MapleStory Classic Cleric Guide
Updated October 21, 2026
Cleric turns the Magician into a holy-magic support specialist in MapleStory Classic World, pairing group healing with defensive tools. Available from level 30, this path suits players who want to sustain their party while using Heal to damage nearby undead.
Cleric at a Glance
| Feature | Details |
|---|---|
| Class branch | Magician |
| Advancement tier | 2nd job |
| Previous class | Magician |
| Minimum advancement level | 30 |
| Main scaling stat | INT |
| Weapons | Wands and staves |
| Home town | Ellinia |
| Core abilities | Heal, Invincible, Bless |
These details reflect pre-launch information and may change. Classic World does not currently offer a 3rd-job advancement.
How to Become a Cleric
Start by reaching level 30 as a Magician, then visit the library belonging to Grendel the Really Old in Ellinia.
Complete the Magician’s second-job advancement quest and select Cleric when choosing your specialization. The other available paths are Fire/Poison Wizard and Ice/Lightning Wizard, so make sure you select the support-focused option.
What Cleric Brings to a Party
Heal is the centerpiece of the class. It restores HP to allies within its area while also inflicting holy damage on undead caught nearby. Its healing output depends on how many people receive the effect, making party positioning important.
The remaining support tools serve different purposes:
- Bless improves nearby teammates’ Accuracy, Avoidability, and HP recovery received through items and skills.
- Invincible lowers incoming physical damage for the caster.
- Teleport helps you reposition within the current map.
Against undead, Cleric can combine recovery and offense through Heal. Holy Arrow provides a separate holy attack that is particularly effective against undead and devil-type enemies.
Second-Job Skills
Your earlier Magician abilities remain usable, including Magic Claw, Magic Bolt, and MP-recovery passives.
The MP figures below show how costs change as each skill develops.
| Skill | Level cap | Unlock requirement | MP cost | Function |
|---|---|---|---|---|
| Heal | 30 | None listed | 12 → 27 | Heals nearby party members and damages undead within the affected area. Healing varies with the number of recipients. |
| Invincible | 20 | Heal Lv 5 | 16 → 36 | Temporarily reduces physical damage received. Also inflicts non-elemental magic damage on monsters receiving contact damage from the caster. |
| Bless | 20 | Invincible Lv 5 | 20 → 30 | Gives nearby allies more Accuracy, Avoidability, and HP recovery from consumables and skills. |
| Holy Arrow | 30 | None listed | 14 → 28 | Launches holy projectiles, with particular effectiveness against undead and devil-type targets. |
| MP Eater | 20 | None listed | Not listed | Drains enemy MP through magic attacks, limited to once per 5 seconds. Targets with 0 MP cannot supply any. |
| Teleport | 20 | None listed | 55 → 15 | Moves the caster a fixed distance in the direction selected with the arrow keys, without leaving the map. |
For practical planning, treat Bless as a targeted support buff, not a blanket increase to every attribute or resistance. Likewise, Invincible’s detailed effect is a timed physical-defense skill, rather than protection against every damage type.
Planning Your Early Skill Investment
The key support prerequisites form a straightforward chain:
Heal Lv 5 → Invincible Lv 5 → Bless
Use that chain to plan access to your party tools. It establishes the unlock requirements, but it does not mean you must stop developing Heal once it reaches level 5.
A role-focused approach is to:
- Develop Heal for support and undead combat. It covers both jobs with a single cast when allies and suitable enemies are nearby.
- Work toward Bless if party utility is your priority. Budget for its Invincible requirement first.
- Consider Teleport’s changing cost. Its MP expense falls from 55 to 15 as it develops.
- Account for MP Eater’s limits. Its 5-second restriction and dependence on enemy MP prevent it from supplying MP continuously.
These are planning priorities rather than a rigid level-by-level skill build.
Wands, Staves, and Shields
Cleric uses the same wand and staff options as the other Magician specializations. Either weapon type works with Heal.
The equipment choice centers on a one-handed wand setup with a shield versus a two-handed staff setup oriented toward magic attack. Compare individual weapons rather than assuming every staff is stronger than every wand.
Weapon Options
| Weapon | Type | Required level | Required stats | W.Atk | M.Atk |
|---|---|---|---|---|---|
| Wooden Staff | Staff | 10 | INT 20 | 20 | 24 |
| Sapphire Staff | Staff | 15 | INT 30, LUK 10 | 25 | 31 |
| Emerald Staff | Staff | 15 | INT 30, LUK 10 | 25 | 31 |
| Old Wooden Staff | Staff | 20 | INT 40, LUK 15 | 30 | 38 |
| Wizard Staff | Staff | 25 | INT 50, LUK 20 | 35 | 45 |
| Ice Wand | Wand | 25 | INT 50, LUK 15 | 24 | 48 |
| Mithril Wand | Wand | 30 | INT 60, LUK 20 | 27 | 55 |
| Wizard Wand | Wand | 35 | INT 70, LUK 25 | 43 | 62 |
| Fairy Wand | Wand | 40 | INT 80, LUK 30 | 48 | 69 |
| Arc Staff | Staff | 45 | INT 90, LUK 40 | 55 | 73 |
| Cromi | Wand | 50 | INT 100, LUK 40 | 58 | 83 |
Two shield options worth checking are:
| Shield | Required level | Required stats |
|---|---|---|
| Mystic Shield | 22 | INT 34, LUK 12 |
| Esther Shield | 35 | INT 60, LUK 25 |
Armor and Stat Requirements
INT drives Cleric’s scaling, but equipment can also demand LUK. Check both requirements before committing to an upgrade.
Clerics wear Magician armor, including robe-style overalls and separate tops and bottoms. The examples below show how requirements rise across several equipment tiers; they are not complete sets or mandatory purchases.
| Required level | Example armor | Required stats |
|---|---|---|
| 30 | Blue Wizard Robe, Blue Lutia, Blue Jester | INT 50, LUK 20 |
| 35 | White Chaos Robe, Blue Noel, Blue Matty | INT 60, LUK 25 |
| 40 | Blue Starlight, Dark Arten, Blue Guiltian | INT 70, LUK 30 |
| 50 | White Calaf, Blue Penance, Flame Golden Circlet | INT 90, LUK 40 |
| 60 | White Anakamoon, Gold Manute, White Seraphis | INT 110, LUK 50 |
| 70 | Blue Requiem, Blue Lorin, Blue Infinium Circlet | INT 130, LUK 60 |
Weapon requirements do not always match armor requirements at the same level. For example, Mithril Wand requires INT 60 and LUK 20, while Blue Wizard Robe requires INT 50 and LUK 20; both require level 30.
Quick Tips
- Reach level 30 on Magician, then begin advancement in Ellinia.
- Keep teammates within Heal’s reach; its recovery depends on the number of recipients.
- Use Heal offensively against undead, not as a general-purpose attack against every monster.
- Remember the support unlock chain: Heal Lv 5 → Invincible Lv 5 → Bless.
- Compare actual weapon stats and shield access before choosing a wand or staff.
- Check LUK requirements alongside INT when planning equipment.
- Do not plan around a 3rd job yet; none is currently available in Classic World.