Which Scrolls Are Worth It in MapleStory Classic World? Tier Picks by Slot
Our short answer: use Intermediate scrolls wherever you can get them, Lessers everywhere else, and Lessers on HP and MP no matter what. Greater scrolls are the weakest safe choice on every ladder, and Chaos belongs only on gear you're ready to lose. This is a recommendation, not a game rule. Our assumptions are below, and if yours differ, the answer can too.
Our picks: Weapon and gloves attack: Intermediate if you have it, otherwise Lesser. Main stat on capes, earrings and overalls: Intermediate. HP and MP: always Lesser. DEF, accuracy, speed, jump: Lesser, it's cheap and certain. Greater: only on a slot you have nothing else for. Chaos: never on a keeper.
The raw tier numbers come from the launch data and are explained in scroll tiers explained. Mechanics are in the scrolling guide.
Our assumptions
- Slots are the limit, not mesos. Gloves, shoes, earrings and capes have 5 slots, weapons and most armor 7, overalls 10. We rank tiers by the stat you can expect per slot.
- A failed scroll uses up the slot. The game client doesn't record whether it does; community simulators assume it, and so do we. If a failure turns out to keep the slot, Greater and Chaos look better than they do here.
- Only tiers you can actually get count. Availability at launch matters, so we note where a tier has no source.
- You keep the item. For gear you'll replace in a few levels, don't spend good scrolls at all.
- You pick the stat your class uses. We compare tiers, not stats.
- Launch data (v1.0.0). If Nexon changes rates or values, this page changes with it.
Expected stat per slot
| Ladder | Lesser | Intermediate | Greater | Chaos |
|---|---|---|---|---|
| Standard | +1 | +1.2 | +0.3 | +0.4 |
| Defense and gloves magic | +2 | +2.4 | +0.6 | +0.8 |
| HP and MP | +10 | +9 | +2 | +2.5 |
| Weapon attack | +1 | +1.2 | +0.4 | +0.5 |
| Wand and staff | +2 | +2.4 | +0.8 | +1 |
That table is the whole argument. Intermediate leads on four of five ladders (+20% over Lesser). DEF scrolls tilt even further toward Intermediate than the table shows: from Intermediate up they also add the other defense (+2 Magic Def. on an Intermediate Weapon Def. scroll, so about +1.2 extra per slot on average), while the Lesser adds only its main stat. On HP and MP the Lesser wins, because +15 at 60% averages +9. Greater sits at 20–40% of a Lesser's value: a Greater weapon scroll averages +0.4 attack in a slot a Lesser fills with a guaranteed +1.
The catch with Intermediate: variance
Intermediate wins on average, but you can still end up worse than if you'd used Lessers:
| Slots | All Lessers | Intermediates, average | All Intermediates land | Intermediates end below the Lesser total |
|---|---|---|---|---|
| 5 (gloves, shoes, earrings, capes) | +5 | +6 | 7.8% | 31.7% |
| 7 (weapons, hats, tops, bottoms, shields) | +7 | +8.4 | 2.8% | 29% |
| 10 (overalls) | +10 | +12 | 0.6% | 16.6% |
So on a 5-slot item, roughly one Intermediate run in three finishes behind the safe route. If you need a known number (say, a stat requirement for gear), use Lessers. If you're playing the long game, Intermediates pay off, especially on 10-slot overalls.
Our picks by slot
| Slot | Our pick | Why |
|---|---|---|
| Weapon | Intermediate, then Lesser | Highest-value slot. Quest Greaters (two level 48 quests) average +0.4; we'd keep them off a weapon you can Lesser instead. |
| Gloves attack / magic attack | Intermediate, then Lesser | Only 5 slots, and attack is the stat. |
| Overall main stat | Intermediate | Ten slots smooth out the luck; you end at or above the Lesser total 83.4% of the time. |
| Earring main stat | Intermediate, then crafted Lesser | Stat Lessers are an Arcforge 8 recipe, inside the reported launch cap. |
| Cape main stat | Intermediate, then Greater | No shop sells stat Lessers and the recipe is Arcforge 10, which one community source says is above the launch cap. A Greater beats an empty slot. |
| Hat, top, bottom HP/MP | Lesser | The only ladder where Lesser beats Intermediate. |
| DEF, accuracy, speed, jump, evasion (shoes, shields) | Lesser | Cheap, guaranteed, and these stats matter less per point. |
When a Greater is actually worth using
Only when the alternative is leaving the slot empty. At launch that mostly means cape main stat (no Lesser source) and, for some players, Gloves Crit. Rate, whose Lesser is an Arcforge 9 recipe. Everywhere a Lesser exists, the Lesser is the better use of the slot under our assumptions.
Chaos: our rule
Each Chaos attempt has a 45% chance to destroy the item. On a 5-slot item, five Chaos scrolls leave it alive 5% of the time. We'd only use one on spare gear, and never on the item you actually wear.
Frequently asked questions
Are Greater scrolls worth it in MapleStory Classic World?
Should I use 60% scrolls or 100% scrolls?
Are Intermediate HP scrolls worth it?
Is it worth using Chaos scrolls on my weapon?
What should I scroll first?
Sources: Game data v1.0.0 · MapleClassic Wiki [1] · Henesys.gg [1]. Names and game content © Nexon, used for informational purposes. The explanations on this page are our own.