uses daily 100/150 and weekly 500/750 contribution tasks, plus a Jake Stirge-phobia chain after grade 2. The exact day count depends on resets and completing the required tasks.

    Henesys has a comparable path involving Bruce after grade 2 in the Hunter guide. Roughly 12 days or two weeks is a scenario, not a guaranteed unlock time.

    Do not donate crafting or quest reserves blindly. Kerning's Wolbi access is a practical Assassin objective; Henesys can fit Hunter stat needs.

    Throwing stars and uncertain drop claims

    MSC's star discussion mixes Classic observations, old tables, and tentative sources. Several spoken probabilities contain decimal-conversion errors, so those rates are not reproduced as Classic drop chances. Market-price guesses are also omitted as live values.

    More directly discussed sources: Wolbi from Fire Boars; Wooden Tops from Dark Axe Stumps; Mokbi from Jr. Wraiths; Kumbi/Snowball from Lupins; Icicles from Cold Eyes; Steely from Red Drakes; Ilbi from Mushmom/Zombie Mushmom. Treat each as a reported source requiring in-game confirmation, not a promise of frequency.

    Less certain extensions: Snowball from Fire Boars; Mokbi from Cold Eyes/Stone Golems; Kumbi from Drakes/Fire Boars/Stone Golems; Tobi from regular Stone Golems or Wild Cargo; Steely from Tauromacis; Hwabi from Zombie Mushmom or Balrog. MSC is more confident about Dark Stone Golem Tobi than regular Stone Golem Tobi, while Elevny mentions regular golems.

    Ducky supplies a citizenship purchase route for Wolbi that is more specific than simply calling it shop-bought. Attack, stack capacity, refill cost, and availability all matter; expensive novelty stars at the same attack can cost more to recharge.

    Boss encounters

    Dark's reported beta list includes Mano at Beach Thicket III, King Slime in KPQ, Mushmom near Someone's House, Zombie Mushmom in the Sleepywood grave area, Rotten Mushmom in Forgotten Hollow, and Jr. Balrog in the Cursed Sanctuary.

    The listed monster levels are approximately 20, 32, 40, 50, 60, and 80 respectively. Monster level is not a recommended solo level. King Slime's task and Squishy Shoes give a concrete early reason to join a party.

    Timer disagreement: Dark describes roughly 30-minute spawns for several field bosses and three hours for Balrog; MSC says Mushmom and Zombie Mushmom are hourly. Do not plan a guaranteed timer route from this conflict.

    Reported rewards include Ilbi and equipment from the mushroom bosses, critical-damage earring scrolls from Zombie Mushmom, higher scrolls from Rotten Mushmom, and possible catalysts. The catalyst list is disputed, and Hwabi claims are uncertain.

    Settings and controls

    Ducky highlights HP/MP warning thresholds, monster name/health-bar display choices, damage-skin size, effect opacity, and placing pets behind the character to reduce clutter. Adjust these to make hazards and target health easier to read.

    Display options include resolution, full screen/Alt+Enter, VSync, UI scaling/fade, and map-memory/cache settings. The described cache range is 2–64 GB; choose for available storage rather than assuming the maximum is necessary.

    Screenshots include format/path, bursts of two to 10 images, and automatic level-up capture. Social controls include invitations, whispers, buddy/party/trade requests, login notices, timestamps, and chat fonts.

    Keyboard options include movement rebinding, roughly 45 mapped actions, three presets with switch keys, and Classic/Modern/Compact layouts. Quick slots expand from eight toward 12 with an additional row. Controller options include stick cursor/movement, different D-pad styles, and left/right quick controls; typing remains a separate limitation.

    Inspecting gear, citizenship badges, housing entries, and cash-shop prices in a beta UI does not prove their finished launch behavior. Cosmetic test prices are not purchasing advice.

    Market and scrolling judgment

    Common materials can have both NPC value and player demand. Compare the next recipe/quest use before selling, but avoid unlimited speculative hoarding. Claims that early assets will inevitably rise in price are predictions, not guaranteed returns.

    Read scroll type, success rate, stat affected, and destruction risk directly. Do not confuse attack power with weapon attack, or a quest's random reward with a chosen reward. A good scrolled lower-level weapon may outlast a clean upgrade, but compare speed and actual damage thresholds.

    Tier list

    Tier lists: 2nd job

    The consensus list comes first, combining where the creators broadly agree. Each creator's own ranking follows with its criteria, since they value different things. Numerical DPS claims refer to the charts or test assumptions described by the creator, not measured live progression.

    Consensus tier list

    S
    Ice/Lightning
    A
    FighterHunterBandit (split)
    B
    AssassinFire/PoisonSpearman (split)CrossbowmanPage
    C
    Cleric (split)

    This combines Coppersan, DarkMaple800 and XBucc, with EpicVideoGame at half weight because its reasoning leans on third-job skills. Each class's placements were averaged, so a class sits where most creators put it rather than where any one creator did.

    Ice/Lightning is the only class every creator put in S or A: six-target Thunderbolt and Teleport carry it despite the weak early ramp. Fighter and Hunter are strong mobbers that most lists rank highly. Bandit's damage is loved by XBucc and EpicVideoGame, but farming-focused lists rank it lower.

    "Split" means the creators disagree by two or more tiers. Spearman ranges from C to S depending on how much reach and future skills are valued. Cleric ranges from C to A+: cheap to run, but low damage. Treat those placements as the loosest.

    Where the rankings agree

    Ice/Lightning has a distinctive six-target Thunderbolt and excellent Teleport mobility. Its single-target performance and early skill investment are less impressive; dense lightning-weak maps are central to its appeal.

    Assassin offers range, jump attacks, Haste, and strong single-target damage, but no second-job mobbing attack. Bandit has strong Savage Blow damage once developed, but short reach and a two-target Steal limit farming coverage.

    Hunter's Arrow Bomb and spreading Final Attack are attractive for mobbing. Crossbowman favors flat platforms with Iron Arrow. Both lack their own second-job movement skill and can suffer when monsters enter minimum shooting range.

    Warriors all gain Rush. Fighter adds Rage and an axe bleed option; Page offers defense reduction and blunt-weapon defense ignore; Spearman trades some damage for reach and sustain. Whether that makes warriors enjoyable or tedious is a major source of ranking disagreement.

    Coppersan: farming-focused ranking

    S
    FighterIce/Lightning
    A+
    ClericFire/Poison
    A
    SpearmanHunterCrossbowmanPage
    B
    AssassinBandit

    Fighter earns its position through axe bleed, Rage, Rush, and a three-target Final Attack. Ice/Lightning earns it through six-target Thunderbolt, with an uncomfortable early ramp before strong lightning-weak training.

    Cleric ranks well for low potion costs and holy-weak targets rather than exceptional damage. Fire/Poison has broad fire-weak options but weaker poison mobbing. The thieves lose ground because this list values farming coverage over single-target output.

    The proposed Thunderbolt-first route heads toward Florina's lightning-weak monsters around level 40. It is a strategy suggestion, not proof that staying there until 70 is always optimal.

    DarkMaple800: damage plus ease of play

    S
    Ice/Lightning
    A
    AssassinHunter
    B
    Fighter (high B)BanditFire/PoisonCrossbowman (low B)Cleric (low B)
    C
    SpearmanPage

    The cited charts put Bandit first and Assassin second for single-target DPS, Hunter first for AoE, and Cleric last in both. These are chart results under their own assumptions, not an all-level performance guarantee.

    Assassin rises because its mobile ranged play feels satisfying. Warriors fall because chasing monsters with first-job attacks feels tedious despite good damage. Fighter retains value through Rage; Spearman's third-job payoff is deliberately excluded.

    Cleric's heal, Teleport, and party usefulness soften its low damage ranking. The suggestion that old-style heal grinding remains easy conflicts with the more specific heal-nerf reports; use the Holy Arrow-focused Cleric plan.

    XBucc: strength, fun, cost, utility, future potential

    S
    Bandit (top choice)Fighter
    A
    AssassinPageSpearmanIce/Lightning
    B
    Hunter (B+)CrossbowmanFire/Poison
    C
    Cleric

    This ranking weights damage and enjoyment most, but also includes expected fourth-job potential. Future skill expectations are speculation, not confirmed release builds.

    Bandit rises for Savage Blow, Haste, and enjoyable melee play. Fighter combines strong damage, cheaper two-handed gearing, and Rage. Assassin loses S mainly because of expected funding competition; the claimed two-to-three-times cost is a forecast, not a price quote.

    Page and Crossbowman are proposed budget options. A one-handed warrior or Bandit may eventually spend heavily on a shield, so "cheap weapon" does not guarantee a cheap full build. Mages compete for shared gear; Meditation mainly helps other mages, especially Clerics.

    Hunters fall despite strong modeled mobbing because of positioning, bow whacking, and missing second-job mobility. Cleric falls because its low damage and weakened old support identity weigh more heavily here than its potion savings.

    EpicVideoGame: mixed-job enjoyment ranking

    S
    BanditSpearmanHunter
    A
    AssassinIce/LightningFire/PoisonCrossbowman
    B
    Page
    C
    Fighter
    D
    Cleric

    This file was stored with second-job rankings, but its reasoning uses Assaulter, Flash Jump, Dragon Knight attacks, Windstep, Arrow Rain, and other third-job skills. Treat it as a mixed-job preference list, not an independent second-job farming assessment.

    The creator emphasizes look and feel, favors Spearman or Bandit as a main, and explicitly does not claim a mathematical ranking. Cleric's low position centers on the loss of old Holy Symbol and Heal value, which is largely a third-job/support comparison.

    Turning a tier list into a decision

    For dense multi-target grinding, compare Fighter, Hunter, and Ice/Lightning on the map you can actually use. For spread-out monsters and jump attacks, Assassin's range can offset the absence of AoE. For concentrated single targets, Bandit's damage matters more than its tier in a farming list.

    For a limited budget, compare potion use, obtainable weapons, arrow/star costs, and crafting inputs, not just a predicted scroll price.

    Tier list

    Tier lists: 3rd job

    The consensus list comes first; individual rankings follow. These are beta impressions and historical comparisons. Some testers used boosted level-100 characters in clean level-70 equipment. Limited test time, skill allocation, elemental matchups, and different patches make direct damage-number comparisons unreliable.

    Consensus tier list

    S
    Dragon KnightRangerIce/Lightning
    A
    Fire/PoisonChief Bandit (split)
    B
    HermitSniper
    C
    CrusaderWhite Knight
    D
    Priest

    This combines Coppersan, Lish, Dinofries (his post-hotfix placements) and Jbbq. Jinjo is left out because his ranking rests on old MapleStory mechanics rather than the Classic beta.

    Dragon Knight, Ranger and Ice/Lightning are the only classes every creator put in S or A. Fire/Poison is strong everywhere but its Poison Mist setup divides opinion. Priest sits at the bottom of every list that gives it a clear placement, mainly because it lost its old support role.

    Chief Bandit is marked split: Lish ranks it S for its combo play, while Jbbq and Dinofries doubt Band of Thieves' coverage. White Knight and Sniper appear on fewer lists, so their spots rest on less evidence. All of this is beta testing, and cooldowns were still changing.

    Patch changes that affect every ranking

    Early footage complains about Flash Jump cooldowns, restricted aerial Assaulter, and cooldowns on Arrow Rain/Eruption and archer movement. Later parts of Dinofries and Jonny explicitly discuss changes; Lish also reports reversions. Use the later assessment within each source.

    Reported final cooldown values still differ: Ducky's second-job Rush description is one second, Lish describes three seconds, and Dinofries reads changing patch notes before settling on one-second Rush. This archive does not establish a single current movement table.

    Freeze becoming slow is a recurring Classic change. Old guides recommending freeze-based safety, EXP Holy Symbol, Meso Up, or unrestricted high-level poison grinding belong to a different ruleset.

    Coppersan: complete kit and enjoyment

    S
    Dragon KnightRanger
    A
    HermitChief BanditIce/LightningFire/Poison
    B
    CrusaderSniperWhite Knight
    C
    Priest

    Dragon Knight has strong mobbing, Rush, sustain, and stance. Ranger combines range, Arrow Rain, Inferno, Puppet, and forward movement. Hermit's Dark Sight utility lifts an otherwise middling impression; Chief Bandit trades some damage for mobility, recovery, and mitigation.

    Ice/Lightning loses a potential S because slowing does not replace full freeze. Fire/Poison's poison-and-Explosion interaction is enjoyable but conditional. Sniper's backward movement and overlapping slows feel less cohesive than Ranger's kit.

    White Knight improves over its old reputation but depends heavily on elemental targets. Crusader's short reach, combo rebuilding, and weak-feeling Shout limit the test experience; longer fights may give bleeds more time. Priest loses old support strength without enough compensation in damage.

    Lish: preferred play experience

    S
    Chief BanditIce/LightningFire/Poison
    A
    HermitRangerDragon Knight
    B
    SniperCrusader
    C
    White Knight
    D
    Priest

    Personal top three: Chief Bandit, Ranger, then Dragon Knight. Chief Bandit wins on interactive movement and combos; the two offensive mages rank highly for farming. Lish recommends the ranged first-job "sin-dit" route for a future Bandit to reduce potion pressure.

    Priest criticism is about the tested kit, not proof that a future rework will fail. Suggested community replacements for Holy Symbol and predictions about fourth-job ultimate cooldowns are ideas, not implemented skills.

    Dinofries: before and after the hotfix

    The early test favors Dragon Knight and the offensive mages, but finds many cooldowns and short-range skills frustrating. After changes, Dragon Knight is explicitly raised to S; Fire/Poison and Ice/Lightning remain A; Chief Bandit rises to A; Hermit stays B; Crusader rises to C.

    Ranger improves sharply and is first called low A; the closing discussion considers S but does not state a clean final letter for every dragged icon. Sniper, White Knight, and Priest also have final placements conveyed partly by gestures such as "here." Those missing on-screen letters are not reconstructed.

    Dragon Roar is useful for gathering or clearing appropriately low-HP monsters; Crusher feels strong on a few targets, while Fury needs density. Final Attack can interrupt intended movement/attack flow even while helping sustain.

    Thunder Spear and Elemental Composition impress more than Ice Strike. Fire/Poison feels strong despite disappointment with Poison Mist. Hermit stays enjoyable but feels underpowered. Priest's usable kit feels too narrow; Crusader loses saved combo value when short-range finishers miss.

    Jbbq: grinding, coverage, and test damage

    The closing spoken summary puts Ranger and Ice/Lightning at the top, Dragon Knight and Sniper in the next group, and Priest/Crusader at the bottom. Fire/Poison, Chief Bandit, and Hermit form the debated middle. Some icons move without a spoken final letter; their exact final cells are unavailable from the transcript.

    Ranger wins through its many useful attacks, Puppet, bird, Mortal Blow, and Final Attack. Ice/Lightning can use Thunder Spear on two monsters or Ice Strike on a pack. Dragon Knight has strong Crusher/Fury coverage and Hyper Body. Sniper is close to Ranger, but backward movement and the ice slow are less appealing.

    White Knight is a sleeper damage pick but feels one-dimensional. Crusader's combo spending feels unrewarding. Fire/Poison's Explosion and Composition hit hard, but Poison Mist setup disappoints. Chief Bandit's frontal Band of Thieves is difficult to line up; Hermit is more comfortable clearing scattered monsters from range.

    The numerical hit samples are observations in test gear, not normalized DPS. The creator repeatedly revises calculations and mixes per-line and per-cast values, so they should not be used as a precise class damage table. The promised separate bossing list is not included in the archive.

    Historical perspective: Jinjo

    This guide largely describes old MapleStory/private-server mechanics and even consults older skill references. Its EXP Holy Symbol, Meso Up, freeze, old poison-to-1-HP leveling, and Meso Explosion funding assumptions differ materially from the Classic transcripts.

    Historical ranking: Dragon Knight and Priest in an "iconic" top tier; Hermit just below; Crusader and Ice/Lightning in A; the archers, Chief Bandit, and Fire/Poison in B; White Knight in C. Chief Bandit rises substantially when rich enough to fund old Meso Explosion strategies.

    Useful perspective: distinguish soloing, party utility, bossing, funding, and equipment availability. Low-HP ranged classes value survivability support; Puppet rewards positioning; cheap weapon categories may still have awkward drop access. Those decision criteria transfer better than the old skill numbers.

    Historical routes mentioned include zombies, Ludibrium's Death Teddies/Ghost Pirates/Vikings, Aqua Road Gobies, Orbis Groupins, and Elnath elemental targets. They are not folded into the launch training route or current drop list, because their availability and mechanics are not established here.

    Main disagreements to keep in view

    Chief Bandit: Lish and Jonny praise the active combo play; Jbbq and Dinofries question practical Band of Thieves coverage and Meso Explosion payoff. Coppersan values its utility enough for A.

    Fire/Poison: Coppersan likes the poison/Explosion synergy; Jbbq and Dinofries often prefer straightforward damage because Mist setup and cooldown feel weak. Lish still rates the overall class S.

    Priest: beta reviewers broadly criticize the loss of old support identity; Jinjo's high rating rests on old mechanics. Its historical rank is not evidence against the beta reports.

    Final Attack: extra damage is not automatically faster clearing. Overkill, animation delay, unwanted procs during Rush, and skill interaction can change its value. Several creators turn it off or discuss doing so in third job.

    Rebuilt from “MS Classic — Complete Transcript Guide”. 124 sections, 242 cross-links. Treat every number as beta-era and confirm in game.
    Map, monster, spawn, drop and item data from the MapleClassic Wiki, used under CC BY-NC-SA 4.0; the guide's wiki-derived parts are shared under the same licence.
    Per-level skill data from NiaMeowDB (meowdb.com), used with the NiaMeowDB team's permission. The level calculator uses the standard pre-Big Bang EXP formulas, which NiaMeowDB confirmed for levels 1–49.
    Monster, item and map images are MapleStory game art © Nexon, via the MapleClassic Wiki, shown here in a free, non-commercial fan guide.