warriorbuild7 min read· updated 2026-11-08
Spearman guide
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.
Every number and name on this page is read live from the game data.
Pick Spearman if you want reach by our estimate, a self-heal and Iron Will. Whether the heal saves potions has not been measured. Be honest with yourself about the numbers: an older community model puts Spearman third of the warriors, even with a polearm. It predates the 29 Oct patch and nobody has tested it, but no one argues it is the strongest either. Players who chose it report enjoying it. To compare branches, start at Warrior build.
As of November 2026, Classic World stops at level 100 and has no 3rd job, so plan on this job for a long time. By reference data, not confirmed in Classic World, you get 1 SP at advancement and 3 per level: 121 by 70, 211 by 100. A full main line costs 120, and all eight 2nd-job skills cost 190.
Hyper Body is not in the game, so do not pick Spearman for it. You have no party buff at all. As of the 29 Oct patch (v1.1.0), Final Attack's absorb cap is 15% of Max HP, as the skill text says, and Rush reaches 150 range at rank 10.
Getting the job
See , then the on , and collect 30 in the test map. Treat the choice as permanent. See Job advancement.
Polearm or spear
Polearm by default, for two reasons. Polearms share the top Weapon Attack with 2H blunts, and they have crafted steps at 25, 35, 40 and 50. Spears have no recipe at all.
But the spear is not a mistake. Here is the trade in client numbers:
| Level | Polearm (W.ATK, stage) | Source | Spear (W.ATK, stage) | Source |
|---|---|---|---|---|
| 15 | 40, 8 | River 7,000 | 37, 7 | River 7,000 |
| 25 | 50, 8 | Rank 5, no DEX | None | |
| 30 | 55, 8 | , , | 52, 7 | None in our tables |
| 35 | 60, 8 | Rank 7, | 57, 7 | , , |
| 40 | 65, 8 | Rank 8 | 59, 6 | , |
| 50 | 75, 8 | Rank 10, | 69, 6 | None in our tables |
| 60 | 85, 8 | 82, 6 | None in our tables | |
| 70 | 95, 8 | None in our tables | 95, 7 | , reference data |
Stage is attack speed, lower is faster. A polearm is the slowest weapon a warrior can hold, 3 stages behind a 2H axe. Spears are 1 or 2 stages quicker but carry less W.ATK from 35 to 60, and both tie at 95 at 70.
By estimate polearms swing hard and stab weakly, and spears are the reverse, which leaves polearms with a modest lead in modelled damage. That lead is on the STR multiplier, not a measured result, and speed is not settled in it.
Mastery favours neither by much. Polearm Mastery's +20 Speed is movement, not attack speed. Spear Mastery's 20% chance to ignore W.DEF does little on mobs with low W.DEF, and nothing on W.DEF 0, by our estimate.
Choose polearm unless you find a good spear cheap. Do not take both Masteries before 70.
Ranks are Weaponcrafting at . Drops are reported, none counted, so do not treat them as farmable. Boss drops are reference data, not confirmed in Classic World. Report what you see. Crafted usually means someone made one you can buy. See the market.
What Spearman actually gives you
Reach. By our estimate, spears and polearms reach furthest of any warrior weapon. Nobody has tested that in Classic World. If it holds, it should help on crowded maps, where melee players report losing mobs to ranged classes.
A self-heal. Final Attack heals 10% of its damage at rank 30 (5% at rank 1), capped at 15% of your Max HP and never above the enemy's Max HP. It is the only warrior self-heal. By our estimate the cap rarely matters before 70, because a hit would need to deal about 1.5 times your Max HP to reach it.
Iron Will. +50 W.DEF and a 35% chance to ignore knockback for 300 s at rank 30, for you only. It helps against physical hitters like , , and . has a 336 magic attack, so expect less there. It does little on , where has 311 magic attack and 242 (our inference from how W.DEF works).
SP order
If you die a lot, take Iron Will before Final Attack. Either order works. On a spear, swap in , and . After 70, a second weapon line of 70 SP is the only known use, finishing at 93.
Final Attack
Using attack skills has a 25% chance to enable it for 60 s, and while enabled it can be used. That reads as press to use. Confirm it in game.
At rank 30 it is 350% on one target for 16 MP, against Power Strike's 260% for 12 MP. On one or two targets it is worth pressing, and it heals you as well. On 3 it is about even with Slash Blast at rank 19 (372%), and on 4 or more Slash Blast wins, so press it then only for the heal. Skip it if the first hit already kills.
Rush
Since v1.1.0, reaches 150 range from rank 10, and its hitbox widens at rank 11. Cooldown is 2 s, MP runs from 35 at rank 1 to 15 at rank 20. It hits up to 6 mobs and knocks them back, and you cannot be knocked back while rushing.
Our order reaches rank 10 at about 67. If you want the range sooner, move Rush ahead of Iron Will and accept less W.DEF. Nobody has tested which is better.
Stats
Both weapons are two-handed, so you need DEX equal to the weapon level, nothing more. 3 STR and 2 DEX per level at 31 to 36, 4 and 1 at 37 to 57, then all STR. Whether gear DEX counts is not confirmed.
| Level | STR | DEX |
|---|---|---|
| 30 | 135 | 27 |
| 50 | 209 | 53 |
| 70 | 302 | 60 |
| 100 | 452 | 60 |
You have no Accuracy skill in your line, so accuracy gear matters more for you than for a sword user. Armor is shared with the other branches. See gear you can get by level.
Where to train
Full route in Warrior leveling.
Common mistakes
- Taking Spear Mastery and Polearm Mastery together.
- Expecting a party buff.
- Counting on Iron Will against Maladies and Lupins.
- Forgetting Booster until 48. A polearm needs that first point more than any weapon.
Not confirmed yet
- Whether Final Attack is pressed, automatic or a toggle.
- How much real time one attack speed stage is worth.
- Exact reach of each weapon in Classic World.
- Whether 2nd-job SP can go into 1st-job skills.
- Warrior build variants: dexless and moreDoes 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.
- Page guideThe 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.
- Fighter guideRage, 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.
- Warrior build: 1st job, your branch and gear you can getHow 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.
- Mage build variants: how much LUK?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.
- Cleric guideIs 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.
- Ice/Lightning Wizard guideThe 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/Poison Wizard guideFire 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.

