Attack Speed, Weapon Reach and Jump Attacks in MapleStory Classic World
Every weapon in MapleStory Classic World has a hidden speed number behind its "Fast" or "Slow" label, and a matching Booster makes it two steps faster. Reach depends on your weapon family and which animation plays: spears and polearms reach the farthest with a normal attack, wands, staves and 1H blunts the shortest. A handful of 1st and 2nd job attacks work mid-jump, and Thieves have the most.
Quick answer: lower speed number = faster. In the game data, Faster is 2 or 3, Fast is 4 or 5, Normal is 6, Slow is 7 or 8. Booster takes 2 off. Magician spells ignore weapon speed (community-tested). Speed numbers and reach come from the game data; attack timings and the mid-jump list are community measurements, and we flag them.
Weapon speed tiers
The tooltip shows a word, but the game uses a number. Lower is faster. The labels below are the ones the game data attaches to each number (community guides often say "Very Fast" for 3 and "Average" for 6). The millisecond timings are community measurements, not game data.
| Speed | Label | Ordinary attack (community timing) | Attacks per minute (community timing) |
|---|---|---|---|
| 1 | (Booster only, no weapon has it) | 570 ms | 105 |
| 2 | Faster | 600 ms | 100 |
| 3 | Faster | 660 ms | 90 |
| 4 | Fast | 720 ms | 83 |
| 5 | Fast | 750 ms | 80 |
| 6 | Normal | 810 ms | 74 |
| 7 | Slow | 870 ms | 68 |
| 8 | Slow | 900 ms | 66 |
Things to know:
- Two weapons with the same label can differ. A "Fast" weapon is either 4 or 5 in the game data.
- Booster takes 2 off and must match your weapon. Sword Booster does nothing for an axe. The skill data confirms one SP in Booster already gives the full two stages; more levels just make it last longer (100 sec at Lv 1, 300 sec at Lv 20) and cost less.
- Speed 1 is reachable. A speed 3 dagger or claw with Booster goes to 1. In the game data the Meba is the only speed 3 claw, and 10 daggers sit at 3 (the STR daggers plus the Korean Fan).
- Slowest weapons: speed 8 is the slowest value in the game data, and only polearms have it (9 of the 10 polearms).
- Speed and W.ATK trade off. Compare damage per minute before swapping weapons. One community breakdown works through an example: with Dagger Booster on, a Korean Fan gets about 91 Savage Blows a minute against a Gephart's 83.
Magicians: community testing says your wand or staff speed doesn't change spell timing. Every timed spell runs at the speed 6 tier, 810 ms for Magic Claw, Energy Bolt and the 2nd job bolts and arrows. Pick mage weapons for Magic Attack and stats, not speed. There's no Booster for Magicians in Classic World: the 2nd job Wizard skill lists have MP Eater, Meditation, Teleport, Slow and two attacks, and no Spell Booster.
Weapon reach
The reach numbers below are the swing and stab reach the game data stores for each weapon's attack animation, in game pixels. Weapons that share an animation share the same reach. Melee weapons reportedly swing about 60% of the time and stab 40%, so your real reach varies hit to hit. (A community hit-box study gives somewhat larger numbers with a different method; we go by the game data.)
| Weapon family (game data) | Swing (px) | Stab (px) |
|---|---|---|
| Spear, Polearm | 120 | 130 |
| 2H Sword: Scimitar, Lion's Fang, Sparta, Doombringer | 100 | 110 |
| 2H Axe, 2H Blunt | 99 | 90 |
| Other 2H Swords, Bows (melee bash) | 86 | 98 |
| 1H Axe, claws, most 1H Swords, Zamadar daggers, Cass, Forked Dagger, Shinkita | 88 | 84 |
| Crossbow (melee bash) | 86 | 84 |
| Long Sword group (Long Sword, Gladius, Jeweled Katar...), other daggers | 85 | 74 |
| 1H Blunt, Wand, Staff | 77 | 82 |
What this means in practice:
- Spears and polearms out-reach everything on a normal attack. A community study adds that their swings are tall enough to catch mobs a bit above you, while thrusts stay at body height.
- Check the item name on daggers, 1H swords and 2H swords. The same family can have two different reach sets.
- Final Attack follow-ups can reach farther than your normal attack, but only when they proc, so don't plan your spacing around them.
Ranged: community data lists a basic arrow at 300 px and a throwing star at 200 px, with Eye of Amazon adding up to 120 px for bows and crossbows. Keen Eyes adds up to +200 range for stars at its max level of 15, per the skill data (Lucky Seven's own range is 200, so 400 with max Keen Eyes).
Attacks you can use mid-jump
This list comes from a community check of every active skill in the second closed test (August 2026) and the August 11 balance update. It hasn't been re-confirmed on the live build, so test your own skills on an easy map.
| Skill | Class | Notes (community check) |
|---|---|---|
| Power Strike | Warrior, 1st job | Single target |
| Slash Blast | Warrior, 1st job | Costs HP |
| Threaten | Page, 2nd job | Debuff |
| Heal | Cleric, 2nd job | Damages undead when solo |
| Power Knockback | Bowman, 1st job | Always crits |
| Lucky Seven | Thief, 1st job | Two stars |
| Double Stab | Thief, 1st job | Two stabs |
| Disorder | Thief, 1st job | Debuff + hit |
| Drain | Assassin, 2nd job | Can heal you |
| Savage Blow | Bandit, 2nd job | Multi-hit |
| Steal | Bandit, 2nd job | Can steal an item |
So: every Thief attack works in the air, both 1st job Warrior attacks do, Bowmen only get Power Knockback, and Magicians only get Heal. Energy Bolt, Magic Claw, Arrow Blow and Double Shot are not on the list. A second community source separately confirms Power Knockback always crits in Classic.
Movement speed is a separate stat and doesn't change attack speed (reportedly). For damage per hit, see the damage formula guide. Class picks: Warrior, Magician, Bowman, Thief.