Cleric Training Spots by Level (30ā70) in MapleStory Classic World
Clerics should follow the undead, and move up only when the next mob dies in one cast, or in two on a packed map. In practice: Bubblings with Energy Bolt right after 2nd job, Zombie Mushrooms in the Ant Tunnel once you one-shot them, Jr. Wraiths in the Kerning City Subway once Holy Arrow one-shots them, then the Wraith maps on Line 2 and Line 1, where a 2nd-job Cleric can stay all the way to 70. The skeleton camps past the Excavation Site are undead too, but their HP outruns 2nd-job Holy Arrow, so they only make sense once they die in one or two casts. Every undead mob here is weak to Holy, so Heal is also an attack and your potion bill stays low.
Quick answer: At 30, before you have points in Holy Arrow: Line 1 <Area 1> (Bubbling, 259 HP) with Energy Bolt. Switch to Ant Tunnel III or II (Zombie Mushroom, 436 HP) as soon as your attack one-shoots Zombie Mushrooms, and no later than when Holy Arrow comes online (41 in the community calculator's sample build, which picks Ant Tunnel II at 41). Move to Line 2 <Area 1> or Line 1 <Area 2> (Jr. Wraith, 982 HP) when Holy Arrow one-shots them (the calculator's pick at 50). Then Line 2 <Area 2> as a bridge and Line 2 <Area 3> / Line 1 <Area 4> (Wraith, 2,350 HP): Holy Arrow still needs two casts per Wraith at 70, and that's still the calculator's top pick, so stay there. Skeleton maps only once Skeleton Soldiers die in two casts; Officer and Commander Skeletons aren't 2nd-job spots (Commander: 11,915 HP).
Why undead maps
Two reasons. Heal damages undead monsters around you, and Holy Arrow hits holy-weak monsters harder; one community source puts the bonus at 25% (single source, not verified). On an undead map your heal is also an attack, so you spend less on HP pots. Every map on this page is checked against the launch monster data: the main mob is flagged undead and weak to Holy.
Two caveats worth keeping in mind:
- Heal only damages undead. Some holy-weak mobs, like Malady and Dark Stone Golem, aren't undead, so Heal ignores them even though Holy Arrow gets its bonus.
- In the launch build Holy Arrow hits one mob (it was three in the test build). Your multi-target damage on undead comes from Heal, which shares six target slots between you, your party and the undead around you. More on that in the Cleric guide.
How to pick: kill speed, not the biggest EXP number
Holy Arrow is single-target, so your EXP rate is mostly EXP per cast. A mob that dies in one cast beats a mob worth twice the EXP that takes three. Rules of thumb: move up when your attack's low roll beats the next mob's HP, and stay put until then. Two casts per kill is acceptable only on a packed map (the Wraith maps hold 57 to 68 Wraiths); three or more casts is never a training spot. A packed map of one-shot mobs beats a sparse map of two-shot mobs.
A useful yardstick from the calculator figures below: at 70 its sample Cleric still needs two Holy Arrows for a 2,350 HP Wraith, so its low roll sits somewhere between 1,175 and 2,349. That means a Skeleton Soldier (3,872 HP) takes two casts only at the top of that range, an Officer Skeleton (5,976) at least three, and a Commander Skeleton (11,915) six to eleven.
Assumptions for everything below: solo, Holy Arrow as your main attack from 41, Heal on groups, and enough accuracy for the mob (table further down). Mob stats and spawn counts are from the launch game data.
Cleric training spots by level
Ordered by when you'll use them. "Main mob HP" is what your attack's low roll has to beat for one-cast kills (half of it for two-cast kills).
| Your level (roughly) | Map | Main mob (level) | Main mob HP | EXP each | Main mob on map | Other mobs | Notes |
|---|---|---|---|---|---|---|---|
| 30 until you one-shot Zombie Mushrooms | Line 1 <Area 1> | Bubbling (15) | 259 | 28 | 64 | none | Not undead (Heal won't hit). Energy Bolt one-shots; the calculator's pick at 30 |
| ~33ā45 (by 41 at the latest) | Ant Tunnel III | Zombie Mushroom (24) | 436 | 45 | 61 | 38 Horny Mushroom (22) | Densest Zombie Mushroom map |
| ~33ā45 (by 41 at the latest) | Ant Tunnel II | Zombie Mushroom (24) | 436 | 45 | 32 | 15 Horny Mushroom (22) | Calculator's pick at 41 |
| ~33ā45 | Deep Ant Tunnel I | Zombie Mushroom (24) | 436 | 45 | 29 | 21 Evil Eye (27), 2 Jr. Boogie 2 (35) | Mixed level: Jr. Boogie 2 is 11 levels above the main mob |
| once Holy Arrow one-shots 982 HP (by 50 in the sample build) | Line 2 <Area 1> | Jr. Wraith (34) | 982 | 66 | 83 | 14 Jr. Necki (21) | Densest Jr. Wraith map |
| same | Line 1 <Area 2> | Jr. Wraith (34) | 982 | 66 | 69 | 21 Stirge (20) | Calculator's pick at 50 |
| 50s | Line 2 <Area 2> | Wraith (48) | 2,350 | 122 | 57 | 32 Jr. Wraith (34), 18 Jr. Necki (21) | Mixed level: Wraiths are 14 above the Jr. Wraiths. Good bridge: one-shot the Jr. Wraiths, two-cast the Wraiths |
| 50sā70 (two-cast) | Line 2 <Area 3> | Wraith (48) | 2,350 | 122 | 68 | none | Densest Wraith map; the calculator's top pick at 70 even at two casts |
| 50sā70 (two-cast) | Line 1 <Area 4> | Wraith (48) | 2,350 | 122 | 59 | none | Calculator's runner-up at 70 |
| side option, only if one-shot | Monkey Swamp III | Zombie Lupin (41) | 1,774 | 89 | 31 | 11 Jr. Necki (21) | Half the density of the Jr. Wraith maps, so only worth it at one cast |
| side option, two-cast at best | Remains <Tomb> I | Skeledog (44) | 2,134 | 102 | 16 | 7 Mummydog (47) | Sparse; more HP than a Jr. Wraith, so the Wraith maps beat it at two casts |
| skip | Remains <Tomb> III | Mummydog (47) | 2,513 | 117 | 15 | 4 Skeledog (44), 2 Skeleton Soldier (57) | Mixed level: Skeleton Soldier is 10 above; more HP than a Wraith on a quarter of the density |
| only once Skeleton Soldiers die in two casts (low roll 1,936+) | Camp 1 | Skeleton Soldier (57) | 3,872 | 183 | 20 | 5 Officer Skeleton (63) | Densest Skeleton Soldier map. At 70 the sample build is at best two-cast here, so most Clerics should stay on Wraiths |
| not a 2nd-job spot | Camp 3 | Officer Skeleton (63) | 5,976 | 242 | 14 | 6 Skeleton Soldier (57) | Three or more casts per kill at 70 |
| not a 2nd-job spot | Remains <Cliff> | Commander Skeleton (73) | 11,915 | 390 | 14 | 3 Officer Skeleton (63) | Six to eleven casts per kill at 70 |
Skip Remains <Tomb> II (Skeledog main mob with Skeleton Soldiers 13 levels above it) and Remains <Tomb> IV (Officer Skeleton with Commander Skeletons 10 above) unless you're over-leveled for both. The Remains and Camp maps sit past the Excavation Site on the road between Perion and Ellinia, 10 to 15 maps out of either town, so stock up before you go.
Undead bosses on the way: Shade (level 48, 47,000 HP) in Cabin of the Forsaken near Kerning City, and Zombie Mushmom (level 55, 66,640 HP) in The Grave of Mushmom off the Ant Tunnels. Both are undead and holy-weak, so a Cleric is welcome in any party hunting them.
What a community training calculator picks for Clerics
A community training calculator runs a sample Cleric (party SP order, Holy Arrow from level 41) through every map. These are its EXP-per-minute estimates, which include walking and kill speed for that build:
| Level | Top pick | Kill | Estimate | Runner-up |
|---|---|---|---|---|
| 30 | Line 1 <Area 1> (Bubbling) | Energy Bolt 1-cast | about 2,074 EXP/min | Tree Dungeon, Forest Up North II, about 1,650 |
| 41 | Ant Tunnel II (Zombie + Horny Mushroom) | Holy Arrow 1-cast | about 3,239 EXP/min | Ant Tunnel III, about 3,220 |
| 50 | Line 1 <Area 2> (Jr. Wraith + Stirge) | Holy Arrow 1-cast | about 4,388 EXP/min | The Burnt Land I, about 4,092 |
| 60 | Tree Dungeon, Forest Up North IX (Curse Eye) | Holy Arrow 1-cast | about 4,667 EXP/min | Forest Up North VIII, same |
| 70 | Line 2 <Area 3> (Wraith) | Holy Arrow 2-cast | about 4,858 EXP/min | Line 1 <Area 4>, same |
It agrees with the kill-speed rule: at 41 its Cleric one-shots Zombie Mushrooms but not Jr. Wraiths, so it stays in the Ant Tunnel; at 50 it one-shots Jr. Wraiths but not Wraiths, so it picks the Jr. Wraith map; at 70 it still needs two casts per Wraith and none of the skeleton maps make its list. At level 30 the best pick isn't undead at all: the sample build has no points in Holy Arrow until 41, Energy Bolt is its strongest attack, and Bubblings die in one cast. Its level 60 pick (Curse Eyes, level 33) isn't undead either, so Heal does nothing there; if you'd rather keep Heal working, the Wraith maps are the undead alternative (Camp 1's Skeleton Soldiers have 3,872 HP, more than 2nd-job Holy Arrow two-casts at 60). The level 70 numbers assume endgame gear, much of which reportedly won't exist until Ossyria opens, so with launch gear expect fewer one- and two-cast kills than this, not more.
Accuracy check before you move up
Every miss still costs MP. ACC a Magician needs to never miss each mob at equal level, from the community accuracy formula and the launch avoid values:
| Mob | Level | Avoid | ACC to never miss |
|---|---|---|---|
| Zombie Mushroom | 24 | 14 | 47 |
| Jr. Wraith | 34 | 25 | 82 |
| Zombie Lupin | 41 | 29 | 95 |
| Skeledog | 44 | 27 | 89 |
| Wraith | 48 | 32 | 104 |
| Skeleton Soldier | 57 | 34 | 111 |
| Officer Skeleton | 63 | 37 | 120 |
| Commander Skeleton | 73 | 42 | 136 |
Magicians get about 0.24 ACC per INT and 0.39 per level, per community formulas. If you're under the mob's level you need more; if you're missing, drop back a map for a level or two.
Heal training tips
- Solo: Heal hits up to five undead when you're alone (six slots, one is you). Pull a group, step back, and heal. A common community tip: don't heal standing in the middle of Zombie Mushrooms when you need HP, or you'll drag them onto you and get less recovery.
- Party: each party member takes a Heal slot first, so in a full party Heal does less damage per undead. That's fine. Your job there is Bless and keeping people alive.
- MP: MP Eater does nothing on 0-MP mobs. The skeleton family (Skeledog, Mummydog, Skeleton Soldier, Officer Skeleton, Commander Skeleton) has no MP in the launch data, so bring Lemons if you farm them.
Level 55 and beyond
Victoria Island's undead don't stop at the Wraiths: Skeleton Soldiers (57), Officer Skeletons (63) and Commander Skeletons (73) are all undead, so Heal works on every one of them. The problem is HP, density and distance. Camp 1 has 20 Skeleton Soldiers (3,872 HP each) against Line 2 <Area 3>'s 68 Wraiths (2,350 HP), and it's a long walk from town. Since a 2nd-job Cleric still two-casts Wraiths at 70 in the calculator, stay on the Wraith maps longer: only move to Camp 1 if your Holy Arrow's low roll reaches 1,936 (two-cast Skeleton Soldiers). Officer Skeletons (three-plus casts) and Commander Skeletons (six to eleven casts) are party or post-2nd-job targets, not solo training spots.
Sleepy Dungeon V has Dark Stone Golems (58), which are holy-weak but not undead, so Heal won't touch them, and the map is mixed: 23 Curse Eyes and 23 Lupins in the 30s alongside 19 golems. Some higher undead (Rotten Mushroom, Sporewood) sit in areas tied to Forgotten Hollow, which Nexon says isn't available at Grand Launch and opens in November.
For the other Magician paths, see F/P Wizard training spots and I/L Wizard training spots.