MapleStory character classes

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There are four main character classes in the MapleStory world: Warrior, Magician, Bowman, and Thief. Warriors, who use melee weapons to kill monsters in close range, have by far the highest defense and melee damage out of all 4 of the classes. Magicians use spells to fight monsters; they have the poorest defense and lowest amount of HP (hit points) out of all 4 classes, however, they have certain advantages no other class has, such as high MP for skill use. Bowmen use bows or crossbows and arrows to hit monsters from a distance; they have fairly average defense and stamina, and high accuracy due to their high levels of dexterity. Thieves are divided into two sub-classes, the claw-wielding thief, who uses throwing stars to engage monsters from a distance; and the dagger-wielding thief, who uses daggers to fight monsters in close range. Thieves make up for their lack of HP and defense compared to warriors in quick attacks and high evasiveness.

Job Progression
First Job
Level 10
Second Job
Level 30
Third Job
Level 70
Fourth Job
Level 120
Beginner Swordman Fighter Crusader Hero
Page White Knight Paladin
Spearman Dragon Knight Dark Knight
Magician
(Level 8)
Wizard (Fire/Poison) Mage (Fire/Poison) Arch Mage (Fire/Poison)
Wizard (Ice/Lightning) Mage (Ice/Lightning) Arch Mage (Ice/Lightning)
Cleric Priest Bishop
Archer Hunter Ranger Bow Master
Crossbow Man Sniper Crossbow Master
Rogue Assassin Hermit Night Lord
Bandit Chief Bandit Shadower

Contents

[edit] Job Progression

[edit] 1st Job Advancement

All characters start the game as a beginner. Once a player reaches the appropriate level and meets the stat requirements, they are able to complete the first job advancement and choose one of the four jobs listed above. Each job is divided into a job class. The first job classes are as follows : Swordman, Magician, Archer, and Rogue. Advancing to a Swordsman, Archer, or Rogue requires the player to attain a level of ten (10), while the Magician requires level eight (8). Each job also has different stat requirements which are discussed below. This permanent choice decides the class of the character and all future job advancements merely refine and strengthen this initial choice.

[edit] 2nd Job Advancement

Once the player reaches level thirty (30), they are able to complete the second job advancement. After a quest of collecting dark marbles dropped by monsters in a given location (dependent on first job class), the player is given the option of selecting their specialty and changing to the second job. The classes that are made available this time differ based on the class chosen at the first job advancement. A Warrior can choose between becoming a Page, who specializes in blunt weapons or swords, a Spearman, who uses spears or polearms, or a Fighter, who uses swords or axes. Magicians will be given the option of choosing between becoming a Cleric (with healing and Holy based attacks), or one of two types of Wizards (either fire/poison or ice/lightning). A Bowman can choose to become a Hunter, who uses a bow, or a Crossbowman, who uses a crossbow. Finally, Rogues will be given the option of choosing between becoming an Assassin, whose weapon of choice is a claw with throwing stars, or a Bandit, whose weapon of choice is a dagger. Each class has its own advantages and disadvantages. With every new job advancement, new, more powerful skills are introduced to the player.

[edit] 3rd Job Advancement

At level seventy (70), characters can once again change their job at the Chief's Residence in El Nath of Ossyria. Unlike previous job advancements, the player is not given a choice for their third job. It has already been decided by what class was chosen as the second job. To complete the third job advancement, one must fight the instructor's (the one that performed the first and second job advancements) "dark side". The instructor is able of summoning high-level monsters called Tauromacis to fight by his or her side. He or she will use various third job skills to attempt to defeat the player. After defeating the evil instructor, the player must obtain a Dark Crystal, refined from ten Dark Crystal Ores, and head to a "Magic Stone". At the Stone, they must correctly answer five questions related to MapleStory (out of a possible 200). Failure to do so will use up the Dark Crystal and the player will have to obtain another one and try again. Warriors who became Pages, Spearmen, or Fighters become White Knights, Dragon Knights, and Crusaders, respectively. Magicians who chose the Cleric path before become Priests, and Wizards of both types become Mages of their respective types. Hunters become Rangers and Crossbowmen become Snipers. Lastly, Thieves who became Assassins become Hermits, but Thieves who chose to become Bandits become Chief Bandits.

[edit] 4th Job Advancement

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Information may change rapidly as the event progresses.

At level one hundred twenty (120), the character can again change their job and become even more powerful than before. However, 4th job advancements have only been released in Tespia, the beta world of KoreaMS, where they are beta testing the 4th job and its skills. The classes are as follows (3rd job to 4th job): White Knight to Paladin, Dragon Knight to Dark Knight, and finally Crusader to Hero, Priest to Bishop, Mage to Arch Mage, Ranger to Bow Master, Sniper to Crossbow Master, Hermit to Night Lord, and finally, Chief Bandit to Shadower.

Currently, 4th job skills are being tested and implemented on the KoreaMS Beta server. As such, they may change over time, as Wizet may change the names, or the translations to English may be corrected.

The job advancement for the 4th job takes place at Riprey.

4th job skills are not obtained by putting skill points into the skill itself. It is now found as drops from monsters. One must now find these skills from monsters and "scroll" them until the skill is maxed. The dropped skill looks like the specific skill icon of itself with a number on the bottom right corner indicating how much skill point this particular drop contains for that particular skill. Therefore, level grinding is not as much of a priority as skills are obtained by drops. In other words, a level 120 may have more skill points than a level 180.

[edit] Beginner

All characters start the game as beginners. They have only a few minor skills (only available in KoreaMS, JapanMS, MapleSEA, and GlobalMS) and can wear only the most basic equipment. However, the class has its advantages. Beginner characters do not lose experience when they die, and they receive a 90% discount on taxi fares across Victoria Island. Many players often keep a beginner in their account as a 'mule.' Mules are usually very low-leveled and are used to store items when the player's main character does not have enough inventory space. Mules at level 15 and above are sometimes also used to fame or defame other characters, and mules at level 40+ are sometime used to buy potions from Jane the Alchemist for characters in Ossyria.

Level 21 Beginner using Three Snails.
Level 21 Beginner using Three Snails.

On May 2006, KoreaMS and GlobalMS (MapleSEA released them in September 2006) introduced 3 new skills for Beginners[1]. For the first 6 levels, a beginner is given 1 Skill Point per level. In all other versions, beginners cannot obtain skills and must complete the first job advancement before being able to use skills. These skills are called "Three Snails", "Recovery", and "Nimble Feet".

KoreaMS has also added 2 more Beginner skills; one allows the player to scroll any item he cannot equip. The second skill, which has to be acquired through a quest, allows the player to ride a captured animal. Riding an animal increases his speed to 170% and jump to 120% (the normal speed and jump is 100%).

There are people who play on what is called a "perma-beginner", "perma-noob", or "ultra-noob", among others. They basically challenge themselves by not making a job advancement at all and opt to permanently keep their character a beginner.

A "super-beginner" is similar to a warrior in its ability points distribution, except they have sub-par skills and lack the higher amounts of Health Points they would have had as a warrior. Most add AP in strength for damage and dexterity for accuracy. To make up for these shortcomings, very powerful weapons have been released in certain version of MapleStory for exclusive use by high level beginners. These include the Frozen Tuna at level 20, the Sake Bottle at level 30, and the Maroon Mop at level 36. The Maroon Mop has a weapon attack that is twice as high as some level 90 weapons. However, they do not have mastery in those weapons, so their lowest damage can be 1/10 of their maximum damage. There are also many quests that a beginner is not allowed to do since those quests require completion of the first job advancement.

[edit] Warrior

Warriors are called "Swordsmen" in their first jobs, and have the strongest raw damage out of all the classes. At the beginning of the game as a beginner, future warriors mainly raise their STR points to increase damage. Warriors also need some DEX points for accuracy. This gives the pre-warrior beginner a huge advantage over other beginners allowing them to gain levels much quicker. To obtain the job of warrior, one must reach level 10 with a STR level of 35.

Warriors possess a skill called Improving Max HP Increase that raises their max HP more than usual with every level gained. If this skill is maxed as soon as possible after changing classes, the warrior will have at least double the max HP of that of Thieves and Archers, and at least quadruple that of the Mage. Warriors also have 2 attacking skills: Power Strike, which does large amounts of damage to one enemy and Slash Blast, which can attack up to 6 enemies near the character.

Warrior armor has the highest weapon defense in the game. Since warriors require both STR and DEX, they choose to wear armors that increase STR or DEX. The warrior weapons consist of many classes, and the second job advancement will affect which weapon one will choose to use for the rest of the game. The jobs are Fighter, Page, and Spearman and each class masters a different set of weapons. When the job advancement test is complete, the player will have to choose between the different jobs, and must take into consideration the HP and MP boosts each job grants. Fighters gain the most HP, but they get little MP after level 30. Pages are considered the "in between" choice, with an equal increase of both HP and MP. Spearmen gain more MP than Pages and Fighters, but they gain the least HP out of the three.

[edit] Fighter

Fighters use swords and axes. Compared to axes, swords provide more consistent but lower average damage with a faster attack speed. Most Fighters skills raise the efficiency of the attack. For example, Final Attack is a skill that gives a chance for a fast, free attack after an attack skill is used; Booster Skill increases the attack speed. However, two support skills are also available: Rage, which increases the weapon attack of the party at the expense of a small amount of defense; and Power Guard, which reflects 40% of contact damage back to the enemy and reduce knockback. Fighters tend to level the fastest of the warriors in the second job because of their damage-boosting Rage skill-Out of all the warriors, they are the strongest, have most stable damage with Swords, and have the fastest weapons.

Crusader with Combo fully charged.
Crusader with Combo fully charged.
Crusader

Using brute force, Crusaders are the raw brute strength of MapleStory. They feature a threatening Combo Attack, which not only gives a boost to Crusaders' attacks, but also allows them to charge up to 5 counters (in the form of aural orbs that float around the character) which can be used to unleash two powerful attacks: Panic and Coma. Panic is analogous to a much stronger version of Power Strike, whereas Coma is analogous to a much stronger version of Slash Blast but can also stun; using either skill will require recharging of the counters. Crusaders also have a skill called Shout which does minimal damage but stuns at a high rate. Stunned monsters however, recover from their stun state if they are attacked again by a warrior class.

Hero

4th Job Advancement - Available Skills:

  • Maple Hero (all class)- Increases all stats by 10% for 600 seconds.
  • Awake (all class)- A probability of escaping from certain status effects.
  • Monster Magnet (all warriors)- Will draw one monster within 200 range in front of you with 95% success rate at max.
  • Stance (all warriors)- At max, 70% chance of not being knocked back for 300 seconds.
  • Rush (all warriors)- Can charge through 15 enemies with 130% attack power.
  • Hard Skin (all warriors)- Reduces physical damage by 15%.
  • Blocking (Hero and Paladin only)- 15% chance of blocking enemy attack and knocking them back. 2 seconds of invincibility upon activation. Only works when a shield is equipped.
  • Sword of Hero- Does 150% damage 2 times to 3 enemies (basically buster with 2 hits).
  • Advanced Combo- Must have combo (3rd job skill) maxed. Attack power +30%, max combo increased to 10 with 60% chance of adding 2 combos with 1 hit at max.
  • Beserk- Uses 40 mp and consumes 10 combo orbs to increase weapon attack +26 for 240 seconds when maxed.(It currently dose not remove the 10 orbs once you use it.)

[edit] Page

Pages have the ability to use swords and blunt weapons. Compared to blunt weapons, swords are generally faster, have a more stable damage range, higher average damage, and a longer reach, although they cost more. Blunt weapons also tend to deal very high damage when the character swings, while they deal lower damage with a stabbing motion. Pages have the same skills as Fighters except Pages have Threaten instead of Rage. Threaten decreases nearby monster's physical attack and weapon defense by 20 percent.

White Knight
White Knight using Blizzard Charge.
White Knight using Blizzard Charge.

White Knights are like a fusion of warrior and mage. They have the ability to charge up their weapon with an element: either Fire, Ice, or Lightning, to increase their weapon damage. Enemies weak to the chosen element will receive a bonus 50% damage added when that skill is maxed. An added advantage of "Ice Charge" is its ability to freeze monsters temporarily, but adding only +105% damage when maxed. "Fire Charge" adds +120% damage, and many monsters are weak against fire, while "Lightning" adds 125% damage, making it the most useful against enemies that aren't weak against any elements and cannot be frozen. In addition to charging their weapon, White Knights can use the "Charge Blow" skill to deal 250% damage to up to 6 monsters at once and stun the enemy with a 95% chance when the skill is maxed. "Charge Blow" cancels out the charge but keeps the elemental attribute. They also have the skills "Relax", which increases the amount of MP regained every 10 seconds, "Shield Mastery", which increases a shield's weapon defense, and "Magic Crush", which cancels out the enemy's magic defense skills.

Paladin

4th Job Advancement - Available Skills:

  • Maple Hero (all class)- Increases all stats by 10% for 600 seconds.
  • Awake (all class)- A probability of escaping from certain status effects.
  • Monster Magnet (all warriors)- Will draw one monster within 200 range in front of you with 95% success rate at max.
  • Stance (all warriors)- At max, 70% chance of not being knocked back for 300 seconds.
  • Rush (all warriors)- Can charge through 15 enemies with 130% attack power.
  • Hard Skin (all warriors)- Reduces physical damage by 15%.
  • Blocking (Hero and Paladin only)- 15% chance of blocking and knocking back enemy attack. 2 seconds of invincibility upon activation. Works only with shield.
  • Holy charge- Gives weapon a holy element along with 140% attack power for 300 seconds upon maxing.
  • Endless Blow- At max, increases Charge Blow damage to 350% with 100% chance of not loosing element upon using Charge Blow. This is a passive skill.
  • Spirit- A stab attack that doesn't dispel element or activates final attack. Does 550% damage
  • Sanctuary- Summons a golden hammer to attack up to 15 monsters. Does 700% damage.

[edit] Spearman

Spearmen, the final choice for warriors, have the highest maximum damage of the three (lowest minimum as well), although they have a very slow attack speed. Spearmen's weapons of choice are Pole Arms or Spears. Iron Will and Hyper Body are available to them; the former raises a party's defense and magic defense, the latter raises max HP and max MP of the party temporarily. Unlike their Fighter and Page counterparts who typically only master one weapon, Spearmen can master both weapon types, due to how 3rd job advance skills work. Spearmen are considered to be more party oriented than Fighters or Pages because of their party skills. However, they tend to be weak at solo, because of slow weapons, unstable damage, and they suffer from the stab/slash animation.

Dragon Knight
Level 75 Dragon Knight using Crusher.
Level 75 Dragon Knight using Crusher.

Dragon Knights are totally different from the two other classes. When they make the third job advancement Spearmen obtain a slew of powerful attacks and skills. The Crusher skill (Buster in some versions) can attack up to 3 enemies 3 times. Dragon Fury is a skill that does increased damage to up to 6 enemies, replacing Slash Blast. Crusher forces a stab animation, which benefits Spear users; Dragon Fury forces a swing animation, which benefits Polearm users. Sacrifice, an active skill, gives up HP to deal damage to the enemy, ignoring enemy's weapon defense. Dragon Blood, similar to the Fighter's Rage, increases damage while reducing weapon defence. However, this skill is more powerful, only affects the caster, and periodically reduces the Dragon Knight's HP. The Dragon Knight's signature skill is Dragon Roar. This skill shakes the screen and attacks up to 15 enemies on the map at a massive 240% damage each. However, this skill temporarily stuns the caster and costs a massive amount of HP. Dragon Knights often party with Clerics or Priests who can heal large HP losses caused by a Dragon Knight's skills.

Dark Knight

4th Job Advancement - Available Skills:

  • Maple Hero (all class)- Increases all stats by 10% for 600 seconds.
  • Awake (all class)- A probability of escaping from certain status effects.
  • Monster Magnet (all warriors)- Will draw one monster within 200 range in front of you with 95% success rate at max.
  • Stance (all warriors)- At max, 70% chance of not being knocked back for 300 seconds.
  • Rush (all warriors)- Can charge through 15 enemies with 130% attack power.
  • Hard Skin (all warriors)- Reduces physical damage by 15%.
  • Dark Blow- At max, When HP is 20% the attack power will increase by 100%
  • Dark Soul- An active support skill that heals/buffs the dark knight according to the skills below. 20 minute duration.
  • Dark Soul: Heal Mastery- Heals the dark knight 10 hp per 10 seconds when Dark Soul is active.
  • Dark Soul: Buff Mastery- Increases attack, accuracy, avoidability, defense, and magic defense per time interval when Dark Soul is active.

[edit] Magician

Magician using the skill Magic Claw on a Green Mushroom.
Magician using the skill Magic Claw on a Green Mushroom.

Magicians are spell casters, and as such, their power is based mainly on magic attack. Magic attack is increased by raising INT, and magicians require some LUK to wear their equips. The antithesis of Warriors, magicians (popularly referred to as "mages") have very low HP, by far the lowest of the four classes, and the highest MP of the four classes. As beginners, due to the lack of STR and DEX, magicians are very weak. The first job advancement for Magicians is at Level 8, as opposed to Level 10 for the other 3 classes, and requires 20 INT. This gives magicians more SPs (Skill Points) than the other classes during the 1st job and allows the use of skills sooner.

Similar to Warrior's Improving Max HP Increase, magicians have Improving Max MP Increase, which is typically maxed immediately in order to increase their MP as much as possible. Magicians improve very quickly during the 1st job, and at about Level 20 can easily do much more damage than the other classes at the same level. This is largely due to the powerful 1st job spell Magic Claw, which like all magician spells comes with "mastery", which raises the spell's minimum damage to a significant percentage of the maximum damage, allowing more stable, higher damage. This, along with the fact that they are ranged attackers, makes magicians notorious for kill-stealing at lower levels.

The other most important 1st job magician skill is Magic Guard, which diverts a percentage of the damage taken to the magician's MP instead of HP, effectively giving them thousands of HP. At higher levels Magic Guard is absolutely necessary to survive monster attacks due to a magicians low HP.

At Level 30 the 2nd job advancement is available, and magicians are able to choose which of the 3 paths they will take - Fire/Poison Wizard, Ice/Lightning Wizard, or Cleric.

[edit] Fire/Poison Wizard

Level 46 Fire/Poison Wizard casting Fire Arrow.
Level 46 Fire/Poison Wizard casting Fire Arrow.

Fire/Poison Wizards, who typically use only fire, have the highest base spell damage of all magician second-job classes. Their main second job skill is Fire Arrow. Fire Arrow has an elemental advantage against all Ice-based enemies. They are also effective against various plant and water based enemies. The seldom used poison spell, Poison Brace, can poison the enemy for added damage over time. This spell is not used often since enemies typically die before the poison can do significant damage. Their other skills include Slow, which slows down up to six nearby enemies, Meditation, which increases a party's Magic Attack, Teleport, which warps the character a short distance instantaneously, and MP Eater, which has a chance of stealing MP from an enemy with each attack.

Fire/Poison Mage
Fire/Poison Mage using Explosion.
Enlarge
Fire/Poison Mage using Explosion.

The fire/poison mage is now much more powerful with more skills such as Explosion, Poison Mist, Magic Composition, Seal, Magic Booster, Element Amplification, and Elemental Resistance. Explosion is a multi-targeting spell with high damage, although it is quite slow. Poison Mist releases a poison fog around the mage, which does damage to nearby enemies, as well as having a chance to poison them. Magic Composition fires an arrow made of fire and poison causing damage with both elements. However, enemies strong to either elements will greatly reduce the damage received. Seal is an active skill that stops monsters from using skills, but does not work on boss monsters. Magic Booster increases the speed of spell-casting. Elemental Resistance improves the defense against monsters with fire or poison elemental attacks.

Fire/Poison Arch Mage

4th Job Advancement - Available Skills:

  • Maple Hero (All Classes)- Increase 10% of all stats at max for 600 seconds.
  • Awake (All Classes)- A probability of escaping from certain status effects.
  • Mana Reflection- (All magicians) At max has 50% chance of reflecting 100% of the magic attack that hit you. Cannot reflect above 20% of enemy's max hp.
  • Quantum Explosion (all magicians)- 350 magic attack with 80% mastery. Has to be charged before use.
  • Unlimited Mana (all magicians)- 40 seconds without using mp, however, once used, cannot use for another 10 minutes.
  • Medusa's Curse (F/P and I/L only)- 180 magic attack power with 60% mastery. Has a chance of turning the enemy into stone for 15 seconds.
  • Summon Ifrit- Summons fire monster with 120 magic attack for 160 seconds at max (can damage 3 enemies at same time).
  • Flame- At max, magic attack of 100 60% mastery that pierces through 6 enemies and continues to damage enemies for 15 seconds, enemies are weak against ice during the scorching.
  • Volcano- Using 6200 mp at max (yes, 6200 mp for one attack), damages 15 monsters with a whopping 470 magic attack power.

[edit] Ice/Lightning Wizard

Ice/Lightning Wizard using Cold Beam.
Enlarge
Ice/Lightning Wizard using Cold Beam.

Ice/Lightning Wizards are more powerful than Clerics, but do not have the pure power of Fire/Poison Wizards. They have two main attack spells: Cold Beam and Thunderbolt. Cold Beam is usually referred to as "ice" and freezes enemies, making Ice/Lightning Wizards very effective against single enemies. Thunderbolt is a weaker spell, but can hit up to six nearby enemies at once. Similarly to Fire/Poison Wizards, Ice/Lightning wizards have Teleport, MP Eater, Meditation and Slow. Slow is not very useful for this class since enemies frozen with Cold Beam cannot move anyway. MP Eater, when combined with Thunderbolt, has a chance of stealing MP from each enemy hit, meaning that there is a much higher chance of stealing MP with each attack.

Ice/Lightning Mage
Ice/Lightning Mage casting Ice Strike.
Enlarge
Ice/Lightning Mage casting Ice Strike.

The Ice/Lightning Mage receives a new and more powerful set of skills in this job advancement. One of their attack skills, Thunder Spear, is the strongest magical attack wielded by any Magician class. However, it is a relatively slow skill. Ice/Lightning Mages also get Ice Strike, a multi-target attack that does damage and freezes enemies, making skills like Slow and Seal quite useless. Similarly to Fire/Poison Mages, they also receive the Magic Composition skill which does Ice and Lightning based damage, again with a chance to freeze the enemy. They also get Seal, Partial Resistance, Magic Booster and Element Amplification. Seal isn't as useful to Ice/Lightning Mages because of their ability to freeze enemies, making them unable to use skills anyway.

Ice/Lightning Arch Mage

4th Job Advancement - Available Skills:

  • Maple Hero (All Classes)- Increase 10% of all stats at max for 600 seconds.
  • Awake (All Classes)- A probability of escaping from certain status effects.
  • Mana Reflection (All Magicians)- At max has 50% chance of reflecting 100% of the magic attack that hit you. Cannot reflect above 20% of enemy's max hp.
  • Quantum Explosion (all magicians)- 350 magic attack with 80% mastery. Must charge.
  • Unlimited Mana (all magicians)- 40 seconds without using mp, however, once used, cannot use for another 10 minutes.
  • Medusa's Curse (F/P and I/L only)- 180 magic attack power with 60% mastery. Has a chance of turning the enemy into stone for 15 seconds.
  • Summon El Quenees- Summons ice monster with 120 magic attack for 160 seconds at max (can damage 3 enemies at same time).
  • Freeze- At maxed, magic attack of 100 60% mastery that pierces through 6 enemies and continues to damage enemies for 15 seconds (but enemies can still move), enemies are weak against fire during the freezing.
  • Ice storm- Uses 6200 mp at when skill is max; damages 15 monsters with a whopping 470 magic attack power.
  • Spark- Character emits lightning from the tip of wand/staff and the lightning travels to a nearby opponent. Once the lightning reaches opponent, it will travel to the next nearby opponent. Magic attack power and limit to how many times lightning can travel is still unknown.

[edit] Cleric

Level 51 Cleric using Heal (green). The blue stripe is due to the MP Eater skill.
Level 51 Cleric using Heal (green). The blue stripe is due to the MP Eater skill.

Clerics are designed to be support characters that heal and cast beneficial spells on party members. Their trademark skill, Heal, spends MP to increase the HP of the caster and up to 5 other party members within the range of the spell. However, Heal can also be used to damage up to 5 nearby undead monsters. Combined, these effects make Clerics essentially invincible while training. Unfortunately for Clerics, there aren't many undead monsters, and popular training spots are often crowded. A second attack skill Clerics receive is Holy Arrow, which does holy elemental damage. Clerics also receive support skills called Bless, and Invincible. Bless increases the magic and weapon defense, accuracy, and avoidability of everyone in the party; Invincible reduces a percentage of the damage taken by Cleric. As the Wizards, Clerics also receive Teleport and MP Eater. Like Ice/Lightning Wizards, Heal combined with the skill MP Eater, has a very high chance of stealing MP due to hitting up to 5 enemies.(The Cleric is most popular choice for the 2nd job advancement for magicians)

Priest
Level 100 Priest using Shining Ray.
Level 100 Priest using Shining Ray.

In the third job advancement for Clerics, they become Priests. Once again, they have more party-type skills such as Holy Symbol, Dispel, and Mystic Door. Holy Symbol is extremely useful for training in parties, since all party members affected receive bonus experience. Dispel cures the party from status ailments and cancels out all the status effects of the monsters nearby. Mystic Door creates a magic portal that allows characters to travel to the nearest town, and return, very quickly. This can also be used to bring party members to the Priest. The new attacks that priests receive are Shining Ray and Summon Dragon. Shining Ray attacks multiple nearby enemies with holy elemental damage. Summon Dragon summons a small dragon which flies around and attacks nearby monsters. Although slow, it is useful for constant damage. Finally, priests also get Doom and Element Resistance. Doom changes six (non-boss) monsters into Blue Snails, reducing their attack power, movement speed and their ability to use skills. Elemental Resistance is a passive skill and provides resistance against all types of magic attacks, though the resistance amount is lower than that of the Mages.

Bishop

4th Job Advancement - Available Skills:

  • Maple Hero (All Classes)- Increase 10% of all stats at max for 600 seconds.
  • Awake (All Classes)- A probability of escaping from certain status effects.
  • Mana Reflection (All magicians)- At max has 50% chance of reflecting 100% of the magic attack that hit you. Cannot reflect above 20% of enemy's max hp.
  • Quantum Explosion (All magicians)- 350 magic attack with 80% mastery. Must charge.
  • Unlimited Mana (All magicians)- 40 seconds without using mp, however, once used, cannot use for another 10 minutes.
  • Summon Holy Dragon/Dragon Mastery- Must have summon dragon (3rd job skill) maxed. At maxed, dragon lasts 400 seconds and can attack up to 3 monsters with 300 magic attack power.
  • Magic Interception- All party members will not be affected with status ailments for 40 seconds at max. Cooldown time of 5 minutes.
  • Resurrection- Revives member(s?). Has a 60 minute cooldown time.
  • Holy Strike- A upgraded version of holy arrow. 180 magic attack power with 60% mastery.
  • The Last Judgement- Uses 6200 mp at when skill is max; damages 15 monsters with Holy damage and has 470 magic attack power

[edit] Bowman

Bowmen are called "archers" in their first jobs and use bows and crossbows to battle enemies. Arrows are required for each attack and are stored in blue or brown quivers in the "Use" section of the inventory. There are normal arrows and the stronger, costlier bronze arrows and steel arrows from which they can choose. They are relatively weak in lower levels but become much stronger as they reach higher levels. An archer's damage is based mainly on DEX, which is where most stat points are placed, whereas STR is raised to meet equpment requirements.

Archers cannot attack monsters from a short range, so when a monster gets too close, they swing their bow or crossbow in an attempt to knock the monster away. Success rates for knocking the monster back depend on the knockback rate of the weapon, with stronger bows and crossbows having higher chances of knocking the enemy back. Archers also have the largest damage range of any class making their damage highly inconsistent.

All of an archer's skill are used to improve their damage dealing capabilities, however they have no party-support skills. A vital skill for an archer is Eye of Amazon, which increases the range of arrows. Critical Shot gives a chance of doing bonus damage with every arrow shot. Arrow Blow is an active skill that deals more damage than a regular shot. Double Shot allows the archer to fire two arrows at once, each with their own ability to do critical damage. Other skills are Blessing of Amazon, a passive skill that increases Accuracy, and Focus, an active skill which temporarily increases accuracy and avoidability.

After the second job advancement, made at level 30, an archer can choose to become either a "Hunter" or a "Crossbowman". Reaching level 70, Hunters can advance as "Rangers", while Crossbowmen can advance as "Snipers".

[edit] Hunter

Level 53 Hunter using Bow Booster.
Level 53 Hunter using Bow Booster.

Hunters use bows and arrows for their usual weapons. Bows are faster but weaker than crossbows. Hunters/Rangers tend to be far more common than Crossbowmen/Snipers.

Hunter skills include Bow Mastery, Power Knockback, Arrow Bomb, Bow Booster, Final Attack: Bow, and Soul Arrow. Bow Mastery raises the minimum damage and accuracy of hunters. Power Knockback lets a Hunter swing their bow to attack multiple enemies with increased melee damage while also giving a boost to their knockback rate. Arrow Bomb is a skill that will explode when the arrow contacts an enemy, damaging and possibly stunning up to six surrounding enemies as well. Bow Booster is a skill which increases the rate of fire of the bow. Final Attack allows the chance to randomly, and quickly, fire another arrow after using an attacking skill. Finally, Soul Arrow is a skill that allows a player to shoot arrows without using the ones in their inventory. However, these arrows have none of the bonus aspects of special arrows like Bronze or Steel Arrows.

Ranger

Rangers gain several new abilities which help to shore up the major weaknesses of the archer class. Arrow Rain causes arrows to rain down around the archer hitting nearby enemies, which effectively eliminates the archers' close-range weakness. Fire Shot is an elemental mob attack which charges arrows with fire elemental damage. Mortal Blow is a passive, close-range skill that sometimes triggers when a monster comes within bow-swinging range, and fires a powerful shot that has a chance to instantly kill that creature. Thrust provides a passive speed boost. Puppet draws aggro from damaged monsters to itself. Silver Hawk summons a bird that flies around the player and attacks the monster nearest to the player, with a high chance of stunning enemies, though it also requires the Ranger to use a Summoning Rock. Finally, archers gain the skill Strafe, which fires four arrows simultaneously, each with the chance of a critical hit, and is the only skill that can do 800% of the character's base damage without using other active skills (counting that a. the skill is maxed and b. all the hits are critical.).

Bow Master

4th Job Advancement- Available Skills:

  • Maple Hero (all class)- increases all stats by 10% for 600 seconds.
  • Awake (all class)- a probability of escaping from certain status effects.
  • Critical Hope (all bowmen)- at max, gives everyone in party 15% chance of performing a critcal attack that does 40% more damage for 300 seconds.
  • Dragon Pulse (all bowmen)- at max, 60% attack power (if not charged. Attack will increase if charged) with 100% knock back and will go through 6 monsters.
  • Advanced Bow Mastery- upon maxing, gives 90% mastery with +10 attack power (yes, it is passive). Must have Bow Mastery (2nd job) maxed.
  • Summon Flame Hawk-You must have silver hawk maxed.For 200 seconds,the hawk will attack up to 4 eniemies with the base power of 80 and with fire attribute. Does not stun.
  • Hamstring- at max, has 40% chance of decreasing 5 enemies' speed by 60 for 180 seconds.
  • Hurricane- A Bow Master exclusive skill that costs 9 mp per arrow, and each arrow does 90% damage. Once button assigned is held down, it can continuously fire arrows like a machine gun until button is released.
  • Intensify- For a brief time, you can raise your attack and lessen your MP consumption. At max it raises weapon attack by 26, mana consumption becomes 50%, and it lasts 180 seconds. However, it has a cooldown time of 10 minutes.

[edit] Crossbow Man

A Crossbow Man about to use Iron Arrow on Ratz.
A Crossbow Man about to use Iron Arrow on Ratz.

Crossbowmen use crossbows and crossbow arrows, which are thicker than primary arrows and appear in a blue quiver. Crossbows are stronger but slower than bows. Their second job skills are mostly the same as Hunters, except that instead of Arrow Bomb they get Iron Arrow, a skill that causes an arrow to go through up to six monsters in a row. Iron Arrow does more damage than Arrow Bomb, and while it doesn't stun, it can knockback the monsters. Also, Iron Arrow does not divert to attack the enemy (such as a monster that is on a different platform).

Sniper

For the most part, Snipers have the same skills as Rangers. They receive Arrow Eruption and Golden Eagle rather than Arrow Rain and Silver Hawk, although the difference is purely cosmetic; Eruption is pink while Rain is blue, and shoots up from the ground rather than falling from above. The prominent difference between the Sniper and Ranger class is that Sniper gets Ice Shot over Ranger's Fire Shot, which can damage up to six close enemies as well as freezes them solid, however, it does 10% less damage than Fire Shot and it does not trigger critical hits.

Crossbow Master

4th Job Advancement - Available Skills:

  • Maple Hero (all class)- increases all stats by 10% for 600 seconds.
  • Awake (all class)- a probability of escaping from certain status effects.
  • Critical Hope (all bowmen)- at max, gives everyone in party 15% chance of performing a critcal attack that does 40% more damage for 300 seconds.
  • Dragon Pulse (all bowmen)- at max, 60% attack power (if not charged. Attack will increase if charged) with 100% knock back and will go through 6 monsters.
  • Advanced CrossBow Mastery- upon maxing, gives 90% mastery with +10 attack power (yes, it is passive). Must have CrossBow Mastery (2nd job) maxed.
  • Summon Ice Eagle-You must have golden eagle maxed.For 200 seconds,the eagle will attack up to 4 enimies with 80 base power and with ice attribute. Has been given the freeze effect but will not critical.
  • Snipe- instantly kills an enemy. At max, the cool-off time is 15 seconds. Does not work on bosses.
  • Blind- puts enemy into darkness anytime you damage them whether it be smashing them with your cross bow, using strafe, your ice hawk attacks for a given percentage.
  • Pierce - 850% damage that will go through 6 enemies. Takes 2 seconds to charge. Will be affected if hit during charge.

[edit] Thief

Rogue's skill - 'Dark Sight'.
Rogue's skill - 'Dark Sight'.

Thieves in their first job are called rogues. To become a thief one must be level 10 and have at least 25 DEX. From there, thieves can choose to use either a claw with throwing stars, or daggers. A thief's damage is mainly dependent on LUK, with equipment requiring DEX. Some daggers require STR to be equipped. After the second job advancement, thieves are the fastest characters in the game.

Throwing star thieves require a claw equipment and throwing stars, which are stored in the "Use" inventory page. Higher level claws can increase the thief's damage, as can stronger throwing stars. Like arrows, throwing stars are used up with every attack. However, rather than buying a new set of arrows each time they run out, a set of throwing stars can be recharged at any potion shop. Throwing star names are derived from the Korean days. For example, Subi throwing stars are named after Wednesday in Korean (Suyoil [Suu-yoh-eel]). It requires both hands for claw thief to throw stars, so they are unable to wear a shield. Similarly to Bowmen, claw thieves convert to a weak melee attack when monsters get too close. Dagger thieves use daggers to perform melee attacks. There are two types of daggers: STR and LUK daggers. STR daggers tend to be faster at lower levels and require some points to be placed in STR. The dagger only requires one hand so they are able to carry a shield. This also allows bandits to have a higher defense than assassins.

Thief skills include Double Stab, Lucky Seven, Keen Eyes, Dark Sight, Disorder, and Nimble Body. Double stab is an active skill that allows the dagger wielding thief to hit twice rather than once, with higher damage than a normal hit. Lucky Seven is a similar skill for claw thieves. Claw thieves also need to raise keen eyes which increases their attack range. Dark sight allows a thief to dodge all weapon attacks and walk through monsters without being hit, though it cannot stop magical attacks. Disorder, is a melee skill that reduces an enemies attack and defence. Finally nimble body increases the accuracy and avoidability.

[edit] Assassin

Once a Rogue reaches Level 30, they can become an Assassin. Assassins receive the skills Claw Mastery, Critical Throw, Endure, Drain, Haste and Claw Booster. Claw Mastery increases the minimum damage done to a significant percentage of the maximum possible and increases the maximum amount of stars per stack. Critical Throw gives a chance of doing bonus damage with every star thrown. A thief's Endure skill is different from a warrior's endure skill since it increases HP and MP regeneration, and allows regeneration while hanging onto a rope. Drain is an active skill that absorbs some of the damage done by the attack and adds it back to the player's health. Haste is a skill that temporarily increases walking speed and jumping abilities of everyone in the party. Like the other booster skills, claw booster raises the assassin's attack speed.

Hermit

Hermits, like Assassins, are fast and evasive. They have several support skills, including Alchemist, in which potions are used with increased efficiency; Meso Up, which temporarily causes monsters killed by party members to drop more money than usual; Flash Jump, which enables the character to do another jump whilst in mid-air after normal jump; and Shadow Web, which holds nearby enemies still. They also have several attacking skills, such as Avenger, which attacks up to 6 enemies in a single line by throwing a large star, and Shadow Meso, in which mesos are used rather than throwing stars. Their most frequently-used skill, Copycat - A.K.A. Shadow Partner - , creates a double of the caster which mimics every attack. The shadow's damage is slightly lower when performing a normal attack, but significantly lower for a skill attack.

Night Lord

4th Job Advancement - Available Skills:

  • Maple Hero (all class)- adds 10% to all stats for 600 seconds.
  • Awake (all class)- a probability of escaping from certain status effects.
  • Challenger (all thieves)- for a certain amount of time, exp rate, drop rate, and monster's defense power will increase by 40%. Works only for 1 monster at a time. When activated, character will lay on ground (as if the down arrow key button was held) and start writing on a scroll. Then the character will throw a kunai like dagger at the monster.
  • Inspiration (all thieves)- 40% chance of totally evading monster's attack (yes, it is passive). A flash will appear when this skill is activated and character will automatically smile.
  • Enchant Venom (all thieves)- at max, all attacks will have a 30% chance of putting the monster in a state of poison for 10 seconds. Also increases your magic attack by 60. This is a passive skill.
  • Ambush (all thieves)- summons ninja warriors and attacks with 100% attack power for 12 seconds any monsters within 150 range.
  • Soul Stars- sacrifices 200 stars to be able to have unlimited stars for 60 seconds.
  • Triple Throw- throws three stars with 130% damage each.
  • Tornado- with 60 attack power, has 60% chance of knocking enemy back within a range of 150.
  • Soldiers of the Night (must have Shadow Partner maxed) - creates a shadow duplicate of every party member for up to 300 seconds, each acting as a copycat which mimics the player's movements, attacks, and skills. All passive skills applied to the player apply to their shadow counterparts. (shadows summoned with up to 90% attack depending on the skill level, also no attack penalty for the player.)
  • Phantom Strike - (requires Dark Sight maxed) For up to 100 seconds, the player is allowed to attack while in Dark Sight. (basic attack at 80%, cool-off time of 300 seconds.)

[edit] Bandit

Bandit using Savage Blow.
Bandit using Savage Blow.

At level 30, rogues can choose to take the class of bandit. Rather than throwing stars, the bandit uses daggers to fight. The main offensive Bandit ability is Savage Blow, which hits up to 6 times with a dagger. Haste, another Bandit skill, increases jumping and speed abilities temporarily. Bandits that use stars are commonly referred to as Sindits.

Chief Bandit

Chief Bandit is the Job Advancement at level 70 for Bandits. A Chief Bandit's most devastating attack is Meso Explosion, where massive damage is dealt depending on the amount of meso you drop. They also have a skill called assualter which is similar to a "quick draw", teleporting you to or past the enemy dealing damage. Other Chief Bandit skills include Pickpocket, Meso Explosion, Assaulter, Shield Mastery, Chakra, Band Of Thieves, and Meso Guard.

Shadower

4th Job Advancement - Available Skills:

  • Maple Hero (all class)- increases all stats by 10% for 600 seconds.
  • Awake (all class)- a probability of escaping from certain status effects.
  • Challenger (all thieves)- for a certain amount of time, exp rate, drop rate, and monster's defense power will increase by 40%. Works only for 1 monster at a time. When activated, character will lay on ground (as if the down arrow key button was held) and start writing on a scroll. Then the character will throw a kunai like dagger at the monster.
  • Inspiration (all thieves)- 40% chance of totally evading monster's attack (yes, it is passive). A flash will appear when this skill is activated and character will automatically smile.
  • Enchant Venom (all thieves)- at max, all attacks will have a 30% chance of putting the monster in a state of poison for 10 seconds. Also, it somehow increases your magic attack by 60. This is a passive skill.
  • Ambush (all thieves)- summons ninja warriors and attacks with 100% attack power for 12 seconds any monsters within 150 range.
  • Assassinate- must be in dark sight upon activation. The longer you are in dark sight, the more powerful it is. Attacks 3 times, but a 4th attack is triggered with a success rate. At max, has a base damage of 80% and has a 90% chance of unleashing the 4th attack with 250% damage. Also, only increases the damage up to 18 seconds of dark sight. In other words, if you unleash Assassinate immediately after going into dark sight, you will only get 80% damage. However, the damage will increase if you wait a little longer during dark sight. Damage will not increase any more after going into dark sight for 18 seconds.
  • Smoke Bomb- for 60 seconds, all party members cannot be damaged within a range of 200. Cannot use for 10 minutes upon activation.
  • Keen Dagger- attacks up to 4 monsters twice with 500% damage each. Stun rate 90%.

[edit] References

  1. ^ KoreaSEA site Beginners new skills announcement

[edit] External links

  • Hidden Street - In-depth character skill information.
  • Happy Mapling - Organized MapleStory job information.
  • Sauna - Library of skills for all classes, as well as Game Masters.


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