One class at a time. Every skill level, stat and weapon value is yours to set; nothing is hard-coded to a particular build.
Character
LevelAP left 0
No mastery for this weapon
Rate %
Damage %
Note: attack from equipment is counted as weapon attack, alongside the weapon, the
shield and the ammunition. The OSMS reference splits the two: it calls weapon attack the weapon
and shield only, and routes attack from every other slot into Attack Power, where it counts
double. Nobody has settled which is right on this server, so the checkbox under that field
switches between them. At any real amount of equipment attack the two readings differ by a lot.
Class options
SkillSP left 0
Target
Rotation
The loop, cast over and over
Woven in on a timer, outside the loop
Result
Skill
Dmg/cast
Casts/min
DPM
Compare
Saved row
Dmg/cast
Casts/min
DPM
Known issues
Gaps in what is known, in the order they matter: numbers nobody has published or
measured, and skills the page does not cover at all. How the game itself works is not an issue
and is not listed here. Timings marked * in the table are the guessed ones.
Meso Explosion has no formula. No database publishes a meso-to-damage conversion,
so the damage per line is invented. The Chief Bandit row that uses it is the least
trustworthy number on the page.
Lucky Seven's mastery is a flat 0.5 with nothing behind it. The skill ignores the
weapon mastery skills, and what it uses instead is not printed anywhere. Everything else
about the throw is the database's; only that factor is made up.
Attack speed is the weakest assumption on the page. One step of weapon speed is
modelled as 10% of the animation, which nobody has measured on this server. The Ayumilove
table the physical timings come from is GMS 2009 and is demonstrably wrong about this
server's speed cap, so it cannot settle the question either.
Animation timings marked * are guesses: Slash Blast, Rush, Shout, Dragon Roar,
Arrow Blow, Double Shot, Power Knockback, Arrow Bomb, Inferno, Iron Arrow, Blizzard,
Power Guard, the three summons, Double Stab, Drain, Disorder, Shadow Web, Shadow Meso,
Steal, Energy Bolt, Magic Claw, Fire Arrow, Poison Breath, Poison Mist, Cold Beam,
Thunder Bolt and Heal. Only the timing is assumed; every damage %, hit count and target
count is still read from the game data.
Where equipment attack belongs is unverified. This page counts it as weapon attack,
while the OSMS variable list counts everything outside weapon and shield as Attack Power,
which is worth double. The switch in the Character panel shows both, and they differ by a
lot.
Final Attack is not counted anywhere. It fires its own animation on a success roll
and would lift every warrior, page, spearman, hunter and crossbowman row that carries it.
The accuracy check is not modelled. Every hit is assumed to land, so these are
damage output figures, not what a monster with a real Avoid stat would let through.
Poison Breath's direct hit is not the number on its line. OSMS says the hit comes
from a hidden second skill; this page uses the printed Basic Attack for want of anything
better. Its cloud is on solid ground.
Summon damage is a model, not a reading. The dragon's line prints a mastery tier and
that tier is used; the two birds print none and borrow the class's weapon mastery. The
attack interval is assumed as well.
Elemental Crash is assumed to lift immunity as well as resistance, up to neutral.
The skill line says it removes resistance and says nothing about immune monsters.
Shadow Web is paced by its snare, not its animation: one cast per 5 s, on the
reading that a second web cannot be laid while the first still holds. Shadow Meso's throw
animation is assumed on top of that.
Sources. osmsdataexplorer.com :
every skill number here, straight from its skills.json for Closed Online Test 2, all
163 skills and every level, not interpolated: damage %, Basic Attack, hit and target counts,
mastery tiers, buff values and damage-over-time chances. Its Formulas page gave the shape of the
damage, critical, defence and level-penalty maths, and its images gave the 32x32 skill icons. meowdb.com/msclassic :
casting times for the magic classes. ayumilovemaple.wordpress.com :
the physical attack speed table. GMS 2009, and wrong about this server's speed cap, see Known
issues above.
In-game measurement on this server settled what the databases could not: the damage formulas were
calibrated by hand.
Okocim and Claude, 2026