Unofficial Classic World Guide Classic World is live - see what changed in the latest patch notes
2nd Job Branches

Magician: F/P, I/L, or Cleric?

At Level 30 the Ellinia magician instructor asks which element you'll bind yourself to. F/P burns and poisons. I/L freezes and lightnings. Cleric heals and blesses. All three deal magic damage, but that's about the only thing they share. Here's the full breakdown of skill kits, build orders, and party-role identity for each branch.

Verification: skill lists below are canonical traditional MapleStory. Magician's 1st-job kit is datamine-confirmed unchanged in CoT 2, so we're extrapolating that 2nd-job kits are also close-to-baseline. Numeric values (damage %, max levels, MP costs) still assume traditional MapleStory pending in-game verification.

The three branches at a glance

F/P Wizard DoT DPS

Fire + Poison. The damage-over-time specialist. Poison Breath sticks to a mob and ticks down its HP - lets you fight things above your damage-per-hit weight class. Highest sustained solo DPS in the Magician tree at 2nd job. Becomes F/P Mage at 70, F/P Arch Mage at 120.

I/L Wizard CC + AoE

Ice + Lightning. The crowd-control specialist. Cold Beam FREEZES targets (stuns for seconds - actual freeze, not slow). Thunder Bolt is the game's earliest true AoE. Best for grinding packs and controlling boss adds. Becomes I/L Mage at 70, I/L Arch Mage at 120.

Cleric SUPPORT/HEAL

Holy element. The party healer. Heal restores party HP AND deals damage to undead mobs (insane at Wraiths / Zombies). Bless is a party buff. Weakest solo damage but the most-invited class in the game. Becomes Priest at 70, Bishop at 120.

The decision, in one paragraph

If you want to solo hard and don't need parties: F/P - Poison Breath punches above its weight. If you want to farm mob packs and lock down bosses: I/L - freeze is the strongest single-target CC at this level. If you want to be invited to every party from now until endgame: Cleric - Heal is the single most requested skill in the game, and it doubles as a nuke against undead. All three become monster classes at 3rd job; the branch mostly shapes your early-70s solo grind and party identity.


Branch 1: F/P Wizard (Fire & Poison)

The damage-over-time branch. Fire is your bread and butter, Poison is your "make bosses melt" tool.

F/P Wizard skill kit (traditional MapleStory baseline, 6 skills)

Skill Type Max Lv What it does
MP Eater Passive 20 Chance on hit to drain MP from a mob into you. Massive sustainability - eliminates MP potion spend at high level. Universal across all three branches.
Meditation Party buff 20 +Magic Attack to party members for a duration. Best 2nd-job attacker buff for mage parties.
Teleport Utility 20 Short-range instant blink. Level scales MP cost DOWN + distance UP. Universal mobility for all Magicians.
Slow Debuff 20 Slows movement speed of nearby enemies. Signature Magician kite tool. Party-shared with I/L branch.
Fire Arrow Attack (Fire) 30 Single-target Fire spell. Your main-hand DPS button. Hits Ice-weak mobs (Ice Golems, Ice Sentinels, Yeti) for 1.5x element damage.
Poison Breath Attack (DoT) 30 Applies a Poison debuff that ticks damage over 8s. Damage is % of mob's max HP - EXTREMELY strong against tanky bosses. Signature F/P skill.

F/P Wizard recommended build order

  1. Levels 30-35: 1 point in Meditation (party attack buff = instant party value). Dump into Fire Arrow for solo damage.
  2. Levels 35-45: Max Fire Arrow (30 points). This is your grinding button, prioritize it hard.
  3. Levels 45-55: Start Poison Breath at Lv 45 (needs Fire Arrow prereq). Max it (30 points). Now you can fight anything - poison ticks scale with mob HP, not your gear.
  4. Levels 55-60: Max Meditation (20 points).
  5. Levels 60-65: Max MP Eater (20 points). Sustainability + potion savings.
  6. Levels 65-70: Teleport + Slow filler (20 each, whatever fits). Utility buffs, not damage.

Branch 2: I/L Wizard (Ice & Lightning)

The crowd-control branch. Cold Beam FREEZES (not slows - full stun). Thunder Bolt is real AoE. Best grinding class in the game at 2nd job.

I/L Wizard skill kit (traditional MapleStory baseline, 6 skills)

Skill Type Max Lv What it does
MP Eater Passive 20 Same as F/P version. Universal Magician sustainability skill.
Meditation Party buff 20 +Magic Attack to party. Same as F/P version.
Teleport Utility 20 Same as F/P. Universal.
Slow Debuff 20 Same as F/P. Universal.
Cold Beam Attack (Ice) 30 Single-target Ice spell. FREEZES target on hit for a few seconds (rank-scaled). Freeze locks mob out of AI - insane vs single boss adds. Hits Fire-weak mobs (Fire Boars, Drakes) for 1.5x.
Thunder Bolt Attack (Lightning AoE) 30 Point-blank AoE Lightning spell - hits every mob near your character. The earliest true AoE in the game. This is why I/L destroys grinding spots.

I/L Wizard recommended build order

  1. Levels 30-35: 1 point in Meditation. Dump into Cold Beam for single-target damage + freeze utility.
  2. Levels 35-45: Max Cold Beam (30 points). Freeze is game-changing before Thunder Bolt matters.
  3. Levels 45-55: Start Thunder Bolt (needs Cold Beam prereq at Lv 45). Max it (30 points). This unlocks pack grinding.
  4. Levels 55-60: Max Meditation (20 points).
  5. Levels 60-65: Max MP Eater (20 points).
  6. Levels 65-70: Teleport + Slow filler.

Grinding tip: at Lv 50+ with maxed Thunder Bolt, Wraiths in Kerning Subway become an EXP fountain. Undead mobs take extra damage from Holy but Lightning also hits packs hard. Second only to actual Cleric Heal-farming.


Branch 3: Cleric

The holy support branch. Weakest solo damage in the tree, single most-invited class in the game. Heal both restores party AND kills undead - the dual mode is why Clerics thrive everywhere.

Cleric skill kit (traditional MapleStory baseline, 6 skills)

Skill Type Max Lv What it does
MP Eater Passive 20 Universal.
Teleport Utility 20 Universal.
Heal Party heal / Undead attack 30 Restores HP to all party members in range AND deals Holy damage to undead mobs in the same cast. Signature Cleric skill - fills your solo damage AND party support slot with one button.
Invincible Passive 30 % chance to reduce incoming physical damage. Passive tankiness - Clerics are the only Magician branch that gets built-in DR.
Bless Party buff 20 +Weapon Def, +Magic Def, +Accuracy, +Avoidability to party. Multi-stat party buff, always-on utility.
Holy Arrow Attack (Holy) 30 Single-target Holy spell. Your non-Heal damage option for non-undead mobs. Deals 1.5x to Dark/Shadow-weak mobs.

Cleric recommended build order

  1. Levels 30-45: Max Heal immediately (30 points). This is your farming button (vs undead), your party button, and your survivability button all at once. Nothing else matters until it's maxed.
  2. Levels 45-55: Max Bless (20 points). Party value spike.
  3. Levels 55-60: Max Invincible (30 points). Passive DR that stacks with any potion routine.
  4. Levels 60-65: Max MP Eater (20 points).
  5. Levels 65-70: Holy Arrow or Teleport filler. Holy Arrow is your only non-Heal damage source but it's rarely the optimal button.

Heal farming: at Lv 40+ with maxed Heal, party up at Wraiths (Kerning Subway) or Jr Wraiths - undead mobs die in 1-2 Heal casts and the AoE hits packs. This is historically one of the fastest EXP flows in classic Maple.


Common 2nd-job progression (30 to 70)

Where to grind

Gear buys at Lv 30

Magician gear is INT-scaling wands and staves. Level 30 target: Gold Gaia Staff (+INT), Evil Wings (2H high-INT wand), or Blue Screw-Driver (cheap starter). Robe or top+bottom overall with INT scrolls - even a 10% white scroll adds real Magic Attack.

MP is your resource, so Magic Att overall + INT wand + MP earrings are the target trifecta. Skip Weapon Attack completely - it does nothing for Magicians.

What to expect at 3rd job (70)

↑↓ navigate ↵ open Esc close powered by Pagefind