MapleStory Classic guides
From your first snail to your next party quest. Find the answer, then get back to playing.
Choosing your second job? Compare all 10 classes in the launch tier list → Solo training, single-target combat and party support, ranked separately. Compare funding, difficulty and play style →
23 fieldnotes Source snapshot: 23 Oct · build review: 28 Oct 2026
Your first week
A little direction for your next adventure. No race to an arbitrary level.
EXP & leveling routes
Find a good map. Measure a real session. Know when it is time to move.
Kerning Party Quest
Four adventurers. One very large slime. A calmer way through every room.
Daily & weekly routine
A short town routine that leaves more time for the adventure.
Mesos & smart spending
Keep enough for the next session. Let upgrades earn their place.
AP & SP fundamentals
Know what a point buys before you commit it.
Your second-job decision
Choose your next rhythm before you choose your next weapon.
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.
Class comparison
Choose the routine you want to repeat: groups, range, one target or party support.
Warrior
Close the distance. Spend on the attack pattern your map actually rewards.
Magician
A strong spell is only useful if you can afford the next cast.
Bowman
Make room for the shot. Positioning is part of your build.
Thief
Choose a weapon lane early. Keep your first build affordable.
Cleric
Keep the party standing, and make every healing cast count.
Ice / Lightning
Control a single threat, or turn a good grouping into faster clears.
Fighter
Groups and party attack support. Straightforward loop; contact positioning.
Page
Control-oriented melee. Target selection and debuff timing.
Spearman
Steady close-range sustain. Range and recovery management.
Fire/Poison Wizard
Group poison with a fire option. Damage timing and resistance.
Hunter
Ranged groups with control. Firing lanes and close-range pressure.
Crossbowman
Group damage with weapon commitment. Lanes and spacing without Hunter’s stun.
Assassin
Single-target uptime. Spacing, movement and resupply.
Bandit
Single-target concentration. Close-range uptime; limited groups.
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