MapleStory Magician can advanced as a Fire-Poison Archmage, Ice-Lightning Archmage or Bishop. This specific job route is determined when you reach Level 30. This guide takes into account of the new changes aka revamp made by KMS (Korea MapleStory) Developers starting off with kMSt ver. 1.2.479 – Adventurer Warrior and Magician Reorganizations Patch! Adventurer jobs now have specialized skills, which are automatically learned at 2nd job advancement (4th for some classes). These skills have a max level of 1 and are not reset when an SP Reset Scroll is used. The damage formula for Adventurer magicians has been changed. They no longer gain MP on level up based on their INT. All three Magician classes have a shield that protects them from status effects. These shields will now only be used up for status effects such as seduce, stun, zombify, and transform (among others). Basic status effects (such as darkness or curse) will not use up the shield and will afflict you regularly. In addition, your shield will not be used up if your resistance to states and elements activates and resists the status. Take note that Magician 1st Job Advancement is done in Level 10 instead of Level 8.
EQUIPMENT TYPE: Magician
PRIMARY WEAPON: Staff, Wand
SECONDARY WEAPON: *This is determined in 2nd-job*, Shield
PRIMARY STAT: Intelligence (INT)
LINK SKILL: None
MAPLE UNION EFFECT: *This is determined in 2nd-job*
BEST INNER ABILITY: *This is determined in 2nd-job*
Magician Related Guides
Magician Beginner Skills
Please refer to Explorer Beginner/Novice Skill Build Guide for more details as it is shared among Warrior, Archer, Magician, Thief and Pirate.
Magician 1st Job Skills
Energy Bolt (Active)
Consumes MP to fire a condensed energy bolt that explodes on contact with an enemy.
Level 1: MP Cost: 16, Damage: 157%, Max Enemies Hit: 4
Level 20: MP Cost: 24, Damage: 309%, Max Enemies Hit: 4
Magic Guard (Toggle On/Off)
A portion of the damage dealt to you affects your MP instead of your HP. Activated automatically when you have at least 1 MP, and is ineffective when you have 0 MP. Can be toggled On/Off with the skill key.
Level 1: MP Cost: 9, Damage Displaced: 22% of your MP, Duration: While the skill is activated.
Level 10: MP Cost: 13, Damage Displaced: 85% of your MP, Duration: While the skill is activated.
Allows you to teleport a set distance to other locations on the same map using the arrow keys. Level 5 required to learn Teleport Mastery.
Level 1: MP Cost: 28, Teleport to the left and right with 122, and up and down with 255
Level 5: MP Cost: 20, Teleport to the left and right with 170, and up and down with 275
Magic Armor (Supportive)
Required Skill: Magic Guard (3)
Uses magic to increase DEF.
Level 1: DEF: +10
Level 10: DEF: +100
MP Boost (Passive)
Increases Max MP permanently. Also increases MP proportional to your level.
Level 1: Max MP: +1%, MP increases by 25 per level. Critical Rate +3% when equipped with a Wand.
Level 20: Max MP: +20%, MP increases by 120 per level. Critical Rate +3% when equipped with a Wand.
Magician Skill Build Guide: Everything maxed.
1. Energy Bolt, MP Boost, Teleport, Magic Guard (1)
2. Energy Bolt (MAX)
3. MP Boost (MAX)
4. Teleport (MAX)
5. Magic Guard (MAX)
6. Magic Armor (MAX)
If you are playing the game with no funds, its best to max Energy Bolt first! Your damage is pretty weak, usually require at least 2 hits to kill. Once this max, performing 1HKO (1 Hit Knock Out) on monsters will drastically speed up your leveling progress. Next, max MP Boost so each time you level up, you have more MP to spend to kill monsters without the need to purchase MP Potions. If you find yourself low in MP (Mana Points), visit the Potion Shop and purchase the Blue Potion, the most cost-saving potion for low level training. Third, max Teleport as you will need it to reduce time wasted on traveling between cities and training grounds, and also to reach your enemy quicker. Max the remaining skills at any order since this does not aid much in training, but will show its usefulness during boss raids and battles with higher level enemies.