After reading this guide you will know which town to travel to for your second job in MapleStory Classic World (called Classic World from here on), which second jobs your branch can choose, and what skills define each one. Advancement levels, towns, weapons and skill data come from mapleclassic.wiki, which we treat as authoritative for in-game numbers. Nexon's Founder's Access release notes set the launch scope. Founder's Access opens October 6, 2026 and Grand Launch is October 21, 2026, and Nexon says progress made in Founder's Access carries into Grand Launch with no wipe.
Classic World recreates pre-Big Bang MapleStory inside the Global MapleStory (GMS) client. At launch it has first and second job advancement only. Third job is not available at launch, so the level 30 choice is the last job change you can make for now.
Before you travel: what you need
Per mapleclassic.wiki, every branch makes its second job advancement at level 30. You must already have finished your first job. That happens at level 10 for Warrior, Bowman and Thief, and at level 8 for Magician.
- Open your character window and check your level. You should now see 30.
- Check that your first job is done. A Beginner (a character with no job yet) cannot take a second job.
- Find your branch in the table in the next section and note the town.
- Travel to that town. Our fact sheet does not list travel routes between towns, so use the in-game world map and portal signs. If you are still finding your way around Victoria Island, our Lith Harbor guide covers the first steps.
- Find the advancement NPC (non-player character, a figure run by the game rather than a player) and talk to them. You should now see the second job choices for your branch.
- Pick your path, then spend your first SP (skill points, the points that learn and raise skills) on the skills described below.
One caution: neither Nexon's release notes nor the wiki say whether a second job choice can be undone. Classic World allows up to 3 characters per account, and deleting one starts a waiting period before it is removed, so decide before you commit rather than planning around a reset.
Where each branch advances
The table lists every second job available at launch with its town, weapons and primary stat (the stat that most raises that job's damage or power). STR is strength, INT is intelligence, DEX is dexterity and LUK is luck.
| Branch | Second job | Level | Town | Weapons | Primary stat |
|---|
| Warrior | Fighter | 30 | Perion | Sword, Axe | STR |
| Warrior | Page | 30 | Perion | Sword, Blunt weapon | STR |
| Warrior | Spearman | 30 | Perion | Spear, Polearm | STR |
| Magician | Fire/Poison Wizard | 30 | Ellinia | Wand, Staff | INT |
| Magician | Ice/Lightning Wizard | 30 | Ellinia | Wand, Staff | INT |
| Magician | Cleric | 30 | Ellinia | Wand, Staff | INT |
| Bowman | Hunter | 30 | Henesys | Bow | DEX |
| Bowman | Crossbowman | 30 | Henesys | Crossbow | DEX |
| Thief | Assassin | 30 | Kerning City | Claw | LUK |
| Thief | Bandit | 30 | Kerning City | Dagger | LUK |
Read the table by branch first. Your first job decides your town, and your town decides how far you must travel. Only one instructor is named in our data: the Bowman Job Instructor in Henesys handles both Hunter and Crossbowman. The advancement NPCs in Perion, Ellinia and Kerning City are not named in our fact sheet, so we do not guess. Talk to the job NPC in your town and read what the dialogue offers.
Notice how weapons split the choice inside a branch. Warriors choose by weapon family, Bowmen choose bow or crossbow, and Thieves choose claw or dagger. All three Magician paths share Wand and Staff, so for Magicians the decision is about skills, not equipment.
Warrior: Fighter, Page and Spearman in Perion
All Warrior second jobs advance in Perion and use STR. Each gets Rush (max level 20), plus a Mastery, a Booster and a Final Attack for each of its two weapon families. A Mastery is a passive skill that improves weapon handling, a Booster speeds up your attacks, and a Final Attack is a bonus strike that can follow a normal attack. Each job also has one self-buff, a temporary boost you cast on yourself.
- Fighter uses Sword and Axe. Its list holds Sword Mastery, Axe Mastery, Sword Booster, Axe Booster, Final Attack: Sword, Final Attack: Axe and Rage (max level 30).
- Page uses Sword and Blunt weapon. It holds Sword Mastery, Blunt Weapon Mastery, both Boosters, Final Attack: Sword, Final Attack: Blunt Weapon and Threaten (max level 30).
- Spearman uses Spear and Polearm. It holds Spear and Polearm versions of Mastery, Booster and Final Attack, plus Iron Will (max level 30).
MP (mana points) is the resource skills spend. The fact sheet gives no damage percentages for Rush or any other Warrior skill, so we cannot rank these three on raw damage. What the data does show is a pattern. Per mapleclassic.wiki, a Booster requires its weapon's Mastery at Lv 5, and a Final Attack requires it at Lv 3. That means SP spent on a Mastery comes first, and the Booster and Final Attack stay locked until you do it. The reason to pick one weapon family and invest there first is that SP split across two families delays every one of those unlocks.
Notice that Fighter and Page both list Sword skills, so they share Sword Mastery, Sword Booster and Final Attack: Sword. If you hold a good sword and have not decided between them, the difference lies in the second weapon (Axe against Blunt weapon) and in the self-buff.
Magician: three paths from Ellinia
Magicians advance in Ellinia and use INT. The three paths split into two attack specialists and one support job.
- Fire/Poison Wizard has Fire Arrow (max level 30, 1 hit, 1 target, Fire) and Poison Breath (max level 30, 1 hit, 1 target, Poison).
- Ice/Lightning Wizard has Cold Beam (max level 30, 1 hit, 1 target, Ice) and Thunder Bolt (max level 30, 1 hit, 6 targets, Lightning).
- Cleric has Holy Arrow (max level 30, 1 hit, 3 targets, Holy), Heal (max level 30), Invincible and Bless.
The attack skills show a clear difference in reach. Thunder Bolt lists 6 targets against 1 for both Fire/Poison Wizard attacks, so it is the listed Magician skill that hits the most monsters at once. Holy Arrow sits between them at 3 targets. If you mostly fight groups, target count is the number to weigh. If you fight single tough monsters it matters less. Damage percentages are not listed for any of these skills, so we cannot say which hits hardest.
Several skills are shared or chained. Teleport (max level 20) and MP Eater (max level 20) appear on all three jobs. The two Wizards also list Meditation, which requires MP Eater Lv 3, and Slow, which requires Teleport Lv 5. The Cleric's Invincible requires Heal Lv 5, and Bless requires Invincible Lv 5. In practice a Cleric who wants Bless must raise Heal first, then Invincible, so the support line costs SP before it pays off.
MP costs for all these skills are listed per skill level on mapleclassic.wiki. We do not reprint them here, so check the wiki's skill pages if mana is your concern. For Heal behavior, see our post on the Oct 8 maintenance and our undead monsters guide.
Bowman: Hunter and Crossbowman in Henesys
Both Bowman second jobs advance in Henesys with the Bowman Job Instructor, and both use DEX. Go to Henesys, find that instructor and choose your weapon line.
- Hunter uses Bow. Its skills are Bow Mastery, Bow Booster, Final Attack: Bow, Soul Arrow: Bow, Arrow Bomb: Bow (max level 30) and Amazon's Judgement (max level 20).
- Crossbowman uses Crossbow. Its skills mirror the Hunter's: Crossbow Mastery, Crossbow Booster, Final Attack: Crossbow, Soul Arrow: Crossbow, Iron Arrow: Crossbow (max level 30, 190 percent damage, 1 hit, 4 targets) and Amazon's Judgement.
Crossbowman is the only Bowman path where our data includes a damage figure: Iron Arrow: Crossbow at 190 percent, reaching 4 targets per use. Arrow Bomb: Bow has no damage, hit or target figure in our data, so we cannot compare the two attack skills directly. On both paths Soul Arrow (max level 20) requires its Booster at Lv 5, and the Booster requires Mastery at Lv 5, so the chain runs Mastery, then Booster, then Soul Arrow. Plan your SP in that order.
Thief: Assassin and Bandit in Kerning City
Thieves advance in Kerning City and use LUK. The choice is claw or dagger, and the skill data here is the most complete of any branch. Our published Thief Level 30 Builds guide covers loadouts in more depth.
- Assassin uses Claw. It has Claw Mastery, Claw Booster, Critical Throw (requires Claw Mastery Lv 3), Critical Recovery, Haste and Drain (max level 30, 240 percent damage, 1 hit, 1 target, requires Critical Recovery Lv 3).
- Bandit uses Dagger. It has Dagger Mastery, Dagger Booster, Haste, Nimble Recovery, Savage Blow (max level 30, 75 percent damage, 6 hits, 1 target) and Steal (max level 30, 200 percent damage, 1 hit, 1 target, requires Haste Lv 5).
Savage Blow shows why one percentage can mislead. Its 75 percent is per hit and it lands 6 hits, so a single number understates what one use can deal if every hit connects. Drain, by comparison, is 240 percent in one hit. We have no hit-rate or defense data, so treat the multi-hit total as a ceiling for one target, not a promise.
Defining attack skills side by side
This table gathers the headline attack skill for each path from the fact sheet. A blank in the source is shown as not listed.
| Second job | Defining skill | Max level | Damage % | Hits | Targets | Element |
|---|
| Fighter, Page, Spearman | Rush | 20 | not listed | not listed | not listed | not listed |
| Fire/Poison Wizard | Fire Arrow | 30 | not listed | 1 | 1 | Fire |
| Ice/Lightning Wizard | Thunder Bolt | 30 | not listed | 1 | 6 | Lightning |
| Cleric | Holy Arrow | 30 | not listed | 1 | 3 | Holy |
| Hunter | Arrow Bomb: Bow | 30 | not listed | not listed | not listed | not listed |
| Crossbowman | Iron Arrow: Crossbow | 30 | 190 | 1 | 4 | not listed |
| Assassin | Drain | 30 | 240 | 1 | 1 | not listed |
| Bandit | Savage Blow | 30 | 75 | 6 | 1 | not listed |
| Bandit | Steal | 30 | 200 | 1 | 1 | not listed |
The point of the table is that only the Crossbowman, Assassin and Bandit rows have damage data, and they lean in different directions. Crossbowman lists a 190 figure but reaches 4 targets. Assassin and Bandit stay on 1 target with higher per-hit numbers (240 for Drain, 200 for Steal). Thunder Bolt has the widest reach at 6 targets, but its damage is not listed. Do not read the table as a ranking. It shows only what we can verify.
How to choose, with the reason for each pick
We do not name a best second job, because the answer depends on whether you play solo or in a party and on your level band. These conditional rules follow from the data above.
- If you want to hit groups while training solo, compare Thunder Bolt (6 targets) and Iron Arrow: Crossbow (4 targets). The Targets column is the only listed measure of how many monsters one use can reach.
- If you fight single tough enemies, look at the Thief skills. Drain lists 240 percent and Steal lists 200 percent in one hit each, and Savage Blow lists 75 percent across 6 hits.
- If you want to support a party, Cleric is the path that lists Heal, with Holy Arrow for attacks. Per mapleclassic.wiki, Cleric uses INT like the other Magicians.
- If you want a simple weapon decision, pick the weapon line you already own and like. Every Warrior and Bowman path places its Booster and Final Attack behind that weapon's Mastery, so SP spent there is never wasted on the wrong weapon.
For a damage comparison across paths, see our Second Job Attack Skills Compared post. For HP and MP growth, see HP and MP per Level by Class.
What the data does not tell us
- The advancement NPC names for Perion, Ellinia and Kerning City are not in our fact sheet.
- Travel routes between towns are not listed, so use the in-game map.
- SP per level and the SP you receive at the second job are not listed, so we cannot say how many skills you can max.
- Damage percentages are missing for most skills, including every Warrior skill, the Fire/Poison Wizard and Ice/Lightning Wizard attacks, Holy Arrow and Arrow Bomb: Bow.
- It is not stated whether a second job can be changed after you choose it.
- No monster spawn counts or drop rates are recorded for level 30 training, so we cannot say where each path trains fastest. Our Training Spots for Levels 20 to 30 guide covers the ground before the advancement.
Once you have a second job there is nothing further to advance to at launch. Third job is not available, and Orbis, El Nath and the rest of Ossyria are held back by Nexon. Nothing from after the Big Bang update is part of Classic World.
Last verified 2026-10-12 against mapleclassic.wiki data synced 2026-10-10 and Nexon's Classic World FAQ.
Frequently asked
- What level is the second job in Classic World?
- Level 30 for every branch, per mapleclassic.wiki. You need to have completed your first job first.
- Where do I go for my second job advancement?
- Warriors go to Perion, Magicians to Ellinia, Bowmen to Henesys and Thieves to Kerning City. In Henesys the Bowman Job Instructor handles both Hunter and Crossbowman.
- Which second jobs can I pick in Classic World?
- Warriors choose Fighter, Page or Spearman. Magicians choose Fire/Poison Wizard, Ice/Lightning Wizard or Cleric. Bowmen choose Hunter or Crossbowman, and Thieves choose Assassin or Bandit.
- Is third job available in Classic World?
- No. Per mapleclassic.wiki, third job advancement is not available at launch, so the level 30 second job is the last advancement for now.
- Which second job has the widest area attack?
- Of the skills with listed target counts, Thunder Bolt from the Ice/Lightning Wizard reaches 6 targets. Iron Arrow: Crossbow reaches 4 and Holy Arrow reaches 3, but damage is not listed for the Magician skills.
- Can I change my second job after choosing it?
- Our sources do not say. Nexon's release notes and the wiki do not cover it, so decide before you advance.