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The fieldnote collection

MapleStory Classic guides

From your first snail to your next party quest. Find the answer, then get back to playing.

23 fieldnotes Source snapshot: 23 Oct · build review: 28 Oct 2026

Getting started · Lv. 1–30

Your first week

A little direction for your next adventure. No race to an arbitrary level.

9 min readRead fieldnote
Leveling · Lv. 1–50+

EXP & leveling routes

Find a good map. Measure a real session. Know when it is time to move.

9 min readRead fieldnote
Party quests · Lv. 21+

Kerning Party Quest

Four adventurers. One very large slime. A calmer way through every room.

10 min readRead fieldnote
Daily & weekly · Lv. 12+

Daily & weekly routine

A short town routine that leaves more time for the adventure.

6 min readRead fieldnote
Economy · Lv. All levels

Mesos & smart spending

Keep enough for the next session. Let upgrades earn their place.

8 min readRead fieldnote
Build fundamentals · Lv. All levels

AP & SP fundamentals

Know what a point buys before you commit it.

7 min readRead fieldnote
Build fundamentals · Lv. 30

Your second-job decision

Choose your next rhythm before you choose your next weapon.

7 min readRead fieldnote
Class comparison · Lv. 30–70

Class tier list

Editorial rankings compare solo training, single targets and party support using launch-era skills and a level-70 model, not live tests. Choose the column that fits your routine.

10 min readRead fieldnote
Class comparison · Lv. 10–70

Class comparison

Choose the routine you want to repeat: groups, range, one target or party support.

10 min readRead fieldnote
Warrior · Lv. 10–30

Warrior

Close the distance. Spend on the attack pattern your map actually rewards.

7 min readView build
Magician · Lv. 10–30

Magician

A strong spell is only useful if you can afford the next cast.

7 min readView build
Bowman · Lv. 10–30

Bowman

Make room for the shot. Positioning is part of your build.

7 min readView build
Thief · Lv. 10–30

Thief

Choose a weapon lane early. Keep your first build affordable.

8 min readView build
Magician · Lv. 30+

Cleric

Keep the party standing, and make every healing cast count.

7 min readView build
Magician · Lv. 30+

Ice / Lightning

Control a single threat, or turn a good grouping into faster clears.

7 min readView build
Warrior · Lv. 30–70

Fighter

Groups and party attack support. Straightforward loop; contact positioning.

6 min readView build
Warrior · Lv. 30–70

Page

Control-oriented melee. Target selection and debuff timing.

6 min readView build
Warrior · Lv. 30–70

Spearman

Steady close-range sustain. Range and recovery management.

6 min readView build
Magician · Lv. 30–70

Fire/Poison Wizard

Group poison with a fire option. Damage timing and resistance.

6 min readView build
Bowman · Lv. 30–70

Hunter

Ranged groups with control. Firing lanes and close-range pressure.

6 min readView build
Bowman · Lv. 30–70

Crossbowman

Group damage with weapon commitment. Lanes and spacing without Hunter’s stun.

6 min readView build
Thief · Lv. 30–70

Assassin

Single-target uptime. Spacing, movement and resupply.

6 min readView build
Thief · Lv. 30–70

Bandit

Single-target concentration. Close-range uptime; limited groups.

6 min readView build

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