warriorbuild15 min read· updated 2026-11-08
Warrior build: 1st job, your branch and gear you can get
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.
Every number and name on this page is read live from the game data.
A warrior makes three decisions that matter: where 61 SP go before level 30, which branch to take at 30, and how to get a weapon after the shops stop at level 25. This page covers all three.
No live EXP-per-hour figures exist yet for any class, warrior included. What follows rests on client data and reasoning, and estimates are labelled.
Choose your branch at 30
Treat the choice as permanent. Nothing before 30 locks you in: no Mastery skill exists until 2nd job, so the weapon you use at 20 commits you to nothing.
All three branches share , a Booster, a Mastery, the same armor, the same stat plan and a 120 SP main line. They differ here:
| Fighter | Page | Spearman | |
|---|---|---|---|
| Signature skill | : +40 Attack Power for you and your party nearby, -40 W.DEF on all of you | : up to 4 mobs get -35 Speed and -10 W.DEF for 30 s | : you only, +50 W.DEF and 35% knockback ignore for 300 s |
| Final Attack at max rank (level 48 to 57 on our orders) | 200% on up to 3 targets, 18 MP and 20 HP | 360% on 1 target, 16 MP | 350% on 1 target, 16 MP, heals 10% of the damage |
| Weapons | 2H axe or sword, or 1H with a shield | 2H blunt or sword, or 1H with a shield | Polearm or spear, no shield |
| Attack speed stage (lower is faster) | Axe and sword 5 to 6 | Blunt 6 to 7, sword 5 to 6 | Polearm 7 to 8, spear 6 to 7 |
| Mastery bonus | Axe: bleed. Sword: +20 Accuracy | Blunt: crit damage. Sword: +20 Accuracy | Polearm: +20 movement Speed. Spear: 20% chance to ignore W.DEF |
| Crafted weapon steps | Axe at 35, 40, 50 | Blunt at 25, 35, 40, 50 | Polearm at 25, 35, 40, 50 |
Booster takes 2 stages off for every branch, so the gap between weapons stays the same. The client does not say how much time a stage is worth.
The line you are most likely to hold looks like this:
| Level | Fighter: 2H axe | Page: 2H blunt | Spearman: polearm |
|---|---|---|---|
| 25 | : 45, stage 5, shop | : 50, stage 7, crafted | : 50, stage 8, crafted |
| 35 | : 55, stage 5 | : 60, stage 7 | : 60, stage 8 |
| 40 | : 60, stage 5 | : 65, stage 7 | : 65, stage 8 |
| 50 | : 73, stage 6 | : 75, stage 7 | : 75, stage 8 |
So the real trade is about 5 Weapon Attack for 2 or 3 speed stages. At 50 it narrows to 2 Weapon Attack for 1 or 2 stages. Neither side wins on paper, and nobody has measured it.
Questions that decide it
- Do you mostly fight groups alone? Fighter's Final Attack is the only one that hits more than one target.
- Do you want hard single hits? Page and Spearman Final Attack beat (260%). Fighter's 200% does not.
- Will you party a lot? Rage lifts everyone nearby but also cuts their W.DEF. Threaten sits on the mob, so it should help any physical attacker in the party (our inference). Iron Will helps only you.
- Do you die often? Spearman has Iron Will and the only warrior self-heal, though whether that heal saves potions has not been measured. Fighter and Page can carry a shield instead. W.DEF does little against magic attackers such as .
- Do you keep missing? Only swords give Accuracy, so that means Fighter or Page, and the sword line has no crafted steps after the bat.
- Do you want to rely on crafted weapons? Page and Spearman have a crafted step at 25. Fighter does not, but River sells a good axe at 25.
An older community damage model ranks Fighter first, Page second and Spearman third, with a polearm narrowing the gap. It predates the 29 Oct patch and no player has tested it, so use it as a tiebreak at most. Pick the kit you want to play.
Power Guard, Hyper Body, Iron Wall and Shield Mastery are not in the game. Older guides lean on them. None of the three branches gets a damage-reduction skill of that kind.
Stats
By our estimate every stat starts at 4 and you place 9 points at creation. We plan on that: 12 STR, 5 DEX, 4 INT, 4 LUK. After that, STR gets everything except what your next weapon needs. INT and LUK stay at 4.
A two-handed weapon needs DEX equal to its level. A one-handed weapon needs about level minus 5. A plan that works: about 27 DEX at 30, then the split in the leveling guide. For a build with no DEX, read Warrior build variants first.
Whether DEX from gear counts toward a weapon's requirement is not confirmed in Classic World. Plan on base DEX and treat gear DEX as a bonus until it is tested.
1st job at level 10
Talk to in , a town map under . Whether a stat requirement exists is disputed. 35 STR is the older figure, and you will be past it.
By reference data, not confirmed in Classic World, you get 1 SP then and 3 per level after, so 61 SP by level 30. They fit this plan exactly:
Why this order:
- Max HP Increase can wait. It is a flat percentage, so taking it late loses nothing permanent. Taking it first costs you Precise Strikes at the moment Accuracy starts to matter.
- Precise Strikes before the HP chain. A miss still pays full MP. Stopping at Precise 8 leaves you 8 Accuracy short of what the leveling guide assumes.
- Iron Body 1 is the best single point left. The 21 Oct buff made it +20% W.DEF at rank 1. It needs 6 SP of prerequisites, and those are useful on their own.
Adjust it when your situation says so:
- Short on MP at 10 to 15: stop Power Strike at 4 for a while. It costs 4 MP up to rank 4, against 12 at rank 20.
- On 3 or more mobs at a time, or in a party: move Slash Blast up. By skill percent and MP, it passes Power Strike at about 2.3 targets, before its 16 HP cost.
- Dying a lot at 20 to 25: pull the HP chain forward. That is a real option, just not the default.
- Missing a lot: put Precise Strikes ahead of Slash Blast.
- Last point: Slash Blast 20 adds 6% of base damage per target. Iron Body 1 adds 20% W.DEF. We prefer Iron Body, and it roughly pays for Rage if you go Fighter.
Spend all 61 before you advance. It is reported, and not confirmed, that 2nd-job SP cannot go back into 1st-job skills.
2nd job at level 30
See , then the on , who sends you to the hidden test map . Collect 30 from the mobs inside and hand them over. You do not bring marbles with you. The steps are in Job advancement.
If your 2nd-job SP goes wrong, an resets all skills except beginner ones for 7,000 NX. Single resets also sold for mesos between players in the week to 7 Nov. Store listings show only asking prices, so ask in chat what one recently sold for. We know of nothing that resets the branch itself.
Gear you can actually get by level
Four rules explain the whole picture:
- Shops stop at 25. No shop sells a useful warrior weapon above 25, and 2H blunts and polearms stop at 20, spears at 15. The one exception, at level 27 from , is weak.
- Level 30 is a hole. , , and have no source in our tables. Do not save up for them. Plan your level 25 weapon to last.
- Quests fill gaps shops leave. Capes, boots and the level 40 hat can come from quests. Several later quests ask for items with no source in our tables, so read the quest table below before you save for one.
- Above 50, most things are drops, and every drop row is reported rather than counted. Level 55+ gear drops are unconfirmed. Only quest gloves and earrings have a sure source. A blank means not recorded, not proof it never drops.
Weapons
| Line | 25 | 30 | 35 | 40 | 50 |
|---|---|---|---|---|---|
| 2H axe | River 16,500 | no source | rank 7 | rank 8 | rank 10 |
| 2H sword | River 16,500 | rank 6 | drop | no source | no source |
| 2H blunt | rank 5 | drop | rank 7 | rank 8 | rank 10 |
| Polearm | rank 5 | drop | rank 7 | rank 8 | rank 10 |
| Spear | (15) shop 7,000 | no source | drop | drop | no source |
Ranks are Weaponcrafting at in Perion. Fees run 5,500 at rank 5 to 16,500 at rank 10, plus materials. The rank 5 recipes:
Recipes exist to rank 10. Players reported a rank 8 limit at launch and we have not confirmed it either way. Check the market before you plan around rank 9 or 10. Players also report that crafted goods often sell below their material cost. "Crafted" usually means someone made one you can buy, so look at the market before you train the profession.
Armor
Shop armor comes from in Perion. Gloves are not sold, and neither are capes.
| Level | Hat | Body | Gloves | Shoes | Cape |
|---|---|---|---|---|---|
| 25 | 4,500 | and , or and , 13,500 a set | Smithing 5 | quest | quest |
| 30 | Smithing 4 | Keep the set | Smithing 6 | Smithing 6 | Keep |
| 40 | quest, earned on | or , drops | or Smithing 8 | Smithing 8 | Tailoring 7, with a from players, or buy the cape |
| 50 | Keep . The quest needs an item we can show no source for | and , drops | Smithing 10 | Smithing 10 | Keep , then quest from about 60, or buy that cape from 50 |
| 60 | Keep, or at 70, drop | and , drops | quest, from 65 | at 70, drop | at 65, drop |
Two common traps: and have no source in our tables, and is not an upgrade on . It is the same armor for female characters, level 35.
Quest gear
Rows marked rolled carry weights in the client and are reported to pay at random, not as your pick. Job-keyed quests have one row per job, and the warrior row is the one listed here. Quest chains need their earlier steps first.
| Wear at | Piece | Quest | What it asks | How it pays |
|---|---|---|---|---|
| 10 | or | (11) | Mob items in Perion | Rolled, 9 to 1 for the Buckler |
| 20 | or | (18) | Kerning chain | Rolled, even |
| 25 | (+2 DEX) | (22) | 50 , 30 tails, chain | Job-keyed, not flagged as rolled |
| 25 | (+1 Accuracy) | (23) | 50 , 25 charms | Always |
| 25 | (+1 Accuracy, 10 HP) | (21) | Delivery chain | Always |
| 25 | (17) | Includes one Weighted Earrings | Always | |
| 25 | (40 W.ATK, +3 Accuracy, no DEX) | (24) | Henesys | Rolled, 3 in 10, else 30 Cake |
| 40 | (+4 DEX, +4 Accuracy) | (36) | 570 kills and 570 Cursed Dolls over five steps | Reward includes it. Job-keyed and flagged in the client, payout unconfirmed |
| 50 | (62 W.ATK, stage 4) | (50) | Step wants , , and . No mob we can show drops the Feather, so buy it from a player. Stores list it | Reads as your pick of this or Skull Earrings: the client marks it that way and the quest log describes choosing. Not confirmed in game |
| 50 | , or | (46) | End of a chain from . wants 50 (listed only on , reference data, unconfirmed) and 20 , which has no source we can show, so do not stack for it until you know where it comes from. From about 50 at the earliest | Rolled, even. All give +3 Accuracy |
| 50 | (+5 DEX, +5 Accuracy) | (46) | first. 10 Orihalcon Ingots, 30 Drake Skulls, 20 Dragon Skins, 20 Screws and a . We can show no source for it, so do not stack for this until you know where it comes from | Always |
| 50, or about 60 by quest | (+3 DEX, +4 Accuracy) | (47) | first, which wants 30 , listed only around Florina Beach, so buy those from players. Then 50 each of both Golem Rubbles and a Diamond. Stores list the finished cape too | Always |
| 65 | (+6 Accuracy) | (65) | 20 Blue Viola, after | Job-keyed, not flagged as rolled |
What to take from that:
- Do early. The client lists it as the gate for both Maya's collections and the Gladius chain.
- The doll chain needs , the end of a nine-step chain that starts at . That last step pays a Sauna Robe. At 75 W.DEF it is below a shop set, so wear it only if you need the DEX-free slot.
- You earn on , not before them. The five steps want 570 kills and 570 dolls, and dolls drop only from that mob. Hold on to spare drops: step 4 pays a Gloves Attack or Gloves Magic Attack scroll at even weight, and a Forgotten Hollow quest in the client asks for 30 more, if that area opens. Nexon says November and gives no date. It is not open as of 7 Nov.
- Do not build your 50 set around . Its quest needs a , and the only other source in our tables is a reported drop. Stores list the helm too, so buy one if you want it, but you do not need it. Keep instead. With , and that gives about 107 Accuracy at 50, by our estimate, with no rank 10 recipe involved.
- is really a job for about 60, even though the quest opens at 47. comes first and wants 30 each of , , and . Tortie Shells are listed only on around Florina Beach, with no walking route, so buy them from players. Stores list them. Hooves are listed only from , which has 500 W.DEF, so buy those too or expect a slow farm. The rubble is listed only on (56) and (58), reference data, unconfirmed. Stores also list the finished cape, which you can wear from 50.
- (48) pays Greater Attack scrolls. The client has a row for each warrior weapon type, and it reads as your pick. Nobody has confirmed that. It also asks for 100 , 30 , 30 and a after . No mob we can show drops the Deed, so buy it from a player. Stores list it. Each scroll lands 10% of the time for +4 W.ATK.
Live picks from the item stats, skipping anything with no known source:
Picks are computed from the item stats (weapons by attack, armour by your main stat then defence) and skip anything with no known source; see the gear optimizer for every slot and where each piece comes from.
Where to train
Follow the Warrior leveling guide. It gives each stop with the Accuracy it needs.
Not confirmed yet
- Whether gear DEX counts toward equip requirements.
- Whether 2nd-job SP can go into 1st-job skills.
- Whether AP is assigned for you before level 10.
- Whether Weaponcrafting and Smithing ranks 9 and 10 can be reached now.
- How rolled quest rewards are shown in game, and whether any can be picked.
- What and pay: one item, your choice or several.
- Where , , and come from.
- Whether a branch can ever be changed. Treat it as permanent.
- 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.
- Spearman guideEstimated 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.
- 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.
- 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.