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HomeGuidesMagician leveling 1–60

magiciantraining10 min read· Last updated 8 Nov 2026

Magician leveling 1–60

Where to train from 1 to 60, what you can kill in one or two casts at 15, 20 and 25, the wand ladder and the quests worth doing on the way.

Every number and name on this page is read live from the game data.

  • Stats and wands
  • What you can kill in how many casts
  • Training route
  • The slow patch from 35 to 50
  • Quests worth the walk
  • Quest scrolls for mages
  • Common mistakes
  • Not confirmed yet

Levels 10 to 20 are the hard part, and it ends. The rule that carries you through is simple: hunt what you kill in one or two casts. A one-cast mob can match a two-cast mob with twice the EXP, as Ribbon Pigs match Stirges at 20, because MP is what you are really spending. Check the MP per EXP column before you move.

For MP costs, what to buy and which quests pay potions, read the money section of Magician build. This page is the route.

Damage figures on this page use community formulas that Nexon has not confirmed. Spawn counts come from the game files. Nexon changed how spawns respond to combat on 30 Oct and did not publish details, so busy maps may feel different.

Stats and wands

  • INT is damage. Every level goes into INT except the LUK stops.
  • LUK at the gates only. Metal, Ice and Mithril Wand arrive at 20, 25 and 30. Five LUK at each of those levels meets 10, 15 and 20. Raising it earlier buys nothing.
  • At 40, read Mage build variants before you spend AP.
LevelWandM.ATKNeedsSource
102620 INTFree at the job by reference data, not confirmed
153430 INT5,000 at
204140 INT, 10 LUK10,500
254850 INT, 15 LUK13,500
305560 INT, 20 LUKCrafted or from players

Buy only if the free wand does not arrive: it is one M.ATK for 3,000 mesos. Skip staves. At the same level they have 3 less M.ATK and from 15 they need more LUK, and above 25 they only fill the levels 45, 55 and 65.

is fine for a while after 30. By our estimate Mithril is about 6% better, so do not delay your job or your potions for it. Armor by level is in Magician build.

What you can kill in how many casts

Energy Bolt only, with the SP order from the build guide and the wand for that level, no gear INT. Estimated casts per kill:

MobEXPAt 15At 20At 25MP per EXP at 20
121–2111.33
192110.84
282–3221.14
373–4220.86
393220.82
413–42–320.98
454–532–31.07
505–6431.28

Read the last column at 20. Stirges and Jr. Neckis are cheap, and a one-cast Ribbon Pig matches them. Evil Eyes pay the most per kill but cost about half again the MP per EXP of a Stirge. Moving up too soon costs mesos, not just time.

Gear changes these in steps, not smoothly. A wand is only worth what it saves if it drops a cast. Check your own numbers in the fight tool.

gives +10 M.ATK for 10 minutes at 500 mesos from . That is about +13% at 15 and +9% at 25 by our estimate, so it pays when it moves your main mob down a cast and not otherwise.

Ranking mobs by EXP per HP misleads a mage, because spells are cut by M.DEF. has 500 M.DEF and has 100, so both look far better on paper than they are.

Training route

From 30 your branch guide has better spots: Fire/Poison, Ice/Lightning, Cleric.

The slow patch from 35 to 50

Players report a wall in the 35 to 50 stretch, and the client shows why. A gives 58 EXP for 853 HP. A gives 78 for 1,714 HP and 30 M.DEF, so about two-thirds the EXP per HP, and about half per damage once 30 M.DEF is counted, by our estimate. Your spells stop one-casting right as the bar passes about 200,000 EXP on the reference EXP table, not confirmed in Classic World. Nothing is wrong with your build. Expect it, and lean on the quests below once you can handle their mobs.

Quests worth the walk

The level is when a quest unlocks, not when you can finish it. Each row says where a chain needs stronger mobs or a hard item.

LevelChainPays
17 and on to 5,892 EXP, 3,330 mesos, Leaf Earrings. Needs a Weighted Earrings
18 to 3,159 EXP, 1,579 mesos, an earring
20 to 7,477 EXP, 2,434 mesos, 20 Blue Potions
21 to 12,529 EXP, about half of level 21 on the reference EXP table
28 to 24,540 EXP, 5,352 mesos, plus potions and Mana Elixirs. Step 1 needs 25 . We have no drop row, and the quest log points to fairies, with 500 M.DEF and only two per map, so expect it to be slow for a mage
36 to 7,020 EXP and 1,140 mesos each. Takes 570 across the chain, all from level 41 on maps like . That is about seven Energy Bolts a kill at 36 by our estimate, so plan to start around 41
41 to 8,670 EXP and 1,301 mesos each, plus 30 Blue Potions on each of the first three. Steps 3 and 4 hunt level 45 and level 50 , and step 4 needs a , so expect to finish in the late 40s
449,940 EXP, 1,389 mesos, 10 Elixirs. Jane's last two come later, see below
48, 11,800 EXP and 1,506 mesos each, plus scrolls. The second step hunts level 52
4811,800 EXP, 1,506 mesos and a scroll. Expect the 50s: it wants 100 (listed only on level 56 , reference data, unconfirmed) and a , which no mob we can show drops, so buy it from a player

Jane's last two challenges come later. wants 3 , which no mob we can show drops, a listed only on (reference data, unconfirmed, report a drop), and level 55 kills. wants a , also with no drop we can show, and level 50 kills. Stores list all three items, so buy them from players.

Quest scrolls for mages

No shop in our data sells wand, staff or glove magic attack scrolls, so these quests are the only confirmed source, and most of them are a random roll. We have no stock list for the field Scroll Sellers and . Rewards the client marks as rolled have equal weights here, and they read as a random result, not a pick. No player has confirmed the reward dialog, so treat them as random.

LevelQuestMage scrollHow it is listed
20 or , +4, 60%Rolled, 2 of 14 scrolls are for mages
21, +2, 60%Rolled, 1 of 4
36, +4, 60%Rolled, 1 of 2
42, +3, 10%Rolled, 1 of 4
44 +4, 60%, or +6, 10%Rolled, 2 of 4 are for mages. It needs a , which you buy from players. also pays the same +4 scroll
48, +2, 60%Reads as your pick of four stats, same marker as the rows below. Not confirmed
48 or the staff version, +8, 10%Keyed to your class, and reads as your pick. Not confirmed
48Same as the row aboveSame marker. No mob we can show drops the deed it needs, so buy it from a player

If you roll the wrong one, sell it. The 60% scrolls give far more on average: a wand Intermediate is +2.4 M.ATK per try, a wand Greater +0.8. Whether a failed scroll spends a slot is unconfirmed.

Common mistakes

  • Using Teleport as a walk key. At skill level 1 it costs 55 MP, more than three casts of a maxed Bolt.
  • Buying Blue Potions before you test a Lemon. Lemons are cheaper per MP if Improved MP Recovery boosts fruit, which is not confirmed. If it does not, Blue Potions win from Recovery 2.
  • Fighting three-cast mobs because the EXP looks better. Check the table above.
  • Quitting at 13. Players report it eases well before 25.

Not confirmed yet

  • Mesos per kill, and real EXP per hour on any of these maps.
  • Whether spells can miss. Treat it as possible against mobs above your level. Either way, DEX does nothing for a mage.
  • How the reward dialog works on rolled quest scrolls.
  • How busy maps behave since the 30 Oct spawn change.
  • Where , , and come from.

Next: at 30, read your branch guide. At 40, read Mage build variants.

  • Warrior build variants: dexless and moreDoes dexless work in Classic World? Unproven, and nobody has posted results. What it gains at 30, what it loses from 40, and the armor and scroll limits most guides skip.
  • Spearman guideEstimated reach, Iron Will and the only warrior self-heal. Why polearm is the default but spear is no mistake, what v1.1.0 changed for Rush and absorb, and honest limits.
  • Page guideThe hardest single-target Final Attack, the crafted blunt line and the option of a shield. 2H blunt or 1H and shield, and when Threaten is worth its 30 SP.
  • Fighter guideRage, the only multi-target Final Attack and fast 2H weapons. SP order, axe or sword, a weapon plan that works without level 30 shops, and what is known to 70.
  • Warrior build: 1st job, your branch and gear you can getHow to spend 61 SP before level 30, how to choose between Fighter, Page and Spearman, and what gear you can actually obtain at each level, quests included.
  • Mage build variants: how much LUK?The one stat decision every mage faces. Three LUK plans compared on gear that really exists, what lukless actually costs, and why you can always add LUK but not remove it.
  • Cleric guideIs Cleric worth it? What Heal, Bless and Invincible really do in Classic World, party and solo SP orders, and where a mage with a single-target attack should train.
  • Ice/Lightning Wizard guideThe cheapest damage among mages: Cold Beam for single targets, Thunder Bolt once four mobs are in reach. SP order, when each spell pays, and what to do about the lean 40s and 50s.
Beginner's Wooden WandLv 10
Hardwood WandLv 15
Ice WandLv 25
Metal WandLv 20
Flora the Fairy
Mithril WandLv 30
Wooden WandLv 10
Ribbon PigLv 10
SlimeLv 6
Ice WandLv 25
BubblingLv 15
StirgeLv 20
Zombie MushroomLv 24
Horny MushroomLv 22
Jr. NeckiLv 21
Evil EyeLv 27
Magic Potion
Iron HogLv 28
Fairy 4Lv 29
Len the Fairy
LigatorLv 31
LorangLv 38
Progress on Fossil ResearchLv 17
Mother's Gold WatchLv 18
Alex's RequestLv 18
The Old SnailLv 20
The Filing ErrorLv 28
Searching for FossilsLv 17
Delivering the Weird MedicineLv 21
Maya of HenesysLv 21
We Hold Your PlaceLv 28
Collecting 50 Cursed DollsLv 36
Collecting 200 Cursed DollsLv 36
What I Learned About SnailsLv 20
Cursed Doll
Zombie LupinLv 41
Last Material Delivery for Building a New HouseLv 41
Torn Ledger Pages
DrakeLv 50
First Material Delivery for Building a New HouseLv 41
Copper DrakeLv 45
Monkey Swamp IIIHidden Street
Taking Out the Alligators 1Lv 48
Jane's First ChallengeLv 44
Taking Out the Alligators 2Lv 48
Diamond
CrocoLv 52
Stone GolemLv 56
Blackbull's Deed to the Land
Stone Golem Rubble
Jane's Second ChallengeLv 44
Building a New House For BlackbullLv 48
MaladyLv 55
Mushmom Spore
Jane's Final ChallengeLv 44
Drake's Blood
DrakeLv 50
Tulcus
Jane and the MushroomLv 20
Moon Rock
Staff Magic Attack Scroll: Intermediate
Collecting 150 Cursed DollsLv 36
MushmomLv 40
El Moth
Earring INT Scroll: Intermediate
Wand Magic Attack Scroll: Intermediate
Gloves Magic Attack Scroll: Intermediate
Pia's GiftLv 42
Jane's Final ChallengeLv 44
Cape INT Scroll: Intermediate
Drake's Blood
Proof of CompanionshipLv 21
Moon Rock
Gloves Magic Attack Scroll: Intermediate
Wand Magic Attack Scroll: Greater
Cape INT Scroll: Greater
Gloves Magic Attack Scroll: Greater
Lv 1–3Snail Hunting Ground IMaple Road
  • SnailLv 1 · 45 HP · 2 EXP · 40 spawns

You are a Beginner until 10: Basic attacks, plus Three Snails, which spends a shell per cast. Keep shells for that. Snails pay 2 EXP, so move on soon.

Taking Out the Alligators 2Lv 48
Blackbull's Deed to the Land
Collecting 150 Cursed DollsLv 36
Taking Out the Alligators 1Lv 48
Building a New House For BlackbullLv 48
Lv 10–14The Field South of ElliniaVictoria Road
  • StumpLv 5 · 133 HP · 10 EXP · 27 spawns
  • SlimeLv 6 · 115 HP · 12 EXP · 18 spawns
  • Dark StumpLv 11 · 236 HP · 21 EXP · 13 spawns

Right beside Ellinia, so restocking is short. About 66 spawn points. Stumps and Slimes first.

Torn Ledger Pages
Lv 7–8The Field East of AmherstRainbow Street
  • Orange MushroomLv 8 · 142 HP · 15 EXP · 12 spawns
  • Red SnailLv 4 · 68 HP · 8 EXP · 12 spawns

12 Orange Mushrooms at 15 EXP and 12 Red Snails, your last stop on the island.

Moon Rock
Lv 8–10Thicket Around the Beach IVictoria Road
  • StumpLv 5 · 133 HP · 10 EXP · 11 spawns
  • SlimeLv 6 · 115 HP · 12 EXP · 11 spawns

Stumps and Slimes for Olaf, right outside Lith Harbor.

Lv 4–7The Field West of AmherstRainbow Street
  • Blue SnailLv 2 · 51 HP · 4 EXP · 13 spawns
  • ShroomLv 3 · 62 HP · 6 EXP · 17 spawns
  • Red SnailLv 4 · 68 HP · 8 EXP · 24 spawns

Red Snails pay 8 EXP and Shrooms 6. The Blue Snails here drop the shells Biggs asks for, so keep 10.

Lv 8–10Thicket Around the Beach IIVictoria Road
  • SlimeLv 6 · 115 HP · 12 EXP · 12 spawns
  • PigLv 7 · 128 HP · 13 EXP · 18 spawns

Pigs for Teo. Reach 10 around here and see Phil before you leave for Ellinia.

Lv 10–14The Tree That Grew IIVictoria Road
  • StumpLv 5 · 133 HP · 10 EXP · 28 spawns
  • SlimeLv 6 · 115 HP · 12 EXP · 30 spawns
  • Dark StumpLv 11 · 236 HP · 21 EXP · 12 spawns

The third Slime and Stump map if the first two are full, 70 spawn points.

Lv 10–14An Empty HouseHidden Street
  • Orange MushroomLv 8 · 142 HP · 15 EXP · 6 spawns

Six Orange Mushrooms in a box. Small, and a good fallback.

Lv 10–14L Forest IVictoria Road
  • Ribbon PigLv 10 · 172 HP · 19 EXP · 21 spawns

For Kerning starters. 21 Ribbon Pigs in a mixed map.

Lv 33–45Ant Tunnel IIIDungeon
  • Zombie MushroomLv 24 · 436 HP · 45 EXP · 61 spawns
  • Horny MushroomLv 22 · 403 HP · 41 EXP · 38 spawns

Clerics use Holy Arrow here; Heal also damages Zombie Mushrooms, by how much is untested. Fire/Poison wants Poison Breath up. Ice/Lightning: see your guide.

Lv 55–60Line 2 <Area 3>Kerning City Subway
  • WraithLv 48 · 2,350 HP · 122 EXP · 68 spawns

68 Wraiths and nothing else, the most Wraith spawn points of any map. Still two casts at 70 by our estimate.

Lv 20–24Transfer AreaKerning City Subway
  • StirgeLv 20 · 296 HP · 37 EXP · 38 spawns

38 Stirges, 30 M.DEF, two casts by estimate. Among the cheapest EXP per MP at this level.

Lv 10–14The Forest North of ElliniaVictoria Road
  • StumpLv 5 · 133 HP · 10 EXP · 21 spawns
  • SlimeLv 6 · 115 HP · 12 EXP · 26 spawns

Slimes and Stumps by the Job Instructor's field, about 69 spawn points. Axe Stumps here are not ready yet.

Lv 15–19Line 1 <Area 1>Kerning City Subway
  • BubblingLv 15 · 259 HP · 28 EXP · 64 spawns

64 Bubblings at speed +10, faster than most of this band. Estimated two to three casts at 15, two by 19.

Lv 45–55Line 2 <Area 1>Kerning City Subway
  • Jr. WraithLv 34 · 982 HP · 66 EXP · 83 spawns

Jr. Wraiths, 83 spawn points, fire and holy weak. Around 50 Fire Arrow and Holy Arrow one-cast them by our estimate, Cold Beam needs two until the mid 50s.

Lv 24–30Ant Tunnel IIIDungeon
  • Zombie MushroomLv 24 · 436 HP · 45 EXP · 61 spawns
  • Horny MushroomLv 22 · 403 HP · 41 EXP · 38 spawns

Zombie Mushrooms and Horny Mushrooms. Horny have 0 M.DEF, so take those first.

Lv 30–33Line 1 <Area 1>Kerning City Subway
  • BubblingLv 15 · 259 HP · 28 EXP · 64 spawns

Back to Bubblings. A maxed Energy Bolt should one-cast them by our estimate.

Lv 50–60Line 2 <Area 2>Kerning City Subway
  • WraithLv 48 · 2,350 HP · 122 EXP · 57 spawns
  • Jr. WraithLv 34 · 982 HP · 66 EXP · 32 spawns

Mixed map. One-cast the Jr. Wraiths, two or more on the Wraiths.

Lv 35–45The Cave of Evil Eye IIIDungeon
  • Evil EyeLv 27 · 606 HP · 50 EXP · 38 spawns

Evil Eyes are neutral to every element, so any spell works. Clerics do better on undead.