This is the list of playable character classes and notable NPCs from MapleStory
. This article contains tropes related to the storyline, skills and, in the case of characters with unique backstories, their personality as per Word of God
, so beware of unmarked spoilers and proceed with caution, especially around the Legends section
For those adding to character classes with a backstory, please keep using the same gender identification that is used in the majority
of their promotional/NPC appearances. This means:
- Male for the Cannoneer, Hayato, Evan, Phantom, Luminous, EunWol, Mihile, Xenon, the Demonnote and Kaiser; and
- Female for Mercedes, Jett, Kanna, Beast Tamer and Angelic Buster.
- Neutral for Aran, as Nexon of Korea has stated that Aran's gender is simply "Aran" and the player is given the choice to determine Aran's "canon" gender.
While we are aware that both genders are playable for almost all classes, sticking to the same gender for each character across this entire article will enhance its readability.
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Adventurer Player Classes
The characters of the Adventurernote
classes start the game as a Beginner. These were the first classes in the game, and are thus the most basic in terms of skills. Their overall role in the plot is just as simple. Adventurers basically wander the world looking for glory, running across dangerous monsters that the Black Wings are responsible for in some way.
After becoming one of the five Adventurer classes, the player character is expected to level up and advance
to the second job of that class at Level 30, where they will permanently choose which weapon path to take. The player character advances to the third job at Level 60, and fourth job at Level 100.note
The maximum level of any Adventurer character is currently 250.
update gives Explorers a plotline.
- Where It All Began: The Explorer plotline starts and concludes at Maple Island.
- Chekhov's Gun: The Maple Leaf used as a bookmark in the Explorer Book becomes the Seal Stone of Maple Island
- Doomed Hometown: When the Explorer inadvertently releases the Black Mage, he attacks Maple Island.
- Five-Man Band: The RED Explorer plot puts the player into one of these. Their jobs will change based on the player's job so that they always consist of the 5 jobs.
- Fun with Acronyms: Including you, the main group of friends; Sugar, Tess, Olive, Rondo and You spell "STORY".
- Nice Job Breaking It, Hero: Upon discovering the seal on the Black Mage is weakening, the Explorer attempts to fix it, but he escapes instead.
- Wham Episode: The Black Mage finally explicitly breaks free of his seal in the Explorer plot.
"Warriors are in many ways the physically toughest class. They will usually be found at the front of the party taking damage and bringing their powerful weapons to bear against monsters in one-on-one combat. Warriors are also able to use much of the weaponry in the game and depending upon which career path they choose to pursue, they'll be able to specialize and get really powerful with certain kinds of weapons."
- Acorn Story: Playing a Warrior
The bread and butter of melee characters, the Warrior deals up close damage while drawing the attention away from the other ranged classes. Warriors can take various paths at job advancement, becoming a Fighter, Page, or Spearman, changing their role in the party to some degree.
Note: Please only place tropes here that apply to the Warrior class as a whole. Tropes specific to certain job advancements can go under that advancement's section.
Tropes associated with all Warrior Classes:
"Fighters are a very balanced class, capable of doing good damage in the first 2 jobs and then players will see more dramatic improvement as a 3rd job Crusader with Combo Attack finishing moves Coma and Panic and then by fourth job as a Hero, players see a decent boost in damage when using Advanced Combo Attack."
- Basil Market entry about Fighters
Tropes associated with Fighters, Crusaders, and Heroes:
- An Axe to Grind / Heroes Prefer Swords
- Awesome but Impractical: Spending combo orbs on special combo moves is usually considered impractical compared to simply keeping the combo orbs for their stat buffs and using basic moves instead.
- Boring but Practical: Compared to other classes, their attack patterns are very basic.
- Charged Attack: Their signature passive, Combo Attack, features the collect style, collecting orbs to increase damage or to expend them later on specific attacks.
- Combat Pragmatist: Chance Attack is a passive that increases damage done to stunned, blinded, and frozen enemies
- Counter Attack: Rage reflects damage taken back to monsters
- Healing Factor: Self-Recovery
- Make Me Wanna Shout: Shout
- Mighty Glacier: Though it doesn't have the defensive buffs of a Paladin or the extra HP and draining of a Dark Knight, it's still a warrior and has high HP coupled with high physical defense.
- Temporary Blindness: Panic can inflict this
"Pages have traditionally been one of the least popular classes due to their relatively lackluster skills in 3rd job. However, as a fourth job Paladin, players can use the Heaven's Hammer skill which does an epic 199,999 damage. Few jobs can attack with this amount of force, but the amount of patience required to attain this level of skill is great and most people are not able to stick it out. Being a less popular job has its advantages. Blunt Weapon Pages benefit from some of the lowest weapon and scroll prices, making it a very cost-effective path to take."
- Basil Market entry about Pages
Tropes associated with Pages, White Knights, and Paladins:
- Carry a Big Stick / Heroes Prefer Swords
- Charged Attack: Their Signature Passive, Elemental Charge, Increases their damage and defense when they use charge skills of different elements in quick succession. If Blast is used when fully charged they gain a strong offense buff
- Drop the Hammer: Heaven's Hammer strikes the ground with a massive hammer, reducing the health of all nearby non-boss enemies to 1.
- Elemental Powers: Gains skills to attack with Fire, Ice, Lightning as Pages and White Knights, and Paladins get the ability to attack with Holy, and they benefit from using all elements, as quickly switching between elemental attacks gives them a buff that increases their damage, as well as inflicting a debuff on enemies that make them take more damage from the next element.
- Heal Thyself: HP Recovery allows them recover a certain percentage of their health. The amount healed decreases if you in quick succession.
- I Shall Taunt You: can threaten enemies to make them attack with less strength.
- Luckily My Shield Will Protect Me: They gain Shield Mastery, improving their defence and chance to block greatly when using a shield.
- Magikarp Power: As it says in the description, most players don't have the patience to stick it out for a Paladin and Heaven's Hammer.
- Necessary Drawback: Parashock Guard reduces the Paladin's guard chance and defense but increases damage of the paladin and guard chance of party members while reducing the damage party members take.
- Stone Wall: Tied for the highest defense out of all characters and has very good magical defenses too. Cherry Tapping seems to be the only way to kill a Paladin.
- The Paladin
"Spearmen are essential during Boss runs for their Hyper Body skill which increases Max HP and MP by 60% for all party members. Without this skill many jobs would die in a single hit. Even in later jobs Dark Knights are able to do great damage with skills such as Spear Crusher and Berserk. Spearmen start out as a great job and get their main attacks early on, but by fourth job many players become disappointed by the fact that their skills are mainly buffs and not new attacks."
- Basil Market entry about Spearmen
Tropes associated with Spearmen, Berserkers, and Dark Knights:
"In terms of sheer power, almost no other class can compare to the Magician. Unlike many of the other classes in MapleStory
, Magicians prefer to attack monsters and defend themselves using magic rather than weapons and armor. While they have the ability to attack with a staff or a wand to defend themselves, their physical frailty makes this a poor choice for most magicians. Depending on how they choose to advance their class, Magician characters may become damage dealing Wizards who use fire and poison, crowd-controlling Wizards that use ice and lightning, or even Clerics that can use their magical abilities to heal themselves and others!."
- Acorn Story: Playing a Magician
's main magic using class. These masters of magic use large amounts of MP to attack their opponents from afar. At job advancement they can take on different roles, Clerics, who focus on healing and support, Ice/Lightning Wizards, who freeze large groups of enemies, or Fire/Poison Wizards, who specialize in damage over time.
Note: Please only place tropes here that apply to the Magician class as a whole. Tropes specific to certain job advancements can go under that advancement's section.
Tropes associated with all Magician Classes:
- Elemental Powers
- Familiar: F/P mages get Ifrit, I/L mages get Elquines, and Bishops get Bahamut.
- The Lost Woods: Their job advancement city.
- Mana Drain: MP Eater is pretty much the only way to slowly save on MP potions.
- Mana Shield: Probably their common & most important skill. Forgetting to use it will be the most common reason why magic classes die, usually in one or two hits. With the shield on, and while chugging potions, they become nearly impossible to kill.
- They're even harder to kill when a Magician combines their Magic Guard with a familiar that restores MP (such as Jr. Boogie 1).
- Squishy Wizard
- Subverted. At first they appear as this, but their Magic Guard skill allows them to absorb astoundingly large amount of damage.
- Teleport Spam: Their method of transportation. Becomes Boring but Practical.
Fire/Poison Wizards/Mage/Arch Mage
"The Wizard (Fire/Poison)'s abilities revolve around the ability to inflict massive damage via fire spells or do damage over time using poison. As might be expected, the Wizard (Fire/Poison) is one of the most powerful damage dealers in the game, though this is balanced out by their physical fragility. Fire magic is also not as effective against fire-based creatures. If the ability to just destroy through massive damage appeals to you, you'll love being a Wizard (Fire/Poison).'''
- Acorn Story, playing a Magician
Tropes associated with Fire/Poison Wizards, Mages, and Arch Mages:
- Colony Drop: Their ultimate skill, Meteor Shower.
- Combat Pragmatist: Burning Magic enables them to deal extra damage to and have their Damage Over Time effects last longer on stunned, frozen, paralyzed, or blinded enemies
- Damage Over Time: Dedicated specialist. Their Signature Passive, Elemental Drain, increases their total damage based on how many Damage Over Time effects are laid out.
- Glass Cannon: Compared to the other two. At least until they get paralyze.
- Gradual Grinder
- Mana Burn: Can inflict extra damage this way.
- Mystical Plague: Plague may be pushing it, but monsters can be infected with summoned Viral Slime which deals damage over time, clings to other monsters and spreads.
- Playing with Fire / Poisonous Person
- Set The World On Fire: Through Ignite, all fire attacks will leave flames at a target location, which will continue to do damage to enemies caught within them
- Stuff Blowing Up: Poison Breath, Explosion, and Myst Eruption.
- Standard Status Effects: Paralyze and Poison.
- Technicolor Fire: Meggido Flame is a strong blue flame
Ice/Lightning Wizards/Mage/Arch Mage
"Like his fire-based counterpart, the Wizard (Ice/Lightning) wields ice-based spells that do great damage to enemies, though not as much as a Wizard (Fire/Poison). The tradeoff for doing less damage is the ability to use spells which can stun and freeze creatures and can attack large groups of monsters. Ice magic does more damage to creatures made of fire but does less damage against ice-based enemies. "
- Acorn Story, playing a Magician
Tropes associated with Ice/Lightning Wizards, Mages, and Arch Mages:
"Clerics set themselves apart as the only class that can heal and are thus highly desirable for Boss runs. They are very important in training parties as well thanks to their 3rd job Priest skill Holy Symbol which gives a 150% EXP boost to all party members. Clerics and Priests are very useful in parties but may find it difficult in the first 3 jobs to train on their own."
- Basil Market entry about Clerics
Tropes associated with Clerics, Priests, and Bishops:
- Barrier Warrior: Emphasized in RED with several new shielding skills.
- Beam Spam / Holy Hand Grenade: Their ultimate skill, Genesis, bombards the area around the caster with many pillars of light.
- Critical Hit Class: Bishops have the highest base chance of getting a Critical Hit among all Adventurer classes, at 75%. A Bishop can deliver a critical hit every time if they are wearing equipment and using skills that make up the remaining 25%.
- Damage-Increasing Debuff: Big Bang (even Heal!) have this as a side effect.
- Healing Hands: Apart from buff skills that increase the offensive and defensive thresholds of party members, Bishops have Heal and Resurrection, both skills being Exactly What It Says on the Tin, which makes them essential in big fights.
- Instant Awesome, Just Add Dragons: Summoning their dragon familiar, Bahamut.
- The Power of Friendship: They get stronger if there are more members in the party that they buffed through their class passive, Blessed Ensemble.
- Revive Kills Zombie: Although the second job skill, Heal, is not the most effective way to do so, it can be used as a weapon against monsters weak to holy damage, such as ghosts and the undead.
- White Mage: The Bishop is primarily a support class and the only reason why they are a welcome addition to any party is because of their buffs, not because they can destroy enemies easily. However, their high Critical Hit rate and offensive fourth job skills mean that they are not slouches in combat either.
"Bowmen are what are called "range fighters" or a "DPS" class. "DPS" stands for "damage per second" and refers to the fact that Bowmen attack from long-range using weaponry that causes a great deal of damage. The trade-off Bowmen make for being able to deal great damage is that they need to be mobile and flexible. That's because they're not armored like Warriors and can't take as much damage before they die. Bowmen use bows and crossbows and can also use light swords axes,and blunt weapons."
- Acorn Story: Playing a Bowman
As the non-magical ranged class of MapleStory
, Bowmen specialize in dealing long range damage by raining arrows down upon their foes. Bowmen are probably one of the least popular classes in MapleStory
, but one of the more powerful, (and frequently more friendly) classes in the game, especially after the Jump! patch. After job advancement, they can continue on as a Hunter, who uses bows, or a Crossbow Man, who uses Crossbows
It's worth noting that while they are referred to as Bowmen by various guides, the official site, and several NPC's, the first job advancement is actually know as an Archer. Bowman and Crossbowman refers to what weapon they use, dictating further job advancements.
Note: Please only place tropes here that apply to the Bowman class as a whole. Tropes specific to certain job advancements can go under that advancement's section.
Tropes associated with all Bowmen Classes:
"The path of the Hunter is the path of elegant violence. You are fast and agile, able to dodge monsters as though you rode the wind. This is important as you cannot take much punishment. You are also able to quickly launch your missiles at enemies for tremendous damage, even using Hunter tricks to damage many foes at a time. Let your friends worry about other things — your job is to kill, and you're very good at your job. "
- Acorn Story: Playing a Bowman
Tropes associated with Hunters, Rangers, and Bow Masters:
"Unlike the Hunter, the Crossbowman is as subtle as a sledgehammer. Your job is to drop the hurt on monsters and equipped with your powerful crossbow, you're more than capable of doing so. Your weakness is that you're not as fast or as agile as the Hunter, but when you can dish out this much punishment, that seems like a good tradeoff."
- Acorn Story: Playing a Bowman
Tropes associated with Crossbowmen, Snipers, and Marksmen:
- Armor-Piercing Attack: Besides having passive defense ignore, they can increase this by attacking from afar.
- Barrier Warrior: A minor version: they can turn their damage into a protective barrier thanks to Aggressive Resistance.
- Boring but Practical: Their late game strategy when it comes to bossing is spamming Snipe until the boss dies, it's not as flashy as other classes but still gets the job done.
- An Ice Person: Their Noble Bird Of Prey, Frostprey
- Cold Sniper: Puns aside, their playstyle encourages this, especially with their specialized skill, Rangefinder, which does more damage the further an enemy is.
- Inescapable Net: Net Toss: has a chance to restrain enemies it hits or slow down bosses.
- Instant Awesome, Just Add Dragons: Dragon's Breath.
- Magnetism Manipulation: Arrow Illusion creates an illusion of an arrow on the ground which draws in enemies and allows the Marksman to reflect damage when hit
- One-Hit Kill: With the Snipe skill as Marksmen, which does around 50,000,000 damage to normal Mooks. Against bosses, it only does massive damage instead.
- One Hit Poly Kill: Piercing Shot, their best mobbing skill, gets stronger when it attacks more enemies. High Speed Shot takes this Up to Eleven
- Shock and Awe: Explosive Bolt.
"Good Thief players understand their class very well and are comfortable moving around a lot. It's not an easy class to play, but when played well, Thieves are tremendous fun and a great asset to an adventuring party. Many Thieves wouldn't play any other class."
- Acorn Story: Playing a Thief
Thieves are probably the most varied class in MapleStory
, due to their separation at the very first job advancement. Those who advance to an Assassin will use Lucky Seven, while those hoping to become Bandits will put points into Double Stab. Assassins and Bandits vary right from the start, as opposed to Bowmen, who are pretty similar until the Fourth Job Advancement. From the start, Thieves are a powerful class that excels in defeating their adversaries quickly and quietly.
Like Bowmen/Archers. Their first job is referred to as a Rogue. Most people call them thieves for convenience, or to avoid confusion
Note: Please only place tropes here that apply to the Thief class as a whole. Tropes specific to certain job advancements can go under that advancement's section.
Tropes associated with all Thief Classes:
- Damage Over Time: Venom and Toxic Venom are passives that make attacks inflict poison by chance.
- Difficult but Awesome: Their damage output is fantastic, but you need to get used to their limited attacking range and inability to take many hits first.
- Doppelgänger Attack: Shadow Partner.
- Double Jump: Despite being Fragile Speedsters, most thieves do not have a very high movement speed or jump, so this First Job skill more than makes up for that by propelling them forwards at a good speed as well as upwards by a significant height.
- Power Creep: Once a defining characteristic of thieves, this technique is slowly becoming a standard now, with most new job releases since the Legends update coming with a Double Jump skill in their first job, and the RED update giving an equivalent skill to most of the other Adventurer classes. Though Thieves do get a Triple Jump to make up for it.
- Fragile Speedster / Glass Cannon: Highest avoidability out of all Adventurer classes, but has substandard HP and defenses. Subverted by Bandits with their Meso Guard skill.
- Outlaw Town/Red Light District/The City Narrows: Kerning City looks like a Lighter and Softer version as a whole.
- Rain of Arrows: Showdown, a fourth job skill. Summons Assist Characters that fire a rain of fiery arrows hitting every monster on the screen.
- Useless Useful Stealth: While Dark Sight is definitely helpful for navigating maps without getting hit by contact damage, it doesn't protect against actual attacks, which makes it useless against bosses. Even some normal enemies automatically attack you on sight, which is the norm in higher levels.
"The path of the assassin is one marked by constant practice to master accuracy. Unlike the bandit, assassins strike from afar with throwing stars and knives. They're very agile, very fast and can attack while they're in the air. They're extremely fragile though, so it's important to be aware of skills that help you escape if you find yourself in close up combat. '''
- Acorn Story: playing a Thief
Tropes associated with Assassins, Hermits, and Night Lords:
- Abnormal Ammo: You can throw oranges, paper planes, wooden tops and icicles. This is not including Cash Shop items.
- Blow You Away: Gust Charm, a second job skill, which inexplicably uses two throwing stars to summon a wind charm that knocks enemies back, doing damage.
- Claw Punching: Enemies are punched with the claw when they are too close, as opposed to throwing stars at point-blank range. This only applies to basic attacks, however, although it also applied to skills before Big Bang. The punch was also significantly weaker before Big Bang, often doing only 1 HP damage.
- Doppelgänger Attack: While all thieves get Shadow Clone, Night Lords get Shade Splitter, which sends out shadow clones to rain stars down.
- Fuuma Shuriken: Dark Flare, which reflects damage, Death Star, which rains smaller shurikens surrounding the Night Lord, and Avenger, which goes through enemies. Avenger was arguably one of the most heavily used skills in this class, and its removal during Big Bang was heavily criticized.
- Having a Blast: Another second job skill, Shuriken Burst, throws an exploding knife that damages everything around it on impact.
- I Shall Taunt You: Their Showdown skill "taunts" enemies, which makes them give more EXP and increases their item drop rate.
- More Dakka: Assassin's Mark, their signature passive, marks a target. The next attack that hits the target sends out more throwing stars to attack nearby enemies
"The path of the bandit is dangerous but rewarding. Rather than striking from afar, the bandit gets up close and personal by using a dagger. Their attacks don't do much damage, but they're so quick, the bandit can often hit a target multiple times before they're even aware of what's going on. As they rise in levels, their new skills work to increase this advantage, focusing on helping the bandit to strike from the shadows For Massive Damage
- Acorn Story: Playing a Thief
Tropes associated with Bandits, Chief Bandits, and Shadowers:
"There is a secret war raging in the heart of Kerning City. Lady Syl, Dark Lord’s former flame and the daughter of his great mentor, wages a silent war against the Dark Lord and his Thieves from an unknown location simply known as the ‘Secret Garden.’ Dual Blades have fast, slashing, stabbing, and assassination skills, similar to the traditional Thief class. They also have unique skills such as Mirror Image and Final Cut!"
- Acorn Story: Playing a Thief
Wondering why they get their picture up here unlike the other Job Advancements? Well, Dual Blades are a special
Adventurer class that has their own little backstory, a more diverse set of skills, more power, all the individual things that made the first Thief classes good, and were generally considered to be a Game Breaker
Tropes associated with Dual Blades, Blade Recruits, Blade Acolytes, Blade Specialists, Blade Lords, and Blade Masters:
"The Pirate is one of the most interesting classes in MapleStory
. Depending on how the player chooses to advance them, Pirates can become Brawlers, powerful melee fighters that do great damage to monsters when in close. They may also choose to become Gunslingers and become ranged attackers. The interesting aspect of both types of Pirates is that they have a wide variety of attacks and abilities. As a result, it takes some effort to play a pirate well, but you can never be bored while being one!"
- Acorn Story: Playing a Pirate
Meet the Thief Mk. II. Pirates were released several years after the original four adventurer classes, and as such, many players made a Pirate when they first came out, this holds true whenever a new class is released and has become for Nexon a sort of a Bandwagon Technique
, getting new players to play whenever a new class comes out. Like Thieves, when Pirates reach the job advancement, they can take on a ranged or melee role in the party, wielding guns (ranged) or knuckles (melee).
Note: Please only place tropes here that apply to the Pirate class as a whole. Tropes specific to certain job advancements can go under that advancement's section.
Tropes associated with all Pirate Classes:
- Double Jump: Octopush for Buccaneers and Corsairs, Monkey Push for Cannoneers
- The Gambler: They gain the Roll of the Dice skill, which gives them a random buff depending on which number they roll (unless it's 1...)
- Taken Up to Eleven in the 4th job where you can roll TWO dice for more buffs.
- Guys Smash, Girls Shoot: The original official artworks and release trailer for the Pirate class depict a male Brawler and female Gunslinger. All subsequent official art for the Pirate class (as well as trailers for game updates) shows either the female Gunslinger or the Pirate Job Instructor, Kyrin, holding guns.
- Hyperspace Arsenal: Pirates start out with more Equip, Use and Etc. space than other Adventurer classes thanks to their Master of Organization passive skill.
- Olympic Swimmer: Pirates can move faster underwater than other Adventurer classes thanks to their Master of Swimming passive skill.
- The Pirates Who Don't Do Anything: As a class, they are just Adventurers. This is lampshaded by Kyrin, during the first job advancement, who claims that serving the greater good is more profitable than pillaging.
- Submarine Pirates: Their "city" is a massive submarine called the Nautilus.
Also known as Brawlers/Buccaneers/Vipers
"From very early on Brawlers have high damage which is anchored by the fact that they're a melee class so they are limited to hitting up close, similar to Warriors. However, as they progress, Marauders in 3rd job and Buccaneers in 4th job get more range with attacks such as Shockwave, Energy Orb and Snatch. This job is able to do incredibly high damage with cool looking skills such as Energy Blast, Dragon Strike, and Fist Enrage amongst others.'''
- Basilmarket entry on Brawlers
Tropes associated with Brawlers, Marauders, and Buccaneers:
"The gun based Gunslinger (nickname: slinger) and Outlaw classes are the least popular out of all the classes due to the relatively weak damage in comparison to other classes during the first 2-3 jobs. But with patience and perserverance, the fourth job Corsair has some of the coolest looking and hardest hitting skills in the game by being able to ride a Battleship and shoot Torpedos and Cannons.."
- Basilmarket entry on Gunslingers
Tropes associated with Gunslingers, Outlaws, and Corsairs:
"Cannoneers are a ranged pirate class that brings two main skills to parties. First, their cannon is a surprisingly versatile weapon that can do massive damage to single targets or less damage to multiple targets. The Cannoneer also has a number of excellent knockback skills that allow it to do a certain amount of crowd control. The best reason to bring a Cannoneer along though, is their “Monkey Magic” skills with provide an incredible buff that applies to an entire party."
Acorn Story: Playing a Cannoneer
is a Pirate class released during the Legends
update and has a unique (but short) backstory, similar to the Demon and the Legends. The Cannoneer was originally a Beginner travelling to Maple World to undergo the same process as other Adventurers. En route, however, the ship the Cannoneer was travelling on was attacked by a Jr. Balrog and he was knocked out and sent flying into the water. When the Cannoneer wakes up, he finds himself on an island with a monkey screaming in his face. With some helpful head-nodding and shaking from the monkey, the Cannoneer deduces that the monkey saved his life and brought him here. Thanking the monkey and leaving it on the beach, the Cannoneer travels inland and meets a man named Cutter. As it turns out, Cutter is the Pirates' weapons designer. He became stranded on the same island after he wrecked his ship while test-firing a secret weapon he intended to deliver to the Pirate Job Instructor, Kyrin. With the Cannoneer's help, Cutter manages to retrieve the materials he needs to use his weapon as a mass driver to shoot the both of them back to civilisation.
When the Cannoneer wakes up in the medical ward of the Nautilus, Cutter explains that the monkey they met on the beach stowed away on their cannon ride and followed them aboard. Cutter thinks that the monkey is attached to the Cannoneer and suggests that they explore Maple World as a team. He also gives the Cannoneer his original weapon, reworked to a portable size, and recommends that they join the Pirates as a unique Adventurer class, which the Cannoneer accepts.
In a similar vein to Evan, the Cannoneer has a monkey following him everywhere and helps him attack enemies. The Cannoneer uses a hand cannon, a BFG
that can deliver massive damage against single targets or moderate damage to a group of targets. Additional skills include party buffs as well as mobility skills such as a Rocket Jump
, mitigating the class' slowness and lack of mobility to some extent.
Tropes associated with Cannon Shooters:
- Counter Attack: Has a chance to block & smack enemies with the cannon.
- Damage Over Time: Monkey Furious shoots a large cannon ball from a cannon, also inflicting a Damage-Increasing Debuff that only boosts your own damage.
- Everything's Better with Monkeys
- Everything's Better with Rainbows: Rolling Cannon Rainbow, a hyper skill.
- Hollywood Magnetism: Anchors Aweigh (Away), a fourth job skill, sets up an anchor that pulls enemies towards it, within a certain range, using electricity.
- Mighty Glacier: Very slow compared to other classes, except when they are underwater, where they become Olympic Swimmers.
- Musical Assassin: Monkey Wave has the cannoneer smack a large drum to unleash a sound wave attack.
- Recoil Boost: Blast Back. Acted as a pseudo-Double Jump until all pirates got a proper one.
- Rocket Jump: Cannon Jump, a third job skill, is this.
- This Is a Drill: Cannon Spike makes you shoot a drill. From your cannon.
- Throw a Barrel at It: Barrel Bomb, an exploding variant.
Cygnus Knight Player Classes
Also known as the Knights of Cygnus
As a whole, the Cygnus Knights are elemental
versions of the five base Adventurer classes, each one using a specific element. They originally had a level cap of 120 as opposed to 250note
like the other classes, but from a purely statistical standpoint they overpowered other characters of the same level (Cygnus Knights received 6 AP per level up until 70 as opposed to 5 AP for other classes).They are named after and follow the eponymous young Empress of Ereve, perhaps even against their better judgement
The Cygnus Knights are overhauled in the Cygnus Returns
update, starting with the Thunder Breakers before moving on to the other classes. They can now reach the same level cap as the other classes and gain a fourth job, but lose their AP advantage as well as the ability to create a Cygnus-enhanced level 50 Adventurer using a completed Cygnus Knight
- Color-Coded Elements: Especially after the revamp, giving almost all skills of a class the same color
- Light - Yellow (But Orange for Sun stance and Blue for moon stance)
- Fire - Red
- Wind - Green (With purple and pale blue for some skills)
- Lightning - Blue (Though Gale is red and Arc Charger is yellow)
- Dark - Purple
- Divergent Character Evolution: The original Cygnus Knights were more or less Adventurer classes with elemental attacks and only a few of their own unique skills to them. The Cygnus Returns update revamps them into completely original classes.
- Double Jump: All of them get this as a baseline skill. Unique from other classes, it can be used to double jump straight up in addition to forward.
- My Master, Right or Wrong
- New Game+: The original Cygnus Knight class allowed the player to create a level 50 Adventurer class imbued with buffs from the Empress once they reach the level cap of 120. This was removed in the Cygnus Returns update.
- Fairy Companion: Every Cygnus Knight gets a Guardian Fairy that's correspondent with their element. They used to be summons, but the revamps have downgraded them into buffs.
- Took a Level in Badass: As of the Cygnus Returns update, the Cygnus Knights are now being empowered by Cygnus's new powers. Thus, not only can they reach the level cap, but they can now match up to the rest of the classes.
Also known as Soul Master
Dawn Warriors are, at the very core, Paladins. They have an even greater fixation on the light and the holy element. Most of their skills, like other Cygnus Knights, are carbon copies of Adventurer skills, but they have some unique skills, notably the summoning of the Spirit of Light, Soul Runner and, most famously, the game-breaking
Soul Driver. They are considered to be one of the most powerful Cygnus Knights, and are one of the most popular, even after Soul Driver's Nerf.
In the Cygnus Returns
update, they receive a major rework, using new buffs that allow them to attack with the power of the moon
, the sun
, or both, changing their attacks depending on which one they're using.
Tropes associated with Dawn Warriors:
- Altum Videtur: Sol means "sun" in Latin
- Duality Motif: The sun and the moon, with each pair of stance skills doing the exact opposite of each other and to drive the point further, the combination of the two stances is represented with a ball that is half sun, half moon, instead of an eclipse as one might expect.
- Fairy Companion: Soul
- Heroes Prefer Swords
- Light The Way
- The Power of the Sun / Lunacy: Post-revamp, their main buffs revolve around these tropes.
- Stance System: Luna stance reduces attack power, but increases critical rate and attacking speed. Sol stance increases attack power, but lowers attacking speed. Soluna Stance stacks both effects together and makes skills alternate between Sol and Luna versions.
- Storm of Blades: The Soul Driver skill.
- Replaced with Impaling Rays post-revamp.
- Sword Beam: Their Soul Blade skill creates one.
Also known as Flame Wizard
"As expected of any great Magicians, Blaze Wizards posses powerful magic. They can call on Ignis, the spirit of Fire, to fight with them. They can also merge with Ignis to release massive fire magic. Those who always strive to better themselves and are wary of self and enemy can become a Blaze Wizard."
Blaze Wizards are essentially more focused Fire/Poison Wizards, and they borrow many of their skills from them. They have some serious advantages over their Adventurer brethren, at least until they reach the level cap. For one, they get a skill that can hit 6 monsters in second job, like Ice/Lightning Wizards, and they also get Magic Booster, which increases attacking speed, earlier on. They also get several new, powerful skills notably Fire Strike, Flame Gear, and Summon Fire Sprite.
In the Cygnus Returns update, they lose many of their similarities with their Fire/Poison brethren, focusing more on barraging foes with Fireballs
and creating barriers
to protect themselves and boost their Allies' offensive capabilities respectively
Tropes associated with Blaze Wizards:
- Altum Videtur: Ignis means "fire" in Latin
- Boring but Practical: Like a few other classes, Blaze Wizards revolve around using same skill in all four jobs as their primary attack, other skills being mostly situational.
- Damage Over Time: As one might expect from a user of fire magic, Blaze Wizards can burn enemies with their skills causing them to take extra damage over time, as well as explode on death.
- Double Jump: In stark contrast to most other Mages' Teleport Spam
- Fairy Companion: Flame Elemental, which can be replaced with Fires of Creation in 4th job, taking the shape of either a Lion or a Fox.
- Fantastic Nuke: Towering Inferno, Cataclysm takes this Up to Eleven
- Fire Balls: Orbital Flame, a skill that shoots balls of fire that return to where they are cast and Blazing Extinction, a large, slow moving ball of flame that fires pillars of flame at nearby enemies.
- Make My Monster Grow: Can invoke this through Cinder Maelstrom, blowing a single monster up in size to create a vortex of fire around it, sucking in nearby enemies.
- More Dakka: Each job advancement allows a Blaze Wizard to have one more Orbital Flame on screen at a time, and Dragon Blaze, which assaults a single target with a rapid barrage of Fire Balls.
- Playing with Fire / Kill It with Fire
Also known as Wind Breaker, unfortunately.
Wind Archers are arguably the most unique class of the Cygnus Knights, even after taking the shark
into consideration. They borrow a lot from Bowmasters (sans fire) but have many unique wind-based
skills such as Wind Piercing and Wind Shot, and can summon the Spirit of the Winds.
In the Cygnus Returns
update, they are the second Cygnus Knights class to receive a major rework, losing their famous Transformation Sequence
and having their Fairy Companion
downgraded to an Assist Character
, but getting a Battle Aura
, Scarf of Asskicking
, Not Quite Flight
and even more dakka
Tropes associated with Wind Archers:
- Altum Videtur: Ventus means "wind" in Latin.
- Battle Aura: Albatross, a third job skill that was added to the revamped class, is this, first creating a temporary Sphere of Power around the player before dissipating into several green lines that circle the player and giving them a Badass Cape. It also has the very nice effect of drastically increasing the player's attack, health and Critical Hit rate.
- Blow You Away
- Green Thumb: The rework has given them a nature theme in their powers
- Call a Smeerp a "Rabbit": Does the Emerald Flower◊ look like an actual flower to you?
- Makes even less sense when upgraded to Emerald Dust in the 4th job advancement... while keeping its visual effect intact.
- Fairy Companion: Ventus is this to the original Wind Archer, but gets downgraded to an Assist Character in a first job skill post-revamp.
- For Massive Damage: Pinpoint Pierce, a third job skill, increases damage dealt to a single target it hits by up to 20%. Song of Heaven, a fourth job skill, does extra damage if it hits only one enemy.
- More Dakka: The pre-revamp version of this class was based on the Bowmaster, so this is to be expected. Post-revamp takes this Up to Eleven.
- Not Quite Flight: The revamped Wind Breaker gets Wind Walk, a first job skill that shunts the player forwards, ignoring all collision damage during the movement. It can be used indefinitely even when the player is in mid-air, allowing them to ride a tornado horizontally across maps as long as they have the MP to spare.
- Rain of Arrows: The revamped Wind Archer gets Sentient Arrow, a third job skill, which is essentially this with Player-Guided Missile strapped to it.
- Scarf of Asskicking: Fairy Spiral, a post-revamp second job skill, slams enemies away with a powerful gust of wind shaped like a massive scarf.
- Transformation Sequence: The original Wind Archer had this as a skill. It was removed post-revamp.
"Luck, a bit of dex, skill, and being quite cunning separates the Night Walkers from the rest. Though marked and assisted by the spirit of darkness, Umbra, Night Walkers put great importance in independence, which leads some to learn poison skills. Night Walkers serve justice in places where light does not reach, so those who are willing to serve in the shadows may become a Night Walker."
Night Walkers are very similar to the Adventurers Night Lord Class, in that they both use throwing stars/knives, Avenger
, and have many of the same skills. Sound familiar
? In addition to the class staples such as Lucky 7, not to be confused with Lucky Star
or Happy Seven
, and Triple Throw, they also have access to several poison and dark skills, notably Vampire, Poison Bomb, Venom, and calling on the Sprite of Darkness.
After the Cygnus Returns update they develop a greater focus on throwing star attacks
, Bat summons
, and shadow play
Tropes associated with Night Walkers:
- Animal Motifs: Bats
- Bat Scare: Dark Omen summons a whole flock of bats, increasing based on the amount of enemies around the Night Walker
- Damage Over Time: Through Adaptive Darkness
- Dark Is Not Evil / Casting a Shadow
- Doppelgänger Attack: Shadow Servant is comparable to Adventurer Thieves' Shadow Partner except the Shadow Servant mimics all actions of its master after a short delay rather than instantly. Taken Up to Eleven with Shadow Illusion, adding two extra servants.
- Fairy Companion: Darkness
- The Gambler: They have a luck and gambling motif going on.
- Life Drain: Through Bat Affinity
- More Dakka: Post revamp, they one up Night Lords in terms of star throwing at every level, throwing 2 instead of 1 at first job and 5 instead of 4 at fourth job.
- Shadow Pin: Shadow Stitch binds enemies around the Night Walker
- Theme Music Powerup: Their post revamp Hyper Skill, Dominion, temporarily changes the battlefield to a nightscape, changing the background music in the process.
Also known as Striker
All you really need to know about them is that they are the Cygnus Knights' equivalent of the Brawler class, and that they throw Sharks. OF LIGHTNING.
But they wouldn't like that. In contention for the title of "Most Unique Knight" along with Wind Archers, Thunder Breakers use the element of lightning along with powerful strikes from their Knuckles. They do gain the Brawlers' Super Mode
and share some other skills with them, but for the most part, they have unique punch skills and can throw LIGHTNING SHARKS
. They also have some more lightning-based skills, but none are quite as iconic as the LIGHTNING SHARKS
. Did we mention they throw Sharks? OF LIGHTNING?
They are the first Cygnus Knights class to get a major rework in the Cygnus Returns
update, using a new battle style that revolves around delivering massive damage through chaining attacks to each other in rapid succession.
Tropes associated with Thunder Breakers:
- Bare-Fisted Monk
- Combos: Their biggest post-revamp feature is the ability to chain almost any skill into any other skill, creating powerful combos of attacks to obliterate enemies.
- Charged Attack: Similar to Heroes, they can accumulate Lightning charges, which lets them ignore some defense, or power-up Annihilate. The charges can also be spent on Gale or Typhoon to power up the rest of your attacks for a set period.
- Difficult but Awesome: Besides being fragile, you have to keep track of your MP (due to rapid skill usage), while continuously using flexible skill combinations to maximize their combo boost. Get hit a lot, or use too much MP note and you will have to use a potion, which will interrupt your combo.
- Fairy Companion: Lightning.
- Flash Step: They gain a skill that lets them do this as part of an attack post-revamp.
- Fragile Speedster: Faster, yet not quite as durable as their explorer counterparts.
- Shamu Fu: Can throw sharks made of lightning at high levels.
- Gets taken Up to Eleven in their rework, as they gain a lightning shark punch (1st job), kick (2nd job), uppercut (3rd job), charge attack (4th job), and the ability to summon a giant whale (Hyper Skill).
- Shock and Awe
- Making a Splash: The Revamp changes their skills from pure electricity to a combination of electricity and water, as well as...
- Blow You Away: Gale (Whirlwind) and Typhoon (Advanced Whirlwind).
- Spam Attack: You have to interrupt and chain attacks together to maximize damage, something not normally available to other classes. As such, they have relatively high attacking speed.
- Super Mode: Lost their transformation post-revamp.
Legend Player Classes
The Legends of Maple World
Also referred to as 'Heroes'
consist of a group of individuals (Aran, Freud, Mercedes, Phantom, Luminous and EunWol) who fought the Black Mage in the past and, with EunWol's Heroic Sacrifice
, managed to seal him away. However, the Black Magician did not go down without a fight, and with the last of his power, he laid a curse on the remaining five, tainting Luminous' light with his darkness and sealing the rest in ice for a century; Freud survived since Afrein took the curse in his stead
, and went to hide his last Onyx Dragon egg. Now, with the Black Mage returning to power, the heroes of the old world, plus Freud's successor, Evan, must rise up to once again help restore order to the new world.
Each of the Legends are all actual individuals (thus not really classes), hence the naming scheme and NPC dialogues treating the player as if they actually are the specific Legend. Some of the Legends may use the same equipment and rely on the same stats as their Adventurer and Cygnus counterparts—for instance, Mercedes' base stat being DEX like a Bowman or Wind Archer, and EunWol using knuckles as his main weapon like a Pirate or Thunder Breaker—but all of them have unique styles of gameplay, such as Aran's combo counter or Luminous's equilibrium system. Also, while all of the Adventurers and the Knights of Cygnus share the same general story across all of their respective classes, each of the Legends have a separate story, with completely different starting points and quests.
Two things should be taken into consideration. The first is that the Demon and Cannoneer are not
Legends. They were released during the game's Legends
update, but are a Resistance class and an Adventurer respectively. The second is that Evan is not
one of the original six Legends, but is the successor of Freud, who was. After sealing the Black Mage, his partner, the Onyx Dragon Afrien, left his egg with Freud; he hid it so one day, one would rise up who could take up the title of Dragon Master. This happened to be Evan, making him Freud's successor and, by extension, the new Legend (eventually).
Tropes associated with all Legends:
- Fun with Acronyms: The initials of Mercedes, Aran, Phantom, Luminous and Evan, in that order, spell "MAPLE".
- Alternatively, Eunwol could be the missing E, which accounts for all the surviving, original heroes.
- Presumably "Shade" was chosen as EunWol's Global name to pluralize the acronym into "MAPLES"
- Level Drain: Part of the Black Magician's curse was to drain the Legends' levels from 200 to 10note . The exception is Freud, whose cause of death is unclear after sealing the Black Mage.
- Sealed Good in a Can: Aran, Mercedes and Phantom were sealed in ice by the Black Magician's curse.
"Aran comes with their own specific backstory and character concept that will reveal itself as the character levels up. In summary, Aran was one of five great heroes who confronted the Black Mage during his first attempt to rule Maple World. In their final confrontation with the Mage, the evil wizard was defeated, but at a terrible cost—the loss of the five great heroes. Contrary to popular belief though, the five heroes were not destroyed. Aran was frozen inside a glacier for hundreds of years. When they were finally freed, most of their great powers were lost and they had to begin retraining to get them back."
- Acorn Story: Playing an Aran
The first Legend class released in MapleStory
, Aran is the Warrior Legend and uses a polearm as their weapon. Aran's story starts with them recovering from their injuries in an evacuation camp. Against Athena Pierce's advice, they choose not to leave for Victoria Island but join the other Legends and confront the Black Mage. The resulting battle ended with the Black Mage defeated and sealed, but with them cursed and frozen in ice. Centuries later, a young girl named Lilin discovers them frozen form on the Slippy-Slidey Ice World
of Rien. When Aran thaws out, Lilin realises that the curse has robbed the Legend of all their memories and abilities and, with the help of the penguin
inhabitants of the island, decides to help them regain both.
Aran's play style revolves around Button Mashing
and a combo system: hitting many enemies allows them to utilise their stronger skills by executing a sequence of key commands. Their story details their quest to regain their memories and strength while exploring the world they have forgotten.
Tropes associated with Aran:
- An Ice Person: Learns many ice-based skills and starts out on a snow-covered island.
- A Taste of Power: In the Tutorial, you play as a full-power Aran, with Maha and all of their combo skills. Then once you finish the tutorial, it's back to level one with you.
- Blade on a Stick
- But Not Too Black: NPC depictions of Aran use a tanned skintone lighter than is actually obtainable in-game.
- Button Mashing: Gameplay with Aran is essentially mashing the attack key and racking up a high enough combo to fire off a more powerful attack via pressing a bunch of keys, then starting over. Following a job rebalancing patch after the Cygnus Returns update, several of their skills can be bound to keys, as opposed to being executed through a series of key commands, thus reducing emphasis on this trope.
- Combos: Aran's original play style involved chaining many hits together within a time frame of about five seconds between hits so that they can utilise a stronger skill that also resets their combo count. A rebalancing of them immediately following the Cygnus Returns update removes the time limit and causes skills to only reduce their combo count by the skill's minimum requirement instead of resetting it, allowing them to maintain their combo count until the player leaves the current map.
- Continuity Snarl: The end of Aran's tutorial shows an image of silhouettes of the Legends rushing in to fight the Black Magician. Two major problems with it are the archer is holding a traditional bow (Mercedes uses dual bowguns) and the fact that only Mercedes, Freud, and Luminous fought the Black Magician directly. Aran fought off the hordes of mooks while Phantom did...something.
- Dark-Skinned Blonde: In official art, Aran has tan skin and white hair.
- Early Installment Weirdness: Unlike the other re-awakened Legends, Aran starts at level 1 and acts like a beginning Adventurer (and even has the same skills) before reaching level 10. This could probably be explained by Aran predating the Big Bang and even the Cygnus Knights.
- Empathic Weapon: Maha the Giant Polearm is aware enough that he manifests a ghostly human form and can talk to Aran. He's very unhappy about being forgotten.
- Everything's Better with Spinning: The upgraded swings become spinning attacks, in addition to Rolling Spin.
- Gender Flip: Aran was originally depicted as male, but since the Advance of the Union update, the female Aran has made many more appearances and is even mentioned as female by other NPCs. This has led to some inconsistencies, such as a male Aran being seen in Phantom's opening cutscene, but Phantom later interacting with a female Aran, and is also lampshaded in the Warrior Adventurer's questline; prior to meeting Aran, Lilin will ask the player questions about Aran. Either response to Aran's gender is correct and will determine the gender of the Aran the player meets. It is implied that Nexon of Korea has chosen to leave the gender inconsistency in place by officially declaring that Aran's gender is simply "Aran".
- Horse of a Different Color: Rides a wolf as their class mount.
- Laser-Guided Amnesia: Aran is the only Legend to be hit with this, and it creates tension between Aran and Maha.
- Life Drain: Combo Drain.
- Mighty Glacier: Hits like a bulldozer and shrugs off most hits. Their primary disadvantage is relatively high MP consumption and below average mobility.
- No Sell: Body Pressure, a second job skill, not only negates contact damage while active, but also allows Aran to deliver up to four times their damage range just by walking into enemies. Enemies hit in this fashion also add towards their combo count.
- Obvious Rule Patch: The easier to maintain combo system made it very easy for them to spam their map-wide instant-kill move, thus a later patch made it so that the combo cost for Combo Tempest rises the more it's used in quick succession.
- One-Hit Kill: Their fourth job skill, Combo Tempest, will will freeze roughly up to 15 enemies on screen solid, allowing them to be killed instantly by any attack or do heavy damage to a boss.
- Summon Magic: The Fenrir combo skill summons a ghostly pack of wolves.
- Throwing Your Sword Always Works: Combo Smash, if you ignore the fact their polearm is thrown straight in a stabbing fashion.
Evan and his dragon Mir
" Evan comes with his own specific backstory and character concept that will reveal itself as the character levels up. In summary, Evan is the heir to the legacy of a great hero named Freud and his friend, the great dragon Afrien. Hundreds of years ago, Freud and Afrien joined themselves in a spirit pact to help fight for justice in Maple World. Together with four other great heroes, they confronted the Black Mage during his first attempt to rule Maple World. In the end, however, they were defeated. In the final battle, Afrien sacrificed himself, blocking a spell meant to destroy his human friend and leaving behind one Dragon egg. Freud took it away and placed it in hiding, waiting for the day when another human, as pure of heart as he, could form a spirit pact with the egg, bond with the new dragon, and pick up where he and Afrien had left off. It fell to Evan, the child of pig farmer, to discover the egg in the forest and bond with the young dragon, Mir."
- Acorn Story: Playing an Evan
are the successor to Freud and Afrien, the Magician Legend and the King of the Onyx Dragons respectively. After sealing the Black Mage and locking the moment in time to prevent time travellers from undermining the victory
, Freud was targeted by his curse, only for Afrein to take the hit in his stead; however, this not only weakened them both (as they are spiritually linked
), but he also destroys all of the other Onyx Dragon eggs, except one, which would later hatch into Mir; Afrein's last request to Freud was to hide it someplace safe, hoping another would carry on with their Spirit Pact. Evan, the second son of a farmer from Henesys, finds Afrien in a dream, and makes a pact with him to become the next Dragon Master. Thinking it a dream, Evan goes on with his next day, doing his chores around the house, when he stumbles into the forest where he found Afrien in his dream. There he finds an egg, who soon hatches into the last of the Onyx Dragons, and Evan's life partner, Mir. Evan and Mir then set out on their quest to discover the world.
Tropes associated with Evan:
- An Ice Person: Ice Breath.
- Battle Aura: With Dragon Fury active, Mir gets a distinct glow.
- Bond Creatures: Mir and Evan explicitly share a soul.
- A Boy and his Magical Talking Dragon: Evan and Mir, naturally.
- Breath Weapon: Mir has both Ice and Fire Breath.
- Casting a Shadow: Dark Fog is a combination of this, and Shock and Awe.
- Chaste Hero: He's pretty innocent, although a bit Snarky.
- Damage-Increasing Debuff: Phantom Imprint.
- Dragon Rider: It's a hero with a dragon. What made you think this wouldn't happen?
- Fire, Ice, Lightning: He actually does all three!
- Generation Xerox: In official art, Evan and Freud look very similar, as do Mir and Afrien once the former gets a little bigger.
- Glass Cannon: Even more so than normal mages. If you don't buy any skill books, your mana shield can barely protect you.
- Obliviously Evil: Relatively early in the Evan storyline, you join a 'secret organization' that claims to be doing good deeds anonymously. That organization? It's the Black Wings.
- One-Gender Race: Zig-zagged. Like Aran, Evan is usually depicted as Male, although there exists official art of both genders. It doesn't help that Evan is a boy's name.
- Playing with Fire: Most of Evan's offensive skills utilize fire.
- Power Glows: Fully grown Mir glows purple.
- The Power of Love / Power of Trust: Part of what gives Evan and Mir their power.
- The Red Mage: Has mostly offensive magic, but has a few odd support skills that can be potentially Game Breaking. Soul Stone and Recovery Aurora in particular. Unlike some red mages, he has no health restoring skills.
- Ridiculously Cute Critter: Mir for his first two growth phases. He even notes in his third growth phase that his 'cuteness has decreased'.
- Shock and Awe: Gains the ability to fire lightning bolts with his third growth phase.
- Spell My Name with an "S": Not Evan, but Freud/Freed counts.
- Teleport Spam: Like other mages, but also gets Dragon Blink, which randomly teleports you to any spot on the map.
- Unusually Uninteresting Sight: Evan passes off Mir as 'just a big lizard'. This seems plausible until you hit level thirty and Mir is easily twice your size and very distinctly a dragon.
" If you love classic “glass cannons,” you’re going to love being able to dish out punishment with Mercedes. Her speed and the ability to move quickly around a map make her the darling of players who enjoy using manual dexterity and quick wits to maximize their destructive skills. This is especially important because Mercedes, more than any other Bowman-type character, is very fragile and simply can’t take much punishment. Once you learn how to use her, you’ll love the elegant way she destroys her foes."
- Acorn Story: Playing Mercedes
Mercedes is the Archer Legend, who wields Dual Bowguns
. She is the ruler of the elves from a village near Ellinia who was frozen by the Black Mage's curse when she tried to protect her village after sealing the Black Mage with the other four Legends.
Like Aran and Phantom, Mercedes was cursed by the Black Mage after the six Legends sealed him. Sealing the village of the elves, Elluel, Mercedes and her people fell into a deep sleep for hundreds of years. Mercedes awakens to find her previous power gone, and begins training to regain her strength. Her class-specific quests mostly involve her and her people regaining their strength and preparing to once again fight the Black Mage.
Tropes associated with Mercedes:
- Berserk Button: Don't even try telling her to hide from danger or kidnapping her people. Athena Pierce and the Black Wings learned this the hard way.
- Big "WHAT?!": Mercedes does not take her Level Drain very well.
- Bottomless Magazines: Some NPCs sell magic arrows that only Mercedes can equip. Never mind the other Archers who have to make do with mundane arrows.
- Bowguns Akimbo
- Breaking the Fourth Wall: Mercedes notices she's at level 10 after the prologue.
- Combos: Her other gimmick besides rapid fire, she gains a rush that leads to a launcher that sends enemies upward in second job, and it grows in power and gains new followups with each advancement, from simply shooting upwards to chasing after them which can be followed up further with aerial attacks. A revamp will take this up to eleven by allowing all of her combo followups to link into each other, giving her Thunder Breaker like damage boosts for using long combos, and reducing the cooldowns on stronger skills while she is comboing.
- Cristina Vee
- Double Jump: Gets it as a Beginner skill.
- Dude Looks Like a Lady: The male Mercedes are nearly as pretty as their female counterparts.
- Fairy Companion: The Elemental Knights skill. Unlike the Bowman's Noble Bird Of Prey, which has a tendency to provoke mobs even when you're trying not to attack them, this one only attacks monsters you hit.
- Fish out of Temporal Water: Among the six Legends, she has the hardest time dealing with the changes to Maple World over the past few centuries.
- Heroic BSOD: A combination of the above and her Level Drain also pushed her into this mode for a while, but she snapped out of it very quickly.
- Glass Cannon: Mercedes has excellent mobility and above average offensive power, as well as a relatively high dodge rate once she gets passive buffs from a third and fourth job skill. Thanks to another passive skill she gets right from the start, her Regenerating Health is also much better than any other class. Don't expect her to survive for very long at higher levels if her defensive buffs are not active, however.
- Hidden Elf Village: Elluel was sealed from the rest of Maple World for the same duration that Mercedes spent frozen in ice out of concern that the Great Curse could spread to other beings if it wasn't isolated and left to weaken over the centuries. Doubles as a minor, unusual way of Taking You with Me. This trope still exists in that Elluel is the only town on Victoria Island that has no direct access to it (via Regular Cab or a town-specific Return Scroll).
- Horse of a Different Color: Her mount is Sylvidia, a winged unicorn.
- Impossibly Cool Weapon / Improbable Weapon User: Dual bowguns. Seriously?!
- Living Relic: Not only has she and her entire village been frozen in time for centuries, allowing things like monster books to be perfectly preserved for historians/biologists, but just her memories of the past are some helpful to any researcher (assuming one does the quests in Ellinia).
- Mama Bear: Later in her questline the Black Wings kidnap a child from her village. Needless to say she doesn't take it well.
- More Dakka: Dual bowguns and magic arrows aside, Mercedes gets a skill that falls right into this category every time she makes a job advancement. Her fourth job iteration, Ishtar's Ring, plays this trope to its entirety by allowing her to fire a stream of arrows for as long as she has the MP.
- Neutral No Longer: Her backstory, as well as the Great Spirit, implies that the Elves were originally neutral when the Black Mage first started his war on Maple World and only chose to oppose him once Mercedes decided she would.
- One-Gender Race: Like Evan and Aran, both genders are playable. Unlike them, there is currently only official art of the female Mercedes.
- Our Elves Are Better: She gets very offended when an NPC mistakes her has a human, but other than that, she doesn't have much of a superiority problem.
- Really 700 Years Old: An optional chat with a guard will lead to a quest in which the youngest of the three sages (Danika) is revealed to be 240 years old. Mercedes treats this like she is a baby. When Mercedes sees the guard's Double Take, she assumes (wrongly) that he is impressed by the sage's young age and, in the quest's post-completion text, even mentions "Oh, to be so young!", implying that she herself is far older, even without taking into consideration the complications of being frozen in ice for ages.
- Royals Who Actually Do Something: Seems to take being the Ruler of the Elves as an indication that she's responsible for everyone's safety. Personally.
- Ye Olde Butcherede Englishe: Not so visible in practice, but several NPCs comment on her "strange accent".
- Zettai Ryouiki: Between Grade B and A.
Phantom is the Thief Legend. He became a hero to protect the world his loved one, the former Empress of Ereve, Aria, loved so much before she died. During the battle of the Black Mage, he too was cursed and was sealed for a few hundred years.
In the present-day, he has already thawed out and has a personal airship, the Crystal Garden
, where he actively conducts investigations into activities that may have a connection to the Black Mage and his Commanders. Phantom has the ability to steal attack skills and active buffs from Adventurer classesnote
and wields a transforming cane that changes into the job-appropriate weapon for the skill he is using. He also uses magical cards
to perform several attacks.
Phantom was released during the Justice
Tropes associated with Phantom:
Luminous is the other
Magician Legend (Freud was succeeded by Evan). Luminous was a member of Aurora, an organisation that researches and protects the light. With Freud's help, he was able to seal the Black Mage, but absorbed some of the latter's darkness in the process. Centuries later, he was discovered near Ellinia by a girl named Lania, who welcomed him to her home and nursed him back to full health. However, the darkness that Luminous absorbed from the Black Mage soon started to slowly gain control over him; things came to a head when it seized control of him for a few moments
, destroying Lania's house and severely injuring her. After Luminous regains control, depending on the player's decision, he either reverses all the damage done by the Black Mage's fell magic or lets everything burn.note
Regardless of choice, he leaves shortly after this incident to regain his strength and attempt to subdue the darkness within himself.
Luminous uses a two-sided staff, called a shining rod, as his weapon. His main feature is his equilibrium system, where the player must alternate between multiple consecutive uses of light
skills in order to strengthen their potency through two passive skills called Sunfire (light) and Eclipse (dark). In his third job, he begins to learn how to combine both light and dark
into a single state known as equilibrium
and can trigger a third passive skill with the same name for a very short time while switching between Sunfire and Eclipse, during which equilibrium skills can be used to their fullest potential.
Luminous was released during the Tempest
Tropes associated with Luminous:
- All Your Powers Combined: Equilibrium skills, which use both light and darkness and are only fully effective when Luminous is switching between elements.
- Casting a Shadow/Light 'em Up: This is not only his attack style, but also a gameplay mechanic.
- Enemy Without: Inverted. Luminous is actually the Starchild, the human reincarnation of the last of the Black Mage's goodness.
- Evil Is Hammy: If the player chooses the Dark path, Luminous chews the scenery around Ellinia after he destroys Lania's house.
- Light Is Not Good: Doing the storyline quests for Luminous will eventually reveal that it was the power from the fifth Augury, a construct that possesses immense light, that turned Michaela's pet goat, Xerxes, into the monster that he is; the core of Chryse has nothing to do with it.
- Mark of the Supernatural: Luminous starts his story off with two blue eyes, then one of his eyes turns red when he absorbs the Black Mage's energy.
- Meanwhile, in the Future: Luminous' fate immediately after sealing the Black Mage is the most ambiguous among the Legends. Freud was killed, EunWol was erased from history, Aran and Mercedes are shown to have been frozen for centuries in-game and Phantom complains about the curse's Level Drain to his manservant on the Crystal Garden shortly after he blows Hilla's cover at Ereve, but Luminous is never shown encased in a block of ice and never mentions anything about being frozen. It is heavily implied that he was sent centuries into the future and blasted from the Temple of Time to the outskirts of Ellinia when he punched the Black Mage to secure the seal and absorbed some of the latter's darkness. Further evidence of this is hinted by Lania needing to nurse him back to health whereas the other Legends had already recovered fully from their injuries when they thawed out.
- Power Incontinence: The plot fork at the Path of Light/Path of Darkness happens right after Luminous has an uncontrollable power surge and basically goes off like a bomb, wrecking Lania's house.
- Global removes the plot fork, giving you the dark storyline with both Light and Dark starting skills.
- Regional Bonus: Luminous has the distinction of being the only character class released so far whose play style varies considerably across regional versions of MapleStory. This is considered by some to be Bad Export for You, however.
- Red Eyes, Take Warning
- Simple Staff: The trailer shows him using his staff as a melee weapon as much as a conduit for his magic.
- White Hair, Black Heart
- Yin-Yang Bomb: Starts out only able to use light or darkness (in Non-Global versions), but latter job advancements let him use both.
EunWol is the Pirate Legend. He was one of the six Legends who confronted the Black Mage centuries ago. Near the climax of the battle, EunWol performed a Heroic Sacrifice
in order to activate the Sealing Stones that allowed Luminous to turn the powers of the Transcendence of Time against the Black Mage and seal him. In doing so, EunWol wrote himself out of existence
. Unlike the other five Legends, who are still remembered by some, EunWol's sacrifice means that no one will ever remember him as a Legend.
EunWol's main weapon is a knuckle. His play style revolves around summoning spirits to strike at enemies as well as chaining consecutive uses of the same skill to cleave through hordes quickly. As a defensive measure, he is also capable of breaking his attacks mid-combo.
EunWol was released during the You & I
Tropes associated with EunWol:
- The Aloner: Willing to sacrifice himself as he had no friends or family prior to the Heroes and is now doomed to never be remembered by anyone he meets.
- Bare-Fisted Monk
- Bluff The Imposter: When he suspects the Mercedes he's talking to is fake, he keeps giving contradicting memories about the past until he finally catches her when she calls him by his new name.
- Combos: Several of EunWol's attacks can be used consecutively. Unlike other character classes that revolve around chaining attacks, however, he also has two skills that are specifically meant to be used during a combo to break it and allow him to reposition himself.
- Dub Name Change: "Shade", in GMS
- Fantastic Foxes: His story in the present-day begins in a village run by foxes, and he is blessed with the power of the Fox God.
- Fate Worse Than Death: To him, living but never being remembered is this compared to dying and being remembered as a hero.
- Gut Punch: Returns to Maple World to find that not only is his best friend dead, but none of his old friends remember him, and when he returns to the new home he had made for himself, his new friends have forgotten him too, causing him to realize that he will never be remembered and will always be alone as a result.
- Meaningful Rename: "EunWol" means "hidden moon", while "Shade" is meant as in a ghost, both referring to his Ret Gone condition. What his name was before is never mentioned.
- One Extra Member: Aran's release information and backstory explicitly state that there are only five Legends.
- Adaptation Dye-Job: Despite being shown in artwork and cutscenes with brown hair and purple eyes, player created EunWols start with black hair and black eyes.
- Regional Bonus: EunWol's primary gimmick in KMS is that he has no buffs that he has to cast himself; instead he has special buffs that activate automatically when he is attacking and deactivate when he isn't. In Global, Shade's passives are always on.
- Ret Gone: EunWol sacrificed his existence so that Luminous could seal the Black Mage with the help of the Sealing Stones. Photographs taken before the Legends' confrontation with the Black Mage do not show him in them even if he was physically present at the time they were taken, and whenever he travels between Grandis and Maple World, he is forgotten by everyone.
- Summon Magic: Many of his offensive skills involve summoning a spirit to strike at enemies.
Resistance Player Classes
The Resistance classes share many things with the adventurers but with a twist; something resembling a backstory. Resistance characters start out in the town of Edelstein, a town under control of the Black Wings, an organisation affiliated with the Black Mage. From there they rescue a young girl from a strange science lab, and your character discovers a secret underground group who secretly combat the Black Wings under the cover of their everyday personas. In secret
Note: Please only place tropes here that apply to all Resistance characters as a whole. Tropes specific to certain jobs can go under that job's section.
Tropes associated with all Resistance classes:
- La Résistance: Well, what did you expect? The Spanish Inquisition?
- Steampunk: There are some aspects of the core three Resistance classes and Edelstein that are steampunk. The Mechanic in general, the Battle Mage's goggles and the Wild Hunter's crossbow skills, for example.
"The Battle Mage is the Magician class of the Resistance. This class is very unique in the fact that while the rest of the magicians are ranged fighters, Battle Mages battle in close combat. Another unique ability is their Auras, which can improve you and your party member's attributes. Battle Mages uses Staffs as their main weapon of choice. Unfortunately, Battle Mages have no Magic Guard, but they have the highest base HP of all Magicians to compensate for it and the ability to use Teleport earlier."
Maple Wiki Page on Battle Mages
Battle Mages have a few things in common with the regular mage. They both teleport, and they both use magic. The similarities end there though. Battle Mages are up-close-and-personal versions of the Magician class, more similar to a warrior than a Mage. They can deal up close hits through the use of Staff Blow, and can draw foes in with Dark Chain. They also have several auras that boost various stats of themselves and those around them, making them useful in a party.
Tropes associated with Battle Mages:
- Beehive Barrier
- Boring but Practical: Their entire attack pattern is using the same 3 skills (two of which you get right off the bat) while being supplemented by buffs. Their other attacks are situational.
- Casting a Shadow Many of their skills have dark appearances, and Dark Genesis is an outright dark version of the Bishops ultimate skill, though ironically, none of their attacks actually carry the rare, Evan only dark element. This overlaps with Dark Is Not Evil.
- Dance Battler: Post-Revamp encourages them to teleport between enemies in order to constantly leave and consume a mark to augment their damage output
- Dark Is Not Evil
- Don't Fear the Reaper: Their Revamp gives them a rather cute Reaper by their side who transforms to attack with a massive scythe slash after a certain amount of souls are collected
- Life Drain: Blood Drain. The amount it causes your attacks to heal by is only a single digit percentage, but you deal damage in such high numbers that you still recover a siginifigant portion of your own health. Easily more than mobs can do to you if you level it up enough.
- Shock and Awe: While not actually electric elemental, they have a skill in the third job that lets them unleash dark lightning on enemies. And the revamped Dark Genesis had its animation changed to strike enemies with dark tesla coils.
- Simple Staff: Battle Mages are restricted to using staves and only staves, if they want to attack anyway.
- Squishy Wizard: Averted thanks to Blood Drain, (Advanced) Blue Aura and Conversion. And that's not even counting the three different ways they can become invincible.
- Stance System: Post Revamp makes Auras mutually exclusive, but has some of their previous effects made passive to compensate
"“Resistance” classes comprise three groups of people from the town of Edelstein who have formed an underground resistance movement against the Black Wings, the evil minions of the Black Mage who have taken over the town. Resistance classes include the noble Battle Mages who use their magic to protect their friends and smash their foes, and the valiant Mechanics, ordinary citizens of Edelstein who ride powerful prototype robots loaded with experimental weaponry. Finally, the brave Wild Hunters use crossbows and an incredible riding jaguar in combat."
Acorn Story: Playing a Wild Hunter
Wild Hunters are, essentially, Jaguar-riding versions of Crossbowmen. Their skills may be different, but at their core, they both use crossbows, and attack from a distance, though the Wild Hunter has some means of getting around that.
Tropes associated with Wild Hunters:
- The Beastmaster: Apart from their jaguar, they can also utilize mobs they have trapped, a black creature in a cage, and a silver hawk.
- Chunky Updraft: The Sonic Roar skill raises rocks from the ground which then explode from the force of the Jaguar's roar.
- More Dakka: In case the Wild Arrow Blast rapid fire skill wasn't enough, the revamp will give Wild Hunters an additional set of guns strapped onto the side of the Jaguar that fires whenever the Wild Hunter uses their crossbow skills.
- Mounted Combat: Gives them the unique ability to attack while retaining full mobility.
- Panthera Awesome: They're huge, they have sabre teeth, and if the npc Black Jack is any indication, they talk!
- Power Gives You Wings: Feline Berserk gives Wild Hunters a sizeable boost in power and also makes the Jaguar sprout a set of burning wings.
- Stance System: The revamp gives them two ways to fight, either on their Jaguar with extra mobility and firepower from the Jaguar's extra canons, or off Jaguar with the Jaguar fighting as an independently controllable summon.
- Unusually Uninteresting Sight: You can prance through the middle of town on your jaguar and no one will bat an eye.
"Mechanics are close range fighters that like to get in their enemies faces and pound them with merciless metal fists. When that fails, they also have an array of powerful homemade weapons to call on as backup. As Mechanics level up, their job advancement and growing skills focus on turning their Mech into an ever-growing metallic monstrosity able to take on all comers. They will also develop an array of subsidiary robotic soldiers they can summon to the battlefield that include medical droids that can heal them in combat, mini-recon drones to fight alongside, and even a mini-robot factory that pours out legions of self-destructing robots to annihilate enemies."
Acorn Story: Playing a Mechanic
The last, but not least, of the Resistance classes released during the Big Bang
update, Mechanics deal large amounts of damage by controlling a giant robot which preforms their attacks. Many Mechanics play for their love of the class, but a significant number who made the class upon release mostly played it for the attractive skills and even more attractive damage at that time; although this applies to any newly-released class in MapleStory
, it was particularly obvious with Mechanics.
Tropes associated with Mechanics:
- Assist Character: Compare Corsairs who summon crew members and animals to help them, Mechanics deploy many gadgets and robots to help them.
- Bunny-Ears Lawyer: You learn the mechanic job from Checky, an anthropomorphic bear disguised as a guy who is perpetually seen in a teddy bear costume.
- Drop the Hammer: A second job skill involves slamming a giant mallet into the ground.
- Gatling Good: The Gatling Gun skill. After making the second job advancement, it fires two more bullets per volley when it is supplemented by Heavy Weapon Mastery.
- Kill It with Fire: The Flame Launcher skill
- Mighty Glacier: Invoked with the various modes, all of them trade mobility for more damage.
- More Dakka: This can first be accomplished after the second job advancement with the Gatling Gun, upgraded with Heavy Weapon Mastery and used repeatedly while Mechanic Rage is active...and it is completely eclipsed after the third job advancement by the ability to activate Siege Mode.
- Paper-Thin Disguise: Checky is an in-universe example. Because he effectively has no disguise, you wonder why he can still be the town mascot despite being a Resistance job instructor who has ventured deep into Verne Mine on high-risk operations at least twice (and got caught once).
- Powered Armor: They need to be in their Mech to use their attacks.
- Rocket Jump: Well, technically they use a jet pack, but they do gain a skill that gives them amazing vertical mobility. It also causes damage to nearby enemies when they land.
- Spam Attack: The entire purpose of Siege Mode is to park at one spot, hold down the basic attack key and annihilate everything within range.
- Self-Destruct Mechanism: All of the Mechanic's various devices explode when they expire for extra damage.
- There Is No Kill Like Overkill: Can deal amazing amounts of damage earlier than other jobs. The additional transformation modes available after the third and fourth job advancements are also quite famous for this.
- Unusually Uninteresting Sight: Like the Wild Hunter, no one thinks twice about a kid piloting a large mech.
The Demon is the Warrior class of the Resistance, although he shares more in common with the Legends than the Resistance with regards to his storyline. The Demon was once one of the Black Mage's
most powerful commanders, until his fellow commanders destroyed his hometown and killed his family. He attempted to fight the Black Mage, seeking revenge, but the Black Mage was too strong for him, and cursed him, taking away his former power. He then joins up with the Resistance, seeking revenge on the Black Mage and training to recover his former strength.
Note: Please only place tropes here that apply to the Demon class as a whole. Tropes specific to branches can go under that branch's section.
Tropes associated with the Demon classes:
- Badass Longcoat: Part of his starter attire.
- Black Knight: Warrior class, was The Dragon for the Black Mage, dark themed attacks...
- Cast from Hit Points: Seems to be a central game mechanic for this class. The Demon Slayer has some skills that drain some HP in addition to Demon Force, but the Demon Avenger takes this trope Up to Eleven having HP as the primary stat, damage done based mainly on current HP, and having almost all his skills drain his HP.
- Casting a Shadow: Dark in nature and attacks...
- Cultured Badass: Has a very proper way of speaking, and both the Slayer and Avenger outfits are rather elaborate and formal.
- Doomed Hometown: It was the southern region of Leafre. The Temple of Time, which was the Black Mage's final stronghold, is just a short dragon flight away.
- Disappeared Dad: We see surprisingly little of his demon father. The locket he keeps of his family only has a picture of his mother and brother, and they are the only ones he looks for in the ruins of his home.
- Fantastic Racism: More neutral than usual iterations of this trope- it seems that people are more not sure what to make of him than outright hostile, and it's implied in some quest dialogue that the Resistance gives him a means to disguise himself- but he still does get a fair amount of sideways comments.
- And dealt with it much worse when his family was living in Masteria, this time from other demons for being half-human.
- Half-Human Hybrid: His father was a Demon, while his mother was a regular human.
- Horned Humanoid: Not officially, but a Demon-themed cash shop package featured horns, and equippable horns were released as promotional items for both the Demon Slayer and Demon Avenger.
- Heel-Face Turn: Betrayed his superior, the Black Mage, when his fellow commanders burned down all of Leafre and the southern region, including his home where his family resided.
- Jerk with a Heart of Gold: Mentally apologizes for riffling through Francis's diary for information, and genuinely cares about both his family and his underling, Mastema, to the extent of going on several Fetch Quests for her benefit. However, he also has a calculating side, and initially joins the Resistance with the impression that he can 'use' them to his advantage.
- Not Quite Flight / Flight: The Demon is often seen flying in game cutscenes and official trailers, be it soloing the Black Mage or facing down a four-headed monarch. In-game, however, you are much more likely to see Demons gliding across maps at very high speed rather than actually flying. It is also worth noting that while he gets a starter skill that indeed makes him fly slightly above the ground by flapping his wings, it comes with all the same limitations as most mounts (you can't use any skills) and is nowhere as useful as his gliding skill, which is also available at the start.
- Oblivious to Love: Seems utterly clueless to the fact that his servant Mastema has a crush on him, even after an .
- One-Gender Race: Although not to the same extent as Mercedes. There is more official art of the male Demon than female one, and only the male Demon Slayer is seen in the Root Abyss animated trailer. Though notably, the Demon is the only class with two versions of their FMV opening animation for both genders.
- Power Tattoo: In the art, around his left eye. In-game, you can choose from a number of them or none at all.
- Red Eyes, Take Warning: Though the female Demon Slayer has Eyes of Gold... only for the official trailer.
- Roaring Rampage of Revenge: In the tutorial...and he doesn't seem to be done with it, either. When he hears the Black Mage may be making a return, he response was, "That's good news... That means I can still have my revenge!"
- Tragic Keepsake: Had a locket with a picture of his family. He lost it when the Black Mage defeated him. Damien gives it back to him in a later part of his storyline.
- Winged Humanoid
"The Demon Slayer is primarily a melee combat character that’s extremely tough and unique. Unlike other characters, Demon Slayers don’t use Mana to fuel their skills, instead relying on “Demon Fury” which works quite differently from Mana. You will also be fighting with a built-in shield called the Demon Aegis, and unlike other Warrior-types, you cannot switch out your shield. The result is a tank class that can fight long and hard, use their unique skills to dish out a lot of punishment, and still protect their friends."
Acorn Story: Playing a Demon Slayer
The Demon Slayer is the original branch in the Demon character class and is, by canon, the branch the Demon was in his backstory, as well as the class he starts off as. The Demon Slayer shares several traits with previous classes, such as Aran's use of the basic attack button, and the same skill looking similar to the Battle Mage's Triple Blow skill.
The Demon Slayer was released during the Legends
Tropes associated with Demon Slayer:
- Carry a Big Stick: Uses maces and one-handed axes exclusively.
- Did You Just Punch Out Cthulhu?: Downplayed. He assisted the Black Mage in defeating Rhinne, the Transcendence of Time. Given how Arkarium emphasised this during the Demon's backstory, however, it is implied that the Black Mage would not have defeated her if not for the Demon's efforts.
- Lightning Bruiser: The defense of a Paladin, the attacking speed of an Aran, unrivalled map mobility due to his Not Quite Flight, virtually no reliance on potions due to a passive and active Life Drain skill, and hits like a tank. His only apparent flaws are a shorter attacking range than most other classes and that mana potions have absolutely no use.
- Long-Haired Pretty Boy
- Luckily My Shield Will Protect Me: The Demon Slayer has his own, special shield, the Demon Aegis, that levels up with each job advancement. As of third job advancement, he gains a passive skill called "Possessed Aegis" that will cause the shield to automatically deflect attacks a certain percentage of the time.
An alternate path of the Demon. Unlike his Slayer counterpart, the Demon Avenger does not have Demon Force, only HP. In fact, the Demon Avenger breaks the usual method of distributing AP by making HP his main stat. All his skills use HP, and his damage is determined by the current HP he has. The Demon Avenger also uses the Exceed system, where his main attack skills get more powerful with each use, but consume more HP if used too much. The Demon Avenger also uses a special weapon, the Desperado, and retains the flight abilities of his Slayer counterpart.
The Demon Avenger was released during the Unlimited
Tropes associated with Demon Avenger:
- BFS: Desperados are large enough to be two-handed swords, but are used one-handed.
- Call a Rabbit a "Smeerp": Desperados. They are bladed weapons with pointed tips, but the game does not register them as swords. Case in point: they have their own set of 10%, 60% and 100% scrolls.
- Cool Sword: Uses the Desperado rather than axes or blunt weapons.
- Life Drain: Gets a passive skill in his first job that recovers a percentage of of his max HP.
- New Powers as the Plot Demands: The Demon doesn't seem to need to do anything special to become an Avenger, it simply happens shortly after making the choice.
- Overdrive: The Exceed system makes skills more powerful if you use them repeatedly, but in exchange, they begin to drain your HP faster.
- Shield Bash: Shield Charge does this and then throws in spikes growing out of the shield in the end for good measure.
- Sticks to the Back: The Desperado when Demon Avenger is not using it
- Throwing Your Shield Always Works: Nether Shield throws two magical shields that home in on enemies.
A cyborg developed by the Black Wings' scientist, Gelimer, to be the ultimate weapon. Was Childhood Friends
with with the Resistance leaders until he was kidnapped, memory-wiped, and turned into a cyborg. After a failed Resistance attack that leads to Claudine's capture and Xenon's encounter with her, Xenon realizes that his memories were wiped. He then frees Claudine, turns against Gelimer, and joins the Resistance in hopes of recovering his lost memories. Although he gains their trust, he is forced to leave them after learning that Beryl, a fellow cyborg loyal to Gelimer, can sense his presence and would find out about the existence of the Resistance if he stayed with them. He later joins an undercover organization associated with The Resistance, called Veritas
, that helps him hide his presence by giving him signal jammers to plant across Maple World.
Gameplay-wise, Xenon counts as both a Thief and a Pirate when equipping armor, uses an energy blade
, and averts the regular Min-Maxing
strategy of of dumping all of ones points into a single main stat by having three main stats. Xenon also uses the Surplus Supply system, where he can charge up energy to buff his stats or use special skills, and the Multi Mode Linker, where he can change his some of his skills into one of three modes, changing the range, power, and effect of the skill.
Xenon was released during the Unlimited
Tropes associated with Xenon:
Chief Knight Player Classes
The Chief Knights Of CygnusEmpress Cygnus
is still a child, and she still needs her knights to protect her. Chief among those are the Chief Knights: Mihile, the Chief Knight of Light
, Oz, the Chief Knight of Fire
, Irena, the Chief Knight of Wind
, Eckheart, the Chief Knight of Darkness
, and Hawkeye, the Chief Knight of Lightning
. These five knights will do anything in their power to protect their Empress, and along with her, the world she rules.
Chief Knights retain several benefits of the original Cygnus class, such as extra EXP until fourth job advancement and being able to make an Ultimate Adventurer
upon reaching their fourth job advancement. Their level cap, however, is the same as non-Cygnus classes.
Note: Please only place tropes here that apply to the Chief Knights as a whole. Tropes specific to certain jobs can go under that job's section.
Tropes associated with all the Chief Knights:
Mihile/Mikhail is the first Chief Knight class released based off the eponymous NPC. His special skill, when active, ignores knockback from enemy attacks for a time; this skill can be taught to other characters in the same account once Mihile reaches higher levels. Upon making the fourth job advancement, he gains the Echo of Hero skill and the player can create an Ultimate Adventurer
by completing one of his side-quests.
Mihile specialises in close-ranged, multi-hit attacks. He uses one-handed swords and is equipped with the Soul Shield, a special shield that increases in power when he acquires experience. Mihile's relatively lackluster base attack is offset by his above average mobility and heavily augmented by buff skills that also affect party members.
As the Chief Knight of Light, Mihile shares some similarities with the original Dawn Warrior, the other Cygnus Knight character class that employs the power of light, particularly in appearance.
Tropes associated with Mihile:
- Disappeared Dad: When Mihile was still a baby, his father, Chromile, was forced by his mum to save him; in doing so, she died, and Chromile lost his fighting spirit, leaving Mihile with Limbert and disappearing deep into Sleepywood alone.
- Hard Light: Mihile's ranged attacks basically involve him smashing monsters up with the power of light, not his sword.
- Laser Blade / Sword Beam: Gets skills in his first, third and fourth job that allows him to hit multiple enemies with either a disc-shaped projectile or a gigantic blade-shaped beam of light.
- Missing Mum: Mihile's mother was killed when he was still a baby. She forced Chromile to save Mihile instead of her, sacrificing herself in the process.
- Spell My Name with an "S": Mihile and Mikhail. The names are possibly based on the Archangel Michael.
- Stone Wall: Extremely high defenses and HP, offset by extremely low MP, below average base attack and above average mobility.
- Storm of Blades: Soul Driver and Four-Point Assault.
Nova Hero Characters
The Nova Race
is a series of classes introduced during the Tempest
update. They are a half-dragon race from the realm of Pantheon.
Note: Please only place tropes here that apply to all Nova characters as a whole. Tropes specific to certain jobs can go under that job's section.
Tropes associated with all Nova classes:
Kaiser is a Warrior class with a very prominent dragon theme, and similarly styled skills, who is titled the "Protector of Dragons". He is a young Nova boy named Kyle who was chosen by the previous Kaiser, who died in battle against Magnus to buy his people time to escape the besieged capital city, his soul watching over Kyle.
Tropes associated with Kaiser:
- Armor-Piercing Attack: Unbreakable Will in Kaiser's 4th job lets him ignore a fairly large percentage of his target's defense stat.
- Buffy Speak: Seems to display this in story quests. Also once refers to killing monsters as 'Kaisering' them.
- Blood Knight: Kaiser seems very fond of smashing enemies.
- Damage-Increasing Debuff: A variation. In his third Job, Kaiser gains the buff skill Cursebite that grants him resistances to elemental damage and status ailments while active, but also applies bonus damage to enemies Kaiser is attacking that have a status debuff. Several of his skills, such as Wing Beat and Gigas Wave, have a chance to cause a debuff on enemies.
- Foe-Tossing Charge: Piercing Blaze in the second job does this.
- Healing Factor: Gains a passive percent based health and mana regen skill in his third job that works even while in combat.
- Legacy Character: The role of Kaiser is passed down to a newborn chosen by the spirit of the previous Kaiser. However, while the Kaiser does inherit the previous Kaiser's powers, he still suffers from Bag of Spilling and must train to master these powers.
- Lightning Bruiser: Kaiser is surprisingly agile and hits about as hard as a tank aimed at a gingerbread house while having a veritable mountain of health.
- One-Handed Zweihänder: In his Super Mode only.
- One-Hit Kill: Dragon Barrage in the fourth job has a chance to do this to normal enemies caught in the attack.
- Playing with Fire: His skills display a fire theme.
- Stance System: Kaiser has two skills in his beginner tab that will change his stats depending on which one is active, and only one can be active at a time. Attacker Mode enhances his damage capabilities, while Defender Mode ramps up his defences and health to Mighty Glacier levels. Both skills have an upgrade that can be obtained in every job advancement past the first.
- Storm of Blades: His Tempest Swords skill and Blade Burst skill.
- Spam Attack and Blade Spam: The Gigas Wave skill. In his normal form, it hits one enemy 10 times. In his Super Mode, it hits 3 enemies 12 times
- Super Mode
- We Used to Be Friends: With Velderoth.
Angelic Buster is a Pirate class from the same world as Kaiser. Angelic Buster's true identity is Tear, the current Kaiser's childhood friend
Unique to her character is the Dress-Up system
, her primary weapon, the Soul Shooter, and her secondary weapon, the Soul Ring, which houses the spirit of Eskalade Lorang, a perverse
but incredibly powerful dragon. Her attack system is known as Soul Recharge, which allows her to use extremely powerful skills through consecutive uses of regular attacks.
Tropes associated with Angelic Buster:
- Arm Cannon
- Cursed with Awesome: The curse here is that her Soul Ring, which was originally one of the four Relics of the Nova, is permanently attached to her non-shooter arm. The awesome here is that she becomes a Person of Mass Destruction.
- Drop the Hammer: She eventually gets a replacement for her basic attack in the form of a humongous mallet.
- Handicapped Badass: Tear lacks a tail, which means she is incapable of using magic like other Nova. It did not stop her from fighting her way through Magnus' goons (who subsequently one-shot Kyle) to protect the Relic that would eventually give her the power to completely mitigate this handicap, though.
- Lovable Sex Maniac: Eskalade, the dragon entity who resides within the Soul Ring that is permanently attached to Tear's non-shooter arm. There is no love lost between the both of them; he has issues with her Tomboyish personality, and she has issues with his extreme lust and huge appetite.
- Magical Girl: As Angelic Buster, she certainly looks the part of one.
- Muggle Born of Mages: Tear was born without a tail, so she had no talent for magic. Her powers come from touching an ancient Pantheon artifact.
- Precision F-Strike / Curse Cut Short: Tear nearly screams one when she sees Eskalade for the first time, but he interrupts her before she can do so.
- Spell My Name Without An R: A significant portion of the player community spells her character class with an extra R—as "Angelic Burster"—despite overwhelming evidence in the localised versions that the correct spelling is "Angelic Buster".
- There Is No Kill Like Overkill: She gains several skills in her 4th job that can damage over the game's maximum single-hit damage cap of 999,999 or 2,000,000 HP.
- Tomboy: May look cute, but definitely does not act all girly-girl.
- We Used to Be Friends: With Velderoth.
Child of God
Zero is a Warrior class who uses the unique Dual Character system. The story starts out with a boy named Nine, who fought with a group known as the Shadow Knights against the monsters pouring out of a place known as the Shadow Temple. However, one day Nine enters the Shadow Temple and, to his surprise, finds a girl. He manages to make contact with the girl and discovers that they are the two children of Rhinne, the Goddess of Time. Now the two must work together to rescue their mother from the Black Mage and escape from the Mirror World.
Zero utilises the Dual Character system. Rather than just controlling one character, the player will control two characters, each with their own weapon and skill sets. Zero Alpha, the male of the duo, uses a Tachi and focuses on zipping through the battlefield with quick, multi-hit skills. His sister, Zero Beta, uses a greatsword and focuses on defensive and high damage one-shot skills. In addition, as children of the Goddess of Time, they begin play at level 100 and have limited control over time. They also have a unique storyline, which must be completed in order to escape the Mirror World and enter the Maple World.
Please do not put plot-related tropes unless otherwise obvious.
Tropes associated with both Zeros:
- Double Jump
- Embarrassing Nickname: So Gong calls them Sassmouth and Confucious, respectively. Beta actually likes it.
- Empathic Weapon: Alpha uses Lazuli, a tachi, while Beta uses Lapis, a greatsword. They both upgrade as Zero levels up and share potential and weapon upgrades.
- Everything's Better with Spinning: Half of their skills involve spinning in some fashion.
- Flash Step: In all four directions!
- Gameplay and Story Segregation: You can leave the Mirror World anytime you want, even before finishing the storyline quests. However, you will appear faded and not be able to gain EXP from the monsters in Maple World until you do finish the quests.
- My Hero Zero: Not only is the class itself called Zero, but Alpha initially wanted his new name to be Zero.
- Physical God: They both succeed their mother Rhine as the Transcendents of Time.
- Power Gives You Wings: They don't really have them like the Demon Slayer does, but both their Flash Step and their character art gives them golden-feathered wings for a short time.
- Red Eyes, Take Warning: Though they are heroic characters, they occasionally do shady things to accomplish their goals.
- Split at Birth: Zero was split into Alpha and Beta so that Black Mage Commander Will could prevent Zero from ever reaching full power and, as a result, possibly breaking free from his control.
- Super Move Portrait Attack: Shadow Rain, their combination ultimate attack.
- Tag Team: Their gameplay revolves around this mechanic.
- Time Master
- We Can Rule Together: Since he can't control them, the Black Mage has offered them the chance to rule with him as Transcendents over the merged Maple World and Grandis.
- Youthful Freckles: Not visible on their models, but it's mentioned that both of them have them in an optional quest.
Tropes associated with Alpha:
- Bitch in Sheep's Clothing: He often pretends to be cheerful, altruistic, and unassuming, but this is mostly a front he put up when he started doubting the Shadow Knights. However, though his true personality is more abrasive, he is still a heroic person.
- Blow You Away: Most prominently in his fourth combo.
- Cool Sword: A tachi to be precise.
- In Love with Your Carnage: Lazuli to Alpha.
- Jerk with a Heart of Gold
- Lightning Bruiser: Focuses on zipping through the battle field with quick, multi-hit skills.
- You Are Number Nine: While Alpha still works with the Shadow Knights, he is known as Nine. After escaping, he attempts to name himself Zero to symbolize a fresh start, but Beta's name for him is the one that sticks. It is implied in a flashback whenever Alpha got to close to discovering the truth, Will would completely wipe his memory and start again, changing his name to the next number.
Tropes Associated with Beta:
- And I Must Scream: When she was introduced, she seemed to just be asleep, but later in their storyline, it's revealed she was fully conscious and completely unable to move. Keeping in mind that it's unclear just how long Alpha and Beta have been under Will's control...
- Big Sister Instinct: Upon hearing that older siblings have to look out for their younger siblings, she promptly declares she wants to be older to Alpha.
- Brutal Honesty: Prone to saying exactly what she knows/feels, which is problematic for Alpha if he's lying about something. Several times he has to quickly hush her before she exposes the lie.
- Cuteness Proximity: Several times gets distracted by how cute things are. The list includes sentient pandas and Black Jack
- The Comically Serious: Often just misses the point hilariously.
- The Ditz: When she's not the above.
- Mighty Glacier: Focuses on defensive skills and hard hitting strikes.
- Sugar and Ice Personality: She seems a bit cold and emotionless at times, but she definitely has a heart and feelings; possibly even more than Alpha would think, as demonstrated in the Henesys chapter.
- If anything, she's the more empathetic and caring of the Zeros, compared to Alpha, who is more guarded.
Region Exclusive Characters
Region Exclusive Characters
Doesn't it feel great to be different? Some servers in MapleStory
have their own, unique characters. So far, none of them really fit in with the established class hierarchy, so they are listed here. Popular classes often find their way into other regional versions, although so far none of them have been brought to the original Korean version. At the moment, all region-exclusive character classes share the same level cap as non-Cygnus character classes.
The Dragon Warrior is a character class originally released in China and Taiwan's servers as a region-exclusive Pirate class, but it was also made available for creation in MapleSEA (as ZEN) for a short time. They are heavily inspired by martial arts, and use guns and knuckles as their weapons. They've received some of the same flak as Jett for being added as a supposed replacement for the rebalancing of the Pirate classes (as many of the skills are very
similar to the revamped Pirate skills from KMS), but it is unknown at this point if that is true.
Tropes associated with the Dragon Warrior:
Jett is a job released in the North American Server as a region-exclusive Pirate class. She is a fugitive bounty hunter from space accused of killing the King of the Planet Cerberus and uses a gun as her primary weapon. Jett received some of the same flak as the Dragon Warrior for being added as a supposed replacement for the rebalancing of the Pirate classes (as many of the skills are very
similar to the revamped Pirate skills from KMS); this was disproved after the revamped Pirate skills were added to GMS following her release.
Tropes associated with Jett:
- Amulet of Concentrated Awesome: Jett's Core. Losing most of it causes her to drop in power. She fully reassembles it upon reaching her fourth job.
- Cowboy: A space cowboy at that.
- Critical Hit Class: Jett's base Critical Hit rate in her fourth job is 55%. This can be increased to 70% if there are 20 SP in the Collateral Damage passive skill, making her critical hit rate second only to Bishops.
- Double Jump: Has a triple jump similar to Angelic Buster.
- Future Spandex: The outfit she starts out with. It even has Tron Lines on it.
- Glass Cannon: Like the Gunslinger, Jett has incredible offensive potential, but has issues taking damage.
- Human Aliens: Despite being from another planet, she looks like everyone else on Maple World. If not for Kyrin seeing her crash land, she'd probably have been able to pass herself off as a Mapler.
- More Dakka: Starting with the standard-issue Double Shot in her first job, which is then supplemented by Triple Fire in her second job, then moving up to Rapid Fire in her fourth job.
- Phlebotinum-Handling Requirements: Jett's Core is a family heirloom whose immense powers can only be utilised by someone from her family line.
- Suspiciously Similar Substitute: For Zen. Even Jett's recent revamp is mostly identical to a revamp Zen had earlier.
- One-Gender Race: Despite usually being referred to in official release information as female, both genders of the class are available for creation.
- One-Hit Kill: Brain Scrambler in Jett's fourth job lets her do this to normal mobs. Does massive damage to bosses instead of insta-killing them, however.
Hayato was originally one of the two Sengoku character classes released exclusively in JMS, as a region-exclusive Warrior class, but was also added to GMS during the Mark of Honor
update. Highly influenced by the Sengoku era, he wields a unique weapon to himself: Katanas
. His playstyle revolves mostly around chaining attacks quickly.
Tropes associated with Hayato:
Kanna was originally one of the two Sengoku character classes released exclusively in JMS, as a region-exclusive Magician class, but was also added to GMS during the Mark of Honor
update. Highly influenced by the Sengoku era, she wields a unique weapon to herself; a fan. She also uses her fox familiar to fight. Her playstyle revolves around summoning spirits and transforming her familiar.
Tropes associated with Kanna:
Ayame is a Sengoku gunner, not a full class in her own right, but a "role playing class" that can be used in the Hieizan Temple dungeon. Because of this, she doesn't really have an actual job, but it's generally accepted the gun makes her a Pirate.
Tropes associated with Ayame:
- Bayonet Ya: Her weapon is a rifle with a bayonet on the end, her basic attack pattern is to slash with it and follow up with a shot.
- Guest Star Party Member
- Kryptonite Is Everywhere: The Party prequest for the Princess No expedition makes the party leader to be Ayame and makes you fight enemies tailor specifically designed to counter her abilities to prevent it from being soloable.
- Super Move Portrait Attack: Iron Flower Gun - Mysterious Burst.
- There Is No Kill Like Overkill: Since she is only useable in the theme dungeon, her super move deals an amazing 2000% damage per shot at a very high rate of fire.
Chase is a girl with animal ears and a tail hailing from the Arboren region of Dawnveil. Having been raised on stories of the five Heroes of Maple World, Chase aspires to become a great hero herself with the help of the Critter Champs, four powerful talking animals who fight by her side: Fort the Bear
, Lai the Snow Leopard
, Eka the Hawk
and Arby the Cat
Beast Tamer is available in JMS, CMS and GMS.
Tropes associated with Beast Tamer:
- Alpha Bitch: Eka does NOT like to be bossed around.
- Ascended Fanboy: She grew up admiring the Maple heroes, and ends up joining the Maple Alliance when Evan invites her.
- Cloudcuckoolander: Fort seems to be this.
- Double Jump: As a shared beginner skill for Beast Tamer, but Hawk mode can enhance it into a triple jump among other things.
- Fartillery: Fort's Majestic Trumpets, with a bit of Playing with Fire.
- Jerk Ass: Eka... Or is she?
- Min-Maxing: With not enough points for all animals, it's generally accepted that Fort and Arby have the best end-game applications.
- Point Build System: With over 70 skills divided among the four animals, Beast Tamer is the closest thing Maple Story has to a build system, as even at the level cap, there are not enough skill points to master everything.
- Rated M for Manly: Compared to the rest of the skills in the game, Lai's seem to be this. "Bro Attack" and "Macho Incarnate," anyone?
- Stance System: Emphasized with each of the four animals having their own and hotkey loadouts and passive skills that are only in effect when they are active.
- Super Move Portrait Attack: Each skill at the bottom of an animal's tree is one of these, as is the hyper attack.
- The Red Mage: Her stance system allows her to serve a variety of roles, but only one at a time.
- Loophole Abuse: Some effects stay when changing modes, such as Purr Zone, allowing her to heal her party while attacking. Alternatively, switch to cat mode when the boss is almost dead for an increase in drop rate and EXP!
- Skill Tree: Enforcing the build analogy, Beast Tamer's skill page can be arranged in a tree view and certain point investments in an animal are required before you can move on to the next skill in the tree.
A magician who was originally from the town of Magatia. He was once a human (and was known as the White Mage) until he was blinded by his search for power in the light, and cast a spell that removed all his humanity. He decided that Maple World needed a ruler to keep it in peace, and began his war against all of Maple World. One by one, cities and even gods fell to him until a group of six heroes managed to seal him. Hundreds of years later, the Black Wings are trying to resurrect him, which when done will cause Maple World to fall into despair and chaos once more.
Tropes associated with the Black Mage:
- The Ace: Was a genius and excelled in magic from a young age. Even the fairy queen, Ephenia, respected and liked him.
- Broken Ace: Became this as the magic that was known in the world was too little to fulfill his ambitions and there was nothing left for him to learn once he reached the top.
- Became Their Own Antithesis / Face-Heel Turn: Used to study the light. He founded Aurora, the same organisation Luminous belongs to, and became the Transcendence of Light. However, the immense power of the light and his disillusionment with the lack of unity in Maple World corrupted him, making him the entity that he is now. Unfortunately, he's still the Transcendence of Light.
- Big Bad
- Co-Dragons: Has eight Commanders total; seven are loyal to him and one betrayed him. Another may have betrayed him before his confrontation with the Legends.
- Hoist by His Own Petard: The Black Mage defeated Rhinne, the Transcendence of Time, and stole her powers to enhance his own. This allowed him to wage an apparently one-sided war on the rest of Maple World. However, the same powers he took from Rhinne were eventually used by Freud and Luminous to seal him during the Legends' confrontation with him at the Temple of Time hundreds of years ago.
- Light Is Not Good: Corrupted entirely by the power of the Light.
- Long-Haired Pretty Boy: Before he became corrupted by the power of the Light.
- Physical God: Is a Transcendence, one of three beings created by the gods who made the Maple World to represent the aspects of Light, Time, and Life individually. The Black Mage is the Transcendence of Light.
- Thanatos Gambit: Allowed himself to be defeated by the Heroes as depriving Maple World of all three Transcendences would start a process that would cause Maple World to fuse with Grandis allowing him to rule both at once when he returns.
An evil group that was created with the goal of resurrecting the Black Mage.
Tropes associated with the Black Wings:
The King of the Lion King's Castle. After the Black Mage murdered his wife and planted a Cygnus Knight crest on her body, Von Leon went mad and allied himself with the Black Mage. He then cast a spell on his castle, murdering all it's residents and making it disappear. The Adventurers eventually found his castle and defeated him.His official title was 'The Volcanic Darkness'.
Tropes associated with Von Leon:
The defacto leader of the Black Wings and also a commander of the Black Mage. Has a brother named Lotus (Su in Korean MapleStory
) who is also a commander. Her and her brother's backstories are relieved in the official Webtoon comic
. You can read an English translation of it here.
Her official title is 'Wing Master'.
Tropes associated with Orchid:
- Badass Adorable: She looks like the most harmless of all the Commanders, and she even has cute Hair Decs to match, but in reality, she is almost as scheming as Arkarium and just as ruthless, only sparing thought for her twin brother. A cutscene in the Black Heaven update gives the player a glimpse of how far she takes the badass part of this trope when she alone stops Gelimer from carpet-bombing Edelstein by psychically intercepting all the warheads fired from his warship.
- Beauty Mark: Has one under her left eye.
- Became Their Own Antithesis: Before Lotus was reanimated by Gelimer, she was incredibly bossy and often made death threats to Gelimer when she felt that he needed to accelerate Lotus' resurrection. She was also strong enough to match Mercedes in fair combat. After she was Depowered and right until Francis broke into the Resistance base to find her during the Black Heaven update, she was completely shattered and incapable of even leaving the Resistance base on her own.
- Coat Cape: Taken to ridiculous lengths in Friends Story, where she does exactly the same with her school jacket but wears a pullover on top of her school uniform. Averted after she escaped from the Resistance base during the Black Heaven update.
- Depower: Orchid temporarily lost all her powers after Gelimer tried, but failed, to kill her using Lotus' body, leaving her critically wounded. She was hit by this trope so hard that, despite technically being a prisoner of the Resistance, she was allowed to move around freely in their base because she had absolutely no power to escape.
- Dummied Out: A sprite of Orchid standing in the Resistance base had her dressed in a button-up white shirt and a brown skirt with suspenders. This was used in the test server only, and was not used properly once the content made its way into the main client.
- Hair Decorations: Has two bunny-themed hair clips.
- Half-Identical Twins: With Lotus.
- Morality Adjustment: Officially, the Black Wings was founded by her to resurrect the Black Mage, but her real reason for founding them was to resurrect her twin brother, Lotus. When Gelimer reanimated Lotus and used him to attack her, temporarily stripping her of her powers and leaving her for dead, she was discovered by the Resistance and resided in their underground base until the Black Heaven update. Even though there is no in-game information specifically stating that she has joined the Resistance, she still gave them and, by extension, the Alliance, the information they needed to locate the Evolving System and single-handedly stopped Gelimer from carpet-bombing Edelstein, implying that she is no longer that much of a villain.
- Nice Hat: Overlaps with What Do You Mean, It's Not Symbolic?, as she loses the hat the moment she was Depowered and didn't continue wearing a hat even after she regained her powers.
- Older Than They Look: Hasn't seemed to age at all since she looks the same now as she did hundreds of years ago.
- Might have something to do with the fact that she's actually a spirit of darkness in a human body.
- Power Floats: Prior to the Black Heaven update, the only time you see her standing on the ground is in an old photo that the Demon found in Francis' diary during one of his storyline quests, a tutorial quest for Monster Life and after she was Depowered. She seems to have lost this entirely as of the Black Heaven update.
- Third-Person Person: Often refers to herself by her own name. She seems to refer to herself in first person more often following her recovery.
- Who Wears Short Shorts?: She does!
- Zettai Ryouiki: Grade B.
Twin brother of Orchid, a commander of the Black Mage that has fallen into a permanent sleep after Phantom battled him after he killed Aria. For a time, he existed as a free-roaming soul, working to eliminate all knowledge of the Black Mage from history, but was slaved to Gelimer's commands after the latter reanimated his body. After he was defeated by the player character and Orchid severed Gelimer's control over his body during the Black Heaven
update, Gelimer hit a killswitch that shut down his body, presumably sending him into a Cessation of Existence
Lotus (Suu in the original Korean version) and Orchid's backstories are relieved in the official Webtoon comic
. You can read an English translation of it here.
Tropes associated with Lotus:
A commander of the Black Mage. He was the one that created the entire Future Henesys and Dark Ereve and made it into an illusion. He currently resides in an alternate dimension of the Temple of Time where the Time Goddess was just recently sealed.
His official title is 'The Fang of Darkness'
Tropes associated with Arkarium:
A commander of the Black Mage. She tries to usurp Empress Cygnus's position as ruler of Ereve, and takes over the ancient city of Azwan when she fails.
Tropes associated with Hilla:
- Dem Bones: Her mooks comprise mostly of skeletal soldiers, although there are some anthropomorphic wolves in the mix.
- Evil Counterpart: To Empress Cygnus herself. Controls the underground city of Azwan by force and has an army of skeletons and wolves at her disposal.
- Evil Redhead
- Our Werewolves Are Different: The aforementioned anthropomorphic wolves. On higher difficulties on the Azwan maps, a single wolf can cause as much trouble as an entire column of skeletal soldiers.
- She's Got Legs: This applies to her in-game sprite as well.
A winged commander of the Black Mage. He appears in Luminous's story intro, and is the prime antagonist in Kaiser's story, and possibly Angelic Buster's, too. He took over Heliseum with the help of the Transcendant of Life in the Grandis world, Darmoor.
His official title is 'Magnus the Betrayer'.
Tropes associated with Magnus:
Least human of the Black Mage Commanders, this creature is one of his most loyal servants.
Tropes associated with Guwaru:
- The Dreaded: Apparently, the threat of Guwaru's revival is what sparked the birth of The Alliance.
- Golem: Does not appear to be a normal living being.
- Heel-Face Turn: Sort of. He's doesn't do anything heroic, but he also doesn't attack Luminous upon seeing him at Ellin Forest. He seems more concerned for the planet once Magnus kills him and "severs [his] connection to the Black Mage."
- In the Back: Gets taken out in one hit by his fellow commander Magnus.
- Not Quite Dead: Despite Magnus seemingly killing him in the past, his revival in the future results in the Maple Alliance, so he's still kicking.
The newest commander of the Black Mage, and the Demon Slayer's long lost brother
. He is responsible for sealing the World Tree inside the Root Abyss and killing Shinsoo (temporarily). Other than that, not much is known about him, although some of his backstory is relieved in the official Webtoon comic
. You can read an English translation of it here
Tropes associated with Damien:
- Adorkable: When he was younger.
- Broken Tears: When he thinks he was the one who killed his mother. Which actually turns out to be a lie, since it was Arkarium who killed her.
- Die or Fly: Awakens his demon powers properly when Arkarium sent his minions to Demon's home to kill Damien and his mother. Damien killed them, but Arkarium kills his mother and makes it seem like it was Damien's fault.
- Evil Counterpart: To the Demon. Half-demon warrior who serves the Black Mage and also his brother.
- Eyepatch of Power: Due to being born with one blind eye. Before joining the Black Mage, he just had Peek-a-Bangs covering it instead.
- Hero Killer: Managed to infiltrate Ereve and kill Shinsoo, but was thwarted by Cygnus awakening her powers.
- Ill Boy: According to the official Webtoon comic when he was a child.
- Nice Job Fixing It, Villain: Shinsoo's death, which he is responsible for, caused Empress Cygnus to awaken to her full powers, enabling her to resurrect the Divine Bird and empower the Cygnus Knights. This may have been intentional though, as the powers of the empress were meant to mature and awaken in a descendent of Cygnus, and forcing them to awake prematurely isn't necessarily a good thing.
- Power Degeneration: At the end of the webtoon featuring him, Alice confronts him with the revelation that his power is destroying his body.
- Red Eyes, Take Warning
- Used to Be a Sweet Kid: Was absolutely adorable as a kid as seen when he sees snow for the first time.
The Black Wing's resident Mad Scientist
. He's responsible for most of their scientific advancements.
Tropes associated with Gelimer:
- I Was Quite a Looker: Seriously◊
- Hoist by His Own Petard/ Karmic Death: By killing Suu/Lotus, Orca/Orchid gained his powers, allowing her to save Edelstein from Black Heaven's bombs. And shortly afterwards, after setting his Generoids to self-destruct, he attempts to escape, only for the Generoids to latch onto his escape pod and beg their "father" to take them with him. The player has no qualms with using the last of their strength to launch Gelimer and blow him up in midair.
- Mad Scientist
- The Starscream: He has his own ambitions in the works, which all come to head in Black Heaven, where he constructs a giant battleship in order to conquer the Maple World.
- Unwilling Robotization: Did this to Xenon and Beryl. Black Heaven shows that he made more.
- Would Hurt a Child: Aside from experimenting on Xenon since he was a child in order to turn him into a cyborg, during the Resistance storyline, he uses Vita to lure the player character into a trap with the intention of killing them both.
- You Have Outlived Your Usefulness: Has a tendency to inflict this.
- When Vita is discovered to be a Manchurian Agent, he rigs her up to a bomb with the intent of blowing up both her and the player.
- When Suu/Lotus breaks free of his mind control, he kills him on the spot in his sister's arms.
Other Non-Player Characters
The current Empress of Maple World. While she is a child, she benevolently rules the Maple World, intervening only when necessary. However, the resurrection of the Black Mage has led her to take action, leading her to form the Cygnus Knights, and later the Maple Alliance between all the classes.
In the Door to the Future, she and the knights were brainwashed by the Black Mage after falling into a trap and then conquered Maple World for the Black Mage. She acts as the final boss of the area, along with Shinsoo and her Chief Knights, currently holding the honor of being the toughest boss in MapleStory.
As of the Cygnus Returns
update, the death of Shinsoo caused her to awaken her powers as Empress, allowing her to revive Shinsoo and empower the Cygnus Knights.
Tropes Associated with Empress Cygnus:
- A Child Shall Lead Them: At least in the beginning, as seen in the Grand Athenaeum theme dungeon. If you look at her current official art, she looks at least somewhat older.
- Big Good
- Gameplay and Story Segregation: In the animated intro for the Cygnus Returns update, as well as on the class selection screen, Cygnus' clothes transformed in accord to her awakening to her Empress powers. However, her in-game sprite on Ereve is still the same as it was before the update.
- God Save Us from the Queen!: In the Door to the Future
- The High Queen: Despite her youth, she considers her actions very carefully, as seen in Phantom's introduction where she insists on hearing out someone claiming that she's an usurper.
- Marathon Boss: Constantly summons her Chief Knights and Shinsoo as her boss fight drags on.
- Rapunzel Hair
- Sleepy Head: This is probably due to Shinsoo's powers though.
- Took a Level in Badass: Awakened to her Empress powers in reaction to Shinsoo's death.
The Bowman job instructor. She lives in Henesys and is roughly 1,000 years old, being the only known survivor of Elluel's freezing prior to Mercedes' awakening. After helping to settle Victoria Island, Athena learned of her father's death and gathered an army to fight him, becoming a warlord in the process. Having gone too far, her evil side was eventually separated and the two were forced to fight so she could regain control. Afterwards she founded the Bowman instructional school and her dark side remains sealed in a cave where training archers fight it to prove their worth.
Tropes associated with Athena Pierce:
- Art Evolution: Compare her original sprite◊ to her current sprite◊. Among all the NPCs that existed ever since the game's first release, her Art Evolution is probably the most noticeable of the lot.
- Noodle Incident: She once ate an entire donkey. We're never told why she had to do that.
- Really 1000 Years Old: As with any Elf, she doesn't look like a day beyond thirty. During their tearful reunion, both she and Mercedes are stunned by the possibility that she is the oldest of all the Elves, older than even Mercedes herself, due to her living the centuries out while the rest spent the same amount of time as Elvish Popsicles.
- Shout-Out: Her character design evokes Elwing from the Shining Wind series, and her backstory of raising an army only to turn evil in the process is similar to that of Xena.
- You Killed My Father: Part of her backstory.
The Thief job instructor, based underneath a bar in Kerning City. He is the ninth to hold the title- the prior Dark Lord was killed in battle. The prior Dark Lord's daughter blames him for her father's death and founded the Dual Blades to oppose him- however, the resurgence of the Black Mage has forced both into a temporary truce.
Tropes associated with the Dark Lord:
- Ambiguously Human: Has wings, is surrounded by a red aura, and hangs from the ceiling in his base.
Dances With Balrog
The Warrior job instructor, based in Perion. Little is known about him beyond the fact he was an infant during the founding of Victoria Island centuries ago.
Grendel The Really Old
The Magician job instructor, based in Ellinia. He is the only human that the fairies are known to trust.
The Pirate job instructor and captain of the Nautilus. Kyrin was taken in by Athena Pierce as a child, only to run away after learning that it was the Black Mage who was responsible for their death. Eventually, several decades later she returned to Victoria Island with her pirate crew. Kyrin's primary goal was to warn everyone of the Black Mage's return, but she also wished to increase her ranks with new followers and to gain further wealth in the process.
Kyrin was the one who found Jett after his/her crash landing to Maple World, forcing Jett into joining her crew.
Tropes associated with Kyrin:
- The Ageless: Her age is never specified but there's enough evidence to suggest she is much older than she appears to be.
- Good Is Not Nice: Despite being a hero, she's still greedy and even contemplated selling Jett- either into slavery or to scientists for study- thinking an alien would be worth something to someone.
- Guns Akimbo: At least one piece of official art has her brandishing two pistols in combat.
- Ms. Fanservice: She wears a short skirt, tube top and thigh-high boots.
- You Killed My Father: The Back Mage was responsible for the death of her parents and urged her to run away from home.
A portly man of unknown origin who runs the Monster Carnival and Monster Park. He's generally cheerful and runs these places to help train warriors but nothing is known about him. Photographs of him dating back to the era of the Black Mage have been found, however.
Tropes associated with Spegielmann:
Cassandra is the Maple World's fortuneteller and organizes many of the events for Maplers. She's known to be a bit of an airhead and frequently attends parties, and has an unhealthy obsession with her crystal ball.
Tropes associated with Cassandra:
The Goddess and Transcendence of Time of Maple World. The Black Mage stole her powers and imprisoned her with the help of the Demon. She first appeared in the revised Silent Crusade storyline where she helps the player stop Arkarium from freeing the Black Mage in the past. She also created Zero to help free her and become the next Transcendence of Time.
Tropes associated with Rhinne:
- Badass in Distress: Her actual body is still frozen by the powers of the Black Mage, and he has a significant portion of her power, but she is somehow able to get around these limitations and still create Zero and open time portals to the past in the present day. It is also worth noting that the Black Mage needed some assistance from the Demon in order to defeat her centuries ago, implying that she is actually powerful enough to hold her own in combat with another Transcendence.
- Eyes Always Shut: In-game, she is always seen with her eyes closed. The Webtoon promoting the release of Zero averts this, though, and shows her opening her eyes and smiling at the Black Mage moments before his curse transforms her into a Human Popsicle completely.
- The game makes several references to Arkarium blinding her in the past. This could be why.
- Heavy Sleeper: The Temple Keeper at the Temple of Time mentions that Rhinne is always asleep.
- Human Popsicle: She was frozen after being defeated by the Black Mage centuries ago. Her actual body is still frozen in the present and watched closely by the Black Mage's Commanders.
- Physical God: Is a Transcendence, one of three beings created by the gods who created Maple World to represent the aspects of Light, Time, and Life individually. Rhinne is the Transcendence of Time.
- Rapunzel Hair
- Time Master: Can create portals to the past. During the Black Mage's confrontation with the Legends, both Freud and Luminous were able to turn the powers he stole from her against him. This included a Time Stop.
- White Magician Girl: Wears a robe, has long hair, is never the aggressor, provides "support" in the form of Zero and time portals...yeah, she's one.
The human form of the World Tree, the Transcendence of Life of the Maple World. After a battle with the Black Mage, she retreated to the Root Abyss, where she rested for years in order to regain her power. However, Damien sealed her inside Root Abyss and set up four guardians to maintain the seal and keep her from escaping. After the player defeats the guardians and frees Alice, she agrees to be placed under the care of Cygnus and Shinsoo.
Tropes associated with Alice:
- Alice Allusion: Blonde girl, wears a dress, is first encountered underneath a large tree trunk after the player fell down a hole and is the Transcendence of Life (in contrast to the massive amounts of Black Comedy in the source). Not to mention the Root Abyss is supposed to be a twisted and darker version of Alice In Wonderland.
- Physical God: Is a Transcendence, one of three beings created by the gods who created Maple World to represent the aspects of Light, Time, and Life individually. Alice is the Transcendence of Life.
- Rapunzel Hair
- Really 700 Years Old: Looks like a girl, but has been around for centuries.
Mastema is the Demon's best friend and loyal ally. Her gender is the opposite of whichever gender the Demon is. She came under the Demon's service after he saved her life. Before the Demon's battle with the Black Mage, she was sent to deliver a message to the Heroes. Shortly after doing so, she was attacked by Arkarium and forced to take the form of a cat to save herself, and waited for years until the Demon awoke again. Mastema serves as the Job Instructor for the Demon, giving him storyline quests and helping him with Job Advancements.
- BFS: Seems to be her weapon of choice in her human form, implying she's a Warrior.
- Can Not Spit It Out: Several times, it seems she has a crush on the Demon and is on the verge of confessing it, but backs off at the last minute.
- Hair Decorations: Has two golden-coloured hair clips in her female sprite.
- Interrupted Declaration of Love: In the Demon's level 140 quest, after she changes back into her original form, Mastema begins to confess how she has had a crush on the Demon since they met. Unfortunately she changes back into her cat form which causes her to swiftly change the subject.
- Time Master: Somehow has the ability to send the Demon into alternate dimensions and his own past. Since she was in the Temple of Time at the start of the Demon's storyline
- Undying Loyalty: To the Demon, to the extreme that she took The Slow Path waiting for him while he was sealed for hundreds of years.
- Unusual Ears: The male Mastema has normal human ears as well as the cat ears atop his head. The female Mastema's haircut covers her ears, so it's impossible to tell if she has them as well.
- Winged Humanoid
One of the monks in Zero's Temple who serves the Transcendence of Time. She is the Record Keeper and in Zero's storyline behaves in a very motherly way towards Alpha and Beta.
- Taken for Granite: All the Zero Monks fell asleep and became encased in stone when the Goddess Rhinne was sealed, only waking up when there was a new Transcendence of Time.
One of the monks in Zero's Temple who serves the Transcendence of Time. He aids Alpha and Beta in helping to find the Goddess's Teardrops in Zero's storyline.He later betrays Alpha and Beta by trying to keep them trapped in the Mirror World, believing it for their own good. He then seemingly fades away and dies after spending too long away from the temple. In Zero's level 180 quest however, he is shown to be alive.
- Back from the Dead: Was brought back to life via the Black Mage's Commanders Powers.
- Big Little Brother: Alpha and Beta were shocked to find out that Cassius was two years younger than Benedict, as in general Cassius behaves far more mature and serious than Benedict does.
- Heel-Face Turn: Betrays Alpha and Beta out of fear that when the two finally become the next Transcendence of Time and go to the Maple World, the two will be destroyed by the Black Mage.
- Mark of the Supernatural: His eyes turn red and Cassius seems to have a spiderweb mark on the left side of his face after being brought back to life by the Black Mage's Commanders.
- Red Eyes, Take Warning: After being brought back to life.
- Taken for Granite: All the Zero Monks fell asleep and became encased in stone when the Goddess Rhinne was sealed, only waking up when there was a new Transcendence of Time.
One of the monks in Zero's Temple who serves the Transcendence of Time. He is Cassius's brother.After Cassius disappears, he takes on his brother's roles in finding the last two remaining Goddess's Teardrops.
- Big Brother Mentor: Towards Alpha and Beta. This can be seen in where he rushes off after Alpha and Beta right after the end of Chapter 1 worrying whether they will be alright or not.
- Taken for Granite: All the Zero Monks fell asleep and became encased in stone when the Goddess Rhinne was sealed, only waking up when there was a new Transcendence of Time.
- Tragic Keepsake: Cassius's dowsing pendant.
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