Classes and Builds Class Overview This page is a starting point for class planning on OceaniaRO. It gives a broad overview of class roles and where players should focus next as the class section of the wiki grows. What This Page Is For Ragnarok has a lot of class depth, and custom servers can shift how comfortable or efficient a class feels. This page helps new and returning players understand the bigger picture before diving into detailed build guides. Core First-Job Paths Swordsman line - durable melee progression with tank and frontline options Mage line - magic-focused progression with strong elemental identity Archer line - ranged damage and efficient leveling potential Acolyte line - support, healing, and hybrid utility routes Merchant line - economy utility with strong long-term class potential Thief line - fast, evasive, and often more gear-sensitive damage paths How To Choose A Class Pick based on what feels fun first, not just what looks strongest on paper. Think about whether you want solo leveling, party support, farming utility, or bossing potential. Use the New Player Guide and Game Systems pages to understand how OceaniaRO's custom systems may support your class choice. OceaniaRO-Specific Advice Custom systems, supporter conveniences, mercenaries, and custom gear may affect how smooth different classes feel early on. Poring Haven, custom cards, and themed gear sets can make certain progression paths more attractive than usual. As more class pages are added, link them from here so players can move from overview to detailed builds quickly. What Should Come Next Individual class path pages Beginner-friendly build suggestions Early leveling recommendations by class Class interactions with custom systems and gear This is an anchor page for the class section and should expand as OceaniaRO-specific class guidance is documented. Class Starter Guides OceaniaRO is a Renewal server with the normal class tree enabled up to 4th jobs. This page is a practical leveling guide, not a strict meta bible. Use it to pick a class, know where to level, and understand which custom systems are worth using while the server economy grows. If you are brand new, pick the class fantasy you like. OceaniaRO gives you enough support gear, manuals, healing, warps, and board quests to experiment without needing a perfect build on day one. Fast Start Checklist Claim the Welcome Pack from the Welcome Quartermaster in Malangdo at 120,130. Change from Novice using the Job Master. First-job changes give a one-time class starter pack. Use the Malangdo Warper for towns, Eden Group HQ, Poring Haven, and common dungeons. Use the Settings Assistant to keep quality-of-life commands enabled between logins. Use the Eden boards and the Oceania Hunt Board while leveling. Run the patcher as Administrator before logging in, especially after item or headgear updates. Recommended Leveling Flow Level Range Main Spots Good For Notes 1-15 Poring Haven, Training Grounds Everyone Use the Poring Haven healer at new_1-1,66,115. Beginner Assist Mode can help with the lowest tier mobs. 15-30 Poring Haven, Payon Cave F1, Prontera Culvert F1, Ant Hell F1 New first jobs Do early Eden board quests when available. Ranged classes can kite comfortably here. 30-45 Orc Dungeon F1, Byalan F1, Wolves, Poison Spores, Hodes/Sandman First jobs with basic skills If a spot feels slow, swap between Eden board targets and dungeon mobs. 45-70 Orc Dungeon F2, Toy Factory, Clock Tower F1, Geffen Dungeon, Poring Haven custom mobs AoE classes, melee with sustain Start taking Oceania Hunt Board trials for useful custom headgear rewards. 70-85 Magma Dungeon F1, Glast Heim entrance areas, Stings, Alarms, Ice Dungeon F1 Second jobs This is a good time to work toward Ocean Gear. 85-99 Rachel Sanctuary F1, Magma Dungeon F2, Juperos, Ice Dungeon F2, Abyss Lake F1 Trans push, party play Party play starts feeling better here. Be careful in harder dungeons if undergeared. 100-125 Eden boards, Juperos, Abyss Lake, Thanatos lower floors, Scaraba if available Third jobs starting out Upgrade weapons and cards before forcing harder content. Use Drowned Aequoria for a party-style custom break. 125-150 Magma/Nogg Road, Scaraba, Bio Lab lower floors, Rachel/Thor cautious routes Third jobs with AoE Use class AoE and defensive stats. If you die too often, the spot is probably too early. 150-175 Bio Labs, Thor Volcano, Abyss Lake, higher Scaraba, party instances Geared third jobs Cards, resist gear, and party support matter more than raw level here. 175-260 Advanced dungeons, custom instances, party farming, available 4th job routes Late game classes Use this range to refine your build, farm custom materials, and test harder maps with groups. Quick Class Picks If you want... Try... Why Simple melee leveling Swordsman > Knight > Rune Knight > Dragon Knight Durable, straightforward, and easy to gear. Tanky party play Swordsman > Crusader > Royal Guard > Imperial Guard Good defenses and party utility. Magic AoE farming Mage > Wizard > Warlock > Arch Mage Strong mob clearing once you learn positioning. Elemental utility Mage > Sage > Sorcerer > Elemental Master Flexible magic route with support options. Ranged farming Archer > Hunter > Ranger > Windhawk Easy early damage, kiting, and strong solo flow. Party songs Archer > Bard/Dancer > Minstrel/Wanderer > Troubadour/Trouvere Useful in parties while still leveling at range. Healing and support Acolyte > Priest > Arch Bishop > Cardinal Always useful in groups and safe for learning. Combo burst Acolyte > Monk > Sura > Inquisitor More active solo route with strong single-target damage. Zeny and utility Merchant > Blacksmith > Mechanic > Meister Good farming tools and long-term account value. Homunculus/crafting flavor Merchant > Alchemist > Genetic > Biolo Flexible utility route with item-based gameplay. Fast attacks and crit Thief > Assassin > Guillotine Cross > Shadow Cross Quick solo gameplay and satisfying damage scaling. Tricks and stealing Thief > Rogue > Shadow Chaser > Abyss Chaser Flexible farming and utility options. Swordsman Routes Knight / Rune Knight / Dragon Knight: Level as a sturdy melee class. Early on, use single-target attacks and basic weapons. Once you have AoE tools, move into Orc Dungeon, Magma, and later Juperos or Abyss Lake. Add VIT if you feel fragile. Crusader / Royal Guard / Imperial Guard: Slower early than Knight but safer. Good for players who want to tank, party, or build around shield skills. Dungeons with dense mobs are good once your defenses are online. Stats: STR for damage and carry weight, VIT for HP, DEX for hit, AGI for attack speed routes. Gear goals: Ocean Armor, Ocean Shield, Ocean Shoes, Ocean Manteau, Bunny Hat, Black Fox Tail, Blue Dragon Wings. Mage Routes Wizard / Warlock / Arch Mage: Start carefully, then lean into AoE. Payon Cave, Orc Dungeon, Clock Tower, Magma, Juperos, and Rachel-style maps are good once your cast speed and positioning improve. Sage / Sorcerer / Elemental Master: More flexible and more utility-based. Level similarly to Wizard early, then use elemental tools and control skills to handle harder mobs. Stats: INT for damage and SP, DEX for cast speed, VIT for survival. Gear goals: Falling Leaves - Arctic, Cyan Aura, Water Aura, Rune of Prophecy, Helios Pendant, Ocean Valk Helm. Archer Routes Hunter / Ranger / Windhawk: One of the smoothest starter routes. Kite early, use traps or ranged skills, and move through Poring Haven, Wolves, Orcs, Stings, Magma, and Juperos. Good for farming because you can kill before being hit. Bard / Dancer / Minstrel / Wanderer: Level like Archer early. In parties, songs make you valuable even if your personal damage is behind a pure Hunter route. Stats: DEX for ranged damage and hit, AGI for attack speed, LUK for crit/falcon-style routes. Gear goals: Starter bow pack, Blue Dragon Wings, Night Scarf, Butterfly Ring, Emerald Wings. Acolyte Routes Priest / Arch Bishop / Cardinal: Safe but slower solo if built full support. Use Heal offensively on undead where useful, party when you can, and build enough INT/DEX to keep leveling comfortable. Monk / Sura / Inquisitor: More active solo path. Good for players who like combos, burst, and single-target damage. Level on normal melee spots, then graduate into harder dungeons once you can survive. Stats: INT/DEX/VIT for support. STR/AGI/DEX/VIT for Monk-style physical builds. Gear goals: Water Aura, Rose Ring, Ocean Valk Helm, Helios Pendant, Bunny Hat, Black Fox Tail. Merchant Routes Blacksmith / Mechanic / Meister: Strong account class because vending, farming, and carry weight are always useful. Level through standard melee spots, then use AoE tools once available. Alchemist / Genetic / Biolo: More item and utility focused. Can feel slower early, but scales into flexible farming and support-style play. Stats: STR and DEX for physical farming, VIT for survival, INT/DEX for utility and skill-based routes. Gear goals: Black Fox Tail, Emerald Wings, Ocean defensive pieces, Water Aura for INT routes. Thief Routes Assassin / Guillotine Cross / Shadow Cross: Fast solo class. Early leveling feels good with AGI, crit, and attack speed. Avoid spots where you miss often, and add DEX if your damage is not connecting. Rogue / Shadow Chaser / Abyss Chaser: Flexible route with utility and farming potential. Good for players who enjoy experimenting and stealing. Stats: AGI for attack speed and dodge, STR for damage, DEX for hit, LUK for crit routes. Gear goals: Bunny Hat, Butterfly Ring, Blue Scarf, Blue Dragon Wings, Black Fox Tail, Ignited Rings. Expanded Class Notes Class Leveling Style Notes Super Novice / Hyper Novice Flexible Use general stat gear and choose spots based on your chosen skill mix. Gunslinger / Rebellion / Night Watch Ranged Likes DEX, hit, ammo management, and safe spacing. The starter pack includes bullets. Ninja / Kagerou / Oboro / Shinkiro / Shiranui Physical or magic Pick one branch early so your stats do not split too hard. Taekwon / Star Emperor / Sky Emperor Physical Weaponless route. Likes STR, AGI, DEX, and survival stats. Soul Linker / Soul Reaper / Soul Ascetic Magic utility More unusual but useful. Build INT, DEX, and enough VIT to survive. Doram / Spirit Handler Flexible Build around your chosen Doram branch and use the general leveling bands above. Custom Gear While Leveling Oceania Hunt Board: Best source of early custom headgear rewards. Trials cover level ranges from early Poring Haven up into later farming. Ocean Gear: Good level 70 defensive set tied to Izlude and Coral Reef materials. Sunfire Shadow Set: Fire/sun-themed shadow gear from Morroc. Good later progression goal. Poring Haven Cards: Custom card drops from matching Poring Haven monsters. Keep useful ones, recycle spares at Cardsmith Marlow. Tidemark Mercenaries: Token-based mercenaries can help solo players get through rough patches. When To Move Spots If mobs take too long to kill, move down a tier or upgrade your weapon/cards. If you die often, add VIT, use defensive gear, or pick a safer dungeon floor. If experience feels slow but safe, add Eden board quests or hunt board trials. If you are missing attacks, add DEX or hunt lower flee monsters. If your SP is always empty, carry SP items, adjust skill spam, or add INT where appropriate. External References For deeper class mechanics and skill trees, the community-maintained iRO Wiki Classes page is useful. OceaniaRO has custom rates, custom gear, Poring Haven, custom support systems, and open dungeon warps, so treat outside guides as a reference rather than a perfect copy. This guide will keep improving as players report which spots feel too slow, too hard, or too rewarding. If something feels off, tell staff in Discord so the route can be tuned.