Skip to main content
MPStorysMAPLESTORY SERIES HUB

Stats

From the MapleStory Classic Wiki, mirrored inside MPStorys
Stats
The numerical attributes that determine character power.
Primary stats
STR · DEX · INT · LUK
Derived stats
HP · MP · accuracy · avoidability · speed · jump
AP per level
5 (standard)

Stats (short for statistics) are the numerical attributes that determine what a character can do in combat and which equipment they can use. They split into two groups: the four primary stats (STR, DEX, INT, and LUK) which the player allocates directly via ability points, and the derived stats (HP, MP, accuracy, avoidability, speed, jump) which are computed from the primary stats, equipment, buffs, and job-specific formulas.

Stat allocation is the single largest commitment a player makes during character progression. AP spent on the wrong stat cannot be recovered without a stat-reset item, and the difference between an optimal build and a misallocated one compounds over hundreds of levels into a multi-fold gap in damage output. Most build decisions are job-specific; this page covers the system itself, while the individual stat pages and the job pages cover what to actually do with it.

Primary stats

The four primary stats can be raised in two ways: through AP (5 points per level, freely allocated by the player), and through equipment, scrolls, and buffs which add fixed amounts to one or more stats. AP-spent points are permanent (without a reset item); equipment-granted stats are lost when the equipment is unequipped.

Stat Full name Primary stat for Main mechanical effect
STR Strength Warrior Multiplies melee weapon damage; gates most warrior weapons by minimum-STR requirement.
DEX Dexterity Bowman Multiplies bow/crossbow damage; primary contributor to accuracy.
INT Intelligence Magician Multiplies magic damage; increases MP gain per level for INT-scaling jobs.
LUK Luck Thief Multiplies thief damage; primary contributor to avoidability; secondary contributor to accuracy.

Each branch has a primary stat that dominates its damage formula and a secondary stat (usually one of the others) that supplies accuracy or weapon-equip requirements. The classic split: Warriors run STR-primary with a small amount of DEX for accuracy; Bowmen run DEX-primary with a small amount of STR to wield their bows; Magicians run pure INT (or with a small LUK splash for accuracy); Thieves run LUK-primary with either DEX (Assassins) or STR (Bandits) as their secondary. See the individual stat pages for per-branch detail.

Derived stats

The following stats are not allocated directly. They are computed each tick from the primary stats, the player's level, currently equipped gear, and active buffs.

Stat Driven by Notes
HP Job, level, HP washing/equipment The Warrior branch has the highest HP per level; Magicians have the lowest.
MP Job, level, INT (for INT-scaling jobs) Magicians gain bonus MP per level based on INT; physical classes gain a flat amount per level.
Accuracy DEX (primary) + LUK (secondary), plus equipment Determines hit rate against monsters; insufficient accuracy means missed attacks.
Avoidability LUK (primary) + DEX (secondary), plus equipment Chance to dodge incoming monster attacks.
Speed Equipment + skill buffs Movement speed; capped per character class.
Jump Equipment + skill buffs Jump height; capped per character class.

Derived stats will get individual pages of their own as the wiki fills out. Until then, brief summaries appear on the damage formula page (for accuracy and the stat-to-damage relationship) and on individual job pages (for HP/MP per level).

AP allocation

Every level grants 5 AP (ability points) which the player distributes among the four primary stats. AP is allocated through the in-game Stats window; allocation is permanent unless a stat-reset item is consumed (rare, and limited).

Several mechanics modify the basic 5-AP-per-level rule:

  • Auto-allocation at low levels. Until the player reaches Lv 11, AP earned on level-up is automatically allocated to the Beginner class's primary stats. From Lv 11 onward, allocation is manual.
  • First job bonus AP. Advancing from Beginner to a first job at Lv 10, which applies to all four branches in Classic World, grants a small one-time AP bonus.
  • Equip requirements. Most equipment imposes a minimum stat requirement to wield. Falling below the requirement (by unequipping a stat-granting item, for example) does not unequip the affected item but removes its stat bonus, sometimes cascading.

Resetting AP

Once allocated, AP cannot be moved freely. The only ways to reallocate stats in classic-era MapleStory are:

  • AP reset items. Consumable items (typically cash-shop or event reward) that move a single AP from one stat to another. Limited daily use.
  • Stat resets from major story events. Some long-form questlines historically granted a one-off reset on completion.

Both routes are rare enough that builds are effectively permanent. The standard guidance is: plan the build before allocating, follow a published per-job AP guide for the first ~30 levels, and only deviate once the build is well understood.

Recommended builds

Per-job AP allocation guides (exact AP-per-level splits, equipment thresholds, and "low DEX / pure" variants) live on the individual job pages: Warrior, Magician, Bowman, Thief. The individual stat pages cover what each stat actually does, but the per-job allocation decisions cross-reference multiple stats and belong with the job.

See also