Skill builds
This guide suggests orders for spending skill points. They are suggestions, not rules of the game: each one follows from the skill numbers on the skill pages, and other orders work too. The two numbers that shape every build are the points a hero earns (160 by level 99) and the points every skill of a job needs (180 for the Assassin and for the Bandit), so 20 points always stay out.
Skill points
A level-up gives no skill point up to level 9, one from level 10 to 29 and two from level 30, so a level 99 hero has had 160 points in all.
| Level | Skill points |
|---|---|
| 10 | 1 |
| 20 | 11 |
| 29 | 20 |
| 30 | 22 |
| 45 | 52 |
| 59 | 80 |
| 60 | 82 |
| 75 | 112 |
| 99 | 160 |
Rogue, levels 10 to 29
A Rogue earns 20 points before the second advancement.
- Suggestion for a future Assassin: Lucky Seven to level 15, then Nimble Body with the last five points. Lucky Seven matches Double Step at level 5 and beats it from level 6, and it stays useful with a claw after the advancement.
- Suggestion for a future Bandit: Double Step to level 15, then Nimble Body. It needs no stars, hits twice, and at levels 1 to 4 it hits harder than Lucky Seven.
- Either way: one point in Dark Sight gives its effect for 2.5 seconds. Each further point adds 1.5 seconds, so a single point is often enough.
Assassin, levels 30 to 59
The second advancement comes at level 30 with 60 points to spend before level 60, against 70 for all of tier 2.
- Avenger first. At level 15 it hits with 530% and passes through up to 23 monsters, where Lucky Seven hits one monster with two stars of 195%. Its cost is three stars and 72 MP a throw.
- Critical Throw next. Each level adds 2 points of critical rate, to 30 points at level 15 (38% with the base 8%), and a critical hit does double damage, so on average every attack does 38% more.
- HP Mastery adds 6% of the table's HP a level: 90% at level 15, about 1,500 HP at level 60.
- Drain and MP Mastery with the rest. Drain heals while it hurts, and MP Mastery pays for the tier 3 and 4 buffs, which cost 220 MP and more.
Assassin, levels 60 to 99
From level 60, 80 points remain for tiers 3 and 4 (55 points) and whatever is left of tier 2.
- Weapon Mastery to level 15 for 24 ATT. The base damage grows faster than ATT (it is about ATT times ATT / 30 plus 3, over 5), so at an ATT of 60 the 24 points raise the base damage by 40%.
- Concentration for up to 64 ATT and 44 ACC for up to 47.5 seconds.
- Shadow Partner once the fourth advancement opens it: twice the stars on every throw.
- Shadow Web last; it deals no damage, but holds up to six monsters for up to 7 seconds.
A build along these lines leaves Double Step and most of Dark Sight without points.
Bandit, levels 30 to 59
- Savage Blow first: 6 hits from level 14 at up to 95% each, on one monster.
- Critical Stab to 30 points of critical rate, as for the Assassin.
- HP Mastery for up to 90% more HP: a close-range fighter takes more contact damage.
- Pickpocket and MP Mastery with the rest. Pickpocket only adds meso, so it can wait.
Bandit, levels 60 to 99
- Weapon Mastery to level 15 and Concentration to level 10, for up to 24 and 64 ATT.
- Boomerang Stab once the fourth advancement opens it: 9 monsters twice each at level 20.
- Meso Guard halves every blow for meso: at level 10 a blow of 200 damage costs 81 meso and does 100. It suits a hero with meso to spare.
A build along these lines leaves Lucky Seven, which needs a claw, and most of Dark Sight without points.