Fire/Poison Wizard Training Spots by Level in MapleStory Classic World
An F/P Wizard trains in two modes: single fire-weak targets for Fire Arrow (Ligators, Jr. Wraiths, Crocos) and packed maps for Poison Breath once it's maxed around level 50 (the Ant Tunnel mushrooms). Before Fire Arrow has enough levels, keep using Energy Bolt on Bubblings and mushrooms.
Quick answer: 30–34: Line 1 <Area 1> with Energy Bolt. 31–40: Ligators in The Swamp of Despair I or II, or Jr. Wraiths on Line 2 <Area 1>, all fire-weak. 40–49: Ant Tunnel III with Fire Arrow. 50+: Ant Tunnel III with Poison Breath, or Dangerous Croko II for fire-weak Crocos. Skip Fire Boars, Drakes and Maladies with Fire Arrow: they resist fire.
The two rules for F/P maps
- Fire Arrow wants fire-weak mobs. A weakness adds 25% damage and a resistance takes 25% off (sources' damage rules agree on 1.25×/0.75×). The skill's own description says fire-resistant mobs can't be burned.
- Poison Breath wants density. It only beats Fire Arrow when the explosion catches 2+ mobs, and community advice is to put it first only if you hit 3+ per cast. The launch skill data lets the explosion hit up to six mobs (an older pre-launch description said four).
Community timing for dropping Energy Bolt: on neutral mobs once Fire Arrow reaches skill level 21 (level 37), on fire-weak mobs from skill level 13 (level 35).
F/P training spots by level
Monster levels, elements and spawn counts below are from the launch game data. Within each band the densest map comes first. "Model pick" means a community training calculator chose the map for its sample F/P build (one or two casts per kill, no misses); it's one model, not a measured run, so we don't quote its EXP estimates.
| Your level | Map | Spawns | Mobs (level) | Element note | Skill |
|---|---|---|---|---|---|
| 30–34 | Line 1 <Area 1> (model pick) | 64 | Bubbling (15) ×64 | Neutral to fire | Energy Bolt, 1 cast |
| 30–34 | Tree Dungeon, Forest Up North II (model pick) | 31 | Horny Mushroom (22) ×15, Green Mushroom (14) ×14 | Neutral | Energy Bolt |
| 31–38 | The Swamp of Despair II / I / III | 79 / 63 / 54 | Ligator (31) ×36 / ×41 / ×28, plus Jr. Neckis, Horny Mushrooms and Slimes | Ligators fire-weak | Fire Arrow |
| 34–40 | Line 2 <Area 1> | 97 | Jr. Wraith (34) ×83, Jr. Necki ×14 | Jr. Wraith fire-weak | Fire Arrow |
| 34–40 | Line 1 <Area 2> | 90 | Jr. Wraith (34) ×69, Stirge (20) ×21 | Jr. Wraith fire-weak | Fire Arrow |
| 40–49 | Ant Tunnel III / II (model picks) | 99 / 47 | Zombie Mushroom (24), Horny Mushroom (22) | Neutral to fire | Fire Arrow, 1 cast |
| 50+ | Ant Tunnel III / IV (model picks) | 99 / 64 | Zombie + Horny Mushroom | Neutral | Poison Breath |
| 50 | Line 1 <Area 2> (model pick) | 90 | Jr. Wraith, Stirge | Jr. Wraith fire-weak | Fire Arrow, 1 cast |
| 50–55 | Dangerous Croko II | 54 | Croco (52) ×24, Jr. Necki ×21, Slime ×9 | Croco fire-weak | Fire Arrow |
| 60 | Tree Dungeon, Forest Up North IX (model pick) | 20 | Curse Eye (33) ×20 | Poison-resistant | Fire Arrow, 1 cast |
The Ligator swamps are one to three maps from Kerning City. The training calculator doesn't rank them, so treat them as a solid but untested alternative; the Swamp maps also carry Lv 6 to 22 filler that dies to anything. Tree Dungeon, Forest Up North IX at 60 is a model pick on a thin map (20 Curse Eyes, 27 levels under you), so try it only if the busier maps are full.
Poison Breath and the Ant Tunnel
The calculator rates Poison Breath on the Ant Tunnel mushroom maps far above any single-target pick, but only because it assumes the explosion hits every mushroom in range on a packed map. Its own note on the I/L page applies here too: check how many mobs you actually hit while moving normally. If it's one per cast, use the Fire Arrow pick. Also, the calculator only models direct damage, so poison ticks aren't counted. Ant Tunnel III is the densest of the mushroom maps (61 Zombie and 38 Horny Mushrooms), which gives Poison Breath the most targets per cast.
Accuracy check
Accuracy needed to never miss at equal level, from each mob's avoid in the game data and the hit-rate formula our database uses (a community formula; if magic hit rates work differently in Classic, these are an upper bound):
| Mob | Level | ACC to never miss |
|---|---|---|
| Jr. Wraith | 34 | 82 |
| Lorang | 38 | 79 |
| Zombie Lupin | 41 | 95 |
| Wraith | 48 | 104 |
You get about 0.24 ACC per INT and 0.39 per level (community figures). A map with misses wastes MP fast.
Maps to avoid as F/P
- The Burnt Land, Dangerous Valley and The Forest of Evil with Fire Arrow. Fire Boars (Lv 32), Copper Drakes (Lv 45), Drakes (Lv 50), Maladies (Lv 55) and Red Drakes (Lv 60) all resist fire in the data. Most of that is I/L territory (Drakes and Maladies resist ice too).
- Poison Breath on Curse Eyes, Jr. Boogies or Stone Golems. The data lists them as poison-resistant, so they can't be poisoned. Dark Stone Golem (Lv 58) resists both fire and poison.
- Green Mushrooms for poison. The data lists them as poison-immune.
- Ligators without MP pots. They have 0 MP, so MP Eater gets nothing from them.
Level 60 and beyond
Victoria Island has few maps built for the 60s. For F/P the community model keeps you on Ant Tunnel III with Poison Breath through its level 60 and 70 builds, or the Wraith subway maps (Wraiths aren't fire-weak; they're weak only to holy). It also lists Another Path, 23 fire-weak Cold Eyes (Lv 40), as a level 70 Fire Arrow pick, but it's 18 maps from Sleepywood. On-level options exist but resist nothing in particular: Camp 1 (20 Skeleton Soldiers, Lv 57) and Camp 3 (14 Officer Skeletons, Lv 63), 12–14 maps from Perion. Forgotten Hollow, which adds more mid-level maps, isn't open at Grand Launch; Nexon says it opens in November.
Need the build behind these picks? Read the F/P Wizard guide. Comparing paths? See I/L training spots and Cleric training spots.