MapleStory/Magician/Builds

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

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

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. All points not spent on LUK should be put in INT, as the other stats do not help Magicians AT ALL!

No LUK Build
Beginning stats should be
 * STR: 4
 * DEX: 4
 * INT: 12/13
 * LUK: 4/5

However impossible looking, yes, this is possible, the 4 4 5 roll notoriously rare, and the 4 4 4 roll even rarer still. Don't settle for anything higher than a 5 5 5 or equivalent.

The other option is to create a character with the standard build, and cap your LUK at a certain level. Suggested levels are 8, 13, 23, 28, and 33. Beyond that, it is best to continue with the standard build. This allows the character to wear some two part equips before capping their LUK. Many Fire/Poison wizards choose to cap their LUK at 68 to use Evil Wings because it increases the casting speed of the Explosion skill.

First Job Skill Build
The following skill build is recommended from the Magician's start. This is the most commonly used build. With this build, Magic Claw can be maxed before finishing Improving MP Recovery (but after Max MP Increase), if you can afford the potion cost. Although higher level Magic Claw is better for faster training.
 * 1 Energy Bolt (1)
 * 5 Improving MP Recovery (5)
 * 10 Improving Max MP Increase (MAX)
 * 11 Improving MP Recovery (MAX)
 * 20 Magic Claw (MAX)
 * 20 Magic Guard (MAX)

This build does not max Improved MP Increase ASAP, so you will lose some max MP in the long run. However, 1HKOing slimes and earning enough money for potions and equipment beats 1HKOing snails and conserving MP any day, and this build allows you to do it sooner. It is better to level up Max MP while you keep putting 1 point on claw. Usually its best to put up to 6 or 7 points in Regen then work on Max MP with magic Claw otherwise leveling up will be slow.
 * Alternative non-perfectionist build:
 * 1 Energy Bolt (1)
 * 10 Magic Claw (10)
 * 5 Improved MP Recovery (5)
 * 10 Improving Max MP Increase (MAX)
 * 11 Improved MP Recovery (MAX)
 * 10 Magic Claw (MAX)
 * 20 Magic Guard (MAX)

This build will provide the greatest benefit to your max MP, however it is very difficult since you will only get Magic Bolt at level 13 (until then whacking away at snails). Having a friend to help you train past these levels is a great benefit. If you do begin with this build, and get very bored with the leveling, you can always add 1 point to Energy Bolt for a damage increase.
 * Perfectionist build:
 * 5 Improved MP Recovery (5)
 * 10 Improving Max MP Increase (MAX)
 * 1 Energy Bolt (1)
 * 11 Improving MP Recovery (MAX)
 * 20 Magic Claw (MAX)
 * 20 Magic Guard (Max)

Common Myths
Myth: Energy Bolt is Better than Magic Claw

For each attack, Energy bolt hits once, while Magic Claw hits twice. Magic Claw can also go through walls while Energy Bolt cannot. Energy Bolt is slower each cast compared to Magic Claw. Magic claw takes more MP. Magic claw is recommended over energy bolt.

Each hit with Magic Claw (40 M.ATK) does less damage than one Energy Bolt (55 M.ATK) hit, however Magic Claw hits twice, which does significantly more damage. Energy Bolt will allow you to knock back some monsters with high defense that Magic Claw will not, however by the time the difference is noticeable, you will already have new attacks (as a Wizard or Cleric).

Myth: Magic Armor is better than Magic Guard

At lower levels, when MP is fairly low, Magic Guard used to be very expensive. Because of the release of New Leaf City and its potions, MP is not nearly as expensive to recover as it once was. Still, lower-level enemies don't usually do enough damage to make Magic Guard essential for survival. However, at higher level, when enemies do damage in the thousands, Magicians do not have enough HP to survive even one hit from the enemies. This means that Magic Guard is required at higher levels. At higher levels, MP is also not as big a problem due to very quick MP recovery, NLC pots, and the Wizard/Cleric MP Eater skill.

For Fire/Poison Wizards who do not want to put any points to Poison Brace could put any extra points in the second job into magic armor. (You will have 11 points left after maxing Fire arrow, Meditation, MP Eater, Teleport and Slow.) Although 40 weapon defense (maxed Magic Armor) it not much, it may be better compared to Poison Brace.

Cleric
This is one of the best builds you can have as being a cleric who plans on making it to the third job and above. You can always switch the order of Bless, Invincible, and Teleport, or slowly raise them all. You will put the last 11 points into Holy Arrow. The reason that you should NOT get Holy Arrow is because your main attack will be Heal and Shining Ray will replace Holy Arrow.
 * Pure Heal
 * 1 Teleport
 * 30 Heal (MAX)
 * 20 MP Eater (MAX)
 * 20 Invincible or Bless (MAX)
 * 20 Bless or Invincible (MAX)
 * 19 Teleport (MAX)
 * 11 Holy Arrow

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 until later since they only help the cleric without increasing the killing power for the rest of the party. This may cause a problem because you will be using more HP pots than the average cleric who will max Heal first. However, this build lacks damage dealing skills, so it may be more difficult to find a party.
 * Party Support
 * 1 Teleport or MP Eater (1)
 * 1 MP Eater or Teleport (1)
 * 5 Heal (5)
 * 5 Invincible (5)
 * 20 Bless (MAX)
 * 25 Heal (MAX)
 * 19 MP Eater (MAX)
 * 15 Invincible (MAX)
 * 30 points Remaining (see below)

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. This may not be a good build for a player who actually plans on making it to the third job. Once you're at the third job, you will be using heal A LOT for attacking, and your Shining Ray will replace Holy Arrow.
 * Party Offensive
 * 1 Teleport or MP Eater (1)
 * 1 MP Eater or Teleport (1)
 * 5 Heal (5)
 * 5 Invincible (5)
 * 20 Bless (MAX)
 * 10 Heal (15)
 * 30 Holy Arrow (MAX)
 * 19 MP Eater (MAX)
 * 30 points remaining (see below)

Without a party, you will need to be able to attack. This build uses Holy Arrow as your main offensive skill.
 * Solo Holy Arrow
 * 1 Teleport or MP Eater (1)
 * 1 MP Eater or Teleport (1)
 * 1 Heal (1)
 * 30 Holy Arrow (MAX)
 * 14 Heal (15)
 * 19 MP Eater (MAX)
 * 15 Heal 30 (MAX)
 * 10 Invincible (10)
 * 30 points remaining (see below)

The heal build is much easier and cheaper since you will never require regular healing potions, and once you get MP eater maxed, you will barely even need to use mana pots.
 * Solo Heal
 * 1 Teleport or MP Eater (1)
 * 1 MP Eater or Teleport (1)
 * 30 Heal (MAX)
 * 19 MP Eater (MAX)
 * 30 Holy Arrow (MAX)
 * 10 Invincible (10)
 * 30 points remaining (see below)


 * Offensive build
 * 1 Teleport (1)
 * 30 Heal (MAX)
 * 3 MP Eater (3)
 * 30 Holy Arrow (MAX)
 * 5 Invincible (5)
 * 20 Bless (MAX)
 * 32 points remaining (see below)

The remaining points can be spent in any order, based on the preferred skill. There is a lot of debate in choosing where to put these final points. 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 hit with Magic Guard activated. There are many debates about whether to put the final points in Holy Arrow, Bless, or Teleport.
 * Extra points

Holy Arrow is good against enemies weak to Holy attacks, however once you get to level 70, it will be made obsolete by Shining Ray. Holy Arrows base damage is the same as Magic Claw (80, Claw is 40x2), but it does provide an elemental attack and better KB.

Bless, like 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 main benefit is when partied with Warriors, who will greatly benefit from the +20 ACC.

Teleport is good since you can get around the screen much more easily. Each level increase lowers the MP cost. Once you get it past level 10, the range is increases slightly. This mainly allows higher vertical jumps, which can be critical on some maps. The Perion Guild Party Quest requires a max teleport mage.


 * Fast Wraith Training build
 * 1 Teleport (1)
 * 30 Heal (MAX)
 * 20 MP Eater (MAX)
 * 19 Teleport (MAX)
 * 30 Holy Arrow (MAX)
 * 20 Invincible (MAX)
 * 1 Bless (1)

This build specializes in training on Wraiths. Clerics get maximum exp/hr on wraiths, and with max teleport you can zip around the map without using any ladders. It minimizes the time spent moving between wraiths on Subway Line 4, and you can easily afford the minimal cost teleports. This was used to level from 56 to 70 in 3 weeks.

Ice/Lightning Wizard
You can decide to max either Cold Beam (commonly referred as ice) first or Thunder Bolt (commonly referred as lit or lightning) first. Ice first is recommended to most, although if you have money to burn and just want to train fast, by all means go for lit first. With both choices in mind, your first attack will be labeled as your Primary Attack, and the other as Secondary Attack.


 * Both Attacks First
 * 1 Teleport (1)
 * 1 MP Eater (1)
 * 30 Primary Attack (MAX)
 * 2 MP Eater (3)
 * 30 Secondary Attack (MAX)
 * 20 Meditation (MAX)
 * 19 Teleport (MAX)
 * 17 MP Eater (MAX)
 * 1 Anything (including 1st Job skills) (1)


 * Early Meditation
 * 1 Teleport (1)
 * 1 MP Eater (1)
 * 30 Primary Attack (MAX)
 * 2 MP Eater (3)
 * 20 Meditation (MAX)
 * 30 Secondary Attack (MAX)
 * 19 Teleport (MAX)
 * 17 MP Eater (MAx)
 * 1 Anything (including 1st Job skills) (1)


 * Early Meditataion and Teleport
 * 1 Teleport (1)
 * 1 MP Eater (1)
 * 30 Primary Attack (MAX)
 * 20 Meditation (MAX)
 * 19 Teleport (MAX)
 * 30 Secondary Attack (MAX)
 * 17 MP Eater (MAX)
 * 1 Anything (including 1st Job skills) (1)

There are some people who feel they don't need teleport to be efficient. For those who are wondering, there are other builds that can work better in different situations. Teleport is almost essential to a lightning wizard. When training at say, Lorangs (or basically any map with crowded mobs - exactly the type of maps lightning wizards should train in), they are doing a lot of damage to you, and teleport allows you get in a good spot without getting hit on the way so you can start zapping away.

Fire/Poison Wizard
Considering Fire Arrow will be your primary attack, the skill build instead differs in whether to get Slow or to get Poison Brace.


 * Max Slow
 * 1 Teleport (1)
 * 1 MP Eater (1)
 * 30 Fire Arrow (MAX)
 * 2 MP Eater (3)
 * 20 Meditation (MAX)
 * 19 Teleport (MAX)
 * 20 Slow (MAX)
 * 17 MP Eater (MAX)
 * 11 Poison Brace (11)


 * Max Poison Brace
 * 1 Teleport (1)
 * 1 MP Eater (1)
 * 30 Fire Arrow (MAX)
 * 2 MP Eater (3)
 * 20 Meditation (MAX)
 * 30 Poison Brace (MAX)
 * 19 Teleport (MAX)
 * 17 MP Eater (MAX)
 * 1 Anything (including 1st Job skills) (1)


 * Low Teleport
 * 1 Teleport (1)
 * 1 MP Eater (1)
 * 30 Fire Arrow (MAX)
 * 2 MP Eater (3)
 * 20 Meditation (MAX)
 * 30 Poison Brace (MAX)
 * 17 MP Eater (MAX)
 * 10 Teleport (11)
 * 10 Slow (10)


 * Pure Poison
 * 1 Teleport (1)
 * 1 MP Eater (1)
 * 30 Poison Brace (MAX)
 * 19 Teleport (MAX)
 * 20 Slow (MAX)
 * 19 MP Eater (MAX)
 * 20 Meditation (MAX)
 * 11 Anything

Ice/Lightning Mage

 * Thunder Spear
 * 30 Thunder Spear or Element Composition (MAX)
 * 11 Spell Booster (11)
 * 30 Element Amplification (MAX)
 * 30 Ice Strike (MAX)
 * 30 Element Composition or Thunder Spear (MAX)
 * 20 Seal (MAX)*(See Note Below)
 * 2 Partial Resistance (2)


 * Ice Strike
 * 30 Ice Strike (MAX)
 * 11 Spell Booster (11)
 * 30 Element Amplification (MAX)
 * 30 Thunder Spear (MAX)
 * 30 Composition (MAX)
 * 20 Partial Resistance (MAX)


 * Element Composition
 * 1 Composition or Thunder Spear (1)
 * 3 Elemental Amplification (3)
 * 29 Composition or Thunder Spear (MAX)
 * 1 Elemental Amplification (4)
 * 11 Magic Booster (11)
 * 30 Thunder Spear or Ice Strike (MAX)
 * 26 Elemental Amplification or Thunder Spear (MAX)
 * 1 Partial Resistance (1)
 * 1 Seal (1)
 * 19 Partial Resistance or Seal (MAX)


 * Power Up First
 * 5 Elemental Amplification (5)
 * 11 Magic Booster (11)
 * 30 Thunder Spear (MAX)
 * 30 Ice Strike (MAX)
 * 9 Magic Booster (MAX)
 * 20 Seal (MAX)*(See note below)
 * 25 Elemental Amplification (MAX)
 * 20 Partial Resistance (MAX)
 * 1 Magic Armor (2)

There are no mobs weak to thunder between Clangs and Vikings, so Thunder Spear may not be suitable as your first attack skill

Consider whether you should put points into Partial Resistance or not, after all, there aren't many monsters with such elemental attacks. In any case, Seal is probably better for everything but Zakum, while Partial Resistance is useful if you do Zakum all day (since it can't be sealed). Though, it's not like you're going to try to train on Grims or anything, and for Vikings Ice Strike freezes them solid anyway.


 * Note: Seal is a skill that can be useful, but it is more useful to Fire/Poison Mages. Since As an Ice/Lightning Mage you can freeze your enemies, making them unable to use magic attacks, why would you need seal. I advise leaving seal to 0.

Fire/Poison Mage

 * Myst build
 * 30 Myst (MAX)
 * 3 Elemental Amplification (3)
 * 11 Magic Booster (11)
 * 27 Elemental Amplification (MAX)
 * 30 Explosion (MAX)
 * 20 Seal (MAX)
 * 30 Magic Composition (MAX)

Note that there is a lot of freedom after maxing Myst. This build is just one of many possibilities. Some people prefer Explosion earlier to attack or to finish off mobs. Some people prefer Seal to go to sharks. Some people max booster instead of Seal, or get 12 seal for a two minute time. Some people take a few points off skills for Partial Resistance.


 * Explosion build
 * 4 Elemental Amplification (4)
 * 30 Explosion (MAX)
 * 11 Magic Booster (11)
 * 26 Elemental Amplification (MAX)
 * 30 Myst (MAX)
 * 20 Seal (MAX)
 * 30 Composition (MAX)

Amplification is useful for increasing Explosion's damage. Magic Booster because Explosion casts very slowly. But after that, there is again much freedom with what can be done.

Priest
(Level 81 here)
 * Party Build
 * 3 Dispel (Prereq for Door and HS)
 * 1 Mystic Door
 * 1 Shining Ray
 * 30 Holy Symbol (MAX)
 * 17 Dispel (MAX)

At this point, you can open a door to bring party members back to the map, and you are adding 150% experience gain to the party. The Shining Ray lets you mass hit non-undead monsters. Dispel is very useful for getting rid of Lock and other monster spells. Example: Thantos can disable a party with its multiple spells, and Dispel helps get you out of it.

(Level 81 here)
 * Solo Build
 * 3 Dispel (Prereq for Door and HS)
 * 1 Mystic Door
 * 30 Shining Ray (MAX)

Door is too useful to not have, and Dispel can save your life. Holy Symbol is not very effective in parties less than 3, and solo it does something like 1/6th the exp gain.

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 doesn't work. In parties, the amount you heal allies is based on you HP. However, damage done to enemies is based on M.ATK and the amount of SP in Heal, irrespective of HP. However, recent testing has determined HP healed depends quite a bit on INT and thus this build will only heal very small, below 20, HP per heal.

STR Cleric
You may be thinking, Magicians have access to maces, so it should be a good idea to do a warrior-ish build, just adding enough INT to make the first advancement then doing a similar STR/DEX build to a warrior.

Unfortunately, there are a few problems wrong with this idea. First of all, a lack of mastery and weapon-based skills makes this build nearly as weak, if not weaker, than a perma-beginner. Even then, perma-beginners have access to the 200+ attack weapons (Not in Maple Global). Second, the few Magician/Cleric skills available won't nearly be enough to compensate for its weaknesses. Why?


 * As stated, with so little INT, Heal will heal very little amounts of HP and do very little damage.
 * Skills that aren't based on INT (Magic Guard/Armour, Bless, Invincible) still work, but they would anyway in a normal build.
 * Attack skills (Magic Claw, Holy Arrow) also do little damage, if any.

Third, Magic Guard will likely be the only thing saving you from death at stronger monsters; At least Warriors have their massive HP, Bandits a good amount of HP and (eventually) Meso Guard, and perma-beginners have no EXP loss on death.

As such, Perma-beginners will likely be better than a STR Cleric in most areas except partying... And the lack of Heal really hurts a STR Cleric in that regard anyway.

Pure MP Build
It would be exactly like the HP build, but instead of adding HP, you max out the MP improving thing and add MP after maxing it out. After the second job advancement, you make it a cleric, max out heal and MP eater, and "Voila!", you get the Pure MP build. You can heal people with ease, have no risk of dying if MP guard is activated, and you can take free pots using MP eater, since you don't need to hit for MP eater to be activated. However, because of the new patch, throwing shells is not available, so you should also do something about your INT. You should put it around 43 or something (needs confirming), and then do the job advancement.