general11 min read· updated 2026-11-08
Scrolling: which scrolls to use, where they come from, and when to stop
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.
Every number and name on this page is read live from the game data.
The real decision is not which scroll has the best rate. It is whether to spend, and on what. Rates are fixed, so the sum can be done in advance.
Short version:
- Never sell a scroll to an NPC. They all pay 1 meso.
- Where a shop sells a Lesser, start there. Intermediates add only 20% per slot, so compare prices first. is the exception: players sold it for far under the shop price in the week to 7 Nov.
- Weapons are the exception. No shop in our tables sells a weapon Lesser, but players sell some types, for well under the Intermediate. Compare both before you buy.
- Chaos goes on spares only. Nothing else can destroy an item.
How scrolls work
Every equip has upgrade slots: 10 on an overall, 7 on a weapon, hat, top, bottom or shield, and 5 on shoes, gloves, earrings or a cape. A scroll rolls its success rate. On success it adds its stat.
On failure: older versions spend the slot, and every calculator assumes that. We have not seen it confirmed in Classic World, so plan as if it does. Only Chaos can destroy the item.
There are no 30% or 70% scrolls here, and no White Scroll or Clean Slate in the client, so a spent slot stays spent. Chaos is also not the old random-stat scroll: here it is a 10% fixed gain with a destroy roll.
The four tiers
| Family | Lesser 100% | Intermediate 60% | Greater 10% | Chaos 10% |
|---|---|---|---|---|
| Weapon Attack, all physical weapons | +1 | +2 | +4 | +5 |
| Wand and Staff Magic Attack | +2 | +4 | +8 | +10 |
| Gloves Attack | +1 | +2 | +3 | +4 |
| Gloves Magic Attack | +2 | +4 | +6 | +8 |
| Stats, Accuracy, Crit., Evasion, Speed, Jump | +1 | +2 | +3 | +4 |
| HP, MP | +10 | +15 | +20 | +25 |
| DEF | W.Def +2 | W.Def +4, M.Def +2 | W.Def +6, M.Def +4 | W.Def +8, M.Def +6 |
A failed Chaos has a 50% chance to destroy the item, so each attempt risks 45%.
Weapon scrolls are type-specific. A works on claws and nothing else. Weapon Attack does nothing for spells: mages need , and .
Expected gain per slot:
| Family | Lesser | Intermediate | Greater | Chaos |
|---|---|---|---|---|
| Weapon Attack | 1.0 | 1.2 | 0.4 | 0.5 |
| Wand, Staff | 2.0 | 2.4 | 0.8 | 1.0 |
| Gloves Attack, stats | 1.0 | 1.2 | 0.3 | 0.4 |
| Gloves Magic Attack | 2.0 | 2.4 | 0.6 | 0.8 |
| HP, MP | 10 | 9 | 2 | 2.5 |
So Intermediate is only 20% better than Lesser per slot, and on HP and MP it is worse.
Where scrolls come from
Lessers come mainly from two places. in Henesys Town Hall and in Kerning City Civic Center sell nine between them. Arcforging makes 24 more, see Crafting. The general stores sell none.
| Lesser | Flint | Ben | Mesos |
|---|---|---|---|
| , | Yes | Yes | 20,000 |
| Yes | Yes | 40,000 | |
| , | Yes | No | 40,000 |
| , | No | Yes | 40,000 |
| Yes | No | 40,000 | |
| No | Yes | 40,000 |
Nexon lists the specialty shop as a perk for residents, so your citizenship town matters. Reported gates, from test builds: DEF at Town Resident, earrings at Helpful Stranger, Overall at Distinguished Citizen, gloves at Guardian of the Village. Mages: neither shop has a row for . Check in game before you plan on it.
Intermediates and Greaters come mainly from quests and the market. Our tables show 34 Intermediates and 26 Greaters as quest rewards on open content, one and six more from Forgotten Hollow, which is not open yet, and almost no drops. Chaos has one quest source in our tables: from . A can also produce one, at no published rate. Drop tables are incomplete, so absence there proves nothing.
Quest scrolls: rolled or picked
The client gives rewards different flags. We read them as a random roll, a player's pick, or fixed, and the odds below assume equal weights mean equal chances. No player has confirmed the reward dialog yet. The quest page shows the same.
| Level | Quest | Reward | How |
|---|---|---|---|
| 16 | Hat Accuracy, Lesser, Intermediate or Greater | Roll, 1 in 3 | |
| 17 | , | Pet Equip Speed or Jump, Intermediate or Greater | Roll, 1 in 4 |
| 20 | Any of 14 weapon Intermediates, no class filter | Roll, 1 in 14 | |
| 21 | Earring STR, DEX, INT or LUK Intermediate | Roll, 1 in 4 | |
| 25 | Overall DEF, Intermediate or Greater | Roll, 1 in 2 | |
| 27 | , | Earring stat Intermediate | Pick |
| 34 | Gloves Crit. Rate Chaos | Fixed | |
| 36 | Gloves Attack or Magic Attack Intermediate | Roll, 1 in 2 | |
| 37 | , | Overall DEF, STR, DEX, INT or LUK Intermediate | Pick |
| 41 | Shoes Speed, Intermediate or Greater | Roll, 1 in 2 | |
| 42 | Cape stat Greater | Roll, 1 in 4 | |
| 44 | Gloves Attack or Magic Attack, Intermediate or Greater | Roll, 1 in 4 | |
| 47 | , | Gloves Crit. Rate, Intermediate or Greater | Roll, 1 in 2 |
| 48 | , | Weapon Greater from your class's list | Pick |
| 48 | Cape stat Intermediate | Pick |
The level is where a quest opens, and a chain can ask for much more. is the last of 8 steps and a Stumpy boss kill, and step 7 needs 100 . The quest log ties them to , but our tables list no drop row. is step 4 of 's chain, after the Secret Book chain, with 370 dolls listed only on level 41 , reference data, unconfirmed, so it is realistic from about 41. and need items no mob we can show drops: Jane's chain wants 3 and a , and wants a . Stores list all three, so buy them from players. pays the same weapon Greater rows as without that step. comes after 10 . Reference data lists that item only on , which has no map in our tables. to share its stats and do spawn, but we have no drop data for them. Stores list the item, so buy it from a player if Fairies do not drop it.
Jane's level 20 roll is not a class reward. A thief has 2 chances in 14 of a claw or dagger scroll. If you roll off-class, sell it: that is money, not a waste. The paired quests at levels 17, 27, 37 and 47 belong to the two citizenship towns, so you only do one of each pair.
What to buy, in order
Settle step 1 first, because it decides what you buy at every later step. Physical classes then buy gloves first if they have the grade, because Gloves Attack is the only attack scroll in our shop tables. After that comes a weapon Intermediate when the market price makes sense, then overalls.
1. Lesser or Intermediate? This is the decision that matters, and it is about price, not rate. Five cost 200,000 for a certain +5. Five average +6. Since Intermediate gives 1.2 per slot against 1.0, it only matches a 40,000 Lesser per meso at 48,000. Above 48,000 you pay a premium for that extra expected point, so check market prices. Buy Lessers first unless you are chasing the ceiling, and if your grade unlocks them.
2. Gloves. Physical classes should fill gloves with Gloves Attack once the grade allows.
3. Weapons. All 14 weapon Lesser families have no shop, drop, quest or recipe row in our tables. and are field scroll sellers reported to stock some. Their stock is not confirmed, yet at least eight of the 14 families traded between players in the week to 7 Nov, claws, daggers and wands most. In practice your first weapon scroll is Jane's roll, a player's Lesser or a market Intermediate.
4. Overalls. Ten slots of 40,000 Lessers is +10 for 400,000. Class-locked overalls run from level 15 to 70 for mages, 15 to 35 for warriors and 50 to 70 for bowmen, and thieves have only level 35 ones. The Sauna Robe, or , is a level 30 overall for any class, also with 10 slots. It is the reward at the end of the nine-step Secret Book chain, from level 32. Step 7 needs a , so plan for it first. See Quests worth doing. Whether stats on gear count toward equip requirements is not established here. Older versions allowed it, so do not buy on that plan yet.
5. Earrings and capes. All 24 earrings have 5 slots, from level 15, not just the level 57 town pair. They take STR, DEX, INT, LUK, Crit. Damage and Evasion. Stat Lessers for earrings and capes come from Arcforging at high rank, and players sold them in the week to 7 Nov for well under the Intermediates. Every pair with sales sold the Intermediate for well over 1.2 times the Lesser, so unless you are chasing the ceiling, sell the quest Intermediates you get and buy Lessers. Compare market prices first.
6. The rest. Shields take DEF and Accuracy. Hats take Accuracy, HP and MP. Tops and bottoms take DEF, HP and MP, and only overalls take main stats. Shoes take Jump, Speed and Evasion. Gloves also take Accuracy and Crit. Rate. DEF Lessers are cheap next to attack scrolls, and the effect is small.
HP and MP: in our view rarely worth a slot. If you do, use Lessers.
Link your plan to the gear builder or gear tool before you spend.
When Intermediates are worth it
Intermediates are a gamble that evens out on long items. Against filling the same item with Lessers:
| Slots | Average gain | Meets or beats all Lessers |
|---|---|---|
| 10, overall | +12 | 83.4% |
| 7, weapon | +8.4 | 71.0% |
| 5, gloves | +6 | 68.3% |
No shop in our tables sells a weapon Lesser to compare with, so the choice is a player's Lesser, an Intermediate or nothing. A Lesser wins per meso when the Intermediate costs over 1.2 times as much.
On 5 slots there is about a 1 in 3 chance you end up behind, and a 1% chance of nothing at all. All seven passing on a weapon is 2.8%. All five passing on gloves is 7.8%. So Intermediates suit long items, where the rolls even out. On short items they swing hard.
Greater and Chaos
Greater cannot destroy anything. It is a lottery ticket, not a danger. At 0.3 to 0.8 per slot it loses to everything else, so it suits a last slot on a finished item, and only if a failed slot is the only cost. It may be worth more sold than used, so check first.
Chaos risks the item at 45% an attempt:
| Attempts | Chance the item still exists |
|---|---|
| 1 | 55.0% |
| 3 | 16.6% |
| 5 | 5.0% |
| 7 | 1.5% |
Use Chaos only on a spare copy you can lose. A can turn a crafted Lesser into a higher tier. No rate is published.
Common mistakes
- Selling a scroll to an NPC for 1 meso.
- Using Weapon Attack on mage gear, or a scroll for the wrong weapon type.
- Scrolling gear you will replace in a few levels.
- Paying for an Intermediate when a shop Lesser does the job.
- Planning on Jane's reward as a pick. Read it as a roll.
Try it before you spend
The scroll simulator lets you try a scroll plan on an item before you spend real scrolls on it. Its success rates are from the game files, not tested in Classic World, so read its results as estimates.
Thinking of buying a copy someone else already scrolled? Buy or scroll works out what the same result costs to make yourself, failed scrolls and broken copies included, and puts it next to what finished copies sold for. Best next buy answers the step before that: which slot gains you the most for each meso. Both use prices seen in player stores, so treat their answers as estimates.
Every scroll in the game
Rates and gains come straight from the item data. Click any cell for that scroll's page.
Not confirmed yet
- Whether a failed scroll spends the slot, and whether a failed Chaos that survives keeps it.
- Whether Flint and Ben sell only to their own town's citizens, and the current grade gates.
- Whether anyone sells , and what El Moth and Tulcus really stock.
- Whether stats on gear count toward equip requirements.
- Whether the rewards we read as rolls and picks really behave that way.
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