HP and MP Gain per Level by Class in MapleStory Classic World (and Is HP Washing Still a Thing?)
In MapleStory Classic World, every level-up gives a fixed amount of HP and MP based on your class, with no random roll: Warriors get +28 HP / +12 MP, Bowmen and Thieves +22 / +17, Magicians +16 / +22, and Beginners +16 / +12. INT doesn't add extra MP per level, and the old HP washing engine is gone.
Quick answer: fixed gains per level, no RNG, no INT scaling. Advance at level 10 to get your class's rates and a one-time HP/MP bonus. Don't plan an HP wash: the per-AP bonus that made it work no longer exists.
HP and MP per level
Two independent community sources give the same numbers, one of them measured from closed test footage with zero variance across sampled level-ups:
| Class | HP per level | MP per level |
|---|---|---|
| Beginner | +16 | +12 |
| Warrior | +28 | +12 |
| Bowman | +22 | +17 |
| Thief | +22 | +17 |
| Magician | +16 | +22 |
2nd job branches use their base class rates: Hunter and Crossbowman use Bowman numbers, Assassin and Bandit use Thief numbers (both sources).
INT does not add MP per level. Community sources say per-level gains don't change with INT. (One community reference's general Stats page still says Magicians get bonus MP from INT; its dedicated HP and MP pages say they don't.) If you're a veteran who learned "INT = more MP", that rule is from old GMS.
One community source adds that a new character starts with 50 HP and 5 MP, so a level 10 Beginner sits at 194 HP and 113 MP. That fits the Beginner rates above.
Job advancement bonus
Advancing gives a one-time bump to max HP and MP on top of the per-level gains. The two sources don't agree on the exact amounts, so here are both:
| Class | HP bonus (record 1) | HP bonus (record 2) | MP bonus (record 1) | MP bonus (record 2) |
|---|---|---|---|---|
| Warrior | +350 | +300 to +350 | +150 | +100 to +125 |
| Bowman | +250 | +200 to +250 | +250 | +200 to +250 |
| Thief | +250 | +200 to +250 | +250 | +200 to +250 |
| Magician | +150 | +100 to +125 | +350 | +300 or more |
Record 1 says each advancement grants the same 500-point split again at 2nd job. Record 2 says later advancements give bigger bumps. Record 1 backs its numbers with a closed-test screenshot: a Beginner who advanced to Warrior one level late, at 11, showed 572 HP and 275 MP, which is exactly 194 + 350 + 28 and 113 + 150 + 12.
Two practical notes from record 1: job advancing doesn't heal you (it only raises your max), and a late advance seems to catch up to an on-time one, at least for that level 11 Warrior. Advance at 10 anyway; there's no reason to wait. See the job advancement guide.
Skills that raise HP and MP
Warriors have Max HP Increase and Magicians have Max MP Increase, both 1st job passives. The game's skill data settles what they do: a flat percentage of your max pool, from +10% at level 1 to +25% at its max level of 15, not a per-level or per-AP bonus. The same skill data has no max HP or max MP passive for Bowmen or Thieves in 1st or 2nd job, so their pools come from levels, advancement and gear.
HP washing in Classic World
Short version: don't plan around it.
- In old GMS, HP washing worked because putting AP into HP gave a big bonus that Max HP Increase boosted per point. In Classic's skill data, Max HP Increase is a flat percentage (up to +25%), so that per-AP boost isn't there anymore.
- Another community source states flatly that HP washing is dead in Classic.
- The more careful take: nobody has confirmed whether any form of washing still works.
- The AP Reset in Classic resets all stats at once, including AP put into HP and MP, rather than moving single points, according to community sources. That alone breaks the old one-point-at-a-time wash loop.
If someone in Henesys tells you to wash, ask them for proof from the live game. Until then, build HP from levels, advancement and gear. More on AP in starting stats and AP.
What this means for pots
A Magician's small HP pool means fewer, smaller HP pots and a lot of MP pots; a Warrior is the opposite. Community beginner guides rank early potions by HP or MP per meso if you're budgeting.