MapleStory Classic HP Washing: Why It's Dead, HP/MP Gains by Job
Does HP washing work in MapleStory Classic? Why INT no longer adds MP, HP/MP gains per level and job advancement, AP Reset rules.

In this guide 13 sections
Quick summary
- HP washing doesn't work in Classic World. Per-level MP gain is fixed by class and doesn't scale with INT, so there's no extra MP to convert into HP. The MapleClassic Wiki and NiaMeowDB both say so ("HP washing is dead in MSCW").
- Don't put AP into INT on a non-Magician to set up a wash. Mpstorys warns, "you'll just lose damage," and the wiki says INT "produces no surplus MP to convert."
- Per-level gains (HP / MP): Beginner +16 / +12, Warrior +28 / +12, Bowman +22 / +17, Thief +22 / +17, Magician +16 / +22. They're the same every level, with no random roll (wiki, meowdb).
- Each job advancement adds a one-time HP and MP bonus. Meowdb measured fixed amounts totaling 500 points. The wiki lists ranges instead.
- The wiki still shows the older text that excluded HP/MP.
Checked against the Founder's Access build on October 13, 2026. Grand Launch is October 21, 2026; see the end of the guide for what may change.
Understand what HP washing was
- Wear INT gear before leveling, because more INT meant more MP per level.
- Put AP into HP or MP.
- Use Cash Shop AP Resets to move points back into your main stat, so HP ends up higher and MP lower.
It mattered because of Zakum and Horntail. Hermits and Rangers washed so they could survive. Warriors rarely had to.
Know why washing doesn't work in Classic
The wiki says the whole technique "depends on MP gains scaling with INT." Classic World removed that link:
| Old game | Classic World | Source |
|---|---|---|
| More INT, more MP per level | MP per level fixed by class | wiki, meowdb |
| Extra MP could be reset into HP | No extra MP to move | wiki |
| Random HP/MP rolls per level | No variation; "sampled level-ups showed zero variance" | meowdb |
Example: A Hunter who puts 20 AP into INT by Lv 40 gains no extra MP, because MP stays fixed at +17 per level (meowdb). Those 20 AP would have gone into DEX, the Hunter's damage stat.
Check your per-level gains
| Class | HP per level | MP per level | Branches |
|---|---|---|---|
| Beginner | +16 | +12 | — |
| Warrior | +28 | +12 | Fighter, Page, Spearman |
| Bowman | +22 | +17 | Hunter, Crossbowman |
| Thief | +22 | +17 | Assassin, Bandit |
| Magician | +16 | +22 | F/P, I/L, Cleric |
Plan your job advancement bonuses
Each advancement adds a one-time HP and MP bonus. Our two sources give different numbers:
| Class | meowdb (fixed, COT2) HP / MP | wiki (range) HP / MP |
|---|---|---|
| Warrior | +350 / +150 | +300–350 / +100–125 |
| Bowman | +250 / +250 | +200–250 / +200–250 |
| Thief | +250 / +250 | +200–250 / +200–250 |
| Magician | +150 / +350 | +100–125 / +300 or more |
Two more points from meowdb:
- Advancing "does not heal you. It only raises your max HP and MP."
- Advancing late still catches you up. A Lv 11 Beginner who advanced to Warrior had the same HP, MP, and SP as an on-time Lv 11 Warrior. Meowdb has confirmed that only for Lv 11 Warriors.
Work out your HP at Lv 30
This is our arithmetic using meowdb's figures: Lv 10 Beginner base + first advancement + 20 levels of class gain + second advancement. It leaves out gear and skills.
| Class | HP at Lv 30 (2nd job) | MP at Lv 30 |
|---|---|---|
| Warrior | 194 + 350 + 560 + 350 = 1,454 | 113 + 150 + 240 + 150 = 653 |
| Bowman / Thief | 194 + 250 + 440 + 250 = 1,134 | 113 + 250 + 340 + 250 = 953 |
| Magician | 194 + 150 + 320 + 150 = 814 | 113 + 350 + 440 + 350 = 1,253 |
Cross-check: for a Bandit right after second job, mscw-guidebook independently estimates "about 1,134 HP and 953 MP," which matches the Thief row exactly.
Warriors have Max HP Increase and Magicians have Max MP Increase, both first-job passives.
Handle AP into HP and the AP Reset Scroll
- Who can put AP into HP? The wiki says AP into Max HP is "Warrior-only by default," at roughly 20+ HP per point. Other classes don't see the option. We haven't found a launch-data source for the exact HP per point.
- What does an AP Reset Scroll reset? Meowdb's item page shows the text changed: COT1 said "excluding the AP invested in HP/MP," and COT2 changed it to "including." The wiki's AP Reset page still shows the COT1 wording.
What this means: HP and MP AP can now be moved back out, so putting AP into HP is no longer permanent. That still doesn't bring back washing. None of our sources has shown a way to gain more HP from moving AP around than you put in.
Raise HP the ways that work
| Method | Who | What it does | Source |
|---|---|---|---|
| Level up | All | Fixed gain per level (table above) | meowdb, wiki |
| Advance on time | All | 500-point bonus per advancement | meowdb |
| Max HP Increase | Warrior | +25% of base at max (meowdb; the wiki gives a different figure) | meowdb, wiki |
| AP into Max HP | Warrior | About 20+ HP per point | wiki |
| HP gear and scrolls | All | Flat HP on hats, overalls, capes, accessories | wiki |
| Party buff | Party with a Dragon Knight | Hyper Body, a third-job skill in Classic | planet-helper (via our Spearman guide) |
The wiki says a well-built Warrior ends up with roughly five to six times the HP of a Magician at the same level. For HP scrolls, see our scrolling guide. Hyper Body moved to third job (see our Spearman guide), so second-job parties don't have it yet.
Plan around low HP by job
| Job | Low-HP answer in second job | Source |
|---|---|---|
| Magician (all paths) | Magic Guard turns damage taken into MP loss | planet-helper |
| Bandit | Nimble Recovery heals after dodges; melee range means more potions | mscw-guidebook, planet-helper |
| Assassin, Hunter, Crossbowman | Range: kill from a distance and jump back to make space | mscw-guidebook |
| Spearman | Iron Will: +50 Weapon DEF and a 35% chance to ignore knockback | planet-helper |
| Page | Threaten lowers the speed of up to 4 monsters | planet-helper |
Low-HP jobs aren't stuck. Each one has its own way to avoid damage, and none of them needs a wash.
Survive without washing
The wiki's recovery options:
- Potions: Red Potion (100 HP), Orange Potion (250), and White Potion (500).
- Food: Meat (160 HP), Hamburger (500), and Unagi (1,000) are among the HP items the wiki lists.
- Chairs: sitting speeds up natural regen "to roughly 4–6× the natural rate." The wiki marks the Classic-specific rate as unverified.
- Clerics: Heal restores HP to the party. See our Cleric guide.
- Dodging: the Bandit's Nimble Recovery heals 10% of HP and MP after a dodge (see our Bandit guide).
Example: A Lv 30 Magician with about 814 HP (our math) gets nothing from a 1,000-HP Unagi that a White Potion wouldn't also give. The wiki notes that "the overflow is wasted," so buy potions sized to your pool.
Return, boost, or roll an alt
- Coming back from old GMS? Leave your old washing plan behind. Put AP into your main stat (mpstorys). Our job advancement guide lists the main stat for every job.
- Powerleveled character: check that it advanced on time. Meowdb's late-advance catch-up is confirmed only for Lv 11 Warriors. Also check that its AP went into your main stat, not INT. A powerleveling service can't add HP beyond the class formulas.
- Alts: low-HP Bowmen, Thieves, and Magicians gain a lot from a Warrior or Cleric in the party. See our world-first party plan and job tier list.
Want a hand with this?
If you would rather skip the grind that goes with this, MapleStory Classic powerleveling services are listed on FullBoosts. Read Nexon's Terms of Service before you buy any service from anyone, FullBoosts included — a marketplace listing isn't publisher permission.
What may change at Grand Launch
This guide describes the Founder's Access build as it was on October 13, 2026. Re-check these against Nexon's Grand Launch notes on October 21: whether crafting still stops at craft level 8, whether Forgotten Hollow, Orbis and third jobs stay closed, KPQ channel limits, NPC shop stock, and any Founder's Access-only events or packages mentioned here. Nothing here assumes a closed area or feature will open.
FAQ
Does HP washing work in MapleStory Classic World? No. INT no longer adds MP, so there's no extra MP to convert. The wiki and meowdb both confirm this.
Should I put AP into INT for HP washing? No. It gives no extra MP in Classic, and you lose damage from your main stat (mpstorys, wiki).
How much HP do you gain per level in MapleStory Classic? Warrior +28, Bowman and Thief +22, Magician and Beginner +16. The amount is the same every level (meowdb, wiki).
How much HP does job advancement give? Meowdb measured fixed amounts: Warrior +350, Bowman and Thief +250, Magician +150. The wiki lists lower ranges.
Does the AP Reset Scroll reset HP and MP AP? At Founder's Access, yes. Nexon's shop text says it resets "all stats, including AP invested in HP/MP." Earlier closed-test text excluded them (meowdb).
Can non-Warriors put AP into HP? The wiki says no. AP into Max HP is Warrior-only by default.
Does job advancement heal you? No. Meowdb says it raises your max HP and MP without healing you.
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