MapleStory Classic World · as of Oct 22, 2026

Cleric, Bandit & Spearman Build Book

The checkpoint tables here follow your Cleric, level 1. Set the level on the Magician → Cleric tab.

Optimal LUK

Add LUK only on the level a new wand needs it.

LUK doesn't raise spell damage, and INT gives twice as much Accuracy, so every LUK point beyond a requirement is an INT point lost. Keep base LUK at 5 until level 20. After that, add it in bursts on the levels you equip a new wand, and count the +5 LUK from Green Goldwind Shoes from level 50.

You end up where a steady +1 LUK per level plan does (20 at 30, 60 at 70), but with up to 8 more INT along the way. That's about 2–4% more damage at levels 31–49 and 1.5–2% from 51 on.

Every LUK step is for a wand. Staves need 5–10 more LUK than the wand you already hold for only 4 more M.ATK, which costs more INT than it gains.

If the wand isn't in your bag yet, keep putting points into INT and add the LUK once you have it. With no Wizard Wand at 35, put that LUK in at 39 instead.

LUK checkpoints

LevelUnlocksTotal LUK neededYour base LUKLUK goes in at
20Metal Wand, Blue Morrican101020
25Ice Wand, Doros Robe151525
30Mithril Wand, Jester, Wizard Robe202030
35Wizard Wand252535
40Fairy Wand303040
50Cromi, Green Goldwind Shoes (+5 LUK)404049 and 50
60Evil Tale5550 + 5 shoes59 and 60
70Angel Wings6560 + 5 shoes69 and 70

Staves get no LUK step of their own. Your LUK reaches Thorns (staff, 50 LUK) at 59 and Evil Wings (staff, 60 LUK) at 69 anyway, so wear one for that single level only if you already own it. Taking LUK at 55 or 65 to use them earlier costs about 0.5% damage.

Just in time vs +1 LUK every level

Level+1 LUK per levelJust in timeDamage gain
34158 INT / 24 LUK162 INT / 20 LUK+2.7%
39178 / 29182 / 25+2.4%
48214 / 38222 / 30+4.1%
58254 / 48262 / 40+1.8%
68294 / 58302 / 50+1.7%

Base stats. Damage is the average spell hit from Classic's formula, with gear INT and M.ATK estimated from NiaMeowDB's sample builds. Each plan wears the best weapon its LUK allows, staves included. The two plans are identical on every wand level (30, 35, 40, 50, 60, 70).

Why not luckless?

Luckless vs LUK for wands, levels 20–30

LevelLUK for weaponsLucklessGap
20218 · Metal Wand, 108 INT206 · Hardwood Wand, 110 INT−6%
25282 · Ice Wand, 130 INT257 · Hardwood Wand, 135 INT−9%
30360 · Mithril Wand, 155 INT322 · Hardwood Wand, 163 INT−11%

These are average Energy Bolt hits before monster defense, from Classic's spell formula. At level 30 the formula gives 360 and NiaMeowDB lists about 365 with crits, so the two agree.

What luckless costs and what it saves

  • Accuracy doesn't suffer. Magician ACC = floor((1.2 × INT + 2 × level + 0.6 × LUK) ÷ 5.1 + 20), so INT counts twice as much as LUK.
  • Saves mesos. You never buy the Metal or Ice Wand or craft the Mithril.
  • Bigger death penalty. EXP lost on death is 5% + 20 ÷ base LUK: 9% at 5 LUK, 6% at 20 and 5.3% at 60.
  • Gear locked out by 30: Metal, Ice and Mithril Wands, the Doros and Wizard Robes, Jesters, Blue Morrican gloves and the Fairy sets.
  • Gear locked out after 30: Wizard Wand (25 LUK), Fairy Wand (30), Cromi (40), Angel Wings (65), Esther Shield (25), Blue Requiem (60). Gear can lift you to about 15–20 LUK at most.
  • Heal barely cares. Heal's damage to undead counts LUK, but only about 1% at 70.
Cleric

Party healer with a real grind spell

  • Stats: all INT, with LUK added only on the levels a new wand needs it (20 at 30, 60 at 70).
  • 1st job at 30: Energy Bolt 20, Magic Armor 20, Max MP Increase 15, Magic Guard 3, Improved MP Recovery 3.
  • 2nd job: Holy Arrow first, then Bless and Heal for parties, or Invincible for solo play.
  • Weakest single-target damage at 70, but the best support kit, and undead maps become easy.
Bandit

Top single-target damage, with Haste

  • Stats: LUK first, DEX only for claws and daggers.
  • Levels 10–40: claw and Lucky Seven, the #1 build at level 30.
  • Bandit at 30: Haste 20 first, then an SP Reset Scroll at 40 to switch to daggers.
  • #1 of 10 classes for single-target damage at 70 (5,469 DPS). Assassin gets the same Haste and needs no reset.
Spearman

The toughest class, with mob clearing

  • Stats: all STR, DEX only on the level a new weapon needs it.
  • 1st job at 30: Power Strike 20, Slash Blast 19, Precise Strikes 15, plus 3 / 3 / 1 in the HP skills and Iron Body.
  • 2nd job: Spear Mastery, then Final Attack, Booster, Rush and Iron Will.
  • #1 physical toughness of all 10 classes and Slash Blast hits 6 mobs, but there's no party buff until third job.

Set Your level at the top. Each class tab then opens with a plan for that level: your base stats and skill points so far, the gear you should be wearing, and what changes next. Every table highlights the matching row and folds away the levels you're past; gear you've replaced is crossed out. Your level and tab are remembered in this browser only.