Guides
Written from the imported data and in-game checks. Every number on these pages is pulled live from the tables.
Written from the imported data and in-game checks. Every number on these pages is pulled live from the tables.
Where to train at every level, what accuracy each step needs, which maps suit which class, and how to tell when it is time to move.
A plan by band for the stretch where players run out of things to do: which chains still pay, where to train, and what to bank for Forgotten Hollow.
Which town to join and why, what the 29 October patch changed, daily and donation rewards, every story arc with its prerequisites, the scroll shops, housing and the Lie Detector.
What each town is for, who you go there to see, what you hunt nearby, and what is not in the game yet.
1st job at level 10 and 2nd job at level 30: where to go, what really gates you, what to bring to the test, and how to choose a branch.
Install, what Classic World is, the order to clear Maple Island, and what to do from Lith Harbor to level 12.
The official rules on the Lie Detector Test, the Truth Booth, bans and debt, what to do if you are flagged, and a clear list of what nobody has confirmed.
What Nexon's own notices establish about installing Classic World, linking Steam, controls, language and account rules, plus what they leave open.
A chooser with no tier list: what each class costs to run, how it plays, where its hard stretch sits, and how to try before you commit.
A dated scope page for 7 November 2026: every deadline from official notices, the Mark of the Beta route from client data, what exists now, and what does not.
Does dexless work in Classic World? Unproven, and nobody has posted results. What it gains at 30, what it loses from 40, and the armor and scroll limits most guides skip.
Estimated reach, Iron Will and the only warrior self-heal. Why polearm is the default but spear is no mistake, what v1.1.0 changed for Rush and absorb, and honest limits.
The hardest single-target Final Attack, the crafted blunt line and the option of a shield. 2H blunt or 1H and shield, and when Threaten is worth its 30 SP.
Rage, the only multi-target Final Attack and fast 2H weapons. SP order, axe or sword, a weapon plan that works without level 30 shops, and what is known to 70.
How to spend 61 SP before level 30, how to choose between Fighter, Page and Spearman, and what gear you can actually obtain at each level, quests included.
What actually moves a warrior from map to map: Accuracy, kill speed and crowding. AP plan, weapon ladder, the level 30 gap and a training route to 70.
The one stat decision every mage faces. Three LUK plans compared on gear that really exists, what lukless actually costs, and why you can always add LUK but not remove it.
Is Cleric worth it? What Heal, Bless and Invincible really do in Classic World, party and solo SP orders, and where a mage with a single-target attack should train.
The cheapest damage among mages: Cold Beam for single targets, Thunder Bolt once four mobs are in reach. SP order, when each spell pays, and what to do about the lean 40s and 50s.
Fire Arrow for single targets, Poison Breath once three or more mobs are in the box. SP order, the choice at 41, gear to 50, and how to get through the fire-resist 50s.
Levels 1 to 30: which attack to level, 1st-job SP, gear you can actually get by level, the real MP and money picture from 10 to 25, and how to choose a branch.
Where to train from 1 to 60, what you can kill in one or two casts at 15, 20 and 25, the wand ladder and the quests worth doing on the way.
There is no dexless bowman and STRless is a trap. The choices that really change a bowman are Eye or Focus, and when to take Soul Arrow.
Heavy hits, Iron Arrow piercing and the lowest STR needs of any bowman: when each attack pays, SP order, and which crossbows matter.
Arrow Bomb for clusters and the faster bow line: when to use which attack, where 121 SP go, and the bows you can really get.
Bowman levels 1 to 30: where AP and 61 SP go, the gear you can actually get by level, and how to choose Hunter or Crossbowman.
DEX-first AP with STR only for the next weapon, arrow logistics, and training spots from 1 to 60, with accuracy checks for the stall at 35 to 50.
Low-DEX Assassin, dexless Bandit, STR daggers and Sindit: what the client allows, what each one really costs, and why lukless is not a build.
Melee single-target damage with no ammo. When to move from Double Stab to Savage Blow, how to use Steal after the 15 October fix, and what the Sindit route costs.
Fast, ranged single-target damage with Lucky Seven. No area skill at all: what that means, an SP order argued from the skill tables, and how to budget stars and MP.
Thief levels 1 to 30: the three paths from level 10, AP and SP by level, how to choose Assassin or Bandit, and the gear you can really get at each level.
AP and weapons by level, which citizenship to pick, the accuracy you need for each map, the level 35 to 50 slog, and where to train from 1 to 60.
As of 7 November, Kerning City is the only party quest live. What to run now, what is expected next, and what is not in Classic World at all.
How to get into First Time Together when channels are full, why you run it, stage by stage notes, King Slime's resists and what the rewards really are.
Name your goal and your level, then go. Spots by level, what to farm and sell to other players, potions, scrolls, quests and crafting, what suits each class, how to judge a map, and what is a waste of time.
Which drops and quest items to hold because a quest or recipe needs them later, what is safe to vendor, and every scroll quests pay, with which rolls look random and which look like your pick.
Every source we can show for the materials players hunt: mobs, shops and quests, with counted drops kept apart from reference data, and when to buy instead of farm.
Crafting is for gear you will wear. The six masters, recipes by rank, home stations, gear with no other source, how to level a profession, and the few places margin might exist.
The four scroll tiers and what each family really adds, where scrolls come from, Lesser against Intermediate by price, quest scrolls you roll or pick, and when Chaos makes sense.
Which HP and MP items are cheapest per point, who sells them, elixir cooldowns, what buffs cost per hour, and how to lower your bill instead of hunting bargains.
Quests pay you in things, and things are worth more than quest mesos. A money ladder by level, what to keep or sell, real quest payouts, and what to avoid.
When you can trade, how stores and permits really work, how to price from sold prices, and how to avoid being scammed.
How money works in Classic World: NPC prices against player prices, what holds value, where mesos go, which citizenship town suits your stat, and the rules that can cost you an account.
Every star and arrow in Classic World with attack, stack size and price, how recharging really works, what an hour of Lucky Seven costs, which upgrade to buy first, and free scrolls from quests.
A pet is a 30-day rental. Real running costs, the free Snail, feeding, Water of Life and Mar, pet skills and packs, and how to choose.
What paying does and does not get you, NX against Leaf Points, real Cash Shop prices, packs against singles, the 96-hour rule, and a spending order if you only buy a little.
Why you miss, about how much accuracy each mob needs, what a stat point or skill gives you, and how firm these numbers are.
What weak, resist and immune do, how much they are likely worth, which mobs and bosses carry them, and how each mage should use them.
The Lv. 80 boss at the end of the Sleepywood dungeon: 325,400 HP, three magic attacks, 23 portals in, a three-hour base timer, and no recorded kill.
The Lv. 55 undead boss off Ant Tunnel Park: 66,640 HP, lowest W.DEF of any live boss, weak to holy, and no quest attached.
The undead boss behind Niora Hospital: 47,000 HP, weak to holy, and the kill for An Old Grudge, one of the two best-paying boss quests.
Henesys's hidden boss: 34,440 HP, a jump for 665 before defence, weak to fire, not undead, and the only listed source of the Mushmom Spore for Jane's Second Challenge.
Perion's tree boss: 19,220 HP, weak to fire, resists lightning, and the last step of The Old Tree, a chain worth doing at 34.
The last fight of the Kerning party quest: 16,820 HP, resists fire, ice, lightning and holy but not poison, and the easiest boss to hit.
Lv. 20 boss on Thicket Around the Beach III, 7,420 HP. Do the Legend of the Snail steps first, then decide if the last one is worth a long wait.
Why to fight each boss in Classic World: the one-time quests they unlock, what they hit for, the element matchups, and why EXP is the wrong reason to go.