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MapleStory Classic World HP/MP Gain: Per-Level + Job Advancement Numbers - MapleStory Classic

已根據 NiaMeowDB MapleStory Classic Guides 核驗
MapleStory Classic World HP/MP Gain: Per-Level + Job Advancement Numbers - MapleStory Classic

摘要

Per-level HP and MP gains for every class in MapleStory Classic World, plus the randomized HP/MP roll on 1st and 2nd job advancement.

正文

Per-level HP and MP gains in MapleStory Classic World are class-fixed and INT-independent (no HP washing). Each job advancement adds a one-time randomized bonus on top.

Second-test heads-up (July 2026): every number on this page comes from the first Closed Online Test. Nexon's trailer for the second test shows characters with much larger HP and MP pools at similar levels, across every class shown. Expect these values to change; we'll re-derive the tables when second-test data exists.

Contents

  1. Per-level HP/MP gain
  2. Job advancement HP/MP gain
  3. Why advance at level 10
  4. Open questions
  5. Sources and methodology

Per-level HP/MP gain

Per-level Max HP and Max MP gain is class-fixed. No roll, no INT scaling, no difference between 1st and 2nd job.

ClassMax HP per levelMax MP per level
Beginner+16+12
Warrior+28+12
Bowman+22+17
Thief+22+17
Magician+16+22
Subclasses share their main class's numbers. Hunter and Crossbow get the Bowman rates. Bandit and Assassin get the Thief rates. This applies to both per-level gain and the advancement roll.
HP washing is dead. The old trick depended on INT lifting level-up MP gain so the surplus could be AP-reset into HP. Since MP gain doesn't scale with INT in Classic, there's nothing to wash. Don't roll INT on a warrior "for the wash"; you'll just lose damage.

Job advancement HP/MP gain

Each advancement grants a one-time randomized HP/MP bonus on top of the normal level-up gain. The range is class-specific and looks identical at both advancements. The two rolls also appear independent in the data so far (see Open Questions).

ClassHP range per advancementMP range per advancement
Warrior+300 to +350+100 to +125
Bowman+200 to +250+200 to +250
Thief+200 to +250+200 to +250
Magician+100 to +125+300 to +358*

*Magician MP range is observed-only. +358 (Starmi) is the largest clean sample so far; the true ceiling could be higher. +375 is the working theoretical bound but no roll has reached it yet.

Why advance at level 10

Beginner per-level gain trails every advanced class on its primary stat. Every level past 10 spent as a Beginner permanently undersizes your pools. Advance at 10.

Open questions

Does LUK influence the Magician MP roll? Starmi's +358 outlier coincided with unusually high LUK at advancement. One counter-example exists (a high-MP roll without LUK investment), so it isn't a clean confirmation. A few more clean samples would settle it.

Independence between the 1st and 2nd advance rolls is the other open thread. The data suggests yes, with no correlation between a player's two rolls, but the per-class sample is small.

Sources and methodology

Numbers assembled by Zakum and Slash on the unofficial MS Classic Discord, scrubbing public VODs from misusingtv (Dreamt), Johawk, Starmi, sage, WhinyPotato, and others. Per-level deltas came from clean level-ups; advancement deltas are post-advancement totals minus pre-advancement totals, with any Max HP/MP Increase skill points backed out.

Got a clean VOD with a level-up or advancement timestamp? Drop it in the MeowDB Discord. More samples will tighten the Magician MP ceiling and the LUK question.

此系列的更多內容

這筆攻略內容僅屬於 MapleStory Classic World。下方相關頁面也按此系列獨立整理,不會與其他 MapleStory 作品混用。

來源與核驗

上方已在本站顯示可閱讀正文;來源頁面只作為引用與後續更新核驗。

NiaMeowDB MapleStory Classic Guides