After reading this you can look up how much HP and MP each class gains per level in MapleStory Classic World, estimate what the first job advancement adds, decide whether the passive HP or MP skill deserves early skill points, and size a potion budget around your pool instead of guessing. Assumptions: the per-level and advancement figures come from mapleclassic.wiki's class tables and from NiaMeowDB, which read them off status bars in COT2. Founder's Access opened October 6, 2026 and Grand Launch is October 21, 2026. Nexon says progress carries over with no wipe, but test-measured values can still be adjusted, so recheck after launch. Only first and second job exist at launch, so this guide stops there.
HP and MP gained per level, by class
Classic World runs inside the existing Global MapleStory (GMS) client, and per-level growth is a flat number per class. Per NiaMeowDB, sampled level-ups showed zero variance. The wiki's class table gives the same values, so the two sources agree here.
| Class | HP per level | MP per level | Resource the wiki calls primary |
|---|---|---|---|
| Beginner | +16 | +12 | None listed |
| Warrior | +28 | +12 | HP |
| Bowman | +22 | +17 | Not listed |
| Thief | +22 | +17 | Not listed |
| Magician | +16 | +22 | MP |
Read the table as a trade. A Warrior gains 28 HP per level against the Magician's 16, a gap of 12 HP per level (28 minus 16). The Magician gains 22 MP per level against the Warrior's 12, a gap of 10 MP per level (22 minus 12). The Bowman and Thief sit in the middle with the same split, 22 HP and 17 MP per level, so their pools do not differ from each other through level-ups alone.
The Beginner row is the weakest on every primary resource. Its 16 HP per level ties the Magician's, but its 12 MP per level trails the Magician's 22, and its 16 HP trails the Warrior's 28. That is why the wiki's standing recommendation is to take the first job advancement the moment the requirement is met.
Per NiaMeowDB, a new character starts with 50 base HP and 5 base MP, and a Beginner at level 10 has 194 HP and 113 MP. Those totals are consistent with the per-level table, since 50 base HP plus 16 per level and 5 base MP plus 12 per level are the rates the Beginner row lists.
What each job advancement adds
Advancement is a one-time bump on top of the per-level gain. The two sources disagree in places, so the table shows both.
| Class | First job level and town | HP bump (wiki) | HP bump (NiaMeowDB) | MP bump (wiki) | MP bump (NiaMeowDB) |
|---|---|---|---|---|---|
| Warrior | Level 10, Perion | +300 to +350 | +350 | +100 to +125 | +150 |
| Magician | Level 8, Ellinia | +100 to +125 | +150 | +300 or more | +350 |
| Bowman | Level 10, Henesys | +200 to +250 | +250 | +200 to +250 | +250 |
| Thief | Level 10, Kerning City | +200 to +250 | +250 | +200 to +250 | +250 |
Per NiaMeowDB, every class's bump adds up to 500 points: Warrior 350 plus 150, Bowman and Thief 250 plus 250, Magician 150 plus 350. The shape matches the per-level table. Warriors take their bump mostly in HP, Magicians mostly in MP, and Bowmen and Thieves split it evenly.
The sources agree for the Bowman and Thief, where NiaMeowDB's 250 sits at the top of the wiki's range. They differ in two cells. For the Warrior's MP, NiaMeowDB says +150 and the wiki range is +100 to +125. For the Magician's HP, NiaMeowDB says +150 and the wiki range is +100 to +125. Because mapleclassic.wiki is the authority for in-game numbers, plan with the wiki range and treat NiaMeowDB's figure as an upper possibility until one of them is corrected. The wiki also says the Magician's MP bump starts at +300 and its ceiling is unconfirmed.
Second jobs arrive at level 30 for all four branches. The wiki says the second advancement adds a larger bump than the first, while NiaMeowDB says the same class split is granted at each advancement. Neither source lists a second-job number I can quote for a level 30 Hunter, Fighter or Assassin, so do not budget a specific figure for that jump.
A worked check: the level 11 Warrior
NiaMeowDB recorded a Beginner who advanced to Warrior at level 11, one level late, and read 572 Max HP and 275 Max MP with Max HP Increase at rank 0 and 4 unspent SP. The arithmetic reconciles with the figures above:
- HP: 194 (Beginner at level 10) plus 350 (Warrior bump per NiaMeowDB) plus 28 (Warrior HP per level) equals 572.
- MP: 113 (Beginner at level 10) plus 150 (Warrior bump per NiaMeowDB) plus 12 (Warrior MP per level) equals 275.
That reconstruction is mine, not a quote from either source. It shows the NiaMeowDB figures hang together, and that a late advance in that test left the character level with an on-time level 11 Warrior. The data does not explain how the catch-up works, so I would still advance on time. The MP line uses the +150 NiaMeowDB figure, which is above the wiki's range for Warrior MP, so this check supports NiaMeowDB's number on that one cell.
Skills that change the pool
Only some classes have a passive that raises the pool. The skill tables list these:
| Class | Skill | Max level | Requires | Effect |
|---|---|---|---|---|
| Warrior | Improved HP Recovery | 15 | Nothing | Recovery, rate not listed |
| Warrior | Max HP Increase | 15 | Improved HP Recovery Lv 3 | Raises HP growth |
| Magician | Improved MP Recovery | 15 | Nothing | Recovery, rate not listed |
| Magician | Max MP Increase | 15 | Improved MP Recovery Lv 3 | Raises MP growth |
| Magician | Magic Guard | 15 | Nothing | Redirects damage to MP; MP cost 8 → 12 |
Both Max HP Increase and Max MP Increase sit behind level 3 of their recovery skill, so the first 3 skill points go into the recovery skill whether you want it or not. The Bowman and Thief skill tables list no skill that raises max HP or max MP, so those two classes get their pools from levels, the advancement bump, stats and gear.
The sources disagree on how big the passive is. Per mapleclassic.wiki, at max level the per-level gain roughly doubles. Per NiaMeowDB, each skill reaches +25% of your base at max level, applied after the flat bonus. A doubled gain and a 25% bump are not the same thing, so do not plan around either as settled. If you are deciding between spending on Max HP Increase now or on an attack skill, the safe reading is that the payoff is real but unquantified in our data.
Magic Guard matters more than the passive. Per mapleclassic.wiki, at max skill level 85% of an incoming attack is paid out of MP instead of HP. With Magic Guard, a Magician's MP pool works as a second health bar, but every point spent that way is a point not available for casting. The wiki gives no per-hit example for this skill, so I will not invent one.
AP, INT and gear
- AP into MaxHP. Warrior-branch characters see an AP-into-MaxHP option worth roughly 20+ HP per AP point, per the wiki. Other classes do not see it, with rare equipment-event exceptions.
- INT. INT is the Magician's primary stat, and AP is listed as a source of MP growth. Our data does not give an INT-to-MP rate, so I will not quote how much MP a point of INT buys.
- Equipment. Hats, tops, overalls, capes, gloves and accessories can roll flat HP. HP scrolls add roughly +30 HP per slot in the most common variant, and MP scrolls add roughly +30 MP per slot. Wands and staves carry flat MP on magician-aligned gear.
What this means for potion budgets
A pool does two jobs: it decides how long you survive a fight, and it caps how useful a potion can be. The wiki's boss illustration uses a boss that hits for 800 per swing. It takes three hits to drop a 2,000-HP Magician and seven hits to drop a 5,500-HP Warrior. Those pools are not level-matched, so treat them as an illustration of the ratio, not a level 30 target.
A second rule from the wiki is that overflow is wasted. A potion restoring 1,000 HP on a character with 400 total HP wastes the excess. So the usual order of work is to grow your pool first and only then move to a bigger potion.
MP is the other budget line. This table compares what one level-up gives against the top MP cost of each class's single-target attack, reading the second figure in the skill table's cost range as the max-rank cost. That reading is my assumption, and the subtraction is my own arithmetic from two listed inputs.
| Class | Attack skill | Top MP cost | MP per level | Left after one cast |
|---|---|---|---|---|
| Warrior | Power Strike | 12 | +12 | 0 |
| Magician | Magic Claw | 20 | +22 | 2 |
| Bowman | Arrow Blow | 14 | +17 | 3 |
| Thief | Double Stab | 16 | +17 | 1 |
One level-up covers about one top-cost cast for every class, which is why MP potions stay in the budget for all four branches. The Warrior's 12 equals Power Strike's top cost of 12, the Magician's 22 less Magic Claw's 20 leaves 2, the Bowman's 17 less 14 leaves 3, and the Thief's 17 less 16 leaves 1. Per kill, the question is how many casts a monster takes, and that depends on monster HP, which this guide does not cover.
To build a budget at your own level:
- Read your Max HP and Max MP from the status bar, and note your class's per-level gain from the first table.
- Check any potion you plan to buy against your Max HP or Max MP. If its restore amount exceeds your pool, you are paying for overflow.
- If you are a Magician with Magic Guard, count MP as defense as well as casting fuel, and budget MP potions per hour accordingly.
- Include the cost of dying. The wiki puts the EXP penalty at roughly 10% of the level's EXP requirement, less in starter towns and none on protected maps. You respawn at the save point with 1 HP and 1 MP.
What the data does not tell us
- No potion prices or restore amounts are listed, so I cannot give mesos per hour for a potion budget.
- No second-job bump figures are listed for Fighter, Page, Spearman, Wizard, Cleric, Hunter, Crossbowman, Assassin or Bandit, and the sources differ on whether the bump grows.
- The INT-to-MP rate and the exact payoff of Max HP Increase and Max MP Increase are not settled.
- No monster spawn counts or drop rates are recorded here, so per-kill potion costs are not computed.
Third job is not available at launch, so none of the third-job totals in NiaMeowDB's data are relevant yet. Everything above is for first and second job, up to the maximum character level of 100 that Nexon lists for launch.
Last verified 2026-10-10 against mapleclassic.wiki data synced 2026-10-01 and Nexon's Classic World FAQ.
Frequently asked
- How much HP and MP does each class gain per level in Classic World?
- Per mapleclassic.wiki, Beginner gains 16 HP and 12 MP, Warrior 28 and 12, Bowman 22 and 17, Thief 22 and 17, and Magician 16 and 22. NiaMeowDB reports the same values.
- Which class gets the most HP per level?
- The Warrior, at 28 HP per level. The Magician and Beginner gain the least HP at 16 per level.
- How much HP and MP does the first job advancement give?
- Per mapleclassic.wiki, Warrior gets +300 to +350 HP and +100 to +125 MP, Magician +100 to +125 HP and +300 or more MP, and Bowman and Thief +200 to +250 of each. NiaMeowDB lists slightly higher figures for the Warrior's MP and the Magician's HP.
- Should I advance from Beginner as soon as I can?
- Yes, per the wiki's standing recommendation, because Beginner per-level gains are lower than every advanced class on its primary resource. NiaMeowDB also recorded a level 11 late advance that caught up to an on-time Warrior.
- Do Magic Guard and Max MP Increase make Magician MP worth more than the number suggests?
- Magic Guard redirects 85% of an incoming attack to MP at max skill level, per the wiki, so MP doubles as a defensive pool. Max MP Increase also raises MP growth, but the wiki and NiaMeowDB describe its size differently.
- Can a Bowman or Thief raise max HP or MP with a skill?
- Not from the skill tables on this site: they list no max HP or max MP passive for either branch. Their pools come from levels, the advancement bump, stats and gear.



