MapleStory/Magician/Builds

Before you begin...
The path of the Mage starts at the Character Creation screen. The only parts you can customize with any real game-play importance are the four stats: STR, DEX, INT, and LUK.

STR and DEX should be as low as possible, prefferably a 4 in each, though up to dual 5 or 6/4 is acceptable. INT and LUK are the main stats for the Mage, and as long as STR and DEX is 4/4, it doesn't matter what INT and LUK are.

INT is the Mage's main damage stat, as it determines the character's Magic Attack. Also, it increases the Magic Defense of the character as well. LUK is only used for the Mage as a requirement to wear most Mage-specific equipment, with the usual requirement of LUK being 3 points above the equipment's level.

Level 10 -> 13 LUK

Level 33 -> 36 LUK

Level 50 -> 53 LUK

And so on.

If LUK is being kept at a desired level, all points should be placed in INT, as the other stats do not help Magicians AT ALL!

Skill Build
The following skill build is recommended from the Magician's start, level by level.

8: Energy Bolt (1)

9: 3x Improving MP Recovery (3)

10: 2x Improving MP Recovery (5), Improving Max MP Increase (1)

11: 3x Improving Max MP Increase (4)

12: 3x Improving Max MP Increase (7)

13: 3x Improving Max MP Increase (10 MAXED)

14: 3x Improving MP Recovery (8)

15: 3x Improving MP Recovery (11)

16: 3x Improving MP Recovery (14)

17: 2x Improving MP Recovery (16), Magic Claw (1)

18-23: 3x Magic Claw

24: 1x Magic Claw (MAXED); Magic Guard (2)

25-30: Magic Guard (MAXED, as if it was a surprise)

With this build, Improving MP Recovery can be replaced by Magic Claw, if you can afford the potion cost. Leveling will be painful drudgery otherwise.

Regal Star/MajesticMystic's alternative non-perfectionist build:


 * 8: Energy Bolt (1)
 * 9-12: Magic Claw (10)
 * 12-13: Improved MP Recovery (5)
 * 14-17: Improved MP Increase (10)
 * 17-20: Improved MP Recovery (11) [MAX]
 * 21-23: Magic Claw (9)
 * 24-30: Magic Claw (1) [MAX], Magic Guard (20) [MAX]

As you can see, this build does not max Improved MP Increase ASAP, so you will lose some max MP in the long run. However, let's face it... 1HKOing slimes and earning enough money for pots and equipment beats 1HKOing snails and conversing MP any day, and this build allows you to do it sooner. The less max MP is less noticable too, as it will make you miss out on, oh, about 30-50 MaxMP, and that's nothing when you're working with 2500s at level 50 or so.

Fire/Poison
=Builds=

Cleric
There are multiple builds u can go for cleric. Some which focus on party skills, some which focus on killing skills.

For those who will always have a good party to level with there is this build where bless is maxed first, then heal. MP Eater and Invincible aren't raised till later since they only help the cleric without increasing the killing power for the rest of the party.
 * Teleport or MP Eater 1
 * MP Eater or Teleport 1
 * Heal 5
 * Invincible 5
 * Bless 20
 * Heal 30
 * MP Eater 20
 * Invincible 20

Heal at level 15 is still quite strong, so if you also want to be able to kill anything with your party, you will need an attack, so spending some points in Holy Arrow early can be beneficial.
 * Teleport or MP Eater 1
 * MP Eater or Teleport 1
 * Heal 5
 * Invincible 5
 * Bless 20
 * Heal 15
 * Holy Arrow 30
 * MP Eater 20

Without a party, you will need to be able to attack. These builds are based around going either Heal or Holy Arrow as your main skill. Holy Arrow Build
 * Teleport or MP Eater 1
 * MP Eater or Teleport 1
 * Heal 1
 * Holy Arrow 30
 * Heal 15
 * MP Eater 20
 * Heal 30 (Max)
 * Invincible 10

The heal build is much easier and cheapet since you will never require regular healing potions, and once you get MP eater maxed, you will barely even need to use mana pots. Heal Build
 * Teleport or MP Eater 1
 * MP Eater or Teleport 1
 * Heal 30
 * MP Eater 20
 * Holy Arrow 30
 * Invincible 10

There are 30 points left over after any of these builds to finish of some of your skills. Invincible is a very good skill to max, since it will reduce 30% of the damage taken once it is maxed. However as a cleric, you will heal any damage you take simply by healing making it almost useless at low levels. However at higher levels when enemies do 1500+ damage, while you have less than 1000, this will save you a lot of money on mana potions when you get hith with Magic Guard activated. There are many debates about whether to get Holy Arrow, Bless, or Teleport. Teleport is good since you can get around the screen much more easily, however mp cost is the only thing that decreases as you add more SP. Holy Arrow is good against enemies weak to Holy attacks, however once you get to level 70, it will be replaced by Shining Ray anyway making it useless. And its base damage is hardly higher than Magic Claw. Bless, Magic Armor is a skill which adds a certain amount to various skill rather than a percentage. This becomes less and less useful as your level increases. The choice in this skill really comes down to personal preference.

Fire/Poison Wizard
=Anti-Builds= These are a collection of builds that look great on paper but don't work in practice.

HP Cleric
Instead of spending stat points in INT and LUK, wear a bathrobe, and put it all in HP. This way your heal will do tons of damage since it is based on your HP. Unfortunately this doesnt work since the damage you do to enemies is based on the level of your Heal regardless of your HP.

=See Also=