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HP

From the MapleStory Classic Wiki, mirrored inside MPStorys
HP
Full HP bar
The hit-point pool every character draws from to survive incoming damage.
Full name
Hit Points (or Health Points)
Type
Derived resource
Primary for
Grown by
Level-up, job advancement, AP, equipment, MaxHP skills
At zero
Character dies, EXP penalty, return to save point

HP (short for Hit Points, sometimes Health Points) is the pool of damage a character can absorb before dying. Every monster attack, environmental hazard, and PvP-style interaction in MapleStory Classic World subtracts from current HP; when current HP reaches zero, the character dies, incurs an EXP penalty proportional to their level, and returns to the map's designated save point (the nearest town for most maps; the map's entry portal for some dungeons).

HP is a derived resource, it isn't a primary stat you spend AP on directly the way STR or LUK are. Instead, HP grows automatically as a character levels, gets bonus growth from job advancement, and can be padded by AP-into-MaxHP (Warrior-only by default), equipment with HP bonuses, and the MaxHP Increase skill in the Warrior 1st-job tree. The Warrior branch is built around HP as its survivability axis, at endgame, a well-built warrior carries roughly five to six times the HP pool of a similarly-levelled magician.

What HP does

  • Absorbs damage. Every monster attack subtracts a value from current HP equal to the monster's raw damage minus the character's defense (physical or magical, depending on the attack type). HP does not factor into the character's own damage output. It is purely defensive.
  • Gates survival in long fights. Boss encounters in particular reward HP pool size. A boss that hits for 800 per swing can chew through a 2,000-HP magician in three hits but takes seven hits to drop a 5,500-HP warrior, giving the warrior much more time to react and pot.
  • Triggers death at zero. A character at 0 HP dies immediately. The EXP penalty is roughly 10% of the level's EXP requirement (less in starter towns, none on certain protected maps). The character respawns at the map's designated save point with 1 HP and 1 MP.
  • Caps potion usefulness. A potion that restores 1,000 HP is useless to a character whose total HP is 400. The overflow is wasted. Building a respectable HP pool is what makes high-tier potions like Pure Water or Elixir economically worthwhile.

HP does not affect damage dealt, accuracy, avoidability, skill cooldowns, or any other character mechanic. It is purely a survivability resource.

How HP grows

HP grows from five distinct sources, in rough order of contribution at endgame:

  • Per-level base growth. Every level-up grants a fixed HP increase set by the character's class. In Classic World the amount is deterministic (there is no random roll) and does not scale with INT. Warriors gain the most per level; beginners and magicians gain the least. Exact values are in the gains table below.
  • Job advancement bonus. Advancing into a 1st job adds a one-time HP bump (small for magicians and thieves, large for warriors). 2nd, 3rd, and 4th job advancements add successively larger bumps.
  • AP into MaxHP. Warrior-branch characters have an AP-into-MaxHP option in the stat menu, granting roughly 20+ HP per AP point. Other classes do not see this option, with rare equipment-event exceptions.
  • MaxHP Increase skill. Warriors get a passive 1st-job skill (MaxHP Increase) that adds to the per-level HP growth. At max level, a warrior's per-level HP gain roughly doubles, compounding through 2nd/3rd/4th job.
  • Equipment and scrolls. Hats, tops, overalls, capes, gloves, and accessories can roll flat HP bonuses. HP scrolls applied to equipment add roughly +30 HP per slot for the most common variant.

Per-level and job advancement gains

In Classic World, the HP and MP gained on each level-up are fixed by class. The gains are deterministic (there is no random roll) and do not change with INT. Subclasses follow their parent class's rates: hunters and crossbowmen use the bowman values, assassins and bandits use the thief values. Class-specific MaxHP and MaxMP skills add further on top of these base figures.

Class HP per level MP per level
Beginner +16 +12
Warrior +28 +12
Bowman +22 +17
Thief +22 +17
Magician +16 +22

Job advancement grants a one-time HP and MP bonus on top of the per-level gains, rolled within the range shown for the class.

Class HP bonus MP bonus
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 or more

The magician's MP advancement bonus starts at +300; its exact ceiling is unconfirmed. Because beginner per-level gains are lower than every advanced class on its primary resource, the standard recommendation is to take the first job advancement as soon as the level 10 requirement is met.

Passive regeneration

HP ticks up automatically over time when the character is out of combat, defined as roughly 5 seconds since the last incoming or outgoing hit. The baseline tick is small (about 5 HP per 10 seconds for a low-level character, scaling slightly with level) and is too slow to matter mid-fight but enough to top off the pool between mob spawns or while a player AFKs in a safe corner.

Three mechanics accelerate the passive tick:

  • Sitting on a chair. Placing a Set-up tab chair and sitting on it (double-click the chair in inventory) accelerates HP regen to roughly 4-6× the natural rate. The chair is consumed only when destroyed or unequipped, not per use; a single basic chair can be re-used indefinitely. Different chair models give marginally different regen rates in some MapleStory versions. Classic World specifics still need verification.
  • Sitting in a town inn. Inns aren't passive: they're an instant full-heal for a meso fee. They still share the chair's "out of combat, parked" gameplay loop. Used historically by low-level characters who can't yet afford potions in bulk.
  • Map regen modifiers. A small number of maps modify the regen rate (positively in rest-themed maps like hot springs, negatively in environmental-hazard maps).

Players standing at a portal, in a town, or on a chair are essentially in "rest mode". Incoming damage drops to zero, regen ticks at maximum, and the inventory becomes the only thing demanding attention. Most extended training sessions intersperse 30-60 second rest periods between mob waves rather than potion-burning through them.

Active recovery

For mid-combat or "I need full HP right now" situations, the recovery options are:

  • Potions. The most common recovery method. Drink an HP-restoring potion from the inventory (Red Potion, Orange Potion, White Potion, Pure Water, and progressively higher-tier potions). Potions restore a flat amount with no cast time and no cooldown; they can be drunk back-to-back. Quick-slotting a potion makes it a single-keypress action mid-combat. The full HP-restoring item list is below.
  • Town inn. Every starting town has an inn NPC who restores HP and MP to full for a meso fee. Used historically by characters too low-level to afford potions in bulk.
  • Party healing. Clerics (the Magician sub-job specializing in support) cast Heal as their core 1st-job skill, restoring HP to themselves and party members in range. At high cleric levels, Heal is the dominant in-combat HP source for any party that includes a cleric. Pure healing skill granularity continues through Priest and Bishop as 2nd/3rd/4th job.

HP-restoring consumables

Every item on the wiki that restores HP on consumption, broken out by type and sorted by amount restored. Each table is independently sortable; click a column header to reorder by that field. The lists auto-populate from the items table, so new potions and foods appear here as their item pages are added.

Potions

Item HP MP
Red Potion icon Red Potion 100 —
Orange Potion icon Orange Potion 250 —
White Potion icon White Potion 500 —

Food

Item HP MP
Roger's Apple icon Roger's Apple 30 —
Apple icon Apple 40 —
Egg icon Egg 60 —
Cake icon Cake 100 100
Fried Chicken icon Fried Chicken 120 —
Meat icon Meat 160 —
Andre's Seafood Soup icon Andre's Seafood Soup 300 300
Dried Squid icon Dried Squid 300 —
Hot Dog icon Hot Dog 300 —
Mrs. Ming Ming's Stew icon Mrs. Ming Ming's Stew 300 300
Pizza icon Pizza 360 —
Hamburger icon Hamburger 500 —
Hot Dog Supreme icon Hot Dog Supreme 600 —
Fat Sausage icon Fat Sausage 800 —
Watermelon icon Watermelon 800 800
Unagi icon Unagi 1,000 —
Ice Cream Pop icon Ice Cream Pop 1,500 —
Melting Cheese icon Melting Cheese 2,000 —
Reindeer Milk icon Reindeer Milk 2,500 —


Other consumables

Buff potions, special items, and anything else with an HP-restore side effect that isn't a basic potion or food.


Item HP MP
Rainbow-colored Snail Shell icon Rainbow-colored Snail Shell 50 —
Red Snail Daydream icon Red Snail Daydream 50 —
Red Snail Invasion icon Red Snail Invasion 50 —
Orange Mushroom Daydream icon Orange Mushroom Daydream 100 —
Orange Mushroom Invasion icon Orange Mushroom Invasion 100 —
Ribbon Pig Daydream icon Ribbon Pig Daydream 150 —
Ribbon Pig Invasion icon Ribbon Pig Invasion 150 —


Equipment and scrolls

HP bonuses appear most reliably on:

  • Hats and overalls: flat +HP rolls on level-appropriate gear.
  • Capes: many cape variants carry +HP as the primary stat.
  • Accessories: earrings and pendants can roll HP.
  • Job-specific armour: warrior gear in particular carries HP rolls as a near-default.

HP scrolls applied to equipment slots add flat HP per successful application. Standard scrolls add a small amount per success with a moderate success rate; chaos scrolls are more disruptive.

HP washing

HP washing is not possible in Classic World. In some other MapleStory versions, players inflate a low-HP class (usually a magician) by stacking INT so that MP grows faster than normal, then spending cash-shop AP resets to pull the surplus out of MaxMP and pour it into MaxHP. The whole technique depends on MP gains scaling with INT.

Classic World removes INT scaling from MP. Per-level MP gains are fixed by class (see the gains table above) and do not change with INT, so stacking INT produces no surplus MP to convert. With nothing to wash, the technique does not function here. A character's HP pool comes only from class, level, job advancement, AP into MaxHP (warrior branch), equipment, and the MaxHP Increase skill, with no way to pad it past those sources.

See also

  • Stats: overview of all primary and derived stats
  • MP: the magician counterpart resource
  • Damage formula: how incoming damage is computed
  • Consumable: the broader item category that includes HP potions
  • Warrior: primary HP-investing branch
  • Cleric: sub-job that heals other characters' HP