Magician
Last Updated: October 22, 2026
This guide is actively being worked on! Builds shown have been updated and reviewed.
Stat Distribution
Magician's main stat is INT and secondary is LUK.
- Mage's Wand and Armor require 10 less LUK than the equipment level.
- Mage's Staff requires 5 less LUK than the staff level.
- Wands are generally better for training due to the lower LUK requirement and higher magic attack.
- Because Wands and Armor have the same LUK requirement, you'll need to use lower level gear pieces that don't have an INT option, like shoes.
- Put just enough points into LUK to equip your armor and weapon. Everything else into INT.
Weapon Choice
Wands are the better choice for training over Staffs:
- Staffs have 3 less Magic Atk than a Wand of the same level.
- Up to Lv50, Wands require at least 5 less LUK than a Staff of the same level.
Magician Skills

Improved MP Recovery
PassivePassive that regens 1% Max MP every 10 seconds and increases MP recovery from items.
You'll want to put 1 point into this at level 11 for the MP regen and 5% mp pot efficiency. Max after Energy Bolt to help offset the MP cost.
Skill levels
| Lv | Effect |
|---|---|
| 1 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 5% |
| 2 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 6% |
| 3 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 7% |
| 4 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 8% |
| 5 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 9% |
| 6 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 10% |
| 7 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 11% |
| 8 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 12% |
| 9 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 13% |
| 10 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 14% |
| 11 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 15% |
| 12 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 16% |
| 13 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 17% |
| 14 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 18% |
| 15 | Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 20% |

Max MP Increase
PassivePassive that increases Max MP by a percentage.
Lv 1 offers the highest value. Slight increase in mp recovery value and more MP regened on level up. While this skill isn't as efficient at saving mesos as Magic Armor during 1st job, it will eventually outscale at higher levels. Can max if you don't want to SP reset later. Otherwise leave at level 1 for the 1 point efficiency.
Skill levels
| Lv | Effect |
|---|---|
| 1 | Max MP +10% |
| 2 | Max MP +11% |
| 3 | Max MP +12% |
| 4 | Max MP +13% |
| 5 | Max MP +14% |
| 6 | Max MP +15% |
| 7 | Max MP +16% |
| 8 | Max MP +17% |
| 9 | Max MP +18% |
| 10 | Max MP +19% |
| 11 | Max MP +20% |
| 12 | Max MP +21% |
| 13 | Max MP +22% |
| 14 | Max MP +23% |
| 15 | Max MP +25% |

Magic Guard
ToggleToggle that uses MP to tank hits.
Because MP's meso cost is higher than HP, you don't use this skill unless you're guaranteed to take lethal damage. In CoT2, nothing really came close to requiring you to use this skill. Do not use while training.
Skill levels
| Lv | Effect |
|---|---|
| 1 | MP -8; Replace 30% of HP damage with MP while active |
| 2 | MP -8; Replace 33% of HP damage with MP while active |
| 3 | MP -8; Replace 36% of HP damage with MP while active |
| 4 | MP -8; Replace 39% of HP damage with MP while active |
| 5 | MP -8; Replace 42% of HP damage with MP while active |
| 6 | MP -10; Replace 49% of HP damage with MP while active |
| 7 | MP -10; Replace 52% of HP damage with MP while active |
| 8 | MP -10; Replace 55% of HP damage with MP while active |
| 9 | MP -10; Replace 58% of HP damage with MP while active |
| 10 | MP -10; Replace 61% of HP damage with MP while active |
| 11 | MP -12; Replace 68% of HP damage with MP while active |
| 12 | MP -12; Replace 71% of HP damage with MP while active |
| 13 | MP -12; Replace 74% of HP damage with MP while active |
| 14 | MP -12; Replace 77% of HP damage with MP while active |
| 15 | MP -12; Replace 80% of HP damage with MP while active |

Magic Armor
BuffBuff that grants flat weapon def and magic def.
This skill actually ends up being more meso efficient than Max MP Increase during 1st job. However, it'll eventually get outscaled late 2nd job. It's up to preference whether you take this skill or Max MP Increase.
Player Defense Formula
| Variable | Meaning |
|---|---|
Monster Atk | The monster’s physical attack for a regular attack, or its magic attack for a skill attack |
Defense | Your Weapon Defense against a regular attack, or your Magic Defense against a skill attack |
Player Level | Your character level |
Skill levels
| Lv | Effect |
|---|---|
| 1 | MP -8; Weapon Def. +40, Magic Def. +40 for 300 sec |
| 2 | MP -8; Weapon Def. +44, Magic Def. +44 for 315 sec |
| 3 | MP -8; Weapon Def. +48, Magic Def. +48 for 330 sec |
| 4 | MP -8; Weapon Def. +52, Magic Def. +52 for 345 sec |
| 5 | MP -8; Weapon Def. +56, Magic Def. +56 for 360 sec |
| 6 | MP -10; Weapon Def. +60, Magic Def. +60 for 375 sec |
| 7 | MP -10; Weapon Def. +64, Magic Def. +64 for 390 sec |
| 8 | MP -10; Weapon Def. +68, Magic Def. +68 for 405 sec |
| 9 | MP -10; Weapon Def. +72, Magic Def. +72 for 420 sec |
| 10 | MP -10; Weapon Def. +76, Magic Def. +76 for 435 sec |
| 11 | MP -13; Weapon Def. +80, Magic Def. +80 for 450 sec |
| 12 | MP -13; Weapon Def. +84, Magic Def. +84 for 465 sec |
| 13 | MP -13; Weapon Def. +88, Magic Def. +88 for 480 sec |
| 14 | MP -13; Weapon Def. +92, Magic Def. +92 for 495 sec |
| 15 | MP -13; Weapon Def. +96, Magic Def. +96 for 510 sec |
| 16 | MP -16; Weapon Def. +100, Magic Def. +100 for 525 sec |
| 17 | MP -16; Weapon Def. +104, Magic Def. +104 for 540 sec |
| 18 | MP -16; Weapon Def. +108, Magic Def. +108 for 555 sec |
| 19 | MP -16; Weapon Def. +112, Magic Def. +112 for 570 sec |
| 20 | MP -16; Weapon Def. +120, Magic Def. +120 for 600 sec |

Energy Bolt
ActiveFire a projectile to deal magic damage.
The biggest thing about this skill is that it costs 4 mp less than Magic Claw. While 4 mesos per cast doesn't sound like much, it'll make a huge difference during the early parts of founders access. There are some annoyances, like the projectile colliding against walls, but the MP saved more than makes up for it. Personally, I would max this over Magic Claw, but it's up to your preference. Also has 50 more range than Magic Claw.
Skill levels
| Lv | Effect |
|---|---|
| 1 | MP -8, Basic Attack 90, Mastery level 1 |
| 2 | MP -8, Basic Attack 92, Mastery level 1 |
| 3 | MP -8, Basic Attack 94, Mastery level 1 |
| 4 | MP -8, Basic Attack 96, Mastery level 2 |
| 5 | MP -9, Basic Attack 98, Mastery level 2 |
| 6 | MP -9, Basic Attack 100, Mastery level 3 |
| 7 | MP -9, Basic Attack 102, Mastery level 3 |
| 8 | MP -10, Basic Attack 104, Mastery level 4 |
| 9 | MP -10, Basic Attack 106, Mastery level 4 |
| 10 | MP -11, Basic Attack 108, Mastery level 5 |
| 11 | MP -11, Basic Attack 110, Mastery level 5 |
| 12 | MP -12, Basic Attack 112, Mastery level 6 |
| 13 | MP -12, Basic Attack 114, Mastery level 6 |
| 14 | MP -13, Basic Attack 116, Mastery level 7 |
| 15 | MP -13, Basic Attack 118, Mastery level 7 |
| 16 | MP -14, Basic Attack 120, Mastery level 8 |
| 17 | MP -14, Basic Attack 122, Mastery level 8 |
| 18 | MP -15, Basic Attack 124, Mastery level 9 |
| 19 | MP -15, Basic Attack 126, Mastery level 9 |
| 20 | MP -16, Basic Attack 130, Mastery level 10 |

Magic Claw
ActiveHits an enemy twice within range.
The biggest advantage this skill has over Energy Bolt is that it can bypass walls. Personally, I don't think that advantage warrants the additional 4 mp per cast due to meta training maps mostly being flat. But in the end, it's personal preference.
Skill levels
| Lv | Effect |
|---|---|
| 1 | MP -10, Basic Attack 45, Mastery level 1 |
| 2 | MP -10, Basic Attack 46, Mastery level 1 |
| 3 | MP -10, Basic Attack 47, Mastery level 1 |
| 4 | MP -10, Basic Attack 48, Mastery level 2 |
| 5 | MP -11, Basic Attack 49, Mastery level 2 |
| 6 | MP -11, Basic Attack 50, Mastery level 3 |
| 7 | MP -11, Basic Attack 51, Mastery level 3 |
| 8 | MP -12, Basic Attack 52, Mastery level 4 |
| 9 | MP -12, Basic Attack 53, Mastery level 4 |
| 10 | MP -13, Basic Attack 54, Mastery level 5 |
| 11 | MP -13, Basic Attack 55, Mastery level 5 |
| 12 | MP -14, Basic Attack 56, Mastery level 6 |
| 13 | MP -14, Basic Attack 57, Mastery level 6 |
| 14 | MP -15, Basic Attack 58, Mastery level 7 |
| 15 | MP -15, Basic Attack 59, Mastery level 7 |
| 16 | MP -16, Basic Attack 60, Mastery level 8 |
| 17 | MP -17, Basic Attack 61, Mastery level 8 |
| 18 | MP -18, Basic Attack 62, Mastery level 9 |
| 19 | MP -19, Basic Attack 63, Mastery level 9 |
| 20 | MP -20, Basic Attack 65, Mastery level 10 |
1st Job Skill Build
The only optimizations you can make with Mage Builds is trying to time your Energy Bolt levels to hit certain Hitcount Breakpoints. I divided the build based on the 2 routes in the leveling guide.
| Level | Skill | Notes |
|---|---|---|
| 10 |
| Magician comes online. Energy Bolt will out perform Magic Claw in most training spots used from levels 10-30. |
| 11 |
| 1 Improved MP Recovery for the 1% mp regen and 5% mp pot efficiency. |
| 12 |
| |
| 15 |
| Lv15 Energy Bolt allows you to 2 shot Octopus at 96% rate. |
| 16-19 |
| Add Improved MP Recovery here to help offset the cost of Energy Bolt. |
| 20 |
| 100% 2 shot rate on Horny Mushrooms with maxed Energy Bolt. |
| 21 |
| 1 Max MP Increase for the slight increase in mp recovery value and more MP regened on level up. |
| 22 |
| Magic Guard is being taken to level Magic Armor. DO NOT USE MAGIC GUARD OUTSIDE OF BOSSING. |
| 23 |
| Magic Armor to get a noticeable double defense boost early on. |
| 24-29 |
| |
| 30 |
|
| Level | Skill | Notes |
|---|---|---|
| 10 |
| |
| 11 |
| |
| 12 |
| |
| 14 |
| 98% 3 shot rate on Green Mushrooms with level 10 Energy Bolt |
| 16 |
| 87% 2 shot rate on Green Mushrooms with level 18 Energy Bolt. Additional INT will get you to 100% 2 shot rate as you level. |
| 17-19 |
| Add Improved MP Recovery here for efficiency |
| 20 |
| 100% 2 shot rate on Horny Mushrooms with maxed Energy Bolt. Max Improved MP Recovery for meso efficiency. |
| 21 |
| |
| 22 |
| User preference from this point on. I put points into Magic Armor to maximize meso efficiency during 1st job. Will need to SP reset late into 2nd job with this build. |
| 23 |
| |
| 24-29 |
| |
| 30 |
|
Stats Indepth
INT Scaling
INT impact to your damage range can be calculated as
Mastery comes from Spell Mastery, which is tied to the level of the spell you’re using
INT shows up in both Magic and the multiplier after it, so each point of INT is worth more the more INT you have.
LUK Scaling
LUK isn’t in the damage formula, so it has no direct impact on your damage. It contributes indirectly by letting you equip weapons with higher Magic Atk, which adds straight into Magic. Put in only enough LUK to equip the weapon you’re aiming for, and everything else into INT.
Low-LUK vs. LUK-less: Why Weapon Progression Matters
In Old School MapleStory, INT and Magic Atk traded roughly 1:1, so LUK-less was the obvious choice. In Classic World it's about 2 INT : 1 Magic Atk, so a stronger weapon can outweigh the INT you give up for its LUK requirement.
At level 50, a LUK-less Mage (the starting 4 LUK) can't equip the Cromi and uses the Hardwood Wand (34 Magic Atk) instead. A low-LUK Mage invests 36 LUK to reach the Cromi's 40 LUK requirement and gets 83 Magic Atk, 49 more. Comparing level 30 Holy Arrow:
| Build | INT | LUK | Magic Atk | Holy Arrow MIN | Holy Arrow MAX | Avg Dmg |
|---|---|---|---|---|---|---|
| LUK-less + Hardwood Wand | 258 | 4 | 163 | 957 | 1,050 | 1,005 |
| Low-LUK + Cromi | 222 | 40 | 194 | 1,029 | 1,122 | 1,077 |
Despite 36 less INT, the low-LUK build does about 7.2% more damage, with a higher min and max. This ignores scrolls, higher level gear and LUK / INT gear tradeoffs, which can shift the gap.
The goal isn't to invest in LUK for its own sake: put in just enough to equip a stronger weapon like the Cromi, and everything else into INT.
Spell Mastery
Magicians don’t have a weapon mastery skill. Instead, every attacking spell has its own Mastery level, listed in its skill levels as “Mastery level N”. It goes from 1 to 10 as the spell levels up and reaches 10 when the spell is maxed.
| Spell Mastery Level | Mastery |
|---|---|
| 1 | 14% |
| 2 | 21% |
| 3 | 28% |
| 4 | 35% |
| 5 | 42% |
| 6 | 49% |
| 7 | 56% |
| 8 | 63% |
| 9 | 70% |
| 10 | 77% |
Mastery only appears in MIN damage, so a higher Spell Mastery level raises your minimum damage and tightens your damage range without changing your MAX. This makes your hits more consistent, which matters for guaranteeing hit count breakpoints. It’s also why spells like Energy Bolt are maxed early.
Each spell’s Mastery is separate. Leveling one spell doesn’t raise the Mastery of another, so a spell with only a few points in it will have a wide damage range.
Accuracy
Accuracy decides whether your attacks hit. It's one stat used for both physical and magic attacks.
Accuracy from your stats can be calculated as
Every stat here is your total, including equipment and buffs
Each attack compares your Accuracy against the monster's Avoid. Monsters that are a higher level than you need a lot more Accuracy to hit reliably, while being a higher level than the monster gives no extra bonus. Level is part of the formula too, so your Accuracy goes up a little every level even without adding stats.
FAQ
Which attack should I use: Energy Bolt or Magic Claw?
Energy Bolt is generally recommended for first job. It costs 4 less MP per cast than Magic Claw, has 50 more range, and performs well on the flat training maps commonly used between levels 10 and 30.
Magic Claw’s main advantage is that it can attack through walls. It also hits twice, but its higher MP cost usually makes Energy Bolt more efficient for regular training.
Magic Claw’s extra hit does not automatically make it more efficient. It costs more MP and has less range than Energy Bolt. Energy Bolt is usually better for sustained training, while Magic Claw can be useful when you need to attack enemies through walls.
Does each spell have its own Mastery?
Yes. Every attacking spell has a separate Mastery level. Improving one spell’s Mastery does not improve the Mastery of another spell.
Mastery primarily increases minimum damage. It does not increase maximum damage, but it narrows the damage range and makes your attacks more reliable.
Do I need to play LUK-less?
No. LUK-less is not mandatory. Low-LUK builds can deal competitive or higher damage by reaching weapon breakpoints that provide additional Magic Attack.
The best choice depends on the weapon progression, equipment available, and whether your gear provides additional LUK or INT.
Should I use Magic Guard while training?
Usually, no. Magic Guard converts incoming damage into MP damage, and MP is more expensive to restore than HP. During normal training, it is generally more efficient to avoid damage or use HP potions.
Magic Guard is most useful when taking damage is unavoidable or when surviving a hit is more important than potion efficiency.
Should I max Magic Guard or Magic Armor?
Magic Armor is generally more efficient during first job because it provides defense without increasing potion costs. Max MP Increase can become more valuable later as your maximum MP scales upward.
Your choice depends on whether you prioritize early-game efficiency or long-term scaling. Magic Guard can also be left at a low level unless you regularly need it for dangerous content.
