MapleStory/Characters

This is the list of playable character classes, notable mobs, and notable NPCs. It's worth noting that these tropes to not apply to the people who play these character, they apply to the skills, storyline, and in the case of the Legends and other characters with a specific backstory, their personality as written by the game.

Of course, since this is , don't expect the usual.

This page is just starting out and really needs love from players who play the classes outlined here. If you play, or have played, one of these characters, please feel free to add to this page.

For those adding to the Legend/Demon Slayer sections, please keep using the same gender identification that is used in the majority of their promotional appearances/NPC appearances. This means male for Aran, Evan, and Demon Slayer, and female for Mercedes. While we are aware that classes of both genders are playable, this could ease up on reader confusion, and gives the section a more uniform feel.

Warning! Spoilers are unmarked below, so proceed with caution, especially around the Legends section.

Warriors


""Warriors are in many ways the physically toughest class. They will usually be found at the front of the party taking damage and bringing their powerful weapons to bear against monsters in one-on-one combat. Warriors are also able to use much of the weaponry in the game and depending upon which career path they choose to pursue, they'll be able to specialize and get really powerful with certain kinds of weapons.""

- - Acorn Story: Playing a Warrior

The bread and butter of melee characters, the Warrior deals up close damage while drawing the attention away from the other ranged classes. Warriors can take various paths at job advancement, becoming a Fighter, Page, or Spearman, changing their role in the party to some degree.

Note: Please only place tropes here that apply to the Warrior class as a whole. Tropes specific to certain job advancements can go under that advancement's section.

Tropes associated with all Warrior Classes:


 * Braids, Beads, and Buckskins- Their first and second job advancements come from a Native American desert tribe.
 * Heroes Prefer Swords Or at least most do until job advancement. Though, it is worth mentioning that out of the three branches, the Hero path is indeed the one that specializes in swords, if they don't choose axes. Pages may also specialize in swords, if they don't choose Maces
 * Mighty Glacier: And HOW. They're basically the exact opposite of Magicians.

Fighters
""Fighters are a very balanced class, capable of doing good damage in the first 2 jobs and then players will see more dramatic improvement as a 3rd job Crusader with Combo Attack finishing moves Coma and Panic and then by fourth job as a Hero, players see a decent boost in damage when using Advanced Combo Attack.""

- - Basil Market entry about Fighters

Tropes associated with Fighters, Crusaders, and Heroes:
 * An Axe to Grind / Heroes Prefer Swords: Although swords are far more popular.
 * Mighty Glacier: Even more so than their Spearman and Page brethren.
 * a skill they learn can lower their and their enemies' defenses, turning them into Glass Cannons.

Pages
""Pages have traditionally been one of the least popular classes due to their relatively lackluster skills in 3rd job. However, as a fourth job Paladin, players can use the Heaven's Hammer skill which does an epic 199,999 damage. Few jobs can attack with this amount of force, but the amount of patience required to attain this level of skill is great and most people are not able to stick it out. Being a less popular job has its advantages. Blunt Weapon Pages benefit from some of the lowest weapon and scroll prices, making it a very cost-effective path to take.""

- - Basil Market entry about Pages

Tropes associated with Pages, White Knights, and Paladins:


 * Carry a Big Stick
 * Counter Attack- learns a move that sends a certain percentage of damage taken back to the enemy.
 * Elemental Powers - Gains skills to add Fire, Ice, Lightning to their attacks (one at a time) in the third job as a White Knight, and Paladins get the ability to add Holy to their attacks/weapons.
 * Heroes Prefer Swords
 * Mighty Glacier - Tied with the Demon Slayer for the best defence as Paladin and having a good offence.

Spearmen
""Spearmen are essential during Boss runs for their Hyper Body skill which increases Max HP and MP by 60% for all party members. Without this skill many jobs would die in a single hit. Even in later jobs Dark Knights are able to do great damage with skills such as Spear Crusher and Berserk. Spearmen start out as a great job and get their main attacks early on, but by fourth job many players become disappointed by the fact that their skills are mainly buffs and not new attacks.""

- - Basil Market entry about Spearmen

Tropes associated with Spearmen, Dragon Knights, and Dark Knights:


 * Black Knight: Well, DARK Knight anyone?
 * Blade on a Stick
 * Casting a Shadow
 * Dark Is Not Evil
 * Instant Awesome, Just Add Dragons
 * Mighty Glacier: As Warriors, they naturally are one, but Spearmen are a special case: They can actually make you one. To elaborate, Spearmen get a skill in 2nd job called Hyper Body, which, when maxed, increases their (and that of anybody in their party) maximum HP and MP by 60%. Needless to say, this is a very useful skill.
 * Non-Indicative Name- Spearman easily can use pole arms instead of spears.

Magicians


""In terms of sheer power, almost no other class can compare to the Magician. Unlike many of the other classes in, Magicians prefer to attack monsters and defend themselves using magic rather than weapons and armor. While they have the ability to attack with a staff or a wand to defend themselves, their physical frailty makes this a poor choice for most magicians. Depending on how they choose to advance their class, Magician characters may become damage dealing Wizards who use fire and poison, crowd-controlling Wizards that use ice and lightning, or even Clerics that can use their magical abilities to heal themselves and others!.""

- - Acorn Story: Playing a Magician

's main magic using class. These masters of magic use large amounts of MP to attack their opponents from afar. At job advancement they can take on different roles, Clerics, who focus on healing and support, Ice/Lightning Wizards, who freeze large groups of enemies, or Fire/Poison Wizards, who specialize in damage over time.

Note: Please only place tropes here that apply to the Magician class as a whole. Tropes specific to certain job advancements can go under that advancement's section.

Tropes associated with all Magician Classes:


 * Elemental Powers
 * Squishy Wizard
 * Teleport Spam: Their method of transportation. Becomes Boring but Practical.
 * Mana Shield Probably their common most important skill. Forgetting to use it will be the most common reason why magic classes die, usually in one or two hits. With the sheild on, and while chugging potions, they become nearly impossible to kill.

Fire/Poison Wizards
""The Wizard (Fire/Poison)'s abilities revolve around the ability to inflict massive damage via fire spells or do damage over time using poison. As might be expected, the Wizard (Fire/Poison) is one of the most powerful damage dealers in the game, though this is balanced out by their physical fragility. Fire magic is also not as effective against fire-based creatures. If the ability to just destroy through massive damage appeals to you, you'll love being a Wizard (Fire/Poison).'''"

- - Acorn Story, playing a Magician

Tropes associated with Fire/Poison Wizards, Mages, and Arch Mages:


 * Playing with Fire / Kill It with Fire
 * Poisonous Person

Ice/Lightning Wizards
""Like his fire-based counterpart, the Wizard (Ice/Lightning) wields ice-based spells that do great damage to enemies, though not as much as a Wizard (Fire/Poison). The tradeoff for doing less damage is the ability to use spells which can stun and freeze creatures and can attack large groups of monsters. Ice magic does more damage to creatures made of fire but does less damage against ice-based enemies. ""

- - Acorn Story, playing a Magician

Tropes associated with Ice/Lightning Wizards, Mages, and Arch Mages:


 * An Ice Person / Kill It with Ice
 * Harmless Freezing- the freezing itself doe not kill. it does, though, make an enemy vulnerable to further attacks.
 * Shock and Awe

Clerics
""Clerics set themselves apart as the only class that can heal and are thus highly desirable for Boss runs. They are very important in training parties as well thanks to their 3rd job Priest skill Holy Symbol which gives a 150% EXP boost to all party members. Clerics and Priests are very useful in parties but may find it difficult in the first 3 jobs to train on their own.""

- - Basil Market entry about Clerics

Tropes associated with Clerics, Priests, and Bishops:


 * Healing Hands: Which makes them essential in big fights.
 * Holy Hand Grenade
 * Revive Kills Zombie
 * Instant Awesome, Just Add Dragons: Summoning dragons.

Bowmen


""Bowmen are what are called "range fighters" or a "DPS" class. "DPS" stands for "damage per second" and refers to the fact that Bowmen attack from long-range using weaponry that causes a great deal of damage. The trade-off Bowmen make for being able to deal great damage is that they need to be mobile and flexible. That's because they're not armored like Warriors and can't take as much damage before they die. Bowmen use bows and crossbows and can also use light swords axes,and blunt weapons.""

- - Acorn Story: Playing a Bowman

As the non-magical ranged class of , Bowmen specialize in dealing long range damage by raining arrows down upon their foes. Bowmen are probably one of the least popular classes in , but one of the more powerful, (and frequently more friendly) classes in the game, especially after the Jump! patch. After job advancement, they can continue on as a Hunter, who uses bows, or a Crossbow Man, who uses Crossbows.

It's worth noting that while they are referred to as Bowmen by various guides, the official site, and several NPC's, the first job advancement is actually know as an Archer. Bowman and Crossbowman refers to what weapon they use, dictating further job advancements.

Note: Please only place tropes here that apply to the Bowman class as a whole. Tropes specific to certain job advancements can go under that advancement's section.

Tropes associated with all Bowmen Classes:


 * Annoying Arrows
 * Green Hill Zone - the area for the first job advancement.
 * Bow Clubbing
 * The Archer

Hunters
""The path of the Hunter is the path of elegant violence. You are fast and agile, able to dodge monsters as though you rode the wind. This is important as you cannot take much punishment. You are also able to quickly launch your missiles at enemies for tremendous damage, even using Hunter tricks to damage many foes at a time. Let your friends worry about other things -- your job is to kill, and you're very good at your job. ""

- - Acorn Story: Playing a Bowman

Tropes associated with Hunters, Rangers, and Bow Masters:


 * Double Jump
 * Trick Arrow: And how.
 * Of note, souls and bombs.
 * Kill It with Fire - Gain a Fire elemental skill as Rangers and another as Bow Masters.
 * Rain of Arrows- a 3rd job advancement skill
 * Stuff Blowing Up- can attach bombs to arrows.
 * Big Badass Bird of Prey - Phoenix and the silver hawk..

Crossbowmen
""Unlike the Hunter, the Crossbowman is as subtle as a sledgehammer. Your job is to drop the hurt on monsters and equipped with your powerful crossbow, you're more than capable of doing so. Your weakness is that you're not as fast or as agile as the Hunter, but when you can dish out this much punishment, that seems like a good tradeoff.""

- - Acorn Story: Playing a Bowman

Tropes associated with Crossbowmen, Snipers, and Marksmen:


 * Double Jump
 * Kill It with Ice - Gain an Ice elemental skill as Snipers and another as Marksmen.
 * One-Hit Kill - With the Snipe skill as a Marksman. It doesn't work on bosses, but instead deals massive damage.
 * Big Badass Bird of Prey - ICE PHOENIX and the golden eagle..
 * Rain of Arrows- Inverted, they summons arrows from the ground.

Thieves


""Good Thief players understand their class very well and are comfortable moving around a lot. It's not an easy class to play, but when played well, Thieves are tremendous fun and a great asset to an adventuring party. Many Thieves wouldn't play any other class.""

- - Acorn Story: Playing a Thief

Thieves are probably the most varied class in , due to their separation at the very first job advancement. Those who advance to an Assassin will use Lucky Seven, while those hoping to become Bandits will put points into Double Stab. Assassins and Bandits vary right from the start, as opposed to Bowmen, who are pretty similar until the Fourth Job Advancement. From the start, Thieves are a powerful class that excels in defeating their adversaries quickly and quietly.

Like Bowmen/Archers. Their first job is referred to as a Rouge. Most people call them thieves for convenience.

Note: Please only place tropes here that apply to the Thief class as a whole. Tropes specific to certain job advancements can go under that advancement's section.

Tropes associated with all Thief Classes:


 * Difficult but Awesome It can be hard to deal as much damage as other classes if you're not funded. If you are though...
 * Knife Nut
 * Ninja

Assassins
""The path of the assassin is one marked by constant practice to master accuracy. Unlike the bandit, assassins strike from afar with throwing stars and knives. They're very agile, very fast and can attack while they're in the air. They're extremely fragile though, so it's important to be aware of skills that help you escape if you find yourself in close up combat. '''"

- - Acorn Story: playing a Thief

Tropes associated with Assassins, Hermits, and Night Lords:


 * Fragile Speedster
 * Fuuma Shuriken
 * Ninja

Bandits
""The path of the bandit is dangerous but rewarding. Rather than striking from afar, the bandit gets up close and personal by using a dagger. Their attacks don't do much damage, but they're so quick, the bandit can often hit a target multiple times before they're even aware of what's going on. As they rise in levels, their new skills work to increase this advantage, focusing on helping the bandit to strike from the shadows For Massive Damage.""

- - Acorn Story: Playing a Thief

Tropes associated with Bandits, Chief Bandits, and Shadowers:


 * Ninja
 * Stuff Blowing Up - Bandits can turn money into bombs. Don't ask how that works.
 * Video Game Stealing

Dual Blades


""There is a secret war raging in the heart of Kerning City. Lady Syl, Dark Lord’s former flame and the daughter of his great mentor, wages a silent war against the Dark Lord and his Thieves from an unknown location simply known as the ‘Secret Garden.’ Dual Blades have fast, slashing, stabbing, and assassination skills, similar to the traditional Thief class. They also have unique skills such as Mirror Image and Final Cut!""

- - Acorn Story: Playing a Thief

Wondering why they get their picture up here unlike the other Job Advancements? Well, Dual Blades are a special Adventurer class that has their own little backstory, a more diverse set of skills, more power, all the individual things that made the first Thief classes good, and are generally a Game Breaker, though it's up to you to decide.

Tropes associated with Dual Blades, Blade Recruits, Blade Acolytes, Blade Specialists, Blade Lords, and Blade Masters:


 * Dual-Wielding - DUH
 * Ninja
 * Bribing Your Way to Victory - To play to its fullest potential, real money must be shelled out to pay for Skill Books

Pirates


""The Pirate is one of the most interesting classes in Maple Story. Depending on how the player chooses to advance them, Pirates can become Brawlers, powerful melee fighters that do great damage to monsters when in close. They may also choose to become Gunslingers and become ranged attackers. The interesting aspect of both types of Pirates is that they have a wide variety of attacks and abilities. As a result, it takes some effort to play a pirate well, but you can never be bored while being one!""

- - Acorn Story: Playing a Pirate

Meet the Thief MK:II. Pirates were released several years after the original four adventurer classes, and as such, many players made a Pirate when they first came out, this holds true whenever a new class is released and has become for Nexon a sort of a Bandwagon Technique, getting new players to play whenever a new class comes out. Like Thieves, when Pirates reach the job advancement, they can take on a ranged or melee role in the party, wielding guns (ranged) or knuckles (melee).

Note: Please only place tropes here that apply to the Pirate class as a whole. Tropes specific to certain job advancements can go under that advancement's section.

Tropes associated with all Pirate Classes:


 * The Pirates Who Don't Do Anything As a class, they're just adventurers. The people who play them though...

Brawlers
""From very early on Brawlers have high damage which is anchored by the fact that they're a melee class so they are limited to hitting up close, similar to Warriors. However, as they progress, Marauders in 3rd job and Buccaneers in 4th job get more range with attacks such as Shockwave, Energy Orb and Snatch. This job is able to do incredibly high damage with cool looking skills such as Energy Blast, Dragon Strike, and Fist Enrage amongst others.'''"

- - Basilmarket entry on Brawlers

Tropes associated with Brawlers, Marauders, and Buccaneers:


 * Bare-Fisted Monk
 * Charged Attack - Corkscrew Blow in the 2nd Job and Energy Charge in the 3rd job
 * Pure Energy - Can become it.
 * Wave Motion Gun: Buccaneers/Vipers get a skill like this in the Justice update.

Gunslingers
""The gun based Gunslinger (nickname: slinger) and Outlaw classes are the least popular out of all the classes due to the relatively weak damage in comparison to other classes during the first 2-3 jobs. But with patience and perserverance, the fourth job Corsair has some of the coolest looking and hardest hitting skills in the game by being able to ride a Battleship and shoot Torpedos and Cannons..""

- - Basilmarket entry on Gunslingers

Tropes associated with Gunslingers, Outlaws, and Corsairs:


 * Assist Character: Eventually learns skills that summon things such as fish, octopi and seagulls to help.
 * Glass Cannon - They can dish out INSANE amounts of damage at high levels. Their ability to take damage, however, is rather lacking.
 * Magikarp Power - However, at low levels...
 * The Gunslinger

Cannon Shooters/Cannoneer


""Cannoneers are a ranged pirate class that brings two main skills to parties. First, their cannon is a surprisingly versatile weapon that can do massive damage to single targets or less damage to multiple targets. The Cannoneer also has a number of excellent knockback skills that allow it to do a certain amount of crowd control. The best reason to bring a Cannoneer along though, is their “Monkey Magic” skills with provide an incredible buff that applies to an entire party.""

- Acorn Story: Playing a Cannoneer

A relatively new class released in 's "Legend" update, alongside Mercedes and Demon Slayer. Like Dual Blades, they use a new weapon, are a new advancement of a previously released class, they get their own minor story, and could be construed as a bit overpowered, due to how powerful they already seem. As before, its up to you. They undergo some rebalancing (read: Nerf) in the upcoming "Justice" patch.

In similar vein to Evan, Cannoneer has a monkey following him everywhere, who helps him attack enemies. Cannoneer meets the monkey while stranded on a deserted island, and they quickly bond.

Tropes associated with Cannon Shooters:


 * BFG
 * Mighty Glacier - at lower levels their defence, attack and hp/mp might be better than the mechanic class, they are still one of the slower classes.
 * Everything's Better with Monkeys
 * Crazy Awesome

Also known as the Knights of Cygnus
As a whole, the Cygnus Knights are elemental versions of the five base Adventurer classes, each one using a specific element. They have a level cap of 120 as opposed to 200 like the other classes, but from a purely statistical standpoint they overpower other characters of the same level(Cygnus Knights get 6 AP per level up until 70, then it's down to 5 per level like the other classes). They follow the young princess of Ereve,
 * My Master, Right or Wrong

Also known as Soul Master


""With the massive strength and powerful physique, Dawn Warriors vanquish the enemy in close proximity. They are accompanied by Sol, the spirit of light, especially in combat. Only those equipped with a burning hear, sharp eyes, an even sharper blade, and undying loyalty to the empress are qualified to become a Dawn Warrior.""

- ' entry on Dawn Warriors'''

Dawn Warriors are at the very core, Paladins. They have an even greater fixation on the light, and the holy element. Most of their skills, like other Cygnus Knights, are carbon copies of Adventurer skills, but they have some unique skills, notably the summoning of the Sprite of Light, Soul Runner, and most famously, the Game Breaking Soul Driver. They are considered to be one of the most powerful Cygnus Knights, and are one of the most popular, even after Soul Driver's Nerf.

Tropes associated with Dawn Warriors:


 * Altum Videtur - Sol means "sun" in Latin
 * Heroes Prefer Swords- unless they prefer axes.
 * Light the Way
 * Sword Beam - Their Soul Blade skill creates one.
 * Storm of Blades - The Soul Driver skill.

Also known as Flame Wizard


""As expected of any great Magicians, Blaze Wizards posses powerful magic. They can call on Ignis, the spirit of Fire, to fight with them. They can also merge with Ignis to release massive fire magic. Those who always strive to better themselves and are wary of self and enemy can become a Blaze Wizard.""

- ' entry on Blaze Wizards'''

Blaze Wizards are essentially more focused Fire/Poison Wizards, and they borrow many of their skills from them. They have some serious advantages over their Adventurer brethren, at least until they reach the level cap. For one, they get a skill that can hit 6 monsters in second job, like Ice/Lightning Wizards, and they also get Magic Booster, which increases attacking speed, earlier on. That said, they also get most of F/P's skills, making them somewhat disliked by the community of Fire/Poison Mages. They also get several new, powerful skills notably Fire Strike, Flame Gear, and Summon Fire Sprite.

Tropes associated with Blaze Wizards:


 * Altum Videtur - Ignis means "fire" in Latin
 * Playing with Fire / Kill It with Fire

Also known as Wind Breaker, unfortunately.


""Attacking the enemy from a far, Wind Archers are guided by the spirit of wind, Ventus. Ventus can be summoned to guard or fight, and can imbue its power to the bow as well as its owner. When a rational mind meets infinite freedom, a Wind Archer is born.""

- ' entry on Wind Archers'''

Wind Archers are arguably the most unique of the Cygnus Knight even considering the Shark Throwers. They borrow a lot from Rangers (minus the fire) but have many unique wind-based skills, including a Magical Girl/Boy Transformation that is just awesome. They're more popular among Cygnus Knights than Archers are among Adventurers, but as Archers are typically nice, patient people, they get a lot of acceptance. Aside from the Transformation Sequence, they can use Wind Piercing and Wind Shot, and can summon the Spirit of the Winds.

Tropes associated with Wind Archers:


 * Altum Videtur - Ventus means "wind" in Latin
 * Blow You Away
 * The Archer

Night Walker


""Luck, a bit of dex, skill, and being quite cunning separates the Night Walkers from the rest. Though marked and assisted by the spirit of darkness, Umbra, Night Walkers put great importance in independence, which leads some to learn poison skills. Night Walkers serve justice in places where light does not reach, so those who are willing to serve in the shadows may become a Night Walker.""

- ' entry on Night Walkers'''

Night Walkers are very similar to the Adventurers Night Lord Class, in that they both use throwing stars/knives, Avenger, and have many of the same skills. Sound familiar? In addition to the class staples such as Lucky 7, not to be confused with Lucky Star or Happy Seven, and Triple Throw, they also have access to several poison and dark skills, notably Vampire, Poison Bomb, Venom, and calling on the Sprite of Darkness. Ironically not as popular as Thief Adventurers.

Tropes associated with Night Walkers:


 * Dark Is Not Evil / Casting a Shadow
 * The Gambler : They have a luck and gambling motif going on.
 * Ninja
 * Poisonous Person: Despite calling on the Dark element as their main thing, they have multiple poisonous skills.

Also known as Striker


""Having strength and the power, Thunder Breakers deal with the enemy up close. They are teamed up with the spirit of lightning. It can be summoned to fight, or to simply guard, and imbune itself into the knuckles and its owner. One may have the pleasure of power, but that power must not be used in the wrong way. Thus, a spirit of kindness must be mixed with bodily attacks, making a kind, willfull Thunder Breaker. Note that many of the skills require knuckles in order for the Thunder Breaker to use them.""

- ' entry on Night Walkers'''

All you really need to say about them is that they are the Cygnus Knight Pirate copycat of the Brawler class, and that they throw Sharks. OF LIGHTNING. But they wouldn't like that. In contention for the title of "Most Unique Knight" along with Wind Archers, Thunder Breakers use the element of lightning along with powerful strikes from their Knuckles. They do gain the Brawlers Transformation skill, and share some others with them, but for the most part, they have unique punch skills and can throw LIGHTNING SHARKS. They also have some more Lightning based skills, but none are quite as iconic as the LIGHTNING SHARKS. Did we mention they throw Sharks? OF LIGHTNING?

Tropes associated with Thunder Breakers:


 * Bare-Fisted Monk
 * They can use guns if they have to, but it's not the optimal solution.
 * Shamu Fu - Can throw sharks made of lightning at high levels.
 * Shock and Awe
 * Super Mode

Aran


""Aran comes with his own specific backstory and character concept that will reveal itself as the character levels up. In summary, Aran was one of five great heroes who confronted the Black Mage during his first attempt to rule Maple World. In their final confrontation with the Mage, the evil wizard was defeated, but at a terrible cost -- the loss of the five great heroes. Contrary to popular belief though, the five heroes were not destroyed. Aran was frozen inside a glacier for hundreds of years. When he was finally freed, most of his great powers were lost and he had to begin retraining to get them back.""

- - Acorn Story: Playing an Aran

A new class released in , Aran is one of the Five Heroes who fought Big Bad the Black Mage a hundred years ago. Contrary to popular belief, the heroes did not die but were sealed in ice by the Black Magician's curse. Aran wields a Polearm as a special weapon, and uses a unique combo system. Unlike *most* of the Adventurer classes, Aran has his/her own story, detailing his quest to vanquish the Black Mage once more.

Tropes associated with Aran:


 * A Taste of Power: In the Tutorial, you play as a full-power Aran, with Maha and all of his/her combo skills. Then once you finish the tutorial, it's back to level one with you.
 * An Ice Person: Learns many ice-based skills, and starts out on a snow-covered island.
 * Big Badass Wolf: Gets one as a mount.
 * Blade on a Stick
 * Empathic Weapon: Maha the Giant Polearm is aware enough that he manifests a ghostly human form and can talk to Aran. He's VERY unhappy about being forgotten.
 * Laser-Guided Amnesia
 * Lightning Bruiser
 * White-Haired Pretty Boy / White-Haired Pretty Girl: Though the character design can be messed around with, official art shows Aran as this.

Evan


"" Evan comes with his own specific backstory and character concept that will reveal itself as the character levels up. In summary, Evan is the heir to the legacy of a great hero named Freud and his friend, the great dragon Afrien. Hundreds of years ago, Freud and Afrien joined themselves in a spirit pact to help fight for justice in Maple World. Together with four other great heroes, they confronted the Black Mage during his first attempt to rule Maple World. In the end, however, they were defeated. In the final battle, Afrien sacrificed himself, blocking a spell meant to destroy his human friend and leaving behind one Dragon egg. Freud took it away and placed it in hiding, waiting for the day when another human, as pure of heart as he, could form a spirit pact with the egg, bond with the new dragon, and pick up where he and Afrien had left off. It fell to Evan, the child of pig farmer, to discover the egg in the forest and bond with the young dragon, Mir.""

- - Acorn Story: Playing an Evan

Another special class released in , Evan, like Aran, is one of the Five Heroes who fought the Black Mage in the distant past. Well, kinda. Evan and his dragon Mir are the successor to Freed and Afrien, the previous Magician hero. Freed died when he fought the Black Mage, protecting his partner Afrien (the king of Onyx Dragons) and his egg, who would later hatch into Mir. Evan, the second son of a farmer from Henesys, finds Afrien in a dream, and makes a pact with him to become the next Dragon Master. Thinking it a dream, Evan goes on with his next day, doing his chores around the house, when he stumbles into the forest where he found Afrien in his dream. There he finds an egg, who soon hatches into the last of the Onyx Dragons, and Evan's life partner, Mir. Evan and Mir then set out on their quest to discover the world...

Tropes associated with Evan:


 * A Boy and his Magical Talking Dragon: Evan and Mir, naturally.
 * An Ice Person: Ice Breath
 * Bond Creatures: Mir and Evan explicitly share a soul.
 * Breath Weapon: Mir has both Ice and Fire Breath.
 * Casting a Shadow: Dark Fog is a combination of this, and Shock and Awe.
 * Chaste Hero: He's pretty innocent, although a bit Snarky.
 * Dragon Rider: It's a hero with a dragon. What made you think this wouldn't happen?
 * Fire, Ice, Lightning: He actually does all three!
 * Glass Cannon: Even more so than normal mages. If you don't buy any skill books, your mana shield can barely protect you.
 * Obliviously Evil: Relatively early in the Evan storyline, you join a 'secret organization' that claims to be doing good deeds anonymously. That organization?
 * One-Gender Race: Played straight and slightly subverted. Like Aran, Evan is usually depicted as Male, although there exists official art of both genders. It doesn't help that Evan is a boy's name.
 * Playing with Fire: Most of Evan's offensive skills utilize fire.
 * Ridiculously Cute Critter: Mir for his first two growth phases. He even notes in his third growth phase that his 'cuteness has decreased'.
 * The Power of Love / The Power of Trust: Part of what gives Evan and Mir their power.
 * The Red Mage: Has mostly offensive magic, but has a few odd support skills that can be potentially Game Breaking. Soul Stone and Recovery Aurora in particular. Unlike some red mages, he has no health restoring skills.
 * Unusually Uninteresting Sight: Evan passes off Mir as 'just a big lizard'. This seems plausible until you hit level thirty and Mir is easily twice your size and very distinctly a dragon.
 * Shock and Awe: Gains the ability to fire lightning bolts with his third growth phase.
 * Spell My Name with an "S": Not Evan, but Freud/Freed counts.
 * Generation Xerox: In official art, Evan and Freed look very similar, as do Mir and Afrien once the former gets a little bigger.

Mercedes


"" If you love classic “glass cannons,” you’re going to love being able to dish out punishment with Mercedes. Her speed and the ability to move quickly around a map make her the darling of players who enjoy using manual dexterity and quick wits to maximize their destructive skills. This is especially important because Mercedes, more than any other Bowman-type character, is very fragile and simply can’t take much punishment. Once you learn how to use her, you’ll love the elegant way she destroys her foes.""

- - Acorn Story: Playing Mercedes

Mercedes is the Archer Legend, who wields Dual Bowguns. She is the queen of all elves from a village near Ellina who was frozen by the Black Mage's curse when she tried to protect her village after sealing the Black Mage with the other four heroes. Upon her initial release, she was rather overpowered. As such, she was Nerfed in the "Justice" patch.

Like Aran, Mercedes was cursed by the Black Mage after the five heroes sealed him. Sealing the village of the elves, Elluel, Mercedes and her people fell into a deep sleep for hundreds of years. Mercedes awakes to find her previous power gone, and begins training to regain her strength. Her class-specific quests mostly involve her and her people regaining their strength and preparing to once again fight the Black Mage.

Tropes associated with Mercedes:


 * Breaking the Fourth Wall: Mercedes notices she's at level 10 after the prologue.
 * Double Jump
 * Dude Looks Like a Lady: The male Mercedes are nearly as pretty as their female counterparts.
 * Gatling Good: One of her second job skills lets her effectively shoot endlessly for as long as she has the MP.
 * Glass Cannon: As written in the Acorn Story paragraph above, they dish out lots of damage, but can't take too much of it back.
 * Bowguns Akimbo
 * Horse of a Different Color: Her mount is a winged unicorn.
 * Impossibly Cool Weapon / Improbable Weapon User: Dual Bowguns. Seriously?!
 * More Dakka: She manages to pull this off with crossbows. Her magic arrows do help though.
 * One-Gender Race Like Evan and Aran, both genders are playable. Unlike them, there is currently only art of the Female Mercedes.
 * Our Elves Are Better: Gets very offended when an NPC mistakenly calls her human, but other than that doesn't have much of a superiority problem.
 * Restart At Level One: Part and parcel for the Heroes. She does not take it very well.
 * Royals Who Actually Do Something: Seems to take being the queen of elves as an indication that she's responsible for everyone's safety. Personally.
 * Ye Olde Butcherede Englishe: Not so visible in practice, but several NPC comment on her 'strange accent'.
 * Zettai Ryouiki The official art even reveals it.. Between Grade B and A.

Phantom


Phantom is the Thief Legend. He became a hero to protect the world his loved one, the former Empress of Ereve, Aria, loved so much before she died. During the battle of the Black Mage, he too was cursed and was sealed for a few hundred years. In the present day he is already free from his curse and is on his personal airship: the 'Crystal Garden'. He has the ability to steal attack skills and active buffs from Adventurer classes (except for Dual Blade and Cannoneer) and wields a transforming cane which changes into the job-appropriate weapon for the skill he is using. He also uses magical cards Cards to preform several attacks.

Please refrain from posting personality-related tropes until Phantom is released in GMS, as that is what this page goes by, unless it was made clear in KMS.

Tropes associated with Phantom:


 * Cool Boat: His Airship the 'Crystal Garden'.
 * Death Dealer: He uses cards as his subweapon. They feature heavily as a theme for him.
 * Flash Step: Kind of.
 * Impossible Thief: One of his main abilities is to steal other player's skills (he can only steal from adventurers however).
 * Jack of All Trades: The mechanics of the class seem to lean towards this.
 * Phantom Thief: Duh, there's a reason the entire Maple World called him 'Phantom'

The Resistance
The Resistance classes share many things with the adventurers but with a twist; something resembling a backstory. Resistance characters start out in the town of Edelstien, a town under control of the Black Magician's evil supporters, the Black Wings. From there the rescue a young girl from a strange science lab, and your character discovers a secret underground group who secretly combat the Black Wings under the cover of their everyday personas. In secret.

Note: Please only place tropes here that apply to Resistance as a whole. Tropes specific to certain jobs can go under that job's section. Also, unlike Adventurers and Cygnus Knights, who follow the Warrior > Magician > Bowman > Thief > Pirate pattern, please list the Resistance by order of introduction into the game.

Tropes associated with all the Resistance:


 * La Résistance: Well, what did you excpect? The Spanish Inquisition?

Battle Mage


""The Battle Mage is the Magician class of the Resistance. This class is very unique in the fact that while the rest of the magicians are ranged fighters, Battle Mages battle in close combat. Another unique ability is their Auras, which can improve you and your party member's attributes. Battle Mages uses Staffs as their main weapon of choice. Unfortunately, Battle Mages have no Magic Guard, but they have the highest base HP of all Magicians to compensate for it and the ability to use Teleport earlier.""

- Maple Wiki Page on Battle Mages

Battle Mages have a few things in common with the regular mage. They both teleport, and they both use magic. The similarities end there though. Battle Mages are up-close-and-personal versions of the Magician class, more similar to a warrior than a Mage. They can deal up close hits through the use of Staff Blow, and can draw foes in with Dark Chain. They also have several auras that boost various stats of themselves and those around them, making them useful in a party.

Tropes associated with Battle Mages:


 * Casting a Shadow Many of their skills have dark appearances, and Dark Genesis is an outright dark version of the Bishops ultimate skill, though ironically, none of their attacks actually carry the rare, Evan only dark element. This overlaps with Dark Is Not Evil.
 * Simple Staff Battle Mages are restricted to using staves and only staves, if they want to attack anyway.
 * Dark Is Not Evil
 * Squishy Wizard: Averted, but worth noting that since Battle Mages do not have access to a mana sheild, they, ironically, are squishier than other magic classes.

Wild Hunter


""“Resistance” classes comprise three groups of people from the town of Edelstein who have formed an underground resistance movement against the Black Wings, the evil minions of the Black Mage who have taken over the town. Resistance classes include the noble Battle Mages who use their magic to protect their friends and smash their foes, and the valiant Mechanics, ordinary citizens of Edelstein who ride powerful prototype robots loaded with experimental weaponry. Finally, the brave Wild Hunters use crossbows and an incredible riding jaguar in combat.""

- Acorn Story: Playing a Wild Hunter

Wild Hunters are, essentially, Jaguar riding versions of Crossbowmen. Their skills may be different, but at their core, they both use crossbows, and attack from a distance, though the Wild Hunter has some means of getting around that. Unfortunately, there are a large number of hacks and exploits that take advantage of some of their more unusual skills, and as a result, legitimate Wild Hunters are often ostracized because of the fear that they may not be as legitimate as they say they are, despite how untrue this may be. That said, they are an enjoyable class nonetheless, with a friendly community online.

Tropes associated with Wild Hunters:


 * The Archer With a Jaguar! No, not the car.
 * The Beast Master: Apart from their jaguar, they can also utilize mobs they have trapped, a black creature in a cage, and a silver hawk.
 * Panthera Awesome: They're huge, they have sabre teeth, and if the npc Black Jack is any indication, they talk!
 * Unusually Uninteresting Sight: You can prance through the middle of town on your jaguar and no one will bat an eye.

Mechanic


""Mechanics are close range fighters that like to get in their enemies faces and pound them with merciless metal fists. When that fails, they also have an array of powerful homemade weapons to call on as backup. As Mechanics level up, their job advancement and growing skills focus on turning their Mech into an ever-growing metallic monstrosity able to take on all comers. They will also develop an array of subsidiary robotic soldiers they can summon to the battlefield that include medical droids that can heal them in combat, mini-recon drones to fight alongside, and even a mini-robot factory that pours out legions of self-destructing robots to annihilate enemies.""

- Acorn Story: Playing a Mechanic

The last, but not least, of the Resistance classes released during the Big Bang patch, Mechanics deal large amounts of damage whilst piloting a giant robot which preforms their attacks. Though they started out extremely overpowered, recent patches have lowered their damage output considerably, thought they are still ahead of many other classes in terms of damage, but that can be due to other factors, but Your Mileage May Vary. Balance updates like Jump! start bringing other classes up to their level, while still adjusting the Mechanics skills. Many Mechanics due play for love of the class, but a significant number who made the class upon release mostly played it for the attractive skills and even more attractive damage, although this applies to a large number of classes in , it was particularly obvious with Mechanics.

Tropes associated with Mechanics:


 * Bunny Ears Lawyer: You learn the mechanic job from Checky, a guy who is perpetually seen in a teddy bear costume.
 * Drop the Hammer: A 2nd advancement ability involves slamming a giant mallet into the ground.
 * Kill It with Fire: The flamethrower ability
 * More Dakka
 * Powered Armor: They need to be in their Mech to use their attacks.
 * Spam Attack: The gattling gun
 * There Is No Kill Like Overkill: Can deal amazing amounts of damage earlier than other jobs.

Demon Slayer


""The Demon Slayer is primarily a melee combat character that’s extremely tough and unique. Unlike other characters, Demon Slayers don’t use Mana to fuel their skills, instead relying on “Demon Fury” which works quite differently than Mana. You will also be fighting with a built-in shield called the Demon Aegis, and unlike other Warrior-types, you cannot switch out your shield. The result is a tank class that can fight long and hard, use their unique skills to dish out a lot of punishment, and still protect their friends.""

- Acorn Story: Playing a Demon Slayer

The Warrior class for the Resistance, although they share more in common with Legend classes storyline wise than the Resistance. You see, the Demon Slayer was once one of the Black Mage's most powerful commanders, until his fellow commanders destroyed his hometown and killed his family. He attempted to fight the Black Mage, seeking revenge, but the Black Mage was too strong for him, and cursed him, taking away his former power. He then joins up with the Resistance, seeking revenge on the Black Mage and training to recover his former strength. The class shares several traits with previous classes, such as Aran's use of the basic attack button, and the same skill looking similar to the Battle Mage's Triple Blow skill. Unlike most other classes, they do not gain a mount, but can instead fly using their wings upon reaching a certain level. They've been criticized for being overpowered at release (sound familiar?) and undergo rebalancing in the "Justice" patch.

Tropes associated with Demon Slayer:
 * Badass Longcoat: As his starter getup.
 * Black Knight: Warrior clas, was The Dragon for the Black Mage, dark themed attacks.. Yeah, a Black Knight.
 * Cast from Hit Points: Many skills in the Demon Slayer's arsenal use this stat. Otherwise, they use his Demon Force.
 * Carry a Big Stick: Uses maces and one-handed axes exclusively.
 * Casting a Shadow: Well, DEMON.
 * Dark Is Not Evil: Dark in nature and attacks, but really a kind person who cares for his family.
 * Doomed Hometown
 * Foe Yay: There's an optional quest to have this with Mercedes.
 * Half-Human Hybrid: His father was a Demon, while his mom was a regular Human.
 * Heel Face Turn: Betrayed his superior the Black Mage when his fellow commanders burned down all of Leafre and the southern region including his home where his family resided.
 * Jerk with a Heart of Gold: Mentally apologizes for riffling through Francis's diary (but does it anyway), and a couple of other things that imply he's actually a pretty nice guy.
 * Long-Haired Pretty Boy
 * Lightning Bruiser: The defence of Paladin, fastest mobility, fast attacking speed, hit like tank before the nerf and even AFTER.
 * Power Tattoo: In the art, around his left eye. In the actual gameplay, you can choose from a number of them.
 * Red Eyes, Take Warning
 * Roaring Rampage of Revenge: In the tutorial- and he doesn't seem to be done with it, either. When he hears the Black Mage may be making a return, he pretty much answers with "good, I didn't get him last time."
 * Tragic Keepsake: Has a locket with a picture of his family.
 * Winged Humanoid

The Chief Knights Of Cygnus
Empress Cygnus is still a child, and she still needs her knights to protect her. Chief among those are the Chief Knights: Mikhail, the Chief Knight of Light, Oz, the Chief Knight of Fire, Irena, the Chief Knight of Wind, Eckheart, the Chief Knight of Darkness, and Hawkeye, the Chief Knight of Lightning. These five knights will do anything in their power to protect their Empress, and along with her, the world she rules.

Note: Please only place tropes here that apply to the Chief Knights as a whole. Tropes specific to certain jobs can go under that job's section.

Tropes associated with all the Chief Knights:


 * Five-Man Band: Possibly. They seems to fit one.
 * Mikhail: The Hero
 * Eckheart: The Lancer
 * Irena: The Smart Guy
 * Hawkeye: The Big Guy
 * Oz: The Chick
 * Hero Secret Service: They're Cygnus' loyal bodyguards.

Mikhail


Mikhail/Michael is a new class just recently released in KMST based off the NPC of the same name. Until level 120, he gains an extra 10% EXP. At Level 120, he gains Echo of Hero and you can make an Ultimate Adventurer. Much like a Cygnus Knight. He uses many 1v1 attacks, and skills that reduce damage for him and others.

As you can tell, he's very similar to his Cygnus Knight counterpart the Dawn Warrior, in both appearance and skills, as they both use Light-based powers.

Unlike Cygnus Knights, he can reach level 200.

Please refrain from posting personality-related tropes until Mikhail is released in GMS, as that is what this page goes by, unless it was made clear in KMS.

Tropes associated with Mikhail:


 * Holy Hand Grenade: Most of his attacks involve this.
 * Spell My Name with an "S": Mikhail, Mihile, Michael. The names are possibly based on the Archangel Michael.

Black Mage
A Magician that originally resided from the town of Magatia. Was formerly a human until one day gained so much power that he decided to try to rule the entire Maple World. One by one, cities and gods fell until a group of five heroes managed to seal him. Hundreds of years later, the Black Wings are trying to resurrect him, which when done will cause the Maple World to fall into despair and Chaos once more.

Tropes associated with the Black Mage:


 * Big Bad
 * Clipped-Wing Angel: When reduced to zero hp in the fourth stage of the boss battle, he turns into a creature called Genesis Crux. This has only 10,000 hp (compared to the 99 trillion+ he had in Phase Four) and cannot attack, but must be destroyed by the party to gain the drops.
 * Co-Dragons: Has Six Commanders, five which are loyal to him, one who betrayed him.
 * The Corrupter: Supposedly, Maple World was a paradise before his dark influence turned it into a Crap Saccharine World where Everything Is Trying to Kill You.
 * Cutscene Boss: Every playable character will encounter him this way at least once. He is not fought directly until the finale of the Arcane River storyline.
 * Final Boss, New Dimension: Two new dimensions. In the first two stages of the battle, you fight him in the Temple of Darkness, a place that just oozes darkness and evil. Third Phase, however, you move to the In-Between, a space-like void with a galaxy in the background. Fourth phase, and you move to Beyond Existence, a white, featureless void. You cannot see the other members of your party in this place, but they're still there, and you all are still fighting the villain simultaneously.
 * I Can't Do This by Myself: Zigzagged in regards to the boss fight. In Story Mode, you can - and must - fight him alone. As an actual boss, however, this isn't a good idea.
 * Nice Job Fixing It, Villain: WHERE TO START?
 * When the White Mage cast aside his goodness and became the Black Mage, the Light inside him was purged, but not destroyed. It became a separate, conscious, benevolent being who became Luminous. Also, after corrupting Luminous and compelling him to kill his friend, the villain's Evil Gloating caused Luminous to swear revenge, and went off to become stronger so he could. And he did.
 * He promised the Demon he would not harm his family, but broke that promise; when the Demon discovered his master’s betrayal, he turned against the Black Mage, becoming a powerful member of the Resistance. Although, to be fair, it was actually the Black Mage's henchman Arkarium who killed them, under his own initiative.
 * When he captured Rhinne, she shed magical tears, which created a child and an heir, Zero. The Black Mage found out, and had his commander, Will, magically split the child into two beings and imprison them in the Mirror World. But the twins eventually managed to escape and obtain full power. While this was, in fact, part of the Black Mage's ultimate plan, it ended badly for him in the end.
 * In the Explorer storyline, the Black Mage destroys Maple Island out of spite. After exhausting all other options, the hero and his allies realize the only way to rebuild it is the old fashioned way (with mops, buckets, and elbow grease), a project bound to take years of backbreaking labor. But the Black Mage sends a shadow of himself to stop you, determined to not let you even try that. This attack allows Sugar to finally assume her true godlike form and present the Seal of Maple Island, restoring the place to its true glory.
 * His attempts to recruit Kinesis only turns Kinesis against him, giving him another enemy to deal with.
 * He is the one who caused the Big Bang, a cataclysm that changed the very map of Maple World. Still, as the officially-approved web animation New Leaf Saga shows, this made it easier for his foes to transverse Victoria Island by simplifying the roads.
 * Orcus on His Throne: It would seem that, after a player gains Lvl 100, the Black Mage does little except wait for them in Tenebrous
 * Sequential Boss: As the Big Bad of the entire game, it stands to reason the boss battle will take a while, and it has four phases:
 * Phase One you don't actually fight the Black Mage, but rather two bodyguards called Aeonian Rise (white one) and the Tanadian Ruin (black one), while he lurks in the shadows in the background and tries to smash the player with huge chains. Fortunately, the two knights have a shared lifebar.
 * In Phase Two you fight the Black Mage himself in the form he usually appears in (big, dark, evil guy in a cloak) using powerful meteor-based and chain-based attacks, plus a devastating laser grid that can potentially kill the whole party.
 * Phase Three: his body has been destroyed, not that he needs it. His One-Winged Angel form here is an Energy Being who attacks with more powerful versions of his powers in Phase Two, plus he can summon Kamael the Angel of Destruction. This enemy cannot be attacked and rains hellfire upon the heroes from above.
 * Phase Four has him turn into a black-and-white version of the form from Phase Three, and he attacks with energy bullets, explosions, and lethal pillars of fire.
 * The Unfought: For a long time, the player never confronted him directly. It wasn't until the appropriately-named Black Mage update that was included as an actual boss.

Black Wings
An evil group that was created with the goal of resurrecting the Black Mage.

Tropes associated with the Black Wings:


 * Mooks: RABBIT Mooks!

Von Leon


The King of the Lion King's Castle. Was once a good king until the Black Mage came along and invaded his castle. He was once a commander of the Black Mage until the Adventurers slayed him in his own castle.

His official title was 'The Volcanic Darkness'

Tropes associated with Von Leon:


 * Deal with the Devil: Sold his soul to the Black Mage for peace. It did not end well..
 * Killed Off for Real
 * One-Winged Angel

Orca/Orchid


The defacto leader of the Black Wings and also a commander of the Black Mage. Has a sister named Lotus (Su in Korean ) who is also a commander.

Her official title is 'Wing Master'

Tropes associated with Orchid:


 * Battle in the Center of the Mind: The player has to do this in Act One of Black Heaven, using magic to explore her memories. She's very angry at you about it when you meet her later.
 * Chooser of the Chosen One:
 * Conscience Makes You Go Back: Two examples, both in Black Heaven:
 * The first time, she cooperates with the player for a while, but then deserts him, leaving him to die at the hands of a wave of Mecha-Mooks. She doesn't go back herself, but does inform the players allies where he is so they can rescue him.
 * Played straight at the end where she decides to carry the player (who is now dying from Gelimer's poison) to safety. Of course, after they're clear, she demands credit for doing so, and if you give her such, you get an Orchid-themed mount.
 * Evil Counterpart: To Mercedes
 * Evil Is Sexy: Her full screen shot, and her Halloween event look.
 * Half-Identical Twins: Her twin, Lotus.
 * Mysterious Backer:
 * The Unfought: To every hero except Mercedes, who fights her in her own storyline. Ironically, Orchid is far more often a reluctant ally to the player.
 * Zettai Ryouiki: Grade B

Arkarium


A commander of the Black Mage. He was the one that created the entire Future Henesys and Dark Ereve and made it into an illusion. He currently resides in an alternate dimension of the Temple of Time where the Time Goddess was just recently sealed.

His official title is 'The Fang of Darkness'

Tropes associated with Arkarium:


 * The Dragon: To the Black Mage
 * Evil Counterpart: To Evan
 * Familiar: A Snake/Python

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