MapleStory/Magician

Beginning
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Homos are people who is a hobo or a negrow

Victoria Island
First things first. By now, hopefully you should have at least 2,200 meso remaining, enough to get to the Mage town, Ellinia, and buy the first weapon that adds Magic Attack. If you have more, go to the Lith Harbour Weapon/Armour store and purchase the level 11 Common-Class top/bottom. These have more Weapon Defense than more your level 8 and 13(Male) Mage-specific equips, and no monsters apply Magic Defense to their attacks yet. The level 13(Female) Mage-specific equips have a slightly higher Weapon Defense than the level 11 Common-Class equips, but the slightly higher Weapon Defense is not worth the additional cost. Also, it may be easier for beginning mages to simply forgo clothing and invest their mesos in weapons, Red Potions, and Blue Potions.

When you are ready, either talk to the man in the ticket booth near the ship, and choose to go to Ellinia or walk to Ellinia. Walking is a good way to train, but running into high level monsters is more or less inevitable. If you walk, make sure you do not advance to level 9 before getting to Ellinia. Also, before you leave, there is an easy quest you can do in Lith Harbor. Talk to Olaf, who is near the right of the city, in the lower level. Once you've answered his questions correctly, you can choose the next quest from him. Choose path of the Magician. Once you've become a magician, you can go back and talk to Olaf again (whenever, doesn't have to be right away)and get a reward.

Once in Ellinia, head to the house at the VERY top of the map and go inside. Talk to Grendel. Assuming you are level 8 with at least 20 INT, advance from a Beginner to a Magician. Grendel will also increase your max MP by a large amount, and give you 1 Skill Point (SP) to use. Using that SP in magic bolt would most likely be the wisest, as it doesn't use too much MP, so you can really start fighting.

New patch edit (With Shell Throw) Putting a point or two as a Beginner into Shell Throw can make fighting larger monsters a bit easier as Beginner and early Magician, abeit a sacrifice of a snail shell or two. It loses its usefulness when your Magic Bolt actually hits over 25-40(the end limit of the technique), but for taking down Mushrooms FAST, it's worth the sacrifice of a pair of Red Shells.

First Job: Magician
Welcome to the way of the Magician. For detailed information about what each skill does, refer to Skills. For detailed information about how to allocate skill and ability points, refer to Builds

1st job, low level magician training spots: The Tree that Grew 1,2 or 3 (no. 3 has green mushrooms. For all you low level magicians, WATCH OUT), the place that people call the Slime Tree and Henesys hunting ground (all) However, as you are still pretty low leveled, it could be wiser to stay close to Ellinia until at least level 10.

After you reach level 20 or so, Perion (which is ironically the Warrior's town) is a relatively good place to train, since the monsters, which are mostly stumps and their variants, have low magical defense and slow, good for magicians.


 * LEVEL 8-13 (2-5 hrs/lvl; Can be done under 6 hrs with party)
 * This will be the one of the boring part of becoming a Magician. This may take awhile so patience is greatly required. Due to low weapon damage, Snail, Blue Snail and Shroom are the only monsters to accompany you to Lvl 13.

Victoria Island
 * The Tree That Grew I [Snail] [8-13]
 * Henesys Hunting Ground I is excellant if you manage to have a party willing to assist.


 * LEVEL 13-21 (2-5hrs/lvl)
 * At Lvl 13 with Magic Bolt (1), Red Snail and Slime can be added into the hunting list. At Lvl 20, with Magic Claw (MAX), one can effectively handle Pig, Ribbon Pig, Orange Mushroom efficiently.

Victoria Island
 * The Tree That Grew I [Snail, Slime] [13-15]
 * Henesys Hunting Ground I [Shroom, Blue Snail, Red Snail, Slime] [13-17]
 * Henesys Hunting Ground I [Red Snail, Orange Mushroom] [17-21]
 * Kerning City Construction Site [Orange Mushroom] [17-21]
 * Pig Beach [Pig, Ribbon Pig] [20-23] *Beware of the lone Iron Hog


 * LEVEL 21-30 (3-6 hrs/lvl)
 * At Lvl 21, Party Quest is available, and as a Magician, one will be invited readily for the quest. Bubbling, Green Mushroom, Horned Mushroom, Zombie Mushroom are also viable options if one is capable of 1-hit or 2-hits KO. Bubbling drop 'Scroll for Cape INT 100%', Green Mushroom drop 'Pan Lid'.

Victoria Island
 * Party Quest [21-31] *Kerning City
 * Subway Line 1 Area 1 [Bubbling] [24-30]
 * Henesys Hunting Ground I [Green Mushroom] [24-30]
 * Tree Dungeon, Forest Up North II [Green and Horned Mushroom] [24-31]
 * Dungeon: Ant Tunnel I [Horned and Zombie Mushroom] [29-33]

Second Job advance preparations
At this point, you're a Magician, you're at level 30, and you're currently much more powerful than the other classes. Return to Ellinia and converse with Grendel. He will give you a compliment, and then send you to the 2nd Job Advance Instructor in The Forest West of Ellinia. He'll talk to you as well, and then send you into the darkness. Inside this tree, you will find several Horned Mushrooms and Curse Eyes. Kill them. Instead of EXP and Items, they give you Dark Marbles. Collect 30 of these marbles, and then talk to the Instructor. He will give you the Proof of a Hero, and then send you back to Grendel the Really Old. Here, he will inquire as to which path you wish to take...

You have three roads before you, each with a myriad of puzzles and adventures that await you. The least common choice is the Fire/Poison. This does not mean that it is inferior, of course. By level 38, you'll be capable of dishing out more damage faster than any other class. Or, you could become an Ice Mage, and quickly freeze and kill your enemy. Lightning comes along with ice, and Lightning gives you the ability to kill of a pack of 6 monsters all at once (Ice/Lightning are placed in the same job, so you get both eventually as an Ice/Lightning Wizard). The third, and possibly most common choice is the Cleric. As a cleric, you do the least damage, but you eventually become (literally,) the life of the party. You'll eventually end up very wealty as a cleric. This is because Clerics can cheat the system; they can gain MP from killing monsters, and HP from their MP-consuming skill, heal. Nowhere in this process is money drained.

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The Second Job
Ahah! Elemental Power! Holy, Ice, Lightning, Fire! For the next 40 levels, you will raise and discover your own, true power. Become one with nature, harness it's power, become stronger so that you can kick Grendel's floating Butt when it's time to reach the Third Job! Your goal is in sight, young mages, more power is at hand!

For Ice/Lightning Wizards
As depicted before, Ice/Lightning Wizards have the highest versatility out of all mages classes, and possess the most efficient group-attack skill amongst all 2nd job advance classes.

Training Grounds

 * Level 30-34: Train where you have trained before. Ant Tunnel is a good choice, and so is Land of Wild Boars. Jr Sentinels and those green and horned mushroom tree dungeons at Ellinia are profitsome alternatives. With Aqua Road out, Fish Resting Spot is not a bad choice as well.
 * Level 35-39: Ice mages can now go kill Fire Boars with ease, so do so at Burnt Land II. They can also go to Sand Castle Playground to train on Flower Fishes if they want. Lightning right now is still too weak for your purposes, so boars are a good source of exp and money for now (use magic claw, not lit!). Lightning mages can also train well on White Ratz in Floor 100 of EOS Tower. Standing on a slide allows one to rain down lightning while not getting hit.
 * Level 40-49: If you're an ice mage, now would be a good time to move up to Jr Celions (the red kitties) at Ossyria, and Fire Boar is a solid (but less rewarding) alternative. Thunder Mages should train on Lorang, can also train on Jr Cellions or Grupin if Lorang costs too much money. You're going to lose money on pots wherever you go anyway, so why not lose them on monsters that give good exp and decent drops? Party with cleric at Hot Sands occasionally if you're feeling bored.
 * Level 50-59: If you have both Ice and Lit, Hot Sands is a very good choice. With only Ice, Red Drake should now be what you're training on (you can also go for Celions and Lioners if Red Drakes hurt too much), while with only lit... Lorangs are still your best bet right now, even though you're earning less than 0.01% exp per kill. Move to hot sands if you're going for Ice after med, when you have level 15 ice. With the new lands coming out, Platoon Chronos in The Road of Time  is also a good choice.
 * Level 60-69: Celions, Lioners, Red Drakes, Hot Sands, the old spots. You can TRY to train at Buffoons if you like, but that's not generally a good idea. If you're not so obsessed with big damage, electrifying some jr yetis may not be a bad idea, as with freezing up some hectors and zombies.
 * Level 70-75: Same old, samd old. Zombies, Hot Sands, Red Drakes. Buffoons might be more practical to hunt right now, but there isn't much change in training.
 * Level 76-83: IS mages can start killing Death Teddies now, since there are some sniping points present where you can hit them without worrying about getting hit. It's not great on your wallet, but it's very fast training. If you need money, Zombies are your friend again. You can also try Buffoons. Comp Mages should just stay at Zombies or Buffons right now.
 * Level 83-88: IS mages got some options now. Bains are a pain to get to and there aren't many sniping spots, but they're like Death Teddies with more money, though the map isn't pure Bains and poison geysers are annoying. Death Teddies are as good as always. If you feel bold, you can try Vikings. Comp mages should probably go for Bains now, or Vikings if you're bold.
 * Level 88+: Vikings are the best target for you now, at least in GMS and MapleSEA. JMSers could probably go for Bains in Weapon Storage (the map after Anego), while KMSers could probably try the red centaurs in Riprey (though I'm not sure about their spawns).


 * LEVEL 31-35 (6-8 hrs/lvl)
 * Due to insufficent of SP into the new skills, the earlier levels will be focusing on earlier monsters for efficient leveling. Any monsters that gives you the highest EXP with 1-hit KO are recommended. If one's INT and equipment are desirable enough, Wild Boar are an alternative choice to the Mushrooms.

Victoria Island
 * The Land of Wild Boar II [Wild Boar] [33-38]


 * LEVEL 35-40 (8-9 hrs/lvl)
 * At Lvl 35, with Cold Beam (15), one is still too weak to take on Fire Boar for effective training. Thus, it is recommended to return to earlier training grounds for efficient leveling till one is capable of 2-hits KO Fire Boar. Fire Boar drop good amount of meso and 'Kumbi'.

Victoria Island
 * The Burnt Land II [Fire Boar] [35-45]


 * LEVEL 40-50 (7-10 hrs/lvl)
 * At Lvl 40, with Cold Beam (MAX), all should continue to take on Fire Boar till one can efficiently 1-hit KO Jr. Cellion/Jr. Lioner; average damage of 1100 and above. Due to the map layout, it is more efficient to train at Garden of Red, as compare to Garden of Yellow. Jr. Lioner drop 'Ore of Wisdom Crystal' and 'Kumbi'. Jr. Cellion drop 'Ore of Power Crystal'.
 * This is the 2nd most boring period of Ice/Lit Wizard, so as again, endurance will see one through.

Victoria Island
 * Dangerous Valley I [Fire Boar, Copper Drake] [40-45]

''Ossyria=
 * Garden of Red [Jr. Cellion] [40-55]
 * Garden of Yellow [Jr. Lioner] [40-55]


 * LEVEL 50-70 (9-10+ hrs/lvl)
 * On average, one will hit Red Drake 100% at Lvl 55. With Meditation (MAX), Red Drake will require an average of 4 hits to fall. At around Lvl 65, Red Drake will always fell at 3 hits. As of now, "Dangerous Valley II" will be the most economical map for training without fear of KS from other class. Red Drake drop 'Steely' and 'Diamond Ore'. Copper Drake drop 'Dark Scorpio' and 'Black Crystal Ore'.

Victoria Island
 * Dangerous Valley II [Fire Boar, Copper Drake, Red Drake] [53-70]

For Fire/Poison Wizards
Fire/Poison Wizards are also often called Fizards, since Poison is a rather meh-ish skill that does not represent the power of the wizard. Despite the lack of versatility, Fire Wizard has the highest damage power out of all mages.

Training Grounds

 * Level 30-34: Train where you have trained before. Ant Tunnel is a good choice, and so is Land of Wild Boars. Jr Sentinels and those green and horned mushroom tree dungeons at Ellinia are profitsome alternatives.
 * Level 35-39: The Jr Grupins in Ossyria are a good choice as you should be able to 2 or 3 hit KO them with minimum MP usage per attack (especially since level 1 MP Eater recovers 14 MP). You could also go clawing up Boars, which might be more profitable. Also, Jr Wraiths in the sewers of Kerning City provide good experience because they are very weak to fire. They also give 5 more experience each than Jr Grupins.
 * Level 40-48: Kill things you can OHKO. Jr Grupins and Jr Wraiths are good initially, then eventually you can 1HKO Jr Pepes semi-consistently.
 * Level 49-60: Jr Yetis, or Grupins. Jr Yetis give less experience but more profit, while Grupins give more experience but less profit.
 * Level 61-70: Grupins are the best exp you can get at this point. White Pangs are alright, but they have the most HORRIBLE maps to train on.  Poison Wizards at this point should be leveling at the same place if they have Fire Arrow.  If not, they should either be training on Dark Stone Golems or Werewolves.  Yetis and Pepe are pretty decent aswell, but when they seperate, they are a pain to kill.>;0 If you have Poison, you can also kill Death Teddies as you approach 3rd job.

For Clerics
Although Clerics are the weakest in terms of damage, their high wealth and the fact that they are virtually invincible more than makes up for it. Clerics are one of the more sought after classes in Party Quests and are never absent during tough raids.

Training Grounds

 * Level 30-34: Train where you have trained before. Ant Tunnel is a good choice, and so is Land of Wild Boars. Jr Sentinels and those green and horned mushroom tree dungeons at Ellinia are profitsome alternatives.
 * Level 35-39: Zombie Mushrooms should about do right now. Your Heal is still too weak to 1HKO Zombie Mushrooms, or any other undeads for that matter, but you can hurt a large amount of them at once.
 * Level 40-48: At this point, try to stick to hunting with parties as opposed to hunting alone. The PQ in Ludibrium is a nice option and so are raids to difficult dungeons with high damaging monsters (more damage you Heal, more exp you get). For healing Clerics, if you have the patience and skill, it is possible to train on zombie lupins with heal at around level 42.
 * Level 49-60: Wraiths, Jr. Wraiths, and Zombie Lupins. Your Heal should be maxed out by this point, so you should have no trouble killing a mob of Jr. Wraiths and Zombie Lupins with 2 hits flat. Wraiths should be a bit tougher than that, but they give more exp and you can still kill a large gang of them at once.
 * Level 61-70: At this point, you should be able to kill most undeads out there. El Nath dungeons and the Golem Hunting Grounds are recomended because they have dark type monsters that take extra damage from holy attacks like Holy Arrow although they are not damaged by Heal. Clerics were made for parties, so try to limit your times hunting solo and try to hunt more in parties with high leveled users in more difficult hunting grounds. Both Balrogs are dark type monsters, so you may consider them as well, although Crimson Balrog is probably still too hard right now. also wraith is a good training spot, if u party a priest with max HS the exp can go really high
 * level 71-78 you could go train anywhere that you think is good exp, grim phantom watches are still too hard to fight but ive seen lv 7x train there
 * level 79+ your holy symbol should be nearly maxed and you should be able to train with dragon knights at grims easy, i personally gain around 800k exp per hour at grims and im lv 87 at the moment, others might train somewhere else, and by now you should be able to hit crimson balrog, but dont get too confident that you can solo it

An alternate guide can be found at MapleStory/Magician Guide Alternate

Training Locations

 * LEVEL 70-80 (10-20+ hrs/lvl)
 * One can continue at Dangerous Valley II or choose to travel to El Nath. Coolie Zombies are an excellant choice during this period due to the map layout and the spawn rates. Do take note of the varities of attacks they possess, esp. poison. KS is commonplace at the Coolie Zombie maps among ALL classes.

Ossyria
 * Forest of Dead Trees I-IV [Coolie Zombie] [70-80]