After reading this guide you will be able to check every number the sources record for the second-job Ice/Lightning Wizard, choose a skill order you can defend, and match the class's two elements to monsters that react to them. It covers the second job only, from level 30, in MapleStory Classic World (Classic World from here on), Nexon's recreation of pre-Big Bang MapleStory inside the Global MapleStory (GMS) client.
Assumptions and what the data does not say
Everything below assumes a level 30 Ice/Lightning Wizard, playing solo, with no stated potion budget. Per mapleclassic.wiki, the class is a tier 2 Magician job taken in Ellinia, it uses a Wand or a Staff, and its primary stat is INT. The Magician branch's first job advancement is at level 8 in Ellinia, and the three second jobs (Wizard Fire/Poison, Wizard Ice/Lightning and Cleric) open at level 30. Third job is not available at launch, so nothing here points past the second job.
Here is what our fact sheet does not contain, so you will not find it quoted:
- Damage percentages for any skill. The column is empty for every skill, so we cannot compute damage per cast, kills per hour or MP per kill.
- Effect values for MP Eater, Meditation, Slow and Teleport. Only max levels, some MP costs and prerequisites are listed.
- Skill points per level, so we cannot say how many skills you can max by a given level.
- Drop rates, and spawn counts for any map outside the training table below.
Where a number is missing, the build order leans on what is listed: hit count, targets, element, MP cost direction and prerequisites.
Every skill and its listed numbers
This table is the Ice/Lightning Wizard skill list from mapleclassic.wiki as held in our fact sheet. For skills where we describe the MP cost only as rising or falling, the direction is what the sheet records from the first skill level to the maximum level. Blank cells are blank in the source.
| Skill | Max level | MP cost | Damage % | Hits | Targets | Element | Requires |
|---|
| Cold Beam | 30 | 11 at the first level, 22 at max | not listed | 1 | 1 | Ice | none listed |
| Thunder Bolt | 30 | 20 at the first level, rises with level | not listed | 1 | 6 | Lightning | none listed |
| MP Eater | 20 | not listed | not listed | not listed | not listed | not listed | none listed |
| Meditation | 20 | rises with level | not listed | not listed | not listed | not listed | MP Eater Lv 3 |
| Teleport | 20 | falls sharply with level | not listed | not listed | not listed | not listed | none listed |
| Slow | 20 | falls with level | not listed | not listed | not listed | not listed | Teleport Lv 5 |
Read the table in three groups. Cold Beam and Thunder Bolt are the two attacks, and they are the only skills with an element, a hit count and a target count. Both hit once per cast. Cold Beam hits 1 target and costs 11 MP at its first level and 22 MP at level 30. Thunder Bolt hits up to 6 targets and costs 20 MP at its first level, with the cost rising as it levels. So Thunder Bolt costs more per cast but reaches 6 targets against Cold Beam's 1, and that is the whole trade-off between them.
Teleport and Slow are the movement and control pair. Teleport's MP cost falls sharply across its 20 levels, and Slow's also falls. Slow needs Teleport at level 5 first.
MP Eater and Meditation are the support pair. Meditation needs MP Eater at level 3, and its MP cost rises as it levels. MP Eater has no MP cost listed at all.
We do not add up the max levels into a total, because without skill points per level that sum would not tell you what is reachable at any level.
Build order, with the reason for each step
This order is our reading of the listed numbers, not a quoted recommendation, and it assumes solo play at level 30. Change it if you party, because party play changes how much a 6-target skill is worth.
- Thunder Bolt first. It is the only skill that hits 6 targets, and the training table below shows maps with large recorded counts: Pig Park lists 20 Iron Hog and Pig Park II lists 22. A multi-target skill earns its higher MP cost only when targets are grouped, and those maps are where counts are high.
- Cold Beam second. At 11 MP for the first level it is the cheaper cast, and it is single-target, so it suits maps where monsters are spread out or where you fight one at a time. It is also your Ice attack for Fire Boar, which the table marks as weak to Ice.
- Teleport to level 5. This is the gate to Slow, which requires Teleport at level 5. Teleport's cost falls as you level it, so every level you add makes it cheaper to use.
- MP Eater to level 3. This is the cheapest way to unlock Meditation, which lists MP Eater at level 3 as its requirement. Neither skill has effect values in our sheet, so we cannot rank their payoff; the point of this step is the unlock.
- Spend the rest where your map demands it. On packed maps, keep adding to Thunder Bolt. On Fire Boar maps, keep adding to Cold Beam. Both cap at level 30.
A caution on MP: both attack skills get more expensive as you level them. Cold Beam goes from 11 to 22 MP, and Thunder Bolt starts at 20 and rises. Our sheet has no damage figure, so we cannot say whether the extra damage pays for the extra MP. For the potion side, the published Classic World Potions Ranked guide compares potions by what they restore per meso spent.
Where to train, by monster level
The table below is our derived ranking of monsters in the 30 to 70 band by EXP per HP point; there are 43 monsters in range, and these are ranks 1 to 10. A higher EXP/HP means more EXP for each point of HP you have to chew through. HP and EXP are per monster, so read EXP as per kill. We have not rounded the three-decimal EXP/HP values any further.
| Rank | Monster | Level | HP | EXP per kill | EXP/HP | Weak to |
|---|
| 1 | Fairy 4 | 29 | 593 | 54 | 0.091 | Poison |
| 2 | Fairy 3 | 29 | 593 | 54 | 0.091 | Poison |
| 3 | Fairy 1 | 29 | 593 | 54 | 0.091 | Poison |
| 4 | Fairy 2 | 29 | 593 | 54 | 0.091 | Poison |
| 5 | Iron Hog | 28 | 572 | 52 | 0.091 | Lightning |
| 6 | Evil Eye | 27 | 606 | 50 | 0.083 | none listed |
| 7 | Golden Stirge | 42 | 1278 | 93 | 0.073 | none listed |
| 8 | Fire Boar | 32 | 842 | 60 | 0.071 | Ice |
| 9 | Ligator | 31 | 853 | 58 | 0.068 | Fire |
| 10 | Jr. Wraith | 34 | 982 | 66 | 0.067 | Fire, Holy |
Two caveats before you act on it. First, the ranking is EXP per HP, not EXP per hour. It ignores walking time, respawn speed and damage taken, because none of that is in the sheet. Second, the top-ranked groups are below level 30 (Fairy at level 29, Iron Hog at level 28, Evil Eye at level 27), so a level 30 character is fighting monsters under its own level there. The sheet gives no EXP penalty or bonus for level difference, so we cannot say what that costs you.
Packed maps for Thunder Bolt
Where the recorded monster count is high, a 6-target skill has the most to hit. Per the map counts in the monster table:
- Iron Hog (level 28, weak to Lightning): Pig Park lists 20 and Pig Park II lists 22. Someone Else's House lists 12 on one entry. Henesys Dungeon Entrance lists 3, so it is a thin map for a multi-target skill.
- Evil Eye (level 27): The Cave of Evil Eye III lists 38 and The Cave of Evil Eye II lists 36. Ant Tunnel Park lists 31. Evil Eye has no listed weakness, so neither element gets a bonus there; the count is the draw.
- Ligator (level 31): The Swamp of Despair I lists 41, The Swamp of Despair II lists 36 and The Swamp of Despair III lists 28. Ligator is weak to Fire, so an Ice/Lightning Wizard gets no listed elemental edge, only the count.
- Jr. Wraith (level 34): Line 2 (Area 1) lists 83 and Line 1 (Area 2) lists 69, the largest counts in the whole table. Jr. Wraith is weak to Fire and Holy, so again the count is the draw, not the element.
Element matches for Cold Beam and Thunder Bolt
The Weak to column gives this class only two element matches in the top ranks. Fire Boar (level 32, 842 HP, 60 EXP per kill) is weak to Ice, so Cold Beam is the matching skill. Its listed maps include The Burnt Land V (26), The Burnt Land III (24), Dangerous Valley (21) and East Rocky Mountain VII (20). Iron Hog (level 28, 572 HP, 52 EXP per kill) is weak to Lightning, so Thunder Bolt is the matching skill, on the Pig Park maps above. We have no multiplier for a weakness hit, so the benefit is directional only.
The higher-level option
Golden Stirge, level 42, has 1278 HP and gives 93 EXP per kill, ranked 7 at 0.073 EXP/HP, with no listed weakness. Its recorded counts are small: Decayed Tunnel II lists 4, while Another Sanctuary and Forbidden Entrance list 3 each. With so few targets, Thunder Bolt's reach is not the draw, and Cold Beam is the simpler fit. Whether a level 30 character can survive there is not something our sheet answers.
How the Ice/Lightning Wizard differs from its siblings
Both Wizard paths share a branch, a primary stat and a town, so the difference comes down to elements. The Fire/Poison Wizard is the nearest comparison, and the Weak to column shows why it matters. Fairy 4, Fairy 3, Fairy 1 and Fairy 2, which hold ranks 1 to 4 at 0.091 EXP/HP, are all weak to Poison. Ligator and Jr. Wraith are weak to Fire. Those are the matches the Fire/Poison path lines up against, while the Ice/Lightning Wizard matches only Fire Boar (Ice) and Iron Hog (Lightning) in these ten ranks. That is a point about the monster table in the 30 to 70 band, not a claim about overall class strength, and we have no damage figures for either path.
What the Ice/Lightning Wizard has in its favor in our sheet is the 6-target Thunder Bolt, the only multi-target attack listed, plus a spread of support skills (MP Eater, Meditation, Teleport, Slow). The third Magician second job is the Cleric; the published Cleric Skill Build and Training in Classic World guide covers it, and we do not restate those numbers. For the Fire/Poison side, see the published Fire/Poison Wizard Guide: Skills, Build Order, Training.
A short plan you can check
- Advance at level 30 in Ellinia and confirm you are an Ice/Lightning Wizard holding a Wand or a Staff.
- Open the skill window and read each skill's own damage and effect values in game; our sheet does not list them.
- Choose a map by what you want: Pig Park or Pig Park II for Iron Hog and Lightning, The Burnt Land V for Fire Boar and Ice, The Swamp of Despair I for the largest Ligator count.
- Count your own kills per hour and potions used per hour over a set period, then compare maps on those numbers. That is the figure this guide cannot give you.
If a map is crowded, change channel. Nexon's FAQ states that monsters, drops and quests are identical on every channel and only the players differ, so a different channel gives you the same map with a different crowd.
Last verified 2026-10-26 against mapleclassic.wiki data synced 2026-10-24 and Nexon's Classic World FAQ.
Frequently asked
- What level do you become an Ice/Lightning Wizard in Classic World?
- Level 30. Per mapleclassic.wiki, the Magician branch's second jobs (Wizard Fire/Poison, Wizard Ice/Lightning and Cleric) open at level 30, and the Ice/Lightning Wizard is a tier 2 job taken in Ellinia.
- What weapon and stat does the Ice/Lightning Wizard use?
- The class uses a Wand or a Staff, and its primary stat is INT, per mapleclassic.wiki.
- Which Ice/Lightning Wizard skill hits multiple monsters?
- Thunder Bolt. It is a Lightning skill listed with 1 hit and 6 targets, while Cold Beam is an Ice skill listed with 1 hit and 1 target.
- Which monsters are weak to Ice or Lightning at levels 30 to 70?
- In our ranked table, Fire Boar (level 32) is weak to Ice and Iron Hog (level 28) is weak to Lightning. No other monster in the top 10 lists either element as a weakness.
- Can an Ice/Lightning Wizard get a third job in Classic World?
- No. Third job advancement is not available at launch, per mapleclassic.wiki, so the second job is as far as the class goes for now.
- Why can't I find damage numbers for Cold Beam and Thunder Bolt?
- The damage percentage column is empty for every skill in our source data, so we do not quote any. Read the values in the in-game skill window instead.