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AP and Equipment[edit]

DEX has a limited role in determining accuracy, but level has a far greater effect. Most equipment doesn't have a DEX requirement either, the only exception being the Stonetooth/Ribgol Sword. Warriors should apply ALL AP on STR and NO DEX unless you are sure you need it, and then keep it to a minimum. Never put any AP on INT or LUK.

SP[edit]

Beginner[edit]

Considering Recovery only heals about 2HP/second when fully leveled, most people will not select this.

  • Level 2: +1 Three Snails (1)
  • Level 3: +1 Three Snails (2)
  • Level 4: +1 Three Snails (3)
  • Level 5: +1 Nimble Feet (1)
  • Level 6: +1 Nimble Feet (2)
  • Level 7: +1 Nimble Feet (3)

First Job (Level 10 to 30)[edit]

To max all skills, it would require 70 SP, but you are given only 61 SP to spend. You will need to choose which skill not to max. You must also decide which active skill to max first, Slash Blast or Power Strike. This is dependent on where you train. If it's easy to hit many enemies together, go with Slash Blast; otherwise, take them on one by one with Power Strike. In the end, only one attack skill should be maxed, unless you are making a Spearman as they will both be replaced at level 30.

Fighter & Page
  • 1 Power Strike (1)
  • 20 Slash Blast (MAX)
  • 10 Power Strike (11)
  • 10 HP Increase (MAX)
  • 20 Iron Body (MAX)
Spearman
  • 1 Power Strike (1)
  • 20 Slash Blast (MAX)
  • 19 Power Strike (MAX)
  • 10 HP Increase (MAX)
  • 11 Iron Body (11)

Slash Blast can hit 6, so it's maxed first. Iron Body is helpful all the way to level 200, but Power Strike and Slash Blast are both replaced with 1 SP on 2nd job Ground Smash, so don't max both unless you are making a Spearman as they will get Iron Will which will replace Iron Body.

Second Job (Level 30 to 70)[edit]

It would take 130 SP to max all skills, but you are only given 121 SP to spend by the time you reach level 70.

Fighter[edit]

Unfunded or Party (1)
Rage and Final Attack can be switched since they both add damage at a slower pace. However, other characters in a party will also benefit from getting Rage sooner.
  • 1 Ground Smash (1)
  • 10 Physical Training (MAX)
  • 20 Weapon Mastery (MAX)
  • 7 Weapon Booster (7)
  • 10 Ground Smash (11)
  • 20 Rage (MAX)
  • 20 Final Attack (MAX)
  • 2 Weapon Booster (9)
  • 20 Power Guard (MAX)
  • 11 Weapon Booster (MAX)
Unfunded or Party (2)
Same as the previous build.
  • 1 Ground Smash (1)
  • 10 Physical Training (MAX)
  • 20 Weapon Mastery (MAX)
  • 11 Weapon Booster (11)
  • 10 Ground Smash (11)
  • 20 Rage (MAX)
  • 20 Final Attack (MAX)
  • 20 Power Guard (MAX)
  • 9 Weapon Booster (MAX)
Funded
You can get Rage later on by using various +ATT potions from Zipangu or NLC.
  • 1 Ground Smash (1)
  • 10 Physical Training (MAX)
  • 20 Weapon Mastery (MAX)
  • 7 Weapon Booster (7)
  • 10 Ground Smash (11)
  • 20 Final Attack (MAX)
  • 2 Weapon Booster (9)
  • 3 Rage (3)
  • 20 Power Guard (MAX)
  • 17 Rage (MAX)
  • 11 Weapon Booster (MAX)

Page[edit]

Ground Smash at 11
  • 1 Ground Smash (1)
  • 10 Physical Training (MAX)
  • 20 Weapon Mastery (MAX)
  • 7 Weapon Booster (7)
  • 10 Ground Smash (11)
  • 20 Threaten (MAX)
  • 20 Final Attack (MAX)
  • 2 Weapon Booster (9)
  • 20 Power Guard (MAX)
  • 11 Weapon Booster (MAX)
Ground Smash at 11
Same as previous.
  • 1 Ground Smash (1)
  • 10 Physical Training (MAX)
  • 20 Weapon Mastery (MAX)
  • 11 Weapon Booster (11)
  • 10 Ground Smash (11)
  • 20 Threaten (MAX)
  • 20 Final Attack (MAX)
  • 20 Power Guard (MAX)
  • 9 Weapon Booster (MAX)
Delay Threaten
  • 1 Ground Smash (1)
  • 10 Physical Training (MAX)
  • 20 Weapon Mastery (MAX)
  • 7 Weapon Booster (7)
  • 10 Ground Smash (11)
  • 20 Final Attack (MAX)
  • 2 Weapon Booster (9)
  • 3 Threaten (3)
  • 20 Power Guard (MAX)
  • 17 Threaten (MAX)
  • 11 Weapon Booster (MAX)

Spearman[edit]

Ground Smash at 11
  • 1 Ground Smash (1)
  • 10 Physical Training (MAX)
  • 20 Weapon Mastery (MAX)
  • 7 Weapon Booster (7)
  • 10 Ground Smash (11)
  • 20 Final Attack (MAX)
  • 20 Hyper Body (MAX)
  • 13 Weapon Booster (MAX)
  • 20 Iron Will (MAX)
Ground Smash at 11
Same as previous.
  • 1 Ground Smash (1)
  • 10 Physical Training (MAX)
  • 20 Weapon Mastery (MAX)
  • 11 Weapon Booster (11)
  • 10 Ground Smash (11)
  • 20 Final Attack (MAX)
  • 20 Iron Will (MAX)
  • 9 Weapon Booster (MAX)
  • 20 Hyper Body (MAX)

Third Job (Level 70 to 120)[edit]

It would take 160 SP to max all skills, but you are only given 151 SP to spend by the time you reach level 120.

Crusader[edit]

Low Shout
Shout is left low since there is another skill in 4th job that also can stun. Combo Attack is only taken to 17 in the beginning since that enables all 5 orbs. Any further points onl
  • 20 Brandish (MAX)
  • 17 Combo Attack (17)
  • 20 Coma (MAX)
  • 11 Shout (11)
  • 20 Chance Attack (MAX)
  • 20 Improving MP Recovery (MAX)
  • 3 Combo Attack (MAX)
  • 20 Panic (MAX)
  • 20 Magic Crash (MAX)
Low Brandish
Brandish is left low since 4th job Intrepid Slash will replace it.
  • 11 Brandish (11)
  • 17 Combo Attack (17)
  • 20 Coma (MAX)
  • 20 Shout (MAX)
  • 20 Chance Attack (MAX)
  • 20 Improving MP Recovery (MAX)
  • 3 Combo Attack (MAX)
  • 20 Panic (MAX)
  • 20 Magic Crash (MAX)
Low MP Recovery
You want both attacks and don't care that they will be replaced in 4th job.
  • 20 Brandish (MAX)
  • 17 Combo Attack (17)
  • 20 Coma (MAX)
  • 20 Shout (MAX)
  • 20 Chance Attack (MAX)
  • 11 Improving MP Recovery (11)
  • 3 Combo Attack (MAX)
  • 20 Panic (MAX)
  • 20 Magic Crash (MAX)

White Knight[edit]

Early Fire Charge
Combat orders adds 2 to all other skills, so only need to take most other skills to 18, as they can't be boosted beyond 20. There are also many monsters weak to Fire, so it is maxed first, though it can be switched with Ice based on training locations. Thunder is maxed next since it can be stacked with Fire or Ice for more damage.
  • 18 Fire Charge (18)
  • 30 Charged Blow (MAX)
  • 18 Thunder Charge (18)
  • 18 Ice Charge (18)
  • 5 Restoration (5)
  • 20 Combat Orders (MAX)
  • 4 Restoration (9)
  • 20 Shield Mastery (MAX)
  • 18 Magic Crash (18)
Early Charged Blow
Fire charge will last for 70 seconds, and each level added to Charged Blow will maximize the damage per MP. Stacking Thunder Charge is not as beneficial at low levels and doesn't last very long.
  • 7 Fire Charge (7)
  • 30 Charged Blow (MAX)
  • 11 Fire Charge (18)
  • 18 Thunder Charge (18)
  • 18 Ice Charge (18)
  • 5 Restoration (5)
  • 20 Combat Orders (MAX)
  • 4 Restoration (9)
  • 20 Shield Mastery (MAX)
  • 18 Magic Crash (18)

Dragon Knight[edit]

Low Dragon Fury
Fury is replaced with 4th job Dark Impale and Wisdom gives a nice passive bonus even at 1 SP.
  • 1 Dragon Fury (1)
  • 1 Dragon Wisdom (1)
  • 20 Dragon Buster (MAX)
  • 9 Dragon Wisdom (MAX)
  • 3 Sacrifice (3)
  • 30 Dragon Roar (MAX)
  • 10 Dragon Fury (11)
  • 20 Dragon Blood (MAX)
  • 17 Sacrifice (MAX)
  • 20 Magic Crash (MAX)
  • 20 Elemental Resistance (MAX)
Low Dragon Buster
Buster is replaced with 4th job Dark Impale and Wisdom gives a nice passive bonus even at 1 SP.
  • 1 Dragon Buster (1)
  • 1 Dragon Wisdom (1)
  • 20 Dragon Fury (MAX)
  • 9 Dragon Wisdom (MAX)
  • 3 Sacrifice (3)
  • 30 Dragon Roar (MAX)
  • 10 Dragon Buster (11)
  • 20 Dragon Blood (MAX)
  • 17 Sacrifice (MAX)
  • 20 Magic Crash (MAX)
  • 20 Elemental Resistance (MAX)
Low Resistance
You want both attacks and don't care that they will be replaced in 4th job.
  • 1 Dragon Buster (1)
  • 1 Dragon Fury (1)
  • 1 Dragon Wisdom (1)
  • 19 Dragon Buster (MAX)
  • 9 Dragon Wisdom (MAX)
  • 3 Sacrifice (3)
  • 30 Dragon Roar (MAX)
  • 19 Dragon Fury (MAX)
  • 20 Dragon Blood (MAX)
  • 17 Sacrifice (MAX)
  • 20 Magic Crash (MAX)
  • 11 Elemental Resistance (11)

Fourth Job (Level 120 to 200)[edit]

Hero[edit]

Paladin[edit]

Dark Knight[edit]

Alternative builds[edit]

The Pure HP Build[edit]

This build is not recommended for those just starting the game. That said, it is a viable build for advanced players with money to burn and plenty of spare time. The general premise is to add all AP into HP and get a huge bonus from the HP Increase skill. The advantages of this are that you can go to areas with extremely tough monsters, and not be killed thanks to how long it takes them to kill you. This is probably the build that will let you kill powerful monsters the soonest; however it is not cheap to do, nor easy. It is just possible earlier. So you want to do this? There are some things you need to have. First, you need lots of money. Without money, training is incredibly slow, and even once you've got it to a higher level, you won't be able to afford pots. Second, if you want to get any use out of the character, you need at least one friend who is a Cleric. They will probably be more than happy to help heal you, since they get exp based on how much they heal, and you will have a lot of HP to heal. Third, if you want to do this quickly, you will need someone who can enter a party with you and train you.

Once you have these, you are ready to begin. On each level up, put all your AP in HP. Apart from HP Increase, the SP usage is not very important since most of the 1st job skills are pretty much useless. If you want to try fighting for yourself, you will be weak, but you can get the damage increase skills first.

The Exchange Quest remains a reasonable way to gain experience early on, or you can do party quests, which is a much better way to get experience. At level 20, it costs approximately 100,000 mesos to level up using the Exchange Quest if you trade Solid Horns, which can generally be purchased for 50 mesos. So if you're poor, this may not be the best thing any more. The reason for the variance in price is that the prizes you get have different values - some are worth almost as much as the money the items cost, some are worth less than half. As for the Party Quest, you won't do any killing, but if you can find a willing party then go for it!

Level 30 is the next interesting point. You've got here in whatever way, probably costing vast amounts of mesos, or taking a ridiculously long time, but you've done it. Now, all that's left before you and your ultimate success is the 2nd job advance test. You will need accuracy and damage enhancing items to complete this.

You will be able to hit the boars approximately 90% of the times, that's not so bad as they are a few levels higher than you. Just bring some warrior elixirs (from NLC) to increase your dmg (it may still be painfully low, probably around 300 per power strike). The advancement will probably take you several minutes, but it is completable.

Once you have done that, Congratulations! You will now be getting the most useful skill to you: Power Guard. Power Guard is available to both Fighters and Pages, but Fighters are generally considered the better choice thanks to gaining several hundred HP when they choose their 2nd Job. Either way, Power Guard does the same thing - returns some of the damage monsters deal to you by running into you (bump damage) to the monsters. The reason it is so nice is because of how it works - it returns a percentage of the total damage done to you. Thus, the stronger the monster's attack, the more damage it will do to itself if you run into it. This damage ignores accuracy, so if the monster hits you, you hit it back, unless it hits you for 1 damage. In that case, you would not be doing any damage at all, so it records a "MISS". As you can see, with a massive amount of HP, this means you can take on some of the strongest monsters in the game, and as long as you have a Cleric along or a bunch of pots, there's no risk of you even dying. Heck, if you feel bold, party a Cleric and go kill Crimson Balrog. You won't die if the cleric doesn't.

Once you have Power Guard, you can choose Rage (as a Fighter), or other skills - Rage is useful to party members because it improves their weapon attack, and if you are always training with someone they will appreciate this.

Dagger Warrior[edit]

You may think that since warriors have access to daggers, they might be able to effectively use them.

  • For example, the DEX requirement for warrior-compatible daggers are usually 0 after Tempest.
  • Also, daggers are already fast, so booster is probably unnecessary, and you can spend the points on something better.
  • Also, daggers are one-handed, allowing you to use shields, too.
  • Daggers require a lot less STR than other 1H warrior weapons.
  • Daggers have increased damage when stabbing.

However, there are lots of disadvantages.

  • You can't put many useful points in 2nd job.
  • Also, there are no dagger masteries, so damage will probably be weak or unstable.
  • Which also brings the fact that daggers do low damage already.
  • Daggers have the lowest range.
  • Dagger scrolls cost extremely more than 1H warrior weapons.

Ultimate Explorer: UE Warrior[edit]

You must have a max level Cygnus Knight, finish the final job advancement, and finally complete the quest “Empress’ Grace." before you can create an Ultimate Explorer UE. It doesn't matter what class Cygnus Knight you choose to level. For example, you can make a level 120 Blaze Wizard and still choose to make a UE Warrior. Your Warrior will not receive Flame Gears from your BW, but it will receive Mihile’s Soul Driver as that is a UE Warrior skill.

Note: UE start at level 50 so the build order for level 1 through 50 could be considered irrelevant, however it is included here as the builds above seem outdated. You will start with no AP or SP applied, and will need to know where to put them. You can not apply SP for second job until all first job SP has been applied. Consider applying all AP on STR. Using Auto is not recommended for warriors. Only put AP on DEX if you know you need some, and then keep it as low as you can. Never put any AP on INT or LUK.

Swordman[edit]

Slash Blast will be your primary attack for the fastest Swordman training. Maxed Iron Body is always useful throughout and including use in 4th Job Hero or Paladin. For DK, Iron Body will not stack with Iron Will.

Regular Build
  • Level 10: +1 Power Strike (1)
  • Level 11: +3 Slash Blast (3)
  • Level 12: +3 Slash Blast (6)
  • Level 13: +3 Slash Blast (9)
  • Level 14: +3 Slash Blast (12)
  • Level 15: +3 Slash Blast (15)
  • Level 16: +3 Slash Blast (18)
  • Level 17: +2 Slash Blast (20), +1 Power Strike (2)
  • Level 18: +3 Power Strike (5)
  • Level 19: +3 Power Strike (8)
  • Level 20: +3 Power Strike (11)
  • Level 21: +3 HP Boost (3)
  • Level 22: +3 HP Boost (6)
  • Level 23: +3 HP Boost (9)
  • Level 24: +1 HP Boost (10). +2 Iron Body (2)
  • Level 25: +3 Iron Body (5)
  • Level 26: +3 Iron Body (8)
  • Level 27: +3 Iron Body (11)
  • Level 28: +3 Iron Body (14)
  • Level 29: +3 Iron Body (17)
  • Level 30: +3 Iron Body (20)
End Result
  • Slash Blast: Level 20
  • Power Strike: Level 11 (or 20)
  • HP Boost: Level 10
  • Iron Body: Level 20 (or 11)

Power Strike will be replaced with 3rd job skills, and it does not speed training so it does not need to be maxed. Maxed Iron Body is always useful, except for Spearman, as Dragon Knight get Iron Will which is stronger. Alternatively, you could max Power Strike instead of Iron Body for Spearman. UE start at level 50 so you probably won't use Slash Blast or Power Strike as you will already have Ground Smash that can hit 4 and Mihile’s Soul Driver that can hit 4.

Fighter[edit]

Ground Smash will be your primary attack for the fastest training. It only hits 4, but it's more flexible than your first job skills, and you still have max Slash Blast and strong enough Power Strike to fall back on in the few situations that they would still be useful. Soul Driver will speed training later into 2nd and on into 3rd job.

Regular Build
  • Level 30: +1 Ground Smash (1)
  • Level 31: +3 Physical Training (3)
  • Level 32: +3 Physical Training (6)
  • Level 33: +3 Physical Training (9)
  • Level 34: +1 Physical Training (10), +2 Weapon Mastery (2)
  • Level 35: +3 Weapon Mastery (5)
  • Level 36: +3 Weapon Mastery (8)
  • Level 37: +3 Weapon Mastery (11)
  • Level 38: +3 Weapon Mastery (14)
  • Level 39: +3 Weapon Mastery (17)
  • Level 40: +2 Weapon Mastery (20)
  • Level 41: +3 Weapon Booster (3)
  • Level 42: +3 Weapon Booster (6)
  • Level 43: +3 Weapon Booster (9)
  • Level 44: +2 Weapon Booster (11), +1 Ground Smash (2)
  • Level 45: +3 Ground Smash (5)
  • Level 46: +3 Ground Smash (8)
  • Level 47: +3 Ground Smash (11)
  • Level 48: +3 Final Attack (3)
  • Level 49: +3 Final Attack (6)
  • Level 50: +3 Final Attack (9)
  • Level 51: +3 Final Attack (12)
  • Level 52: +3 Final Attack (15)
  • Level 53: +3 Final Attack (18)
  • Level 54: +2 Final Attack (20), +1 Rage (1)
  • Level 55: +3 Rage (4)
  • Level 56: +3 Rage (7)
  • Level 57: +3 Rage (10)
  • Level 58: +3 Rage (13)
  • Level 59: +1 Rage (14), +2 Weapon Booster (13)
  • Level 60: +2 Rage (16), +1 Weapon Booster (14)
  • Level 61: +2 Rage (18), +1 Weapon Booster (15)
  • Level 62: +2 Rage (20), +1 Power Guard (1)
  • Level 63: +3 Power Guard (4)
  • Level 64: +3 Power Guard (7)
  • Level 65: +3 Power Guard (10)
  • Level 66: +3 Power Guard (13)
  • Level 67: +3 Power Guard (16)
  • Level 68: +3 Power Guard (19)
  • Level 69: +1 Power Guard (20), +2 Weapon Booster (17)
  • Level 70: +3 Weapon Booster (20)
End Result
  • Physical Training: Level 10
  • Weapon Mastery: Level 20
  • Ground Smash: Level 11
  • Final Attack: Level 20
  • Rage: Level 20
  • Power Guard: Level 20
  • Weapon Booster: Level 20

Physical Training is first for more power, followed by Weapon Mastery for stability. Some Weapon Booster for attk speed. Ground Smash is not maxed, but stop at 11 as you will get better attacks in 3rd job, and you need the other 9 SP for other skills. Final Attack next for additional passive attk, then Rage, Power Guard, and finish Weapon Booster.

Rage and Weapon Booster work good together on a macro early on, then make two macros after you get 3rd job Combo Attack. The timers don't match on most of them, but it's faster to put Rage and Power Guard on one and then put Iron Body, Weapon Booster, and Combo Attack on the other.

Crusader[edit]

Start with Brandish and Combo Attack. Brandish can only hit 1 at level 1, but it's stronger than Ground Smash and it's fast. Mihile’s Soul Driver can hit 5 at level 3. If you are training with Soul Driver instead of Brandish, you may want to max Combo Attack first. If you don't mind training all the way to 120 with Soul Driver, you could leave Brandish at 11 (swap with Shout). 4th job Intrepid Slash is not a direct replacement like BaM go from Quad Blow to Quintuple Blow. Brandish has more vertical range, and Intrepid Slash has more horizontal range, but it's close enough that you probably won't use Brandish any more after you make Hero.

Regular Build
  • Level 70: +1 Brandish (1)
  • Level 71: +3 Brandish (4)
  • Level 72: +3 Brandish (7)
  • Level 73: +3 Brandish (10)
  • Level 74: +3 Brandish (13)
  • Level 75: +2 Brandish (15), +1 Combo Attack (1)
  • Level 76: +3 Combo Attack (4)
  • Level 77: +3 Combo Attack (7)
  • Level 78: +3 Combo Attack (10)
  • Level 79: +3 Combo Attack (13)
  • Level 80: +3 Combo Attack (16)
  • Level 81: +3 Combo Attack (19)
  • Level 82: +1 Combo Attack (20) +2 Brandish (17)
  • Level 83: +3 Brandish (20)
  • Level 84: +3 Shout (3)
  • Level 85: +3 Shout (6)
  • Level 86: +3 Shout (9)
  • Level 87: +1 Chance Attack (1), +2 Shout (11)
  • Level 88: +3 Chance Attack (4)
  • Level 89: +3 Chance Attack (7)
  • Level 90: +3 Chance Attack (10)
Alternate Build (max Brandish)
  • Level 70: +1 Brandish (1)
  • Level 71: +3 Combo Attack (3)
  • Level 72: +3 Combo Attack (6)
  • Level 73: +3 Combo Attack (9)
  • Level 74: +3 Combo Attack (12)
  • Level 75: +3 Combo Attack (15)
  • Level 76: +2 Combo Attack (17), +1 Brandish (2)
  • Level 77: +3 Brandish (5)
  • Level 78: +3 Brandish (8)
  • Level 79: +3 Brandish (11)
  • Level 80: +3 Brandish (14)
  • Level 81: +3 Brandish (17)
  • Level 82: +3 Brandish (20)
  • Level 83: +3 Combo Attack (20)
  • Level 84: +3 Shout (3)
  • Level 85: +3 Shout (6)
  • Level 86: +3 Shout (9)
  • Level 87: +1 Chance Attack (1), +2 Shout (11)
  • Level 88: +3 Chance Attack (4)
  • Level 89: +3 Chance Attack (7)
  • Level 90: +3 Chance Attack (10)
Alternate Build (max Shout)
  • Level 70: +1 Brandish (1)
  • Level 71: +3 Combo Attack (3)
  • Level 72: +3 Combo Attack (6)
  • Level 73: +3 Combo Attack (9)
  • Level 74: +3 Combo Attack (12)
  • Level 75: +3 Combo Attack (15)
  • Level 76: +3 Combo Attack (18)
  • Level 77: +2 Combo Attack (20), +1 Brandish (2)
  • Level 78: +3 Brandish (5)
  • Level 79: +3 Brandish (8)
  • Level 80: +3 Brandish (11)
  • Level 81: +3 Shout (3)
  • Level 82: +3 Shout (6)
  • Level 83: +3 Shout (9)
  • Level 84: +3 Shout (12)
  • Level 85: +3 Shout (15)
  • Level 86: +3 Shout (18)
  • Level 87: +2 Shout (20), +1 Chance Attack (1)
  • Level 88: +3 Chance Attack (4)
  • Level 89: +3 Chance Attack (7)
  • Level 90: +3 Chance Attack (10)
  • Level 91: +3 Chance Attack (13)
  • Level 92: +3 Chance Attack (16)
  • Level 93: +3 Chance Attack (19)
  • Level 94: +1 Chance Attack (20), +2 Improved MP Recovery (2)
  • Level 95: +3 Improved MP Recovery (5)
  • Level 96: +3 Improved MP Recovery (8)
  • Level 97: +3 Improved MP Recovery (11)
  • Level 98: +3 Improved MP Recovery (14)
  • Level 99: +3 Improved MP Recovery (17)
  • Level 100: +1 Improved MP Recovery (20)
  • Level 101: +3 Coma (3)
  • Level 102: +3 Coma (6)
  • Level 103: +3 Coma (9)
  • Level 104: +3 Coma (12)
  • Level 105: +3 Coma (15)
  • Level 106: +3 Coma (18)
  • Level 107: +2 Coma (20), +1 Panic (1)
  • Level 108: +3 Panic (4)
  • Level 109: +3 Panic (7)
  • Level 110: +3 Panic (10)
  • Level 111: +3 Panic (13)
  • Level 112: +3 Panic (16)
  • Level 113: +3 Panic (19)
  • Level 114: +1 Panic (20), +2 Magic Crash (2)
  • Level 115: +3 Magic Crash (5)
  • Level 116: +3 Magic Crash (8)
  • Level 117: +3 Magic Crash (11)
  • Level 118: +3 Magic Crash (14)
  • Level 119: +3 Magic Crash (17)
  • Level 120: +1 Magic Crash (20)
End Result
  • Combo Attack: Level 20
  • Brandish: Level 11 (or 20)
  • Shout: Level 20 (or 11)
  • Chance Attack: Level 20
  • Improved MP Recovery: Level 20
  • Coma: Level 20
  • Panic: Level 20
  • Magic Crash: Level 20

After Brandish and Combo Attack, nothing in 3rd job speeds training. Decide what will be more useful according to where you are training and what not to max. Lots of guides recommend maxing Coma early. Perhaps they were Pre BB? Post Ascension, Coma and Panic have improved range, and don't take all your orbs each use anymore, but the range is still too short to speed training. It's powerful and gets even stronger in 4th job with more orbs, but for now the range is much to short. The range problem is also addressed in 4th job with Rush and Monster Magnet to gather the mobs before using Coma. Panic and Magic Crash are boss skills that you will want to max. Improved MP Recovery is not necessary as you can buy pots, but it's a skill that will last you all the way to level 200 and save you tons of meso as well as free up some use slots for other things. That leaves Shout. Shout has a decent (not good) range, but it's slow. At max it hits 10 and has an 8 second stun, but how often do you see a mob of 10 and want to wait around for 8 seconds before attacking them again? It will depend where you are training, but it really only helps on a few maps. The stun is nice for use with Chance Attack, but 4th job Monster Magnet replaces it, so 11 is plenty on Shout. Alternatively, you could max Shout and leave Brandish at 11, as you will get Intrepid Slash at level 120, and maybe never use Brandish again, where Shout is still useful sometimes.

Ultimate Hero[edit]

When you reach 120, go to Leafre, Forest of the Priest (Hidden Portal at Valley of the Antelope) and talk to Harmonia the 4th Job Instructor. Bring back a Heroic Star and Heroic Pentagon, obtained by killing Manon & Griffey.

Post Ascension, this quest changed. You don't go to El Nath anymore, and you can no longer buy the star and pentagon for 10,000,000. Also, you can't bring a party to help you. This is a solo quest. Manon & Griffey are in the same location as normal, but it's a special map that you, and only you, can get into when you have the quest. They will always be there, and their HP will reset every time you die and start over.

A level by level build is not realistic as there is no way to predict when you will find, or be able to buy, the required mastery books, but here are some tips to get you started. The Maple Warrior skill book will be given when you finish the job advancement. Advanced Combo requires the Advanced Combo skill book which drops from Zakum, and you need 6 SP on it to get the first pink orb. Most people will agree Advanced Combo is the most important skill to max first, but since you probably won't have the book... Level 30 Brandish hits 3, twice at 240% (480%) and Level 1 Intrepid Slash hits 3, three times at 152% (456%) which is a little less, but it has better range and it cost less to use (it's damage is finally equal at level 5).

Regular Build
  • Level 120: +1 Rush (1), +1 Advanced Final Attack (1), +1 Intrepid Slash (1)
  • Level 121: +1 Combat Mastery (1), +2 Intrepid Slash (3)
  • Level 122: +3 Combat Mastery (4)
  • Level 123: +3 Combat Mastery (7)
  • Level 124: +3 Combat Mastery (10)
  • Level 125: +3 Intrepid Slash (6)
  • Level 126: +3 Intrepid Slash (9)
  • Level 127: +1 Intrepid Slash (10), +2 (start saving for Advanced Combo)

If you don't have Advanced Combo yet, Combat Mastery is a good choice as it is only 10 SP to max and will improve your other attacks like Soul Driver. Max Advanced Combo or Intrepid Slash next depending on if you are able to get the skill book.

End Result (This shows max all, but you could leave points off Rush or Monster Magnet)
  • Combat Mastery: Level 10
  • Advanced Combo: Level 30
  • Intrepid Slash: Level 30
  • Power Stance: Level 30
  • Advanced Final Attack: Level 30
  • Hero's Will: Level 5
  • Enrage: Level 30
  • Maple Warrior: Level 30
  • Monster Magnet: Level 30
  • Rush: Level 30

Spearman[edit]

1 Point on Ground Smash for a new attack with a little more range, but Slash Blast will still be your primary attack for a bit longer. It only hits 4, but it's more flexible than your first job skills. Soul Driver will speed training later into 2nd and on into 3rd job.

Regular Build
  • Level 30: +1 Ground Smash (1)
  • Level 31: +3 Physical Training (3)
  • Level 32: +3 Physical Training (6)
  • Level 33: +3 Physical Training (9)
  • Level 34: +1 Physical Training (10), +2 Weapon Mastery (2)
  • Level 35: +3 Weapon Mastery (5)
  • Level 36: +3 Weapon Mastery (8)
  • Level 37: +3 Weapon Mastery (11)
  • Level 38: +3 Weapon Mastery (14)
  • Level 39: +3 Weapon Mastery (17)
  • Level 40: +2 Weapon Mastery (20)
  • Level 41: +3 Weapon Booster (3)
  • Level 42: +3 Weapon Booster (6)
  • Level 43: +3 Weapon Booster (9)
  • Level 44: +2 Weapon Booster (11), +1 Ground Smash (2)
  • Level 45: +3 Ground Smash (5)
  • Level 46: +3 Ground Smash (8)
  • Level 47: +3 Ground Smash (11)
  • Level 48: +3 Final Attack (3)
  • Level 49: +3 Final Attack (6)
  • Level 50: +3 Final Attack (9)
  • Level 51: +3 Final Attack (12)
  • Level 52: +3 Final Attack (15)
  • Level 53: +3 Final Attack (18)
  • Level 54: +2 Final Attack (20), +1 Iron Will (1)
  • Level 55: +3 Iron Will (4)
  • Level 56: +3 Iron Will (7)
  • Level 57: +3 Iron Will (10)
  • Level 58: +3 Iron Will (13)
  • Level 59: +3 Iron Will (16)
  • Level 60: +3 Iron Will (19)
  • Level 61: +1 Iron Will (20), +2 Weapon Booster (13)
  • Level 62: +3 Weapon Booster (16)
  • Level 63: +3 Weapon Booster (19)
  • Level 64: +1 Weapon Booster (20), +2 Hyper Body (2)
  • Level 65: +3 Hyper Body (5)
  • Level 66: +3 Hyper Body (8)
  • Level 67: +3 Hyper Body (11)
  • Level 68: +3 Hyper Body (14)
  • Level 69: +3 Hyper Body (17)
  • Level 70: +3 Hyper Body (20)
End Result
  • Physical Training: Level 10
  • Weapon Mastery: Level 20
  • Ground Smash: Level 11
  • Final Attack: Level 20
  • Iron Will: Level 20
  • Weapon Booster: Level 20
  • Hyper Body: Level 20

Physical Training is first for more power, followed by Weapon Mastery for stability. Some Weapon Booster for attk speed. Ground Smash is not maxed, but stop at 11 as you will get better attacks in 3rd job, and you need the other 9 SP for other skills. Final Attack next for additional passive attk, then Iron Will for defense so you can go to Jesters early. Note: Iron Body will not stack with Iron Will. It looks like it should when you see the icon at top right, but check your stats and see casting Body after Will, will lower your defense. Finish Weapon Booster, then Hyper Body. Iron Will and Hyper Body work good together on a macro.

Dragon Knight[edit]

When you reach 70, go to El Nath and talk to Tylus the 3rd job instructor. Get a letter of recommendation. Then, go to Perion and talk to Dances with Balrog. Next, go to Sleepy Wood, Cursed Temple: Forbidden Alter and click on the Door of Dimension. Walk until the end of the path and enter the portal to defeat the clone and obtain the Black Charm. Click the crystal to go back to Perion and talk to Dances with Balrog again. Return to El Nath and talk to Tylus. Go to the Holy Ground at El Nath: Sharp Cliff II. The requirement for a Dark Crystal was removed with the first Chaos patch. Answer 5 questions to obtain the Necklace of Wisdom. Go back to Tylus again and give him the Necklace of Wisdom.

Start with 1 SP on Dragon Buster to replace Ground Smash, and 1 SP on Dragon Fury to replace Slash Blast, then max Dragon Wisdom for the added Critical. Dragon Roar has a cooldown so it does not speed training, but it gives you great range to lure and you know you want to see it, so go ahead and put 1 SP on it early. Mihile’s Soul Driver can hit 5 at level 3. If you are training with Soul Driver instead of a Dragon attack, you may want to max Dragon Strength first.

Regular Build
  • Level 70: +1 Dragon Buster (1)
  • Level 71: +1 Dragon Fury (1), +2 Dragon Wisdom (2)
  • Level 72: +3 Dragon Wisdom (5)
  • Level 73: +3 Dragon Wisdom (8)
  • Level 74: +2 Dragon Wisdom (10), +1 Sacrifice (1)
  • Level 75: +1 Dragon Roar (1), +2 Sacrifice (3)
  • Level 76: +3 Dragon Buster (4)
  • Level 77: +3 Dragon Buster (7)
  • Level 78: +3 Dragon Buster (10)
  • Level 79: +3 Dragon Buster (13)
  • Level 80: +3 Dragon Buster (16)
  • Level 81: +3 Dragon Buster (19)
  • Level 82: +1 Dragon Buster (20) +2 Dragon Strength (2)
  • Level 83: +3 Dragon Strength (5)
  • Level 84: +3 Dragon Strength (8)
  • Level 85: +3 Dragon Strength (11)
  • Level 86: +3 Dragon Strength (14)
  • Level 87: +3 Dragon Strength (17)
  • Level 88: +3 Dragon Strength (20)
Alternate Build
  • Level 70: +1 Dragon Buster (1)
  • Level 71: +1 Dragon Fury (1), +2 Dragon Wisdom (2)
  • Level 72: +3 Dragon Wisdom (5)
  • Level 73: +3 Dragon Wisdom (8)
  • Level 74: +2 Dragon Wisdom (10), +1 Sacrifice (1)
  • Level 75: +1 Dragon Roar (1), +2 Sacrifice (3)
  • Level 76: +3 Dragon Strength (3)
  • Level 77: +3 Dragon Strength (6)
  • Level 78: +3 Dragon Strength (9)
  • Level 79: +3 Dragon Strength (12)
  • Level 80: +3 Dragon Strength (15)
  • Level 81: +3 Dragon Strength (18)
  • Level 82: +2 Dragon Strength (20) +1 Dragon Buster (2)
  • Level 83: +3 Dragon Buster (5)
  • Level 84: +3 Dragon Buster (8)
  • Level 85: +3 Dragon Buster (11)
  • Level 86: +3 Dragon Buster (14)
  • Level 87: +3 Dragon Buster (17)
  • Level 88: +3 Dragon Buster (20)
  • Level 89: +3 Dragon Roar (4)
  • Level 90: +3 Dragon Roar (7)
  • Level 91: +3 Dragon Roar (10)
  • Level 92: +3 Dragon Roar (13)
  • Level 93: +3 Dragon Roar (16)
  • Level 94: +3 Dragon Roar (19)
  • Level 95: +3 Dragon Roar (22)
  • Level 96: +3 Dragon Roar (25)
  • Level 97: +3 Dragon Roar (28)
  • Level 98: +2 Dragon Roar (30), +1 Dragon Fury (2)
  • Level 99: +3 Dragon Fury (5)
  • Level 100: +3 Dragon Fury (8)
  • Level 101: +3 Dragon Fury (11)
  • Level 102: +3 Sacrifice (6)
  • Level 103: +3 Sacrifice (9)
  • Level 104: +3 Sacrifice (12)
  • Level 105: +3 Sacrifice (15)
  • Level 106: +3 Sacrifice (18)
  • Level 107: +2 Sacrifice (20), +1 Magic Crash (1)
  • Level 108: +3 Magic Crash (4)
  • Level 109: +3 Magic Crash (7)
  • Level 110: +3 Magic Crash (10)
  • Level 111: +3 Magic Crash (13)
  • Level 112: +3 Magic Crash (16)
  • Level 113: +3 Magic Crash (19)
  • Level 114: +1 Magic Crash (20), +2 Elemental Resistance (2)
  • Level 115: +3 Elemental Resistance (5)
  • Level 116: +3 Elemental Resistance (8)
  • Level 117: +3 Elemental Resistance (11)
  • Level 118: +3 Elemental Resistance (14)
  • Level 119: +3 Elemental Resistance (17)
  • Level 120: +3 Elemental Resistance (20)
End Result
  • Dragon Wisdom: Level 10
  • Dragon Buster: Level 20 (or 11)
  • Dragon Strength: Level 20
  • Dragon Roar: Level 30
  • Dragon Fury: Level 11 (or 20)
  • Sacrifice: Level 20
  • Magic Crash: Level 20
  • Elemental Resistance: Level 20 (or 11)

Most people say Fury is more important for 3rd job training because its fast and hits 6. This can be useful at large mobs such as Roids, but you will probably use Soul Driver instead. Another thing to consider is Fury only hits once per attk. Buster hits 3 times per attk, so when training at higher level mobs, it will miss less and hit more criticals which can make training faster, as well as give more power earlier.

Dragon Buster and Dragon Fury are both completely replaced with 1 SP on 4th job Dark Impale, so Fury does not need to be maxed. You could max Dragon Fury and leave Elemental Resistance at 11, but why? Post Ascension, max Dragon Fury and leaving Elemental Resistance at 11 is no longer preferred. If you have an SP reset, consider leaving Buster at 11, because Fury cast faster, and Dark Impale is stronger anyway.

Ultimate Dark Knight[edit]

When you reach 120, go to Leafre, Forest of the Priest (Hidden Portal at Valley of the Antelope) and talk to Harmonia the 4th Job Instructor. Bring back a Heroic Star and Heroic Pentagon, obtained by killing Manon & Griffey.

Post Ascension, this quest changed. You don't go to El Nath anymore, and you can no longer buy the star and pentagon for 10,000,000. Also, you can't bring a party to help you. This is a solo quest. Manon & Griffey are in the same location as normal, but it's a special map that you, and only you, can get into when you have the quest. They will always be there, and their HP will reset every time you die and start over.

A level by level build is not realistic as there is no way to predict when you will find, or be able to buy, the required mastery books, but here are some tips to get you started. The Maple Warrior skill book will be given when you finish the job advancement.

Regular Build
  • Level 120: +1 Rush (1), +1 Berserk (1), +1 Dark Impale (1)
  • Level 121: +3 Berserk (4)
  • Level 122: +3 Berserk (7)
  • Level 123: +3 Berserk (10)
  • Level 124: +3 Beholder (3)
  • Level 125: +3 Beholder (6)
  • Level 126: +3 Beholder (9)
  • Level 127: +1 Beholder (10), +2 Hex of the Beholder (2)
  • Level 128: +3 Hex of the Beholder (5)
  • Level 129: +3 Hex of the Beholder (8)

Take Berserk to about level 15 early if you can get the skill book.

End Result (This shows max all, but you could leave points off Rush or Monster Magnet)
  • Beholder: Level 10
  • Hex of the Beholder: Level 20
  • Dark Impale: Level 30
  • Berserk: Level 30
  • Power Stance: Level 30
  • Hero's Will: Level 5
  • Revenge of the Beholder: Level 10
  • Aura of the Beholder: Level 20
  • Maple Warrior: Level 30
  • Monster Magnet: Level 30
  • Rush: Level 30