Skill changes
Every known skill change in MapleStory Classic World compared with the original game, by class and job.
- Critical rate and damage (Every job): Every class has a base 5% critical rate and +20% critical damage, shown in the stat window.
- Damage over time (Every job): Bleed, Poison and Burn can now critically hit.
- Buff stacking (Every job): Rage, Steal and Weapon Attack potions now stack with each other.
- Weapon masteries (Every job): Masteries no longer give a mastery percentage and accuracy. Each is now mastery level 10 plus one effect specific to the weapon (listed under each job).
- Passive skill requirements (Every job): Many first-job passives are learnable earlier (job level 15) and were reworked into flat bonuses. See the individual skills.
- Improved HP Recovery (Swordsman): Now also boosts recovery items.
- Max HP Increase (Swordsman): Skill requirement 10 to 15, Effect Scaling HP bonus to +20% max HP
- Precise Strikes (Swordsman): Takes the place of Endure.
- Iron Body (Swordsman): Weapon defense +40 to +30%, Duration 300s to 600s
- Power Strike (Swordsman): Damage 260% to 300%
- Slash Blast (Swordsman): Horizontal range increased.
- Sword Mastery (Fighter): Only applies to one- and two-handed swords.
- Axe Mastery (Fighter): Only applies to one- and two-handed axes.
- Final Attack: Sword (Fighter): Now an active skill with a charge system.
- Final Attack: Axe (Fighter): Now an active skill with a charge system.
- Sword Booster (Fighter): Duration 200s to 300s, Speed +2 stages
- Axe Booster (Fighter): Duration 200s to 300s, Speed +2 stages
- Rage (Fighter): Weapon attack +12 to +35, Weapon defense -12 to -35, Duration 160s to 300s, Skill requirement 20 to 30, MP cost 20 to 25
- Power Guard (Fighter): Learned earlier than in the original.
- Sword Mastery (Page): Only applies to one- and two-handed swords.
- Blunt Weapon Mastery (Page): Only applies to one- and two-handed blunt weapons.
- Final Attack: Sword (Page): Now an active skill with a charge system.
- Final Attack: Blunt Weapon (Page): Now an active skill with a charge system.
- Sword Booster (Page): Duration 200s to 300s, Speed +2 stages
- Blunt Weapon Booster (Page): Duration 200s to 300s, Speed +2 stages
- Threaten (Page): Reworked into an enemy debuff.
- Threaten (Page): The Page's debuff in place of Rage. Lowers movement speed and weapon defense on up to 4 enemies.
- Power Guard (Page): Duration 90s to 180s, Damage cap 10% of enemy max HP, Reflected damage 100%, Skill requirement 30 to 20
- Spear Mastery (Spearman): Spear only.
- Polearm Mastery (Spearman): Polearm only.
- Final Attack: Spear (Spearman): Now an active skill with a charge system.
- Final Attack: Polearm (Spearman): Now an active skill with a charge system.
- Spear Booster (Spearman): Duration 200s to 300s, Speed +2 stages
- Polearm Booster (Spearman): Duration 200s to 300s, Speed +2 stages
- Iron Will (Spearman): Now a self-only buff.
- Hyper Body (Spearman): Learned earlier, but gives HP only.
- Iron Will (Spearman): A Spearman buff for weapon defense and a chance to ignore knockback. Takes the slot Hyper Body had.
- Dragon Fury (Spearman): A ranged spear swing that hits up to 4 enemies.
- Rush (Fighter): A second-job skill here for Fighter, Page and Spearman, instead of fourth job. Closes distance and hits up to 4 enemies. Maximum level 20; from level 10 the distance grows from 130 to 150.
- Hyper Body (Dragon Knight): Moved to the third-job Dragon Knight, master level 20.
- Power Guard (Crusader): A Crusader skill, unlocked by Armor Crash level 3.
- Piercing Crusher (Dragon Knight): The Dragon Knight's multi-hit thrust, which the original calls Crusher.
- Elemental Crash (White Knight): Strips enemy elemental resistance; the original calls it Magic Crash. Unlocks Power Guard.
- Dragon Roar (Dragon Knight): Hits up to 8 enemies and stuns the caster on activation.
- Charged Blow (White Knight): Requires an active charge.
- Combo Attack (Crusader): Attacks build combo orbs instead of spending them.
- Coma (Crusader): Spends combo orbs for a crowd attack that can cause bleeding.
- Improved MP Recovery (Magician): Now also boosts recovery items.
- Max MP Increase (Magician): Skill requirement 10 to 15, Effect Scaling MP bonus to +20% max MP
- Magic Guard (Magician): Now a toggle instead of a timed buff.
- Magic Armor (Magician): Weapon defense +40 to +25%, Magic defense +25%, Duration 400s to 600s
- Energy Bolt (Magician): Base attack 55 to 65, Mastery 60% to Level 10
- Magic Claw (Magician): Hits once instead of twice.
- MP Eater (Cleric): Success rate 30% to 50%, Absorption 40% to 50%, Cooldown 5s
- Heal (Cleric): Vertical range reduced.
- Invincible (Cleric): Duration 300s, Bonus +35 non-elemental basic attack, MP cost 30 to 35
- Bless (Cleric): HP recovery +10%, Duration 200s to 300s, MP cost 24 to 30
- Holy Arrow (Cleric): Fires three arrows at once, hitting three enemies. Bonus: attacks three enemies once if all die in one hit.
- MP Eater (Wizard (Ice, Lightning)): Success rate 30% to 50%, Absorption 40% to 50%, Cooldown 5s
- Meditation (Wizard (Ice, Lightning)): Now affects the whole party.
- Slow (Wizard (Ice, Lightning)): Enemy speed -40 to -30, Duration 40s to 25s, MP cost 16 to 8
- Cold Beam (Wizard (Ice, Lightning)): Base attack 100 to 125, Freeze duration 2s to 3s, MP cost 24 to 20
- Thunder Bolt (Wizard (Ice, Lightning)): Vertical range reduced. Adds a chance to electrocute.
- MP Eater (Wizard (Fire, Poison)): Success rate 30% to 50%, Absorption 40% to 50%, Cooldown 5s
- Meditation (Wizard (Fire, Poison)): Now affects the whole party.
- Slow (Wizard (Fire, Poison)): Enemy speed -40 to -30, Duration 40s to 25s, MP cost 16 to 8
- Fire Arrow (Wizard (Fire, Poison)): Fires three arrows and adds burning damage over time.
- Poison Breath (Wizard (Fire, Poison)): Explodes on nearby enemies, and poison can now kill.
- Shining Ray (Priest): The Priest's crowd attack, hitting up to 4 enemies.
- Summon Dragon (Priest): The Priest summon, which the original calls Bahamut.
- Holy Symbol (Priest): Gives a party EXP bonus; unlocked by Dispel level 5.
- Invincible (Priest): Unlocked by Heal level 5; unlocks Bless.
- Poison Breath (Wizard (Fire, Poison)): Splashes to 4 enemies instead of striking one.
- Element Amplification (Wizard (Fire, Poison)): Multiplies damage at a higher MP cost; unlocks Spell Booster.
- Element Composition (Wizard (Fire, Poison)): Needs points in both of the job's attack spells.
- Critical Shot (Archer): Now a flat bonus instead of a success rate.
- Amazon's Judgement (Archer): Takes the place of Blessing of Amazon.
- The Eye of Amazon (Archer): Skill requirement 8 to 15, Range +120 to +150
- Focus (Archer): Accuracy and avoidability +20 to +25
- Arrow Blow (Archer): Damage 260% to 310%
- Double Shot (Archer): Still hits two enemies.
- Power Knockback (Archer): Always critically hits.
- Bow Mastery (Hunter): Removes bow whacking.
- Final Attack: Bow (Hunter): Now an active skill with a charge system.
- Bow Booster (Hunter): Duration 200s to 300s, Speed +2 stages
- Soul Arrow: Bow (Hunter): Never uses arrows.
- Arrow Bomb: Bow (Hunter): Stun duration 3s, Enemies hit 6 to 4
- Crossbow Mastery (Crossbowman): Removes crossbow whacking.
- Final Attack: Crossbow (Crossbowman): Now an active skill with a charge system.
- Crossbow Booster (Crossbowman): Duration 200s to 300s, Speed +2 stages
- Soul Arrow: Crossbow (Crossbowman): Never uses arrows.
- Iron Arrow: Crossbow (Crossbowman): Vertical range increased.
- Wind Step (Ranger): A Ranger movement skill. The Sniper equivalent is Evasion Step.
- Inferno (Ranger): Hits up to 4 enemies instead of 6. Blizzard and Arrow Eruption match.
- Nimble Body (Rogue): Skill requirement 20 to 15
- Keen Eyes (Rogue): Maximum level raised to 15 in the earliest playtest.
- Disorder (Rogue): Does not stack.
- Dark Sight (Rogue): Now a toggle.
- Double Stab (Rogue): Damage 130% x 2 to 175%, MP cost 14 to 12
- Lucky Seven (Rogue): Hits once instead of twice.
- Dagger Mastery (Bandit): Effect Mastery % and accuracy to Mastery level 10 and critical rate +20%
- Nimble Recovery (Bandit): Takes the place of Endure. Triggers when you evade an attack.
- Dagger Booster (Bandit): Duration 200s to 300s, Speed +2 stages
- Haste (Bandit): Speed +40 to +30, Jump +20 to +10, Duration 200s to 300s, MP cost 30 to 35
- Steal (Bandit): Once per enemy. Grants +35 weapon attack for 30s and stuns for 1.5s.
- Savage Blow (Bandit): Horizontal range increased.
- Claw Mastery (Assassin): Effect Mastery % and accuracy to Mastery level 10, accuracy +25 and a 25% chance to recover the throwing star
- Critical Throw (Assassin): Success rate 50% to 15%, Critical damage 200% to 135%
- Critical Recovery (Assassin): Takes the place of Endure. In the earliest playtest it triggered when you jumped.
- Claw Booster (Assassin): Duration 200s to 300s, Speed +2 stages
- Haste (Assassin): Speed +40 to +30, Jump +20 to +10, Duration 200s to 300s, MP cost 30 to 35
- Drain (Assassin): Damage 160% to 300%, HP absorbed 45% to 20%, Absorption cap Half of max HP to 25% of max HP
- Critical Recovery (Assassin): Unlocks Drain.
- Meso Saver (Hermit): A Hermit meso skill that unlocks Shadow Meso at level 5.
- Shadow Meso (Hermit): A Hermit single-target attack built on the meso skill line.
- Shadow Partner (Hermit): A clone that repeats a share of every attack.
- Chakra (Chief Bandit): A Chief Bandit recovery skill that unlocks Meso Guard.
- Meso Explosion (Chief Bandit): Detonates mesos dropped by Pickpocket. Targets scale from 10 to 15.