Magician guide walks a new magician in MapleStory Classic World from character creation to the second job advancement at level 30: which stats the class runs on, how the first-job skills unlock each other, which equipment is worth hunting for, and where to train along the way. For the class overview, full skill list, and equipment tables, see the Magician page; this guide is about the decisions you make while leveling one.
Magicians run on INT. The weapons add a second requirement: staves and wands past the starter tier also ask for some LUK (the level 15 Emerald Staff needs 30 INT and 10 LUK), so the gear itself decides that a magician keeps a little LUK alongside INT.
Contents
Levels 1 to 10: before the job
Every magician starts life as a Beginner on Maple Island. Hunt your way up with the island spots in the Training guide. There is nothing class-specific to do yet, though it is worth knowing that Stumps on Victoria Island drop the Wooden Staff, a level 10 magician weapon, so the first staff can come free.
Becoming a Magician
At level 10, sail to Victoria Island and climb to Ellinia, the magician town in the treetops. Talk to Grendel the Really Old to advance; there is no quest for it.
First job skills
The magician kit is six skills in three chains:
- Attacking. Energy Bolt (max 20) spends MP on a single-target hit. One point in it unlocks Magic Claw (max 20), which strikes one enemy twice per cast.
- Mana economy. Improved MP Recovery (max 15) speeds up natural MP regeneration and boosts recovery from items; three points unlock Max MP Increase (max 15). A magician's damage, defense, and survival all spend MP, which makes this chain the class's engine room.
- Defense. Magic Guard (max 15) redirects a portion of incoming damage from HP to MP, which is what lets the lowest-HP class in the game survive being hit at all; once MP runs out, damage lands on HP in full. Three points unlock Magic Armor (max 20), a temporary weapon and magic defense buff.
Equipment worth hunting
Magicians use wands and staves. The full tables live at Items/By job/Magician. Several solid pieces drop from monsters you will be fighting anyway:
- Wooden Staff (level 10) from Stump, and Red Apprentice Hat (level 10) from Bubbling in the Kerning City subway.
- Blue Basic Boots (level 10) from Stirge, one stop deeper in the same subway.
- Emerald Staff (level 15) from Green Mushroom, and Lemona gloves (level 15) from Slime.
- White Doros Robe (level 25) from Jr. Wraith.
- Jester hats (level 30) from Zombie Mushroom and Wild Boar, and Chaos Robes (level 35) from Zombie Mushroom in the Ant Tunnel.
- Starlight overalls (level 40) from Cold Eye, and Red Guiltian (level 40) from Fire Boar.
Where to train
The Training guide covers the best maps bracket by bracket. Magic Guard changes the calculus on town distance: the deep Sleepywood floors punish anyone who runs out of supplies, and a magician burning MP for both damage and defense empties potion bags fastest of all, so weigh the guide's distance notes heavily. The class also has a dedicated area: Magician's Tree Dungeon, stocked with level 30 versions of Horny Mushrooms and Curse Eyes; see the map page for how it connects.
The second job: level 30
At level 30 a magician returns to Ellinia and specializes:
- Cleric: the support line.
- Wizard (Fire/Poison): elemental offense, fire and poison.
- Wizard (Ice/Lightning): elemental offense, ice and lightning.
Each page lays out the branch's skills and what it plays like. The choice is permanent, and since all three keep INT as the primary stat, nothing you did before 30 is wasted regardless of the pick.
See also
- Magician: the class page, with the full skill and equipment tables.
- Training guide: where to hunt, level 1 to 40.
- Items/By job/Magician: every magician-usable item.
- Guides: every guide on the wiki.