After reading this you will know which Spearman skills the sources record, the order that unlocks them with the fewest dead ends, and which monsters to hit from level 30. Every result below assumes a Spearman at level 30, training solo, with no potion budget stated. MapleStory Classic World (called Classic World from here) runs inside the Global MapleStory (GMS) client under pre-Big Bang rules, so this guide covers second job only. Third job is not available at launch.
One limit up front: the skill table we work from lists max levels, MP costs and unlock requirements. It records no damage percentages, hit counts, target counts or elements for any Spearman skill. Where a number is not listed, this guide says so instead of filling the gap.
What the Spearman is at launch
The Spearman belongs to the Warrior branch, one of four job branches (Warrior, Magician, Bowman, Thief) plus Beginner. Per mapleclassic.wiki, the primary stat is STR, first job advancement happens at level 10 in Perion, and the second jobs open at level 30: Fighter, Page and Spearman. The Spearman is a tier 2 job taught in Perion, and its weapons are the Spear and the Polearm.
Third job advancement is not part of the launch, so a Spearman has no further class change to save skill points for. Everything in the table below is the whole kit on offer for now.
Every Spearman skill and its numbers
The table is taken from the fact sheet (per mapleclassic.wiki). MP cost is shown as the direction and range the source lists. The source does not label which skill level each value belongs to, so read the cost as a spread across the skill's levels. Blank cells mean the source lists no value.
| Skill | Max level | MP cost (as listed) | Requires |
|---|
| Spear Mastery | 20 | None listed | None |
| Polearm Mastery | 20 | None listed | None |
| Spear Booster | 20 | 30 to 10 | Spear Mastery Lv 5 |
| Polearm Booster | 20 | 30 to 10 | Polearm Mastery Lv 5 |
| Final Attack: Spear | 30 | 8 to 16 | Spear Mastery Lv 3 |
| Final Attack: Polearm | 30 | 8 to 16 | Polearm Mastery Lv 3 |
| Iron Will | 30 | Starts at 10 and rises across its levels | None |
| Rush | 20 | Falls across its levels; starts higher than any other skill's listed start | None |
The table shows two mirrored skill lines and a pair of free-standing skills. The Spear line is Spear Mastery, Spear Booster and Final Attack: Spear. The Polearm line is the same three skills tied to the other weapon. The numbers match across the two lines: Masteries cap at 20, Boosters cap at 20 with a listed MP cost of 30 to 10, and Final Attacks cap at 30 with a listed MP cost of 8 to 16. Because the stats match, the Spear versus Polearm choice cannot be made on this skill table alone.
Two cost patterns stand out. The Boosters and Rush are listed as falling in cost, while Final Attack and Iron Will are listed as rising. Read the rising ones as skills that cost more MP per use as you invest in them. We do not have the per-level breakdown, so we will not guess where a given skill level lands.
Build order, with reasons
The only hard structure in the table is the unlock chain. Both Boosters need their Mastery at Lv 5, and both Final Attacks need their Mastery at Lv 3. That makes each Mastery the root of its line. The two free skills, Iron Will and Rush, need nothing, so they can slot in anywhere. Follow these steps:
- Pick one weapon line before spending anything. Spear Mastery and Polearm Mastery are separate skills with separate gates, so points in one line do nothing for the other. The sheet lists both Spear and Polearm as Spearman weapons; choose the one you can actually obtain and equip at level 30.
- Put the first points into your chosen Mastery, up to Lv 5. Lv 3 opens the Final Attack and Lv 5 opens the Booster, so reaching Lv 5 clears both gates. Stopping at Lv 3 would leave the Booster locked.
- Take the Booster next. Its listed MP cost starts at 30, the highest start of any skill in the kit except Rush, so learn it with a mana plan rather than as a free upgrade. We have no listed effect numbers for it, so the case for taking it early rests on the unlock chain, not on a measured speed gain.
- Add the Final Attack once the Mastery sits at Lv 3 or higher. It shares the largest max level in the kit (30) with Iron Will. With no damage percentage recorded, we cannot say how fast it pays back; we can only say it is the deepest skill to invest in.
- Decide on Iron Will and Rush last. Neither has a prerequisite. The sheet lists their MP cost direction and nothing about their effects.
- Return to the Mastery for the remaining levels only after the rest is placed. The max is 20, so there is room to keep investing, but our source records no benefit figures for those later levels.
The reasoning is conservative on purpose. A build order that guarantees every unlocked skill is usable immediately is safe; one that promises a damage output would need numbers we do not have.
Where to train from level 30
The training table below is our derived ranking of monsters in the level 30 to 70 band by EXP per HP point. It shows 10 of the 43 monsters in range. This is a per kill efficiency measure: a higher figure means more EXP for each point of monster HP you remove. It is not a per hour figure. The sheet records no kill speed, spawn timer or drop rate, so a per hour comparison is not possible from this data.
| Rank | Monster | Level | HP | EXP per kill | EXP/HP | Weak to | Largest map count listed |
|---|
| 1 | Fairy 4 | 29 | 593 | 54 | 0.091 | Poison | The Breathing Rock (2) |
| 2 | Fairy 3 | 29 | 593 | 54 | 0.091 | Poison | Tree Dungeon, Forest Up North VI (2) |
| 3 | Fairy 1 | 29 | 593 | 54 | 0.091 | Poison | Cloud Park IV (2) |
| 4 | Fairy 2 | 29 | 593 | 54 | 0.091 | Poison | Someone Else's House (2) |
| 5 | Iron Hog | 28 | 572 | 52 | 0.091 | Lightning | Pig Park II (22) |
| 6 | Evil Eye | 27 | 606 | 50 | 0.083 | None listed | The Cave of Evil Eye III (38) |
| 7 | Golden Stirge | 42 | 1278 | 93 | 0.073 | None listed | Decayed Tunnel II (4) |
| 8 | Fire Boar | 32 | 842 | 60 | 0.071 | Ice | The Burnt Land V (26) |
| 9 | Ligator | 31 | 853 | 58 | 0.068 | Fire | The Swamp of Despair I (41) |
| 10 | Jr. Wraith | 34 | 982 | 66 | 0.067 | Fire, Holy | Line 2 (Area 1) (83) |
The first thing to notice is that the top six entries all sit below level 30. Fairy 1, Fairy 2, Fairy 3 and Fairy 4 are level 29 with 593 HP and 54 EXP each. Iron Hog is level 28 with 572 HP and 52 EXP, and Evil Eye is level 27 with 606 HP and 50 EXP. For a Spearman who has just advanced at level 30, these give the most EXP per HP in the table, but they are also the lowest-level targets, so they pay most at the very start of the band.
Level 30 to about 34: the Perion and Kerning options
Past the sub-30 monsters, three entries cover the levels at or just above 30. Fire Boar (level 32, 842 HP, 60 EXP) has a ratio of 0.071. Ligator (level 31, 853 HP, 58 EXP) is at 0.068. Jr. Wraith (level 34, 982 HP, 66 EXP) is at 0.067. Fire Boar gives 60 EXP per kill against Ligator's 58 EXP, and does so with 842 HP against 853 HP, so at level 30 as a Spearman solo, Fire Boar is the higher-efficiency pick of the two on this measure alone. That is a per kill statement only; no per hour rate is recorded.
Fire Boar also appears on the most maps in the table. The Burnt Land V lists 26, The Burnt Land III lists 24, The Burnt Land IV lists 21, and Dangerous Valley lists 21, with Perion Dungeon Entrance at 9. Nexon's FAQ says that if a map is full you can change channel, and the same map loads with a different crowd while monsters and drops stay identical. Party members must be on the same channel.
Ligator's largest listed counts are The Swamp of Despair I at 41, The Swamp of Despair II at 36 and The Swamp of Despair III at 28. Jr. Wraith has the largest numbers anywhere in the table: Line 2 (Area 1) at 83 and Line 1 (Area 2) at 69. A dense map means less walking between targets, but the sheet does not record respawn time, so a high count does not by itself prove a faster per hour rate.
Level 42: Golden Stirge
Golden Stirge is level 42 with 1278 HP and 93 EXP, the highest EXP per kill in the table, at a ratio of 0.073. That ratio is slightly above Fire Boar's 0.071. Its map counts are small: Decayed Tunnel II lists 4, and Another Sanctuary and Forbidden Entrance list 3 each. With so few listed per map, the efficiency edge comes with a cost in finding targets. We do not know how a level 30 Spearman fares against a level 42 monster, because the sheet records no accuracy or damage figures. See our separate guide on accuracy and avoidability for the miss mechanics.
What the weakness column means for you
The sheet records weaknesses for the monsters: Poison for the Fairies, Lightning for Iron Hog, Ice for Fire Boar, Fire for Ligator, Fire and Holy for Jr. Wraith. It lists no elemental Spearman skill, so those weaknesses matter mainly if you train in a party with another job. In a solo Spearman run, treat the weakness column as background, not a plan.
How the Spearman differs from Fighter and Page
All three second jobs open at the same level, 30, in the same town, Perion, and the Warrior branch shares STR as its primary stat. The one difference the fact sheet gives is the weapon list: the Spearman uses Spear and Polearm. The sheet lists no weapons or skills for Fighter or Page, so we cannot compare damage or kit numerically here. Our published Page skill build and our Low-DEX Fighter guide cover those paths in their own right.
What we can say from the table is structural. The Spearman has two parallel skill lines tied to its two weapons, which means a Spearman commits to one weapon type when spending points. Whether Fighter and Page have the same split is not in our source. Do not assume it.
What the data does not tell us
- Skill damage and effects. No damage percentage, hit count, target count or element is recorded for any of the eight Spearman skills.
- Skill point supply. The sheet does not give skill points per level, so we cannot say how many points you will have at level 30 or later.
- Spawn and drop data. The map counts are listed per map, but no respawn time, drop rate or meso per hour figure is recorded.
- Higher bands. The training table above tops out at level 42 for its ten entries, and the remaining monsters in the band are not shown here. For what comes after, see our guide to Victoria Island training without Ossyria.
Until those gaps are filled, the safe approach is the one laid out above: unlock your chosen weapon line in order, pick targets by EXP per HP at your level, and change channel when a map is crowded.
Last verified 2026-10-25 against mapleclassic.wiki data synced 2026-10-24 and Nexon's Classic World FAQ.
Frequently asked
- What level do you become a Spearman in Classic World?
- Level 30. Per mapleclassic.wiki, the Warrior branch's second jobs (Fighter, Page and Spearman) open at level 30, and the Spearman is taught in Perion.
- What weapons can a Spearman use?
- Per mapleclassic.wiki, the Spearman uses the Spear and the Polearm. The skill table has a separate Mastery, Booster and Final Attack for each weapon.
- What should I max first as a Spearman?
- The sources record no damage numbers, so the order follows the unlock chain: your chosen Mastery to Lv 5 opens both the Final Attack (needs Lv 3) and the Booster (needs Lv 5). Iron Will and Rush have no requirements.
- Can Spearmen get a third job at launch?
- No. Third job advancement is not available at launch, per mapleclassic.wiki, so second job is as far as the class goes for now.
- Where should a level 30 Spearman train?
- On EXP per HP alone, Fire Boar (0.071) edges Ligator (0.068) and Jr. Wraith (0.067) among the monsters at or just above level 30. No per hour rate or drop data is recorded, so this is a per kill comparison only.
- What do I do if my training map is full?
- Change channel. Nexon's FAQ says the same map loads with a different crowd, and monsters, drops and quests are identical on every channel. Party members must be on the same channel.