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MapleStory Classic
Guide · Classes

Magician Level 30 Builds: Loadouts and AP

Level 30 Magician loadouts for Classic World: AP spread, INT and LUK split, wand choice, skill points and how each feeds the three second jobs.

Teddy Vance

After reading this you can plan a level 30 Magician in MapleStory Classic World from the first ability point to the second job pick: how to spend AP, how much LUK to carry, which wand to hold, how to place skill points, and what each loadout leaves open. The loadouts come from NiaMeowDB's build templates, checked against mapleclassic.wiki wherever both carry a figure. Classic World runs inside the Global MapleStory (GMS) client, and Nexon's release notes put Founder's Access at October 6, 2026 and Grand Launch at October 21, 2026.

Assumptions for every result: a level 30 Magician played solo, built around Energy Bolt, with the Beginner skills maxed by level 10. No potion budget is listed in our sources, so cost comparisons use only the per-hit refill figures NiaMeowDB publishes. Third job is not available at launch and nothing here assumes it.

The Magician path at a glance

Per mapleclassic.wiki, the Magician branch uses INT as its primary stat and advances at level 8 in Ellinia. The instructor for both advancements is Grendel the Really Old in the Magic Library. The first job gate is INT 20, so almost any spread clears it.

StageWhereLevelWeaponsPrimary stat
MagicianEllinia8Wand, StaffINT
Fire/Poison WizardEllinia30Wand, StaffINT
Ice/Lightning WizardEllinia30Wand, StaffINT
ClericEllinia30Wand, StaffINT

Every stage shares the same weapon types and the same primary stat. That is why a single level 30 build can feed any of the three second jobs; the differences live in skills, covered near the end.

AP from creation to level 10

Classic World removed the dice roll. Per the wiki, every stat starts at 4 and you place 9 AP directly, so 9 into one stat gives 13. Four stats at 4 is a floor of 16 points, and the 9 free points bring the opening total to 25. Each level grants 5 AP. Until level 11 the game allocates AP to the Beginner's primary stats; from level 11 you allocate by hand. AP is permanent unless you find a rare reset item. The first job advancement adds a small one-time AP bonus, but the amount is not listed, so no total below includes it.

Per NiaMeowDB, the opening spread for a future Magician is 4 STR, 4 DEX, 12 INT and 5 LUK, followed by all 45 AP from levels 2 to 10 going into INT. That ends level 10 at 57 base INT. Its example level 10 character, with gear, shows 60 INT, 5 LUK, 27 M.ATK, 38 ACC, 344 HP and 463 MP.

  1. At creation, put 8 of the 9 free AP into INT and 1 into LUK (12 INT, 5 LUK, with STR and DEX at 4).
  2. Through level 10, send every point to INT. LUK is not part of the INT 20 gate.
  3. At level 8, advance with Grendel the Really Old. The free starter wand is rated 26 M.ATK, a single point behind the 27 M.ATK wand on sale in Ellinia (per NiaMeowDB), so there is little reason to rush a purchase.

INT and LUK from levels 10 to 30

The rule, per NiaMeowDB: put all 5 AP into LUK at levels 20, 25 and 30, and every other level into INT. The LUK is not for damage. It exists to meet the next wand's requirement. Gear that already grants LUK can replace some of that base LUK, so treat the numbers as a floor.

LevelBase INTBase LUKNext wandRequirementM.ATK
10575Wooden Wand20 INT27
15825Hardwood Wand30 INT34
2010210Metal Wand40 INT, 10 LUK41
2512215Ice Wand50 INT, 15 LUK48
3014220Mithril Wand60 INT, 20 LUK55

Read it by column. Base INT is far above every wand's INT requirement: 142 at level 30 against 60 for the Mithril Wand. LUK is the only stat that actually gates a purchase, and base LUK of 20 at level 30 meets the Mithril Wand's 20 exactly. That is 5 starting LUK plus the 5-AP deposits at levels 20, 25 and 30.

INT also feeds accuracy. NiaMeowDB lists +0.39 ACC per level, +0.24 per INT, +0.12 per LUK and +1.00 per point of direct ACC. Its worked examples use more INT and LUK than the base values above (108 INT and 12 LUK at level 20, against 102 and 10), so they likely include equipment, though the extract does not say.

MonsterMonster levelYour levelACC for 100% hitExample build ACC
Stirge20204454
Zombie Mushroom24205454
Zombie Mushroom24254762

At level 20 the Zombie Mushroom needs exactly the 54 ACC the example carries, so there is no slack. At level 25 the same monster needs 47 against 62 on the example. Pulling a Zombie Mushroom at level 20 means expecting some misses until you level up.

Wand or staff, armor and shields

For levels 10 to 30, NiaMeowDB recommends a wand. At each step the wand carries three points more M.ATK than the comparable staff with an equal or lower LUK requirement, and staves add only 1 to 2% Critical Damage in this range. Its one exception: if a staff drops and you cannot afford a wand, use the staff. The wiki lists both weapon types as legal for all four Magician stages, so this is a numbers call, not a rule.

On armor, NiaMeowDB points to mage overalls from the fairy shops in Ellinia. The blue robes are male-only, so female Magicians use different sets.

LevelMale pickFemale pick
15Blue Plain Robe, +3 INTYellow Arianne and Yellow Arianne Skirt, +1 INT each
25Blue Doros Robe, +5 INTBrown Doroness Robe, +5 INT
30Blue Wizard Robe, +6 INTBlue Fairy Top and Blue Fairy Skirt, +3 INT each

For scrolls, per NiaMeowDB, the Lesser scroll is a guaranteed +1 INT and the Intermediate scroll gives +2 INT at a 60% success rate. A Kerning City vendor sells the Lesser scroll for 35,000 mesos, and Lesser Wand and Staff Magic Attack scrolls cost 25,000 mesos. Scroll a weapon only if you will keep it long enough to earn that back.

Shields: none of our sources lists shield stats or a shield recommendation for Magicians, so we will not name one. Check the in-game shop before spending mesos.

Skill points: three level 30 loadouts

Second-job SP cannot go into first-job skills, so the first-job plan has to be complete when you reach level 30. Per NiaMeowDB, without a reset the split you hold at level 30 stays, and the SP Reset Scroll is a Cash Shop item at 7,000 NX that resets everything except Beginner skills. Nexon's FAQ says NX balance is shared with regular MapleStory, so that cost is real.

Prerequisites, per mapleclassic.wiki: Magic Armor needs Magic Guard 3, Max MP Increase needs Improved MP Recovery 3, and Magic Claw needs Energy Bolt 1. All three loadouts keep Energy Bolt at 20.

Loadout (NiaMeowDB)Magic GuardImproved MP RecoveryMax MP IncreaseMagic ArmorWhere it wins
Budget default331520Cheapest once monsters touch you
Safety option153158Bigger emergency pool; each hit costs more to refill
Low-contact option315158You rarely get hit and spend MP mostly on attacks

The cost logic rests on NiaMeowDB's refill math for 100 points of damage: 50 mesos with Magic Guard off, 68 mesos at Magic Guard 3, and 90 mesos at Magic Guard 15. Armor trims the hit before Guard divides it. At level 25, with sample gear at 83 WDEF, Magic Armor 18 lifts that to 191 and cuts a Horny Mushroom's hardest physical touch from 139 to 116. NiaMeowDB puts the break-even for Armor against full Improved MP Recovery at roughly three to six hard touches per minute, depending on the spell, so the right row for you depends on how cleanly you position.

At the budget default's end state, Magic Armor 20 gives +120 WDEF and MDEF for 600 seconds, Max MP Increase 15 gives +25% Max MP, and Magic Guard 3 moves 36% of incoming HP damage to MP (all per NiaMeowDB). The schedule that reaches it:

LevelSpendRunning result
10Energy Bolt +1EB 1
11Energy Bolt +2, Improved MP Recovery +1EB 3, IMR 1
12 to 16Energy Bolt +3 each levelEB 18
17Energy Bolt +2, Magic Guard +1EB 20, MG 1
18Magic Guard +2, Improved MP Recovery +1MG 3, IMR 2
19Improved MP Recovery +1, Max MP Increase +2IMR 3, MMI 2
20 to 25Magic Armor +3 each levelMA 18
26Magic Armor +2, Max MP Increase +1MA 20, MMI 3
27 to 30Max MP Increase +3 each levelMMI 15

Damage comes first: Energy Bolt is maxed at level 17 before anything defensive. Max MP Increase is delayed, not lost. NiaMeowDB notes it adds a flat percentage to base MP, so taking it later reaches the same final Max MP, and the schedule has it capped by level 30.

Energy Bolt or Magic Claw

Per NiaMeowDB, both reach 130 total Basic Attack at the same 810 ms cast time. Energy Bolt delivers one 130 line at 350 px; Magic Claw delivers two 65 lines at 300 px and can hit through terrain. Magic Claw needs 21 SP counting Energy Bolt 1, against 20 for Energy Bolt, and that spare point can go into Max MP Increase or Improved MP Recovery. The sources differ on Energy Bolt's top MP cost: mapleclassic.wiki lists 6 to 14, NiaMeowDB lists 16 at max level. Both give Magic Claw as 10 to 20. The wiki's damage percentage column is blank for both skills.

How the loadout feeds each second job

The first-job build is identical for all three paths; the choice happens in Ellinia at level 30. Costs below are from mapleclassic.wiki.

Second jobAttack skillMP cost rangeTargetsElementLevel 20 to 30 monster weak to it
Fire/Poison WizardPoison Breath20 to 401PoisonFairy 4, Fairy 2, Fairy 3
Fire/Poison WizardFire Arrow14 to 281Firenone listed
Ice/Lightning WizardThunder Bolt20 to 406LightningIron Hog
Ice/Lightning WizardCold Beam11 to 221Icenone listed
ClericHoly Arrow14 to 283HolyZombie Mushroom

These skills cost much more MP per cast than Energy Bolt, and Thunder Bolt and Poison Breath reach 40. That is the case for Max MP Increase 15 in every loadout, and for the Low-contact option's Improved MP Recovery 15 if you cast constantly and rarely take hits. Teleport and MP Eater appear in all three second-job lists, and Meditation needs MP Eater 3 in both wizard jobs. The Cleric chain runs Heal, then Invincible (needs Heal 5), then Bless (needs Invincible 5).

Here is how that meets the monsters, at level 30 as a Magician moving to a second job. EXP per HP is our own derived ranking, not a game stat.

MonsterLevelHPEXP per killEXP per HPWeak to
Jr. Necki21272390.143none listed
Stirge20296370.125none listed
Zombie Mushroom24436450.103Holy
Horny Mushroom22403410.102none listed
Iron Hog28572520.091Lightning
Fairy 429593540.091Poison

The sheet favors Jr. Necki and Stirge, which die fastest for what they pay per kill. Stirge is listed at 38 in Dangerous Steam and 35 in Dark Cave. Zombie Mushroom is weak to Holy, which suits a Cleric, while the three Fairy variants (2, 3 and 4) share level 29 and Poison weakness. The wiki publishes no weakness multiplier, so we cannot say how much a matched element helps.

What the data does not tell us

  • No shield stats appear in any source we use.
  • The one-time AP bonus at first job advancement is not listed.
  • No drop rates and no respawn timers are recorded, so we give no EXP per hour.
  • Weakness multipliers for Holy, Poison and Lightning are not published.
  • The wiki and NiaMeowDB differ on Energy Bolt's top MP cost.

Last verified 2026-10-09 against mapleclassic.wiki data synced 2026-10-01 and Nexon's Classic World FAQ.

Frequently asked

What is the best AP spread for a Magician at level 30 in Classic World?
For a solo Energy Bolt Magician, NiaMeowDB's template ends level 30 at 142 base INT and 20 base LUK. All 5 AP at levels 20, 25 and 30 go to LUK; every other level goes to INT.
Do Magicians still roll dice for stats in Classic World?
No. Per the wiki, every stat starts at 4 and you place 9 AP directly, so the opening total is 25. The random roll from the original game was replaced by direct allocation.
Should a level 30 Magician use a wand or a staff?
Per NiaMeowDB, use a wand from level 10 to 30: each comparable wand has 3 more M.ATK and an equal or lower LUK requirement. Staves add only 1 to 2% Critical Damage in that range, so a lucky staff drop is the exception.
How many skill points go into Magic Armor in the budget loadout?
Per NiaMeowDB, the budget default is Magic Guard 3, Improved MP Recovery 3, Max MP Increase 15 and Magic Armor 20, with Energy Bolt at 20. Magic Armor needs Magic Guard 3 first, per mapleclassic.wiki.
Can I respec skill points at level 30?
NiaMeowDB lists an SP Reset Scroll in the Cash Shop at 7,000 NX that resets every skill except Beginner skills. Without one, the split you hold at level 30 stays.
Which second job can a level 30 Magician choose?
Fire/Poison Wizard, Ice/Lightning Wizard or Cleric, all in Ellinia at level 30. Third job is not available at launch.

Sources: mapleclassic.wiki, Nexon Founder's Access release notes, Nexon Classic World FAQ, mapleclassic.wiki Differences, mapleclassic.wiki: Jr. Necki, mapleclassic.wiki: Stirge, mapleclassic.wiki: Zombie Mushroom, mapleclassic.wiki: Blue Mushroom, mapleclassic.wiki: Horny Mushroom, mapleclassic.wiki: Fairy 4, mapleclassic.wiki: Fairy 2, mapleclassic.wiki: Fairy 3, mapleclassic.wiki: Iron Hog, mapleclassic.wiki: Wild Boar, mapleclassic.wiki: Jobs, mapleclassic.wiki: Character creation, mapleclassic.wiki: Stats, NiaMeowDB: Build Templates, NiaMeowDB: Magician Build and Leveling Guide: Lv 1-30

T
Teddy Vance
Efficiency & Numbers

EXP per hour, respawn math, drop rates and meso yield. If it cannot go in a table, Teddy is suspicious of it.

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