Level-by-level SP allocation for Warrior. Every
advancement below has one or more named builds - each
with a per-level table, cumulative skill totals in every
column, and a paragraph explaining why the build is
shaped the way it is. Formatted in the long-standing
per-level MapleStory skill-planner table convention.
4 advancements
documented so far. Full ladder (2nd, 3rd jobs) landing in
follow-up sprints. Skill max levels and IDs are CoT 2
verified; per-level plans reflect widely-accepted traditional MapleStory
meta.
Warrior (1st Job)
Lv. 10–30
· 21 SP total
· Advancement at Dances with Balrog, Perion
21 SP total. Warriors' central choice: spend 10 SP on Improve MaxHP for +200 permanent HP (helps every future level), or skip HP for max Power Strike / Slash Blast damage. Recommended path locks in the HP - warriors live and die by their health pool.
HP + Slash Blast (Grinder)
Recommended
Max Improve MaxHP for permanent survivability, then dump the rest into Slash Blast. The safe grinding build.
Most warriors train on grouped mob maps through levels 10-30 (Green Mushroom Land, Zombie Mushroom Land, Kerning subway line 1). Slash Blast's 6-target AoE clears these faster than Power Strike's single-target burst. The 10-point Improve MaxHP investment adds +200 permanent HP - critical for KPQ tanking at Lv 21+ and every future job's survivability. Iron Body and HP Recovery are nice-to-haves this build skips entirely.
Lv.
SP
Improve MaxHP/ 10
Improve HP Recovery/ 16
Endure/ 8
Iron Body/ 20
Power Strike/ 20
Slash Blast/ 20
Note
10
+1
1
Need an attack skill - Slash Blast for AoE
11
+1
1
1
Start MaxHP - every point is +20 permanent HP
12
+1
2
1
13
+1
3
1
14
+1
4
1
15
+1
5
1
16
+1
6
1
17
+1
7
1
18
+1
8
1
19
+1
9
1
20
+1
10
1
MaxHP MAXED - +200 HP forever
21
+1
10
2
KPQ-eligible - pump Slash Blast
22
+1
10
3
23
+1
10
4
24
+1
10
5
25
+1
10
6
26
+1
10
7
27
+1
10
8
28
+1
10
9
29
+1
10
10
30
+1
10
11
Slash Blast at 11. Advance to Fighter/Page/Spearman
End state (21 SP spent)
Improve MaxHP: 10 / 10
Slash Blast: 11 / 20
HP + Power Strike (Boss Hunter)
Same HP investment, but pump Power Strike for single-target burst. Better for solo bossing.
If you plan to solo Zombie Mushmom, Jr. Balrog, or hidden-street mini-bosses in first job, Power Strike's single-target damage-per-cast outperforms Slash Blast on those fights. Slower for training but faster for boss runs. Same 10-point HP investment because you're standing next to bosses that hit hard.
Lv.
SP
Improve MaxHP/ 10
Improve HP Recovery/ 16
Endure/ 8
Iron Body/ 20
Power Strike/ 20
Slash Blast/ 20
Note
10
+1
1
Need an attack skill - Power Strike for single-target
11
+1
1
1
12
+1
2
1
13
+1
3
1
14
+1
4
1
15
+1
5
1
16
+1
6
1
17
+1
7
1
18
+1
8
1
19
+1
9
1
20
+1
10
1
MaxHP MAXED
21
+1
10
2
22
+1
10
3
23
+1
10
4
24
+1
10
5
25
+1
10
6
26
+1
10
7
27
+1
10
8
28
+1
10
9
29
+1
10
10
30
+1
10
11
Power Strike at 11. Advance!
End state (21 SP spent)
Improve MaxHP: 10 / 10
Power Strike: 11 / 20
Fighter (2nd Job - Axe path)
Lv. 30–70
· 121 SP total
· Advancement at Dances with Balrog, Perion
121 SP over Lv 30-70. Fighters commit to ONE weapon type at 2nd job - this build assumes Axe (higher raw damage, canonical classic Maple path). Sword Fighter uses identical structure with Sword Mastery/Booster/FA instead. Every SP maxes something meaningful: Axe Mastery, Axe Booster, Rage (party buff!), Power Guard (30 pts of damage reflection), Final Attack Axe. 1 leftover into Iron Body.
Axe Fighter (Canonical)
Recommended
Axe Mastery -> Booster -> Rage -> Power Guard -> Final Attack. Every skill maxed. 1 SP leftover.
Standard classic-Maple Axe Fighter path. Mastery FIRST to kill 1-damage misses that make 30-40 miserable. Booster SECOND for attack-speed DPS. Rage THIRD because +12 party WATK invites you to every party and buffs YOUR damage too. Power Guard FOURTH because 40% damage reflection is transformative for boss fights. Final Attack LAST because the passive proc is nice but the other 4 skills change how fights play. 1 leftover into Iron Body (filler).
Lv.
SP
Axe Mastery/ 20
Axe Booster/ 20
Rage/ 20
Power Guard/ 30
Final Attack: Axe/ 30
Iron Body/ 20
Note
30
+1
1
Advancement - start Axe Mastery
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
20
2
Axe Mastery MAXED
38
+3
20
5
39
+3
20
8
40
+3
20
11
41
+3
20
14
42
+3
20
17
43
+3
20
20
Axe Booster MAXED - +2 attack speed permanent
44
+3
20
20
3
45
+3
20
20
6
46
+3
20
20
9
47
+3
20
20
12
48
+3
20
20
15
49
+3
20
20
18
50
+3
20
20
20
1
Rage MAXED - now every party wants you
51
+3
20
20
20
4
52
+3
20
20
20
7
53
+3
20
20
20
10
54
+3
20
20
20
13
55
+3
20
20
20
16
56
+3
20
20
20
19
57
+3
20
20
20
22
58
+3
20
20
20
25
59
+3
20
20
20
28
60
+3
20
20
20
30
1
Power Guard MAXED - 40% damage reflection
61
+3
20
20
20
30
4
62
+3
20
20
20
30
7
63
+3
20
20
20
30
10
64
+3
20
20
20
30
13
65
+3
20
20
20
30
16
66
+3
20
20
20
30
19
67
+3
20
20
20
30
22
68
+3
20
20
20
30
25
69
+3
20
20
20
30
28
70
+3
20
20
20
30
30
1
Final Attack MAXED
End state (121 SP spent)
Iron Body: 1 / 20
Axe Mastery: 20 / 20
Final Attack: Axe: 30 / 30
Axe Booster: 20 / 20
Rage: 20 / 20
Power Guard: 30 / 30
Rage Rusher (Early Party Value)
Same endstate as canonical, but Rage MAXED by Lv 37. Immediate party invitations, sacrifice personal DPS during Lv 30-43.
The party-scene meta variant. Rage is +12 WATK for the WHOLE party at max - if you're the Fighter in a KPQ+ group, maxing Rage first means every party member you buff gets carried DPS from Lv 30 onward. Trade-off: your personal Mastery/Booster come online later, so YOU do less damage during Lv 30-43. Worth it if you're always in parties; questionable if you solo. Same 121 SP total, same endstate as Axe Fighter Canonical - only the order changes.
Lv.
SP
Axe Mastery/ 20
Axe Booster/ 20
Rage/ 20
Power Guard/ 30
Final Attack: Axe/ 30
Iron Body/ 20
Note
30
+1
1
Advancement - start RAGE immediately for party value
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
2
20
Rage MAXED at Lv 37 - now every party invites you
38
+3
5
20
39
+3
8
20
40
+3
11
20
41
+3
14
20
42
+3
17
20
43
+3
20
20
Axe Mastery MAXED (later than canonical)
44
+3
20
3
20
45
+3
20
6
20
46
+3
20
9
20
47
+3
20
12
20
48
+3
20
15
20
49
+3
20
18
20
50
+3
20
20
20
1
Axe Booster MAXED
51
+3
20
20
20
4
52
+3
20
20
20
7
53
+3
20
20
20
10
54
+3
20
20
20
13
55
+3
20
20
20
16
56
+3
20
20
20
19
57
+3
20
20
20
22
58
+3
20
20
20
25
59
+3
20
20
20
28
60
+3
20
20
20
30
1
Power Guard MAXED
61
+3
20
20
20
30
4
62
+3
20
20
20
30
7
63
+3
20
20
20
30
10
64
+3
20
20
20
30
13
65
+3
20
20
20
30
16
66
+3
20
20
20
30
19
67
+3
20
20
20
30
22
68
+3
20
20
20
30
25
69
+3
20
20
20
30
28
70
+3
20
20
20
30
30
1
Final Attack MAXED
End state (121 SP spent)
Iron Body: 1 / 20
Axe Mastery: 20 / 20
Final Attack: Axe: 30 / 30
Axe Booster: 20 / 20
Rage: 20 / 20
Power Guard: 30 / 30
Page (2nd Job - Blunt Weapon path)
Lv. 30–70
· 121 SP total
· Advancement at Dances with Balrog, Perion
121 SP over Lv 30-70. Pages commit to Sword OR Blunt Weapon (BW/hammer) at 2nd job - this build assumes BW (canonical Page-line weapon, sets up White Knight -> Paladin). Sword Page uses identical structure with Sword Mastery/Booster/FA. Page's signature is Threaten (mob-side WATK debuff) rather than Rage. Every SP maxes something. 1 leftover Iron Body.
BW Page (Canonical)
Recommended
BW Mastery -> Booster -> Threaten -> Power Guard -> Final Attack. Structural mirror of Fighter with Threaten in the Rage slot.
Same priority ladder as Axe Fighter (mastery -> speed -> class buff -> damage mitigation -> FA passive), with Threaten replacing Rage. Threaten is functionally the inverse of Rage: instead of buffing your party's damage, it debuffs the mobs' damage. Both math out similarly in party comps but Threaten is more selfish (you're the one nearest the mobs so YOU benefit most). Page's identity as the 'tanking' warrior line starts here.
Lv.
SP
BW Mastery/ 20
BW Booster/ 20
Threaten/ 20
Power Guard/ 30
Final Attack: BW/ 30
Iron Body/ 20
Note
30
+1
1
Advancement - start BW Mastery
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
20
2
BW Mastery MAXED
38
+3
20
5
39
+3
20
8
40
+3
20
11
41
+3
20
14
42
+3
20
17
43
+3
20
20
BW Booster MAXED
44
+3
20
20
3
45
+3
20
20
6
46
+3
20
20
9
47
+3
20
20
12
48
+3
20
20
15
49
+3
20
20
18
50
+3
20
20
20
1
Threaten MAXED - AoE mob debuff
51
+3
20
20
20
4
52
+3
20
20
20
7
53
+3
20
20
20
10
54
+3
20
20
20
13
55
+3
20
20
20
16
56
+3
20
20
20
19
57
+3
20
20
20
22
58
+3
20
20
20
25
59
+3
20
20
20
28
60
+3
20
20
20
30
1
Power Guard MAXED
61
+3
20
20
20
30
4
62
+3
20
20
20
30
7
63
+3
20
20
20
30
10
64
+3
20
20
20
30
13
65
+3
20
20
20
30
16
66
+3
20
20
20
30
19
67
+3
20
20
20
30
22
68
+3
20
20
20
30
25
69
+3
20
20
20
30
28
70
+3
20
20
20
30
30
1
Final Attack MAXED
End state (121 SP spent)
Iron Body: 1 / 20
BW Mastery: 20 / 20
Final Attack: BW: 30 / 30
BW Booster: 20 / 20
Threaten: 20 / 20
Power Guard: 30 / 30
Threaten Tank (Aggro Grinder)
Same endstate, but Threaten MAXED by Lv 37. Immediate AoE mob-debuff for the entire 2nd-job grind.
Curve variant of BW Page Canonical. Threaten at max debuffs -12 WATK and -12 WDEF on every mob within range - meaning easier tanking + higher personal DPS output on the debuffed mobs. Maxing it by Lv 37 (vs Lv 50 canonical) means you have this effect active for the ENTIRE 2nd-job training window. Trade-off: Mastery + Booster come online later, so early damage is worse. Great for solo Page players who want to grind grouped-mob maps without a party.
Lv.
SP
BW Mastery/ 20
BW Booster/ 20
Threaten/ 20
Power Guard/ 30
Final Attack: BW/ 30
Iron Body/ 20
Note
30
+1
1
Advancement - start Threaten immediately
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
2
20
Threaten MAXED at Lv 37 - AoE debuff active for entire 2nd job
38
+3
5
20
39
+3
8
20
40
+3
11
20
41
+3
14
20
42
+3
17
20
43
+3
20
20
BW Mastery MAXED (later than canonical)
44
+3
20
3
20
45
+3
20
6
20
46
+3
20
9
20
47
+3
20
12
20
48
+3
20
15
20
49
+3
20
18
20
50
+3
20
20
20
1
BW Booster MAXED
51
+3
20
20
20
4
52
+3
20
20
20
7
53
+3
20
20
20
10
54
+3
20
20
20
13
55
+3
20
20
20
16
56
+3
20
20
20
19
57
+3
20
20
20
22
58
+3
20
20
20
25
59
+3
20
20
20
28
60
+3
20
20
20
30
1
Power Guard MAXED
61
+3
20
20
20
30
4
62
+3
20
20
20
30
7
63
+3
20
20
20
30
10
64
+3
20
20
20
30
13
65
+3
20
20
20
30
16
66
+3
20
20
20
30
19
67
+3
20
20
20
30
22
68
+3
20
20
20
30
25
69
+3
20
20
20
30
28
70
+3
20
20
20
30
30
1
Final Attack MAXED
End state (121 SP spent)
Iron Body: 1 / 20
BW Mastery: 20 / 20
Final Attack: BW: 30 / 30
BW Booster: 20 / 20
Threaten: 20 / 20
Power Guard: 30 / 30
Spearman (2nd Job - Polearm path)
Lv. 30–70
· 121 SP total
· Advancement at Dances with Balrog, Perion
121 SP over Lv 30-70. Spearmen commit to Spear OR Polearm - this build assumes Polearm (canonical for the Dragon Knight -> Dark Knight line, higher DPS ceiling). Spear uses identical structure with Spear Mastery/Booster/FA. Spearman gets HYPER BODY - the buff that makes every party want you at every level from here to endgame. HB max is 20 (not 30 like Power Guard), so leftover 11 SP goes into Iron Body.
Polearm Spearman (Canonical)
Recommended
Polearm Mastery -> Booster -> Hyper Body -> Iron Will -> Final Attack -> 11 leftover Iron Body.
Structural mirror of Fighter/Page with two important tweaks: (1) Hyper Body replaces Rage/Threaten - HB is one of the most-invited-buff skills in the whole game because +60% party HP transforms every fight from Lv 30 to endgame; (2) Iron Will replaces Power Guard - IW maxes at 20 (not 30 like PG), so 11 SP end up in Iron Body carryover instead of 1. Iron Body at 11 is still filler but at least a bigger filler.
Lv.
SP
Polearm Mastery/ 20
Polearm Booster/ 20
Hyper Body/ 20
Iron Will/ 20
Final Attack: Polearm/ 30
Iron Body/ 20
Improve HP Recovery/ 16
Endure/ 8
Note
30
+1
1
Advancement - start Polearm Mastery
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
20
2
Polearm Mastery MAXED
38
+3
20
5
39
+3
20
8
40
+3
20
11
41
+3
20
14
42
+3
20
17
43
+3
20
20
Polearm Booster MAXED
44
+3
20
20
3
45
+3
20
20
6
46
+3
20
20
9
47
+3
20
20
12
48
+3
20
20
15
49
+3
20
20
18
50
+3
20
20
20
1
Hyper Body MAXED - now the whole world wants you in their party
51
+3
20
20
20
4
52
+3
20
20
20
7
53
+3
20
20
20
10
54
+3
20
20
20
13
55
+3
20
20
20
16
56
+3
20
20
20
19
57
+3
20
20
20
20
2
Iron Will MAXED
58
+3
20
20
20
20
5
59
+3
20
20
20
20
8
60
+3
20
20
20
20
11
61
+3
20
20
20
20
14
62
+3
20
20
20
20
17
63
+3
20
20
20
20
20
64
+3
20
20
20
20
23
65
+3
20
20
20
20
26
66
+3
20
20
20
20
29
67
+3
20
20
20
20
30
2
Final Attack MAXED
68
+3
20
20
20
20
30
5
69
+3
20
20
20
20
30
8
70
+3
20
20
20
20
30
11
Iron Body at 11 - filler. Advance to Dragon Knight!
End state (121 SP spent)
Iron Body: 11 / 20
Polearm Mastery: 20 / 20
Final Attack: Polearm: 30 / 30
Polearm Booster: 20 / 20
Iron Will: 20 / 20
Hyper Body: 20 / 20
Pure Support Spearman
Skip Final Attack entirely. Max Iron Body + HP Recovery + Endure. All buffs, all tank, zero offensive scaling.
The party-only Spearman meta from classic Maple's late-game. If your entire training identity is 'the buff person other classes wait for', you don't need Final Attack's DPS - your job is to keep Hyper Body / Iron Will refreshed and eat hits while the party clears. Same core (Polearm Mastery + Booster + Hyper Body + Iron Will) as canonical, but drops 30 SP of Final Attack + reallocates to defensive/recovery skills. Max Iron Body (20), max Improve HP Recovery from 1st (16), and 5 SP Endure. You WILL do less damage - but your party will love you.