News & Patch Notes
UPDATE
Monster Book rewards, Storage icon grids, Guild BBS editor, Pet Label and Quote Rings, Auto All-Cure, monster skill animations, Kiridu's mounts for every job, the transparent set, and more
2026.11.10
Since the last update: the Monster Book now rewards you with stats, the Storage window shows icon grids, the Guild BBS has a proper multi-line editor, pets get a Label Ring, a Quote Ring and Auto All-Cure, monster skills play their own animations, Kiridu’s mount line opens to every job, and a long list of fixes from tester reports.
New
- The transparent set is in the Cash Shop. Under EQUIP you’ll now find the Transparent Hat (180 VX), Earrings (270 VX), Shoes (150 VX), Gloves (180 VX), Cape (180 VX) and Shield (250 VX), Clear Glasses (280 VX), and the Transparent Claw (270 VX), Knuckle (270 VX) and Wand (430 VX). Wear one over your gear to hide that piece. The Claw, Knuckle and Wand hide their own kind of weapon (the Wand hides staves too).
- A quicker road to the Lion King’s Castle. Wolf Territory II has a second ledge at the top, on the left, with its own rope, and the castle door now stands there; the ledge on the right leads only to the Dangerous Cliff. The Danger Zone Taxi in El Nath will also take you straight to Wolf Territory II for 10,000 Vesos.
- One potion or skill, several keys. In Keyboard Setting the same potion, item or skill can now sit on more than one key at once, and the picture on the wide keys (Space, Ctrl, Alt, Shift, Tab, Caps Lock, Enter and Backspace) sits in the middle of the key.
- Monster Book rewards. Your Monster Book now gives Max HP, Max MP, All Stats, Weapon ATT and Magic ATT from the cards and monsters you have collected and your Book level. The Equipment window has a Book box that shows what yours gives.
- Storage as icon grids. The Storage window shows both your storage and your inventory as icon grids, and lists your inventory in the same slot order as your bag on every tab.
- Old quest items are marked. An item no quest of yours needs any more wears an orange box in your bag and in storage, with a line in its tooltip. You can switch the mark off in Settings.
- Kiridu’s mount line for every job. Kiridu’s Ereve mount quests are open to every job.
- Spindle and the Materia Orb. Spindle forms a Materia Orb into a Glimmer Man weapon.
- 25 more quests. 25 more re-issued quests are back, including Mr. Do’s Book on Herbal Medicine.
Pets
- Pet Label Ring and Pet Quote Ring. Both are sold in the Cash Shop, and they are what gives a pet its own name plate and its own speech balloon.
- Auto All-Cure. The pet wing of the Equipment window has CURE and PET CURE cells, and the Auto All Cure Potion Pouch is in the Cash Shop: your pet uses an All-Cure for you when you are afflicted.
- One cell for each ability item. Each pet ability item and each ring has its own cell in the pet wing, and MOVE UP takes the Binocular.
- Fused monsters. A fused monster keeps its parents’ perfect IVs and is never below either parent.
Combat & monsters
- Monster skills animate. A monster casting a skill plays that skill’s own animation, with its cast effect, the sign over a monster whose stats went up, and the burst of a dispel.
- Status ailments. A seduced character walks where the seduction sends it and shows its sign, and every ailment’s sign hangs where it should for every player on the map.
- Boss EXP. A boss’s EXP is paid to everyone who damaged it, by the server’s own count. Before, a party member could be left out (reported on Pianus).
- Strafe and Final Attack. A Strafe’s Final Attack flies as an extra arrow of the volley.
- Burst Fire. Double Shot casts Burst Fire once you have a point in it.
- Fast shots. A fast arrow, star or bullet can no longer pass through a monster without hitting it.
- Monsters that load late. A summoned monster whose picture is slow to arrive now appears once it is ready instead of never showing up.
- Witch Malady’s pets. Her Frog and Black Cat are regular spawns outside the Haunted Mansion and in its Foyer.
- Drop rates. Drop rates were reworked for 50 monsters in the level 140 zones.
- Zakum’s Altar. An Eye of Fire dropped on the altar is read where it comes to rest, so the altar wakes. The Altar, its entrance and the door keep their black frame on wide screens.
Guild & social
- Guild BBS. The guild emblem is drawn on the board, the CONTENT box is a real multi-line editor that reads the way you wrote it, and bold text works.
- Guild tab. WHISPER whispers the highlighted member and TALK invites them to a Messenger.
- SEND NOTE. The note window no longer dims the screen: bag tooltips and Shift+click item links work while it is open.
World & windows
- Free Market doors. The Free Market doors of Mount Song Hamlet and San Commerci work, as do those of Kritias and Arboren.
- Versal doors. Every Versal door puts you at its partner door instead of the map’s spawn point, and the Temporal Gate folds the Night Garden rows under “Versal Night Gardens”.
- Scenery that arrives late. Scenery whose picture arrives after the map is shown is drawn when it lands (Versal Coast’s palm grove was cut off).
- NPC talk by keyboard. In an NPC window the arrow keys light a button, ENTER presses it, and Y / N answer a Yes / No question. An OK notice closes on ENTER or ESC.
- Text fields. A text field lets go of the keyboard when you click outside it (Monster Book search, number entry windows).
- World Map search. The search finds short names: “Mos” brings up the Leafre NPC first.
- NPC chatter. An NPC’s ambient line no longer follows you through a portal to the next map.
- Quest guides. New or corrected guides for Poch on Happyville, the Mirror rooms and Over the Castle Walls (2), a “Made by” line on crafted quest items, and a clearer pet requirement row.
More fixes from tester reports
- Where loot lands. On maps with a gap in the floor, loot could fall in one pile on the wrong side of the gap, as the boxes in Magatia's Dark Lab did. It now lands beside whatever dropped it.
- Snail Shells. Regular Snail Shells are regular items again, and picking up a second one-of-a-kind item tells you why you cannot.
- Empty star and bullet sets. A set you have fired down to zero stays in your bag to be recharged.
- Pants under an overall. Pants found worn under an overall when you log in are moved to your bag.
- Loading your character. If your character cannot be read when you enter the world, the game tells you to reload instead of starting you on an empty one.
- Saving. Several rare cases where two saves arriving together could disagree are closed.
- Account linking. Linking an MSU sign-in to an old website account keeps your support requests and their replies.
UPDATE
Nimble Feet at full length, Daily Check-In key, /time, a practice Scarecrow, Haunted Mansion ghost rooms, Enchanted Scroll 20-pack, NPC items in chat, wide-screen maps, and more
2026.11.07
Since yesterday's update: Nimble Feet runs its full length, the Daily Check-In is a key away, a new /time command, a practice Scarecrow in the Free Market Training Room, the Haunted Mansion’s ghost rooms open, an Enchanted Scroll 20-pack, NPC item hand-offs in your chat log, wide-screen maps and interiors, and more.
New
- Daily Check-In any time. The Daily Check-In now has its own CHECK-IN row in the SHORT CUT menu, a DAILY CHECK IN key you can place in Keyboard Setting, and the /checkin command.
- /time. Type /time to see the server clock, how long until the server’s day rolls over (00:00 UTC, when daily boss entries reset), and when your next Daily Check-In is ready.
- Practice Scarecrow. A lone Scarecrow now stands on its own ledge in the Free Market Training Room. Strike it as often as you like to see your damage — it never moves, never falls and never fights back, and gives no EXP or drops.
- Wide-screen maps. On a wide screen, more than 650 maps now carry their backgrounds all the way to the edges instead of black bars, and about 150 building interiors — shops and houses across Maple World, the Mu Lung Dojo and all 38 of its floors, Magatia’s labs and the Aquarium’s training rooms — are drawn wall to wall.
- Enchanted Scroll 20-pack. The Enchanted Scroll for Toh Relicseeker’s Miwok seals now also comes as a 20-pack on the Cash Shop’s EVENT tab (20 VX, the same price per scroll), and Enchanted Scrolls now stack in one slot.
More fixes from tester reports
- Nimble Feet. Nimble Feet now really lasts 200/400/600 seconds at levels 1/2/3 — the buff and its icon timer both run the full length.
- Items from NPCs in your chat log. Items handed to you or taken by NPCs, like the Necklace of Strength from Dances with Balrog and the Zakum prequest stones, now show in your chat log.
- Pets for everyone. Pet speech bubbles now float above the pet for everyone watching, and other players see your pet’s tricks (like the Golden Pig’s roll) when you give it a command.
- No more floating loot. Loot you were picking up while stepping through a portal no longer stays hanging in the sky and following you from map to map.
- Aqua Road backgrounds. The deep gorges of Aqua Road now hold their full depths on wide screens, and the hidden caves keep their stalactites inside their walls.
- Turkeys on time. The Turkeys and Turkey Commandos of Purple Plains now return together with the rest of the field’s monsters instead of straggling in late.
- The Note. The Note’s description now explains how to use it: open your Buddy List, pick a buddy and press NOTE to leave them a note they’ll read at their next login.
- The Haunted Mansion’s ghost rooms. The Steward in the Mansion Main Hall now leads guests into the ghost rooms — climb the chimney, pass the mirror wardrobe, and the Ghosts wait in the Third Room — so Mr. Moneybags’ “Finding the Ghost” can be finished. The Steward there sends you back out by the Butler’s Room.
- Haunted Mansion names. The Quest Log now names the Haunted Mansion’s rooms and pumpkin fields properly instead of showing map numbers.
- Maker lists. The Maker’s drop-down lists now trim long names neatly with “..” instead of cutting them off mid-letter.
Website
- Area Bosses wiki. The Area Bosses page now names the exact map, area and nearest town for every field boss, plus every boss that returns on its own timer and how long it takes.
UPDATE
Kyrin's Pirate 2nd job test, safer portals, faster pet potions, Mushroom Castle on the World Map, attacks at full speed, and more
2026.11.06
Since yesterday's update: Kyrin runs her Pirate 2nd job test again, portals keep you safe while you step through, pets drink potions the moment you need them, the login screen runs smoothly on phones, the Mushroom Castle has a spot on the Victoria Island world map, attacks animate at full speed, and more.
More fixes from tester reports
- Kyrin’s 2nd job test. Pirates on their 2nd job advancement can talk to Kyrin in the Nautilus again: she asks if you’re ready and sends you to the Brawler or Gunslinger test.
- Safe through portals. Once you step into a portal, monsters on the map you’re leaving can no longer hit you during the transition.
- Pet potions on time. Your pet now drinks an HP or MP potion as soon as you drop below your alert, with a short 0.2 second gap between potions of each kind.
- Other players’ pets. Everyone around you now sees your pet exactly as you do, Fortune Pouch included.
- Mr. Moneybags looks like himself again.
- Smoother login on phones. The login screen runs far faster on tall phone screens (about 14 to about 119 frames per second on a 1080×1920 screen).
- Pirate Party Quest boxes. A box you break in the first stage now always counts for your whole party, even on a shaky connection.
- Mushroom Castle on the World Map. On the Victoria Island world map, click the castle near Henesys to open the Mushroom Castle map, the same way Sleepywood works.
- Quest Log World Map button. For a quest in progress, WORLD MAP now opens where the FINDER arrow leads (the place you need to go), not where the quest giver stands. The Sand Bandits’ Queen’s Ring quest now has a guide to the King’s Room.
- Spelling. Orbis Station Entrance and Leafre Station Entrance are spelled correctly, and Final Attack: Bow’s Level 29 description now says 58%.
- Nimble Feet lasts longer. The Beginner skill Nimble Feet now lasts 200, 400 or 600 seconds by level (it was 4, 8 or 12 seconds). Its speed boost and 60 second cooldown are unchanged.
- Ariant’s Sand Bandits. Sirin’s “The Existence of the Secret Organization” is back: find the Secret wall in Ariant to start down the road to the Sand Bandits. “The Bounty Hunt” and Muhamad’s “Convince Muhamad” are back too.
- Unsellable items say so. Item tooltips now show “Unsellable to NPCs” on items no shop will buy, like the potions from Xerxes’s boxes, and those potions’ descriptions now display on the right lines.
- Three winds. The Quest Log for “Three winds” now shows where to find Boogie: Zakum summons Boogies at Zakum’s Altar. The three winds now drop only from Griffey, Thanatos and Zakum’s Boogies, as they always should have.
- Empty star and bullet sets in Buyback. A throwing-star or bullet set you have used down to 0 and sold to a shop now shows up in that shop’s Buyback list, and buying it back returns the same empty set, ready to recharge. An empty set you drop and nobody picks up comes back through Buyback empty too, not with a star it never had.
- Swings keep their true pace. Every animation was running a touch slow, losing a sliver of time on each frame. Attacks, skills and monsters now animate at full speed, so the strike, the damage number and the monster’s flinch land together.
UPDATE
Pet equipment scrolling, Maple Warrior that grows with its level, Brandish 30 for Dawn Warriors, Player Support, tameable Boogies, a new World Tour, and more
2026.11.05
Since yesterday's update: pet equipment can be scrolled, Maple Warrior grows with its level, Dawn Warriors can take Brandish to 30, your drop bonuses count on event drops, Player Support is open, the Boogies Zakum calls to its altar can be tamed, Spinel's World Tour and the Dimensional Mirror are reorganised, your MEDAL window keeps every medal you've earned, and more.
Pets
- Scroll your pet’s gear. Pet equipment your pet wears now has upgrade slots (7 on most pieces, 5 on a few) and takes Scrolls for Pet Equip.: drag the scroll onto the item in the pet section of the Equipment window. Hover any of your pet’s slots there to see the item’s details.
Tamers
- Tame a Boogie. The Boogies that Zakum calls to its altar can now be tamed. They’re the only monsters Zakum summons that a Tamer can catch.
Skills
- Enrage and Concentrate run for their usual time again (Enrage up to 240 seconds, Concentrate up to 240 seconds), so Heroes and Bowmasters recast them once they wear off. Every other buff that lasted 200 seconds or more still lasts 10 minutes, and no buff got shorter.
- Maple Warrior grows with its level. It lasts 10 minutes at level 1 and 10 seconds longer for every level after that, up to 15 minutes at level 30, so every point you put into it counts.
- Brandish 30 for Dawn Warriors. Abdula’s Brandish 30 book now works for Dawn Warriors too. Read it once your Brandish is level 15 or higher (50% chance; the book is used up either way), then train Brandish to 30.
World
- Spinel's World Tour, reorganised. Spinel now also flies to Arboren, Coke Town, Desolate Mountains, Commerci, Tynerum, Ulu City (via CBD) and Kritias, in order from the lowest-level region to the highest, with each row showing its monster levels. New fares: Mushroom Shrine is free, Ximending and 101 Boulevard cost 3,000 Vesos, Malaysia, Veracent and Yu Garden 5,000, and CBD, Ulu City, Commerci, Tynerum and Kritias 10,000. After riding to Coke Town, Arboren, Tynerum or Commerci, the Dimensional Mirror there takes you back to the town you left.
- Dimensional Mirror sub-menus. The mirror now opens on three lists: Competition Maps, Quest Event Maps and Event Maps. The monster regions it used to carry moved to Spinel.
- The Door to Zakum. The portal glow and your character now show in front of the great stone door instead of behind it.
- Edelstein Temporary Airport. Instructor Irvin has grounded his plane and left the airport for now. Ace’s free, instant trip to Victoria Island (Ellinia Station) is the way across.
Drops
- Your drop bonuses count on event drops. Drop coupons, drop buffs and Family’s 2x drop now raise your chance at event items such as the Lupin Eraser, and each player rolls at their own bonus.
Website
- Player Support is open at mapleverse.online/support — search help articles, report a player, appeal a ban or ask about lost items, and follow every reply under My requests.
More fixes from tester reports
- MEDAL window. The list scrolls with the mouse wheel and the scrollbar. Every medal you've had stays on the list with the date you first got it, and the ones you aren't carrying are greyed out. Dalair in Henesys Park gives back a medal that was dropped and lost, for free (Donor, Carnivalian and other one-of-a-kind medals excepted).
- Character stats. A stat that a buff is raising now shows in red in the stat window, with its total and the base + buff split.
- Quest hand-ins with a full inventory. The NPC now lists the quest and tells you to make room, instead of the hand-in disappearing (for example Chief Stan’s Day Candy Wrapping!).
- Trading. The trade window now opens reliably once the other player accepts, and sending a new trade request replaces one that seems stuck.
- Typing boxes. Clicking anywhere outside the Quest Log search (and the storage search, buddy and guild name boxes and shop chat) now steps you out of it, so your character can move again. What you typed stays there; click back in to finish it.
- Storage Vesos. The two Veso buttons in the Storage window are back on the right sides: take Vesos out under the storage list, put them in under your bag.
UPDATE
Buy back lost drops, Find monsters and NPCs from Map Info, bag search, steady jumps on steep hills, map changes, Vampire Castle monsters, Tylus's El Nath PQ, Chryse's monsters, blows that land when they connect, Edelstein's monsters, summons on boss altars, Lion King's Castle, the Sweetwater set, mage, warrior and thief skill reworks, 10-minute buffs, Zakum fixes, Mr. Do's Vigor Tonic, party leader hand-off, and more
2026.11.04
Since yesterday's update: items you drop and lose come back through the shop, a Find link for every monster and NPC in Map Info, search boxes in the Scroll Bag and Maker Bag, jumps that never fail on steep hills, map changes in Henesys, Ellinia, Kulan Field, Masteria and Thailand, the Vampire Castle's monsters looking as they should, blows that land when the swing connects, Edelstein’s monsters hitting at their proper strength, summons back on boss altars, Lion King’s Castle above El Nath, the full Sweetwater set, reworked mage, warrior and thief skills, ten-minute buffs, three Zakum fixes, Mr. Do’s Vigor Tonic, party leader hand-off, and more fixes from tester reports.
Items
- Lost a drop? Buy it back. Anything you drop that nobody picks up before it vanishes from the ground now waits in any shop's Buyback tab for 24 hours, at the price the shop would pay for it. An item someone else picked up doesn't come back.
- Starred items ask first. Dragging a starred item out of your bag now asks before it goes on the floor.
- Search the Scroll Bag and Maker Bag. Type part of a name into the box at the top of either bag and both the bag and what you carry show only the matches.
- Golden Pig Fortune Pouch is on the Cash Shop's Pet tab: 350 VX for 30 days, worn by the Golden Pig.
- The full Sweetwater set has arrived: hat, suit, shoes, gloves, cape and a weapon for every class.
- Ginger Ale and a few New Leaf City drinks restore the amounts written on their labels (Ginger Ale: 75% HP and MP).
- The Secret Agent Suitcase draws on its wielder’s own weapon mastery, so its hits land far more evenly.
- Zakum Helmet and Invincible Hat glows sit properly on your head whichever way you face.
- The Dragon Stone takes hold only once, on an untouched Horntail Necklace. The other two slots are for ordinary scrolls.
- The Rebirth Book now only answers to adventurers who have reached Level 200. Books you already hold will wait for you until you get there.
- Town Reputation now opens from the SHORT CUT menu.
- Towns know you by your level. You earn level reputation in a town only once you’re at least its area level (shown on each row), and more the further above it you are.
- Town specialty shops have new stock, and the high-level towns now sell glove and shoe attack scrolls.
- Party leaders can hand over the party. Select a member and press the new PARTY LEADER button in the party tab.
World
- Map changes. Henesys and Ellinia have reworked scenery and ledges; Kerning City's rope moves; Kulan Field II–V have their monsters rearranged; Masteria's Mountain Cliffs and Highlands are home to Gryphons; and Siam's Red Jungle and Jungle Depths gain Pythons and lizards.
- The Vampire Castle's monsters look right. Sixteen of them, Dark Red Porky through Dark Buffy, look as they should. Dark Buffy's soft glow no longer shows as a white blob.
- Find a monster or NPC. In the World Map's Map Info panel, every monster and NPC now has a Find link. Click it and the arrow over your head leads you there, to any map that monster lives on, hidden streets included. Click Stop to end it.
- A way out of the Uncertain Places. The exit back to the Unfair Underground Prison is now a visible portal.
- Perion's skies no longer show an upside-down mountain range floating at the top of tall windows.
- Taiwan's towns (Ximending, the Night Market and Taipei 101) show their own crest on the minimap.
- Lion King’s Castle has opened above El Nath. Take the new path from Wolf Territory II and bring a party: its guards are tough, but they reward you well.
Skills
- Bishops: Big Bang needs no charging. It’s now a quick holy burst that strikes up to 10 monsters four times.
- Fire/Poison and Ice/Lightning Arch Mages trade Big Bang for Advanced Mastery, which brings their earlier spells and poisons up to 4th-job strength. Points you put into Big Bang have been returned.
- Poison Mist now gives party members standing in it extra attack and magic attack.
- Angel Ray and Holy Arrow loose a second arrow, and Paralyze and Chain Lightning hit harder.
- F/P Arch Mages now call Ifrit and I/L Arch Mages call Elquines. Fire Demon and Ice Demon burn and chill for twice as long and weaken monsters to their own element.
- Poison works on bosses, unless a boss is immune to it.
- Night Lords and Shadowers: Ninja Ambush always answers the call now, and the ninjas stay with you for 90 seconds, ambushing monsters around you. Ninja Storm keeps raging around you for 10 seconds.
- Heroes, Paladins and Dark Knights: hold Monster Magnet to charge it. Every monster on your platform, out to the width of Genesis, is pulled right in front of you (up to 12 at master level).
- Warriors: Improved MaxHP Increase also turns a little of your strength into dexterity (5% at master level).
- Buffs that lasted 200 seconds or more now last 10 minutes. Cooldowns are unchanged.
- Marksmen: a Snipe strong enough to pass the damage cap now hits up to three more times at full cap.
Zakum
- Zakum’s arms now sit behind his body, and the monsters he calls forth appear in front of him.
- When Zakum shields himself against weapons or magic, attacks of that kind strike for only 1.
- Zakum’s body no longer hurls its sealing lightning while his arms still guard it. The arms use their own curses and blessings.
- The lava glow behind the Zakum caverns no longer breaks into flat red blocks on large and widescreen displays.
Quests & NPCs
- Mr. Do’s Vigor Tonic. Mr. Do in Mu Lung brews a daily tonic for magicians, bowmen, thieves and pirates (level 50+). Bring him 20 Ginseng-Boiled Water and 20 Bellflower from the Herb Garden for +100 Max HP, up to +1,000 over ten bottles.
- Perfect Pitches come only from bosses. Zakum and Horntail almost always carry one, and every other boss has a small chance.
- The Versal story now ends with the Idol of the First Versalmas for finishing The First Versalmas. It goes in a new fourth idol slot.
- Fewer lightbulbs at once. New adventurers see only the three lowest-level lightbulb quests; more appear as you take them.
Tamers
- Wranglers learn Updraft, a leap to the ledge above or a second jump in mid-air with a short hover, and Trail Legs for quicker feet.
Combat
- Blows land when they connect. Damage numbers, a monster’s flinch and its fall now wait for your swing to reach its strike, instead of appearing the moment you press attack. Other adventurers’ swings look the same on your screen.
- Edelstein’s monsters. They now hit as hard as their own world meant them to: an AF Android in the Verne Mine hits a level 103 adventurer for a few hundred instead of about 4,000. Monsters from other far-off lands, such as Kritias, Commerci, Gollux and the Ninja Castle, follow the same rule and hit noticeably softer too.
- Summons on boss altars. Summoning skills work again on Zakum’s Altar and the other boss chambers. Only Summoning Sacks are barred there.
- Boxes and chests. One basic swing takes off one layer, so a 4-hit box takes 4 swings instead of breaking on the second.
More fixes from tester reports
- Tylus and Protecting Tylus. With the quest under way, Tylus in El Nath offers the run on his first menu again, beside his training talk, instead of hiding it behind a second menu.
- Chryse’s monsters. They hit as hard as their own world meant them to: a Golden Ferret now hits a level 60 adventurer for about 150 instead of about 640.
- Tamer chickens. Raving Chicken, Cuckoo Chicken and Deranged Duck partners’ base stats follow their lower HP from this week’s retune (base stat total 406–408).
- Settings > Gameplay. Quest Lightbulb now sits above the Quest Finder Arrow, so the arrow’s Arrow Style stays right under it.
- Jumping while walking up a steep slope (the hill in The Field South of Ellinia is the steepest) now works on every press. About half of the presses used to do nothing.
- The Burnt Land II's sky now fills the whole screen at wide window sizes.
- The quest helper for Agent C's Intelligence Activity now points to a party quest reward room your level can enter, not Kerning City's.
- The News Stand's Maple Herald Special: The Tamers is offered to every class except Tamers.
- Edelstein to the airport. The gate in the upper-right corner of Edelstein, beside the Black Wing Watchman, leads back to the Temporary Airport again.
- Minimap and Quest Helper remember you. Shrinking the minimap or collapsing the Quest Helper now stays that way after you log out or accept a world refresh.
- Window backgrounds. The Quest Log and other windows no longer lose their background until you restart the browser.
- Game Cards. The store clerks now tell you when you’ve already had today’s MapleVerse Game Card and how long until the next one, instead of a confusing “try again”. Your spare Allowance keeps for tomorrow.
- Windows. The Scroll Bag and Ore Bag close buttons stay with their own window, the Maker window goes behind other windows like any other, and the Item Upgrade window’s X closes it.
- Golden Pig Fortune Pouch is now under Pet Equip. in the Cash Shop.
- When the channel is slow to answer (say, after you’ve been away from the window), one calm notice now tells you other players may not appear until it catches up.
UPDATE
Veracent's whole story, Town Reputation in every town, bosses' minions, Taiwan's towns, Tamer battle polish, Donor Medals in Town Reputation, Brandish and grave fixes, and more
2026.11.03
Since our last update: Taiwan's towns, Town Reputation in every town, the whole Veracent story reachable, the Mushroom Castle sealed again, bosses calling their minions, EXP events on every channel, a Training Room, new key bindings, Tamer battles that hit harder on screen, and a stack of tester reports fixed.
World
- Taiwan's towns are open. Ximending, the Night Market and Taipei 101's boulevard, with their streets and monsters. Spinel lists Ximending (Lv 23–85) and 101 Boulevard (Lv 23–100) on the World Tour, and Chef Ajong, Zhu Jiejun, Judy and the rest of the Taiwan quest line now give their quests in person. 23 of the new monsters join the Tamer list, each with a Monster Book card.
- Taiwan's monsters drop their own loot and vesos (Stray Dogs their Wild Dog Shades, Doll Rose her wig, and so on), the UFO catchers and perfumes turn into their dolls and transformed forms when beaten, and Perry and Sima Qian are back in Ximending and the Night Market.
- Mushroom Castle has its own World Map page. James can be found again while you're helping him, and the castle-wall investigation now points you to the wall.
- Training Room. Free Market room 22 is now a Training Room with endless dummies: moving ones on the bottom floor, standing Death Count Dummies in the middle, and Training Robots with fire, ice and poison resistances on top. Nothing there can be defeated, and nothing gives EXP or drops, so test your skills freely.
- Veracent's whole story can be played. The Commerci canals and Sospetto Forest, the road up to Mount Song Hamlet, and Veracent's prison cells (Cassandra, Gaga and Amanda's) can now be reached, and the Return Scroll to Veracent takes you there.
- The Mushroom Castle is sealed again. Break the magic barrier with Scarrs' Killer Mushroom Spore (or a Poison Spore), and the castle wall stays thorn-covered until the Secretary of Magic's Thorn Remover clears it. Anyone who already got through keeps their way in.
- Veracent. Its monsters no longer hit far too hard, every Vampire Castle door past the Main Hall opens, and the Trick Chamber's traps show. Spinel now waits in Veracent for the ride home, and her list reads Lv 100–135.
- Inkwell has left Maple World. Gaga is handling his Perfect Pitch trade now.
- Black Wing machine. In Edelstein's hidden portal room, a Black Wings Token now takes you to Six Path Crossway.
- World map search now finds NPCs by name.
- The chicken farm is busier, and its Raving Chickens, Cuckoo Chickens and Deranged Ducks have calmed down a little.
Town Reputation
- New: /rep. Earn standing in every town from your level, quests, PQ clears and hunting in that town's area. Higher ranks bring up to 10% off that town's shops and unlock a specialty scroll stock, such as Scroll for Gloves for ATT in Kerning City and Scroll for Shoes for ATT in Omega Sector.
- Every town counts. Edelstein, Ereve, Rien, the Temple of Time, the Mushroom Castle, the World Tour towns and more now have their own standing, and all of Versal counts as one town. The window shows each town's crest, groups towns by region and pins the town you're in at the top.
- Reputation guide. Open it with the new TOWN REP key. A Guide tab explains what each source gives (3 per level, 30 per quest, 50 per PQ clear, 1 per 5 monsters hunted near town) and an Every Town tab lists every specialty and the rank that unlocks it. There's also a Town Reputation page on the wiki.
- Donor Medals count. While you hold a town’s Donor Medal from its Donation Box, in your bag or worn, that town gives you +2,000 reputation. Korean Folk Town’s medal counts for Ludibrium and Herb Town’s for Mu Lung. Your town row shows the bonus as “Donor 2,000”.
- Spindle is back in Omega Sector (no shop).
- Hunting counts for the right town. A hunting ground now counts for the town it belongs to: Perion Street Corner, the Rocky Roads, East Rocky Mountain, the Excavation Site and the Wild Boar lands for Perion (not Ellinia), the Henesys Hunting Grounds for Henesys, Eos Tower for Ludibrium. Your hunting total is recounted the next time you open the window.
Quests & NPCs
- Gaga's events. Gaga can take you to the baby bird's nest again (Lv 13+): help the Lost Snipe to earn a Chicky Face Decoration. From Lv 70, bring Gaga 10 Perfect Pitch Music Notes (monsters drop them while his quest is active, about 1 in 200) for a Wild Wolf Bandana. He also stops asking for Mardi Gras beads once all three masks are made.
- The Lost Snipe gladly takes you back to her jump stands even after you've helped her once, and Gaga's egg on the nest no longer hatches a fresh feather every few minutes.
- Over the Castle Walls (4): the Thorn Remover now clears the thorny vines at the Mushroom Castle's wall (stand right at the thorns), so the Secretary of Magic can finally hear how your climb went.
- Fairytale Jack now hands out his own Jack's Warm Sunlight for the beanstalk. It only works in his Back Yard and can't be given to Aramia's Maple Tree. His Golden Egg trade works as before.
- Gaga's flower pots now bloom after half an hour of care, so his crayons can finally be earned.
- Job advancement letters and necklaces, Boss Kitty's marble, the Adventurer medals, the Witch Tower prizes, the Nautilus milk run, the moon photo and a dozen other quest hand-overs are now handed out by the server, so they always reach your inventory.
- Mr. Spot's VX Prepaid and the store Game Cards now arrive together with the quest turn-in, so a card that fails can no longer cost you your Allowance.
- Jump-quest prizes at the top of John's flower piles in Sleepywood and Shumi's subway chests in Kerning City now pay out once per climb.
- Treasure chests, crystals and party-quest boxes now hand out their loot through the server, so everything you pick up from them is saved properly.
- Mom and Dad's chore and Mr. Spot now reset together.
- Lost your Magic Seed? The Swallow will help you find another for Nolbu's Gourd.
- Eat This! Purple Gummy Slimes now drop in the Haunted Mansion.
- Cassandra's Gift needs far less hunting: Maple Leaves drop much more often while the quest is active.
- Judging the Axe can be repeated straight away.
- Persevering Challenger can now be earned: the Sleepywood DANGER! boards are back.
- Mrs. Ming Ming's rites-table fruit now drops while the quest is active.
- Quest Log shows when you completed each quest, and quest journals like Truth of the Rumor list their checklists properly again.
- Four Devil hunter job quests and the Bishop's A Mysterious Sentence now start with the right town NPCs, and Mrs. Claus lends you the Socks Frame.
- Next in NPC chat now responds on every click.
Combat & Skills
- Bosses call their minions again. Zakum, Pianus, Balrog, Eliza, Nibelung and Shadow Kyrin summon their help, and Zakum's later forms and the Targa and Scarlion bosses fight with their full set of skills.
- Soul Arrow: a Bowman's normal attack with Soul Arrow on no longer freezes the game.
- HP bars: MT-09 and other lone bosses without a big health gauge (Rombot, Shade, the Gatekeepers, the Headless Horseman and more) now show their HP bar over their heads when you hit them.
- Venomous Star poisons every non-boss monster that isn't poison-resistant, and a Shadow Shifter dodge makes you smile.
- While stunned or seduced you can no longer cast skills, as in the original.
- Maple Warriors from two party members no longer stack.
- 2nd-job Rush pushes up to 5 / 7 / 10 monsters at Lv 70 / 90 / 120.
- Dispel can be cast while sealed and cures party members too, with the cure chance following its skill level.
- Heal on undead now triggers MP Eater.
- Green Hobi's thorny vines hurt on touch and can be cut down.
- Rush and Flash Jump no longer sink into slopes.
- Ladders: Jump on its own lets go with a small hop.
- Reverse and Timeless items now have a 10% chance to awaken their hidden skill bonus at their final level.
Items & Cash Shop
- SP Reset scrolls now reset a whole job's skills (keeping your class), and a new Full AP Reset is in the Cash Shop. Prices: 1,000 / 2,000 / 3,000 / 4,000 VX and 2,500 VX.
- Cash Shop has a Take All button.
- The MapleVerse Invincible Hat and the admin briefcase now wear a V instead of a W, in-game and on website avatars.
- Zakum Helmets and the MapleVerse Invincible Hat now glow with their own aura behind the wearer, and everyone nearby can see it. Other gear with an aura shows it too.
- Card-game pets are among the Gachapon's rare prizes: Black Bunny, Husky, Porcupine, Orange Tiger and Skunk. Win one and it's yours for good.
- The Inkwell Hat has left the Character Studio wardrobe.
- Gachapon machines now hold Maple card game prizes: elixirs, forging materials and rare weapons and capes.
- Dojo belts have more upgrade slots: White 3, Yellow 4, Blue 5, Red 6, Black 7.
- Scroll for Shoes for DEX now adds DEX too.
- White Versal Materia can drop from any monster in Versal (1 in 10,000).
- Throwing stars and bullets turn up far less often in low-level hunting grounds.
- Drops from Edelstein, Kritias, Chryse, Ulu, Veracent and other added regions can now be sold to shops.
Controls & Interface
- Quest lightbulb can be turned off: Settings > Gameplay > Quest Lightbulb, or pick “Stop showing this lightbulb” at the bottom of the bulb’s own quest list.
- New keys: Sit (X on new key layouts, or bind it in your key settings) sits you on town benches or your chair, plus bindable Free Market, Change Channel and Chat keys.
- Buff bar: your newest buff sits far right, and recasting a buff moves it back there.
- Damage numbers pop above the monster's head and stay solid a moment before fading.
- Picking up lots of scattered loot, by hand or by pet, no longer stalls.
- Everyone on the map now sees your pet talk.
- The MTS shows VX and Vesos; HP recovery numbers are centred; the notification count survives a window resize.
- EXP events now double EXP on every channel, not just the one they started on, and keep running after a channel restarts. Quest EXP rises with the world's EXP rate too, so quests pay double during a 2x EXP event.
- Event rate announcements appear once, and event notices disappear when the event ends. Fishing EXP now joins EXP events, and GMs can run quest EXP events.
Tamers
- Battle window. Every blow’s damage number now pops up over the monster on the battle stage (a MISS too) instead of hiding behind the window. The result banner is green for a win and rust for a loss, a greyed-out CHARM or PARTNERS button tells you why when you tap it, the duel and boss clock turns red in its last 10 seconds, and Up/Down on the command buttons no longer slides the cursor sideways.
- Boss battles. Both monsters now lunge, flinch, dodge and fall the way they do in every other battle, the blows your partner takes float over it, and its HP bar slides down instead of jumping. A long battle line gets a second line instead of being cut off.
- Duels. A rated duel shows your rating change, e.g. “Rating 1,000 -> 1,012 (+12)”, and a refused READY now tells you why.
- Team window. A partner’s level no longer runs into a long element name on the squad cards, and the window says “Saving your squad…” while a change goes through.
More fixes from tester reports
- Town Reputation hunting no longer reads 0 for long-time hunters. Every monster you have defeated still counts, and the window now adds up your whole hunting history the first time you open it.
- Brandish plays one motion that matches your weapon: a one-handed sword or axe swings and then stabs, and a two-handed sword or axe makes the big rising cut and then the big downward cut. The second slash effect that used to follow every cast is gone.
- Death: the grave plays its sound as it falls, for you and for other players you see go down. The grave and the revive notice now appear the moment your HP reaches 0, with no pause or fade to black first.
- Eurek’s Legendary Spirit and the Maker quest name the skill once in the reward message (“Legendary Spirit Lv.1”) instead of listing extra copies as numbers.
- Legendary Spirit window: its X button stays with the window instead of showing through other windows, and pressing the skill’s key again closes it. The Maker key also opens and closes its window cleanly when held down.
- Dropping items is quicker: the game no longer saves your whole character before every drop when nothing has changed.
- Doll Vending Machine (Night Market) no longer drops equipment on almost half of kills: about 1.75% now, like other level-60 monsters. The same goes for the transformed Flower and Sweetheart Perfumes and the Wacky CD in Taipei 101.
- Quest arrow: at the Edelstein airport it now says “Ask Ace to take you to Orbis”, the choice Ace actually offers, instead of naming the station platform.
- 101 Boulevard perfumes transform again: defeat a Cool, Flower or Sweetheart Perfume and its transformed form rises where it fell once the bottle breaks. The Twin UFO releases three Wacky CDs when it falls, and the Crazy Cat Rider leaves a Magic Speaker behind. The Crazy Cat Rider also fights with its own skills now: it powers itself up, raises its magic, and heals when wounded.
- Ximending’s Potion, Weapon and Armor Merchants are open for business, with the same goods Singapore’s CBD merchants carry.
- Record Player: 16 songs added, including Night Market, Night Field, Yo Taipei, 101 Building, 101 Building Field and Go Shanghai, plus Wu Tien Mountain’s and Veracent’s songs. Taiwan has its own heading under Places, with Ximending, Night Market and 101 Boulevard.
Website
- Wiki: new lists for potions and food, buff items, chairs, throwing stars and bullets, every scroll by equipment type, quests by level, every town's shops and storage, and which monsters are weak to each element, plus a Training Room guide. The Town Reputation table sorts again.
- Bug portal: you can change the severity and category of your own report, or delete it.
Thanks to everyone sending tester reports. Every one of these came from you.
UPDATE
Europe and Taiwan return: Veracent, the Vampire Castle, the Desolate Mountains, 40 new Tamer monsters, and more
2026.11.01
Since yesterday's update: the Europe continent is back in Maple World.
World
- Veracent returns. The town of Veracent, its farm and orchard, the forest roads and the whole Vampire Castle (38 maps) are open again. Spinel's World Tour lists Veracent (Europe) · Lv 65-135 again, free like the other tour stops, and takes you home the same way.
- The Europe page is back on the World Map, on the ◀ ▶ continent ring.
- Floating Market: Captain Nareth, the stylists Limbo and Wi, and Lung Ton the storage keeper are back in town.
- Taiwan returns: the Desolate Mountains, home of Tree Demon Granny, and the Eastern Divine Land arenas are open again. Both are reached through the Dimensional Mirror, and the mirror in each arena brings you home.
- The Fishing King ranking board is back on the Floating Market.
Tamers
- 40 Veracent monsters join the Tamer list, each with its own Monster Book card and sound. Most of the castle's “Dark” monsters keep the element of the monster they copy, not Dark. Five that have no sound of their own stay off the list for now and are still fought in boss style.
- The Temple of Time Hall is a little tougher to match the new monsters in its level range.
Quests & NPCs
- The Veracent storyline is back: 83 quests from Lv 65. It starts with Amanda on the farm just outside town (Amanda's Request 1), and runs through the village to the castle's dungeons. Samuel in town has his own quest too.
- Gilbert, Samuel, Daniel, Peter, Sonia, the two statues and the castle's prisoners are back where they were, with everything they had to say.
- The castle's monsters, the Intermediate Knight's set and Veracent's quest items are back.
- Quest windows now show the speaker's name for every Veracent NPC (Amanda, Samuel and the castle's prisoners showed a portrait with no name).
- Amanda's fruit and crops now come from the monsters on her own farm, as she says, instead of the castle.
- The Bonus Stage's exit door now works and takes you back to the Waiting Room.
UPDATE
Donor Medals with attack power, monster attack sounds, the battle stance, damage lines for everyone, Flash Jump and Cash Shop fixes and more
2026.10.31
Since yesterday's update: Donor Medals now carry real attack power, monsters finally sound off when they attack, the battle stance is back, other adventurers see your full damage and Combo orbs, a Flash Jump that no longer drops you into the rock, a VX choice in the Cash Shop, and a batch of fixes from tester reports.
Items & Cash Shop
- Every town's Donor Medal now gives +15 Weapon Attack and +25 Magic Attack on top of its usual stats. Medals already won get the boost the next time their holder logs in.
- Choose how you pay in the Cash Shop. Buying, gifting and slot expansions now show a Pay with Maple Points checkbox when you can pay with either. Untick it to spend VX instead.
Combat
- Battle stance. After you attack or take a hit, your character holds their weapon's battle stance for 5 seconds before relaxing, and other players see it too. You can't change channel until you've caught your breath.
- Other adventurers now see every damage line of your attacks, stacked the way you see them (Brandish shows both numbers), and your Combo orbs.
- Recasting Combo Attack now starts your orbs over at zero.
- Soul Driver (and other skills that strike the ground) now lands at the monsters' feet instead of their chest.
- Flash Jump facing a slope or wall no longer drops you through the ground, on the Perion rocks, in the Kerning subway or anywhere else.
Monsters
- Monsters play their own attack sounds, plus a second sound when an attack lands on you. That's 720 monsters, from Lupins and Torties to Truckers, Red Drakes and Mushmom.
- The Shanghai goats and ducks (and a few of their neighbours) no longer flicker as they walk.
More fixes from tester reports
- Spinel's World Tour remembers your way home even if the game reloads mid-trip, so a detour through the Dimensional Mirror no longer sends you to Lith Harbor.
- The Quest Log no longer lists the 2nd Anniversary Birthday Presents as available when you've already done the 1st Anniversary ones. They're the same quest, and the Maple Administrator already knew that.
- Androids now hang a body-length below you on ropes and ladders, and wait at the foot of the rope while you're near the bottom.
NOTICE
One sign-in for game, website and wiki, a wiki you can edit, and a reward for every bug you help us fix
2026.10.30
A few changes to how you sign in, a new wiki you can help write, and a thank-you for every bug you help us fix. Today's game updates and fixes have their own post: Notes for offline friends, Donor Medals, Flash Jump and more.
Bug-fix rewards
- Every report of yours that is marked FIXED on the test portal gives your primary character 1 more Etc inventory slot.
- They are added the next time you log in to the game, and a message in your notifications (the envelope on the status bar) tells you which reports earned them.
- Bug reports, suggestions and exploit reports all count, and so do reports that were fixed before today. Each report pays once.
- Your primary character is the one you pick on My Account. If you show as a ghost, your rewards wait until you pick a character.
One sign-in for the game, website and wiki
- The forum and test portal now use the MSU account you play with. Usernames and passwords for the website are gone.
- Sign in to the game, the website or the wiki and you are signed in to all three. Log out of any of them and you are logged out of all three.
- Had a website account before? Sign in with MSU, then link your old account on My Account to keep your posts and reports.
Your name and avatar
- On the forum and test portal you appear as your primary character, with their name and look.
- Rather stay anonymous? Pick a ghost: a monster look and a name of your own.
- Under every avatar you can now see the character's level and how many bug reports, suggestions and exploit reports that player has sent in.
Write the wiki with us
- Anyone signed in can edit pages and start new ones on the MapleVerse Wiki.
- While you are new, your edits wait for a moderator to approve them. After 10 edits on an account at least 7 days old, your edits go up straight away.
UPDATE
Notes for offline friends, Donor Medals in every town, Flash Jump and White Knight fixes, a faster Minesweeper, Versal on the World Map and more
2026.10.30
Since yesterday's update: Notes for friends who are offline, Donor Medals in every town with a Donation Box, the Gifted Carnivalian Medal, a Flash Jump that can't be chained into a double jump, one White Knight charge at a time, a faster Minesweeper, Xiaopang's balloon ropes, Versal on the World Map, and a big batch of fixes from tester reports. (Bug-fix rewards and the new sign-in are in today's notice.)
Notes and items
- Notes are in the Cash Shop (USE tab): 1 for 30 VX or 11 for 300 VX. Use one, or press NOTE in your buddy list, to leave a message for any adventurer, even one who is offline. They get it the next time they log in.
- While writing a note, Shift+click an item in your bag to link it. The reader can click the link to see the item.
- Shift+click a worn item in the Equipment window to link it in chat, the same as items in your bag.
- Equipment glow now shows in the trade window, and the glow shines out from the item, fading toward the edge of the slot.
- Timed items like the 2x EXP Card show their expiry date in every tooltip, and Cash Shop items show how long they last.
Medals
- Every town's Donation Box now keeps a record. The biggest single donation earns that town's Donor Medal, from Henesys to Magatia. If someone beats your donation, the medal passes to them.
- Spiegelmann now awards the Gifted Carnivalian Medal to 2nd Monster Carnival stars: at least 50 matches and a 70% win rate (matches from 10-28 on count).
Combat & skills
- Skills with a cooldown, like Enrage, Hero's Will and Dragon Roar, now shade their quick-slot key until they're ready again.
- Lucky Seven, Triple Throw and Avenger show their stars again while Shadow Stars is active.
- A Flash Jump from the ground now needs 0.7 seconds before you can Flash Jump again, from the ground or in the air, so it can no longer be chained into a double jump. A Flash Jump after a normal jump is unchanged.
- White Knight charges: casting a new charge now ends the old one completely, its icon and its Weapon Attack bonus included, so two charges no longer stack.
- You can drag a skill to your keys while MAX is still adding its points, as soon as the first point is in.
Quests, NPCs & minigames
- Agent E no longer hands out a jump quest as Today's Mission. Thursday is a monster hunt instead.
- Quests that share a name across level ranges now show the range in their title, like Agent E's special orders (Lv. 31-50).
- Toh and Kopee Relicseeker in the Perion Weapon Store now wear their name tags, and the Chief's Chair quest guide leads you to Toh.
- The Quest Log now tells you when a quest item is sold in the Cash Shop, like the Easter Basket's Red Ribbon.
- Xiaopang's hot-air balloons in Shanghai now have ropes that reach the ground on The Bund and both fields, so you can climb straight up to him.
- Minesweeper answers every tap instantly, and an empty tile clears its whole empty area. Each cleared board pays 5,000 Vesos, up to 3 prizes a day per account.
World
- Versal on the World Map: each Versal area page now shows its own painted map, drawn after the region it mirrors, with every town and field you can click.
- Kerning City's sky no longer ends in a flat peach band at the bottom of the backdrop: the skyline carries on as its own reflection.
More fixes from tester reports
- Versal: Mushmom, Desert Giant, Poison Gas Generator, Kentaurus King, Deo, Dodo, Lilynouch and Lyka now give experience that matches how quickly they come back (Mushmom: 643 EXP).
- Ticking notes to KEEP or DELETE in the Memo window works on every map again.
- Attack skills pass by boxes, plants, chests, clams and coconuts again: only your normal attack breaks them, so Toy Factory chests no longer whisk you away mid-fight.
- Quests whose reward doesn't fit in your inventory now say so straight away, instead of telling you to keep collecting (Beat the Heat Project and others).
- Worn effects like the Bummer Effect now turn with your character and stay behind you, instead of drawing over your face and over other players.
- On the update notice, ticking Don't update now, and don't tell me for 24h now keeps you in the game whichever button you press.
- Website: your account pages no longer show an error when you come back after leaving them open for a minute.
UPDATE
Tamer stats power partners, Holiday PQ for every level, no quest level caps, Infinity Blast and stronger guns, and more
2026.10.29
Since yesterday's update: a Tamer's STR, DEX, INT and LUK now power their partners, the Holiday PQ no longer has a top level, no quest has a maximum level, swing trails follow your weapon mastery, Gunslingers get Infinity Blast and harder-hitting guns, White Knight and Paladin charges hold, travel NPCs drop their level tags, and a batch of fixes from tester reports.
Tamers
- Your stats now power your partners. Every point of STR, DEX, INT and LUK a Tamer has (from AP and from equipment) now helps their partners, and all four are equally worth raising:
- STR — Brawn: partners' Attack +3% and Max HP +2% per 100 STR, they flinch less, and standing partners recover HP after a win.
- DEX — Handling: partners' Speed +2.7% and Defense +1.8% per 100 DEX, status effects land on them less often, and Beckon and Gathering Call reach farther.
- INT — Lore: partners' Magic Attack +4% and Magic Defense +2.65% per 100 INT, your partners' status effects land more often, and partners earn more EXP.
- LUK — Fortune: more critical hits, harder critical hits and a little more damage on every hit, and Binding Charms catch more often.
Points above the starting 4 count, up to 1,000 in each stat. Hover STR, DEX, INT or LUK in the Character Stat window to see exactly what yours give. These stack with your Tamer skills.
Party quests
- Holiday PQ for every level: characters above level 40 now head to the top Snow Man's Land lobby when the Snow Spirit in Happyville sends them in. The top difficulty has no maximum level any more.
Quests & NPCs
- No maximum levels on quests: a quest you meet the minimum level for can always be started, however high your level.
- Quest items drop while you're on the quest: items only a quest uses now drop while that quest is active, so accepting the quest never cuts you off from them.
- Easter quests: the Maple Administrator's Easter Basket and Mad Bunny's egg quests can each be done once a day again.
- Return of the Dark Lord: Hellin in Leafre's Forest of the Priest now offers it to Night Lords and Shadowers who have already finished her trial.
- Han the Broker's Bluish Mineral drops from the monsters around Magatia while his quest is active, and the Quest Log names them.
- Quest Log: hovering a reward icon now shows the item's full tooltip, and Zenumist Cape now tells you to drop Han's Strange Bottle of Water onto the alchemy pillar in Zenumist Society.
Combat
- Minimum damage follows your weapon's mastery: 4th job masteries (Bow Expert, Marksman Boost, Aran's High Mastery) now raise your lowest hits too, and only the mastery for the weapon you're holding counts. Hitting up close with a bow, crossbow, claw or gun no longer uses that weapon's mastery.
- Weapon swing trails follow your weapon mastery: blue when untrained, shifting through purple and pink as you train, and orange once the mastery is maxed, whatever your level or your weapon's level. Each mastery only colours its own weapon type.
- Infinity Blast (Gunslinger, 2nd job): a new skill in the 2nd job skill book. Pay a stack of bullets once when you cast it, then fire without using any for up to 3 minutes at Lv5.
- The gun hits harder: Double Shot now hits as hard as the Bowman's (130% at max), and Grenade, Flamethrower and Ice Splitter deal much more damage at every level.
- White Knights and Paladins: an elemental charge no longer gets cut short when the timer of the charge it replaced runs out, so Charged Blow and Blast keep your charge up the whole time.
More fixes from tester reports
- Temple of Time: Johanna now runs a general store at the Three Doors, and the Three Doors door offers a menu of every road you have already opened — Past of the Verdure, Frozen Past, Burning Past and Forgotten Twilight.
- Guilds: a Guild Master can now hand the guild to another member with the GUILD LEADER button in the Guild tab, or through Heracle in the Orbis Guild Headquarters. A Master who has been away for 20 days (was 30) passes leadership on automatically.
- [Mastery Book] Wind Booster no longer drops. It was an unfinished book with no picture or effect; the working Speed Infusion book still drops.
- Sand Bandits Hideout (Versal): the way out is back where you can reach it, on the top floor.
- Auto HP no longer drinks Easter Eggs or other items an active quest needs you to hand in.
- Mastery Books and Skill Books: everyone nearby now sees the success or failure effect when you read one, the same way scroll results already show.
- Skill and mastery books stack: every skill book and mastery book now stacks up to 9,999 per slot, Triple Throw included.
- Feeding lines: feeding your mount a Revitalizer now shows how tired it still is (Tiredness out of 99), and your pet's feeding line shows how full it is (Fullness out of 100).
- Travel at any level: Spinel, the Dimensional Mirror and the Versal portal take travellers of any level, and their lists no longer show [Lv.20] tags.
- NPCs keep all their quests: Cassandra, Boss Kitty, Tylus, Kenta, Jack, Spiegelmann and Cesar no longer hide the rest of their quests while one of their errands is underway — the errand is now one choice in their list.
- Richie Gold is Here: Gold Richie in Lith Harbor now completes the quest and pays your 5,000 Vesos.
- 2006 Easter Basket: the Maple Administrator offers it straight away, and its objectives now list the Red Ribbon.
- Glass Shoes: Ligators drop them about half the time while The Finished Party Dress and Glass Shoes is active.
- Rush no longer sends you back to the entrance on bumpy ground like The Swamp of Despair I.
- MTS: Mastery Books show their level, so the Lv20 and Lv30 Shadow Shifter books (and every other pair) both appear, and a Lv20 book can't fill a request for a Lv30 one.
- Spinel in Ellinia stands in front of her World Tour booth again.
- Golden Coast (Versal): the sea and surf show under your feet again at night.
- Tamer wild battles in the Tree Dungeon stand on slime floors, and the Southern Forest dungeons on mushroom shelves, instead of black blocks.
- Happyville: riding Roodolph to the Snow Zone no longer makes Rupi forget where you came from.
- Coke Town: the General Store and the bears' houses show their full interiors again — igloo, counters, vending machines and crates.
- Kedrick's Golden Fish: Kedrick at the Floating Market pier now trades a Strawberry Icecream Bar for 300 Golden Fish, the most common catch while fishing.
- Meteorite Samples from Kulan Field's meteorites no longer vanish with a memo after you pick them up.
- Roodolph offers his quest again. In Happyville his sleigh ride used to answer every click, so Warm Milk Delivery could never be picked up. Now the ride is one choice in his list, next to his quest.
- One Easter Basket, not two. The Maple Administrator was offering both years' Easter Baskets at once again; it's back to a single basket.
- Aramia lists her quests next to planting the Maple Tree, instead of only talking about the tree.
- Nine more Tamer partners from the Golden Temple and Wu Tien Mountain now have their own sound when they faint.
UPDATE
Gollux awakens, Thailand restored, Tamer Hall bosses, no quest level caps and more
2026.10.28
Since yesterday's update: the giant Gollux can now be fought, and more party quest rewards are now handed out by the server. Later in the day: Thailand's Golden Temple road is open again, Tamer Hall leaders bring out their real bosses, and a big batch of tester reports was fixed.
Bosses
- Gollux awakens: take a key from the Heart Tree Guardian and climb the giant's body, breaking its shoulders and abdomen before facing its head (party of 1-6, Lv 140).
- Lucia in the Memories of the Heart Tree trades Gollux Coins for the Gollux earrings, rings, pendants and belts, and a purified Gollux heart now leaves a reward behind.
- The Gollux accessories Lucia trades for Gollux Coins have been rebalanced to sit alongside the rest of your gear: still the best pieces for each slot, just not leaps beyond everything else.
- Zakum, Horntail and Papulatus now rise exactly once per run, in their original spots, when you use the Eye of Fire on Zakum's altar, Horntail's cave reactor or the Piece of Cracked Dimension in the Clock Tower crack.
- San Commerci's Merchant Union sets sail daily: beat off the Delfino raiders with your party, earn Commerci Denaros, and trade them with Javert for the Sweetwater accessories.
- Mahavira's idols: clear the Chief Priest once a week for his Bronze, Silver and Gold Sutra Totems, and the Wise Chief Priest in Mahavira Hall will fuse them into idols you can wear in three new idol slots.
- Wu Tien Mountain is open: ask Elder Jung in the Mount Song Hamlet to climb from the 600m Entrance to the 2,300m Summit Waterfall, past Wukong and Sondal and the Lv140 Wu Tien Eagles.
- The Equipment window's three pet boxes now read IDOL, ready for Mahavira's idols.
Travel
- Spinel's World Tour now lists its destinations from the lowest-level continent to the highest, with each one's level range shown.
- The Dimensional Mirror lists its areas from the lowest-level monsters to the highest, with the event areas gathered under their own heading.
- Ericsson now waits by the wolf chariot in Orbis to send you up to Chryse, and has more to say about the floating island first. Orbis Park's Ericsson sticks to his quests.
- Thailand is whole again: the road out of the Floating Market climbs past the Temple Gate Entrance to the Tranquil Monastery, the Monkey Jungles and the Cave of the Asura, with their monks, merchants and monsters back. The Thailand world map shows every stop.
- Versal's doors now lead where they always did in the Mirror World, and every room in Versal can be walked to from its town.
- Happyville, the Original Happyville and Coke Town now sit under Event Areas in the Dimensional Mirror.
- Old Shanghai now opens the Far East world map and shows where you are, the Bund and Yuyuan Garden included.
- The monkeys and stone giants of Thailand's Golden Temple now drop items and Vesos, give EXP in line with other monsters their level, and have Monster Book cards.
Quests
- Cassandra's "Catch the Golden Pig!" can be finished: Pigs and Ribbon Pigs now carry the Golden Maple Leaf while you're on her hunt.
- Dual Blades now earn their awakening the real way: break the marbles in the Secret Garden's Marble Room, and fight off the Guardian Dolls in the secret room behind the Jazz Bar counter for the Former Dark Lord's Diary.
- Quest items no longer go missing on some kills (the Toy Factory's Maintenance Manual among them), and monsters in the Amoria PQ, Delli's rescue and the Premium Road now drop their usual loot.
- NPCs you only need to talk to now show the "ready to complete" book over their heads.
- Roger on Maple Road teaches new adventurers how to use items again with his apple.
- Cassandra's "Defeating the Hidden Monster" errand is now open at every level, not just 10-25, and spring flowers only appear for adventurers in the right level range.
- Kenta now sells his Special Supplements to knights raising Mimiana for the Riding Mimiana quest, not only for The Birth of Titio.
- The Infinity Scroll for The Transformed Maple Leaf now drops from any monster at a 1% chance while you're on that quest.
- Gaga's Ancient Artifact Hunt is back: dig up Mysterious Artifacts from monsters near your level, have Gaga appraise them, and earn the Archeologist Hat or Glasses at 5000 points. Ask Gaga for the Top 10: each weekend the Top 10 hunters are sent special Archeologist gear and a medal by Maple Home Delivery, and returning all 8 Mystical Treasures earns a medal of its own.
- Spring Flower Research: Azaleas, Forsythias and Clovers only drop while you're on the errand, and you can take it from Betty, Lisa or Kong Ji without bringing flowers first.
- The camera tripod on Happyville's rooftop now answers every swing for every class, Tamers included, instead of going dead after the first hit of the day.
- No more level caps on quests: if you meet a quest's minimum level, you can take it, however high your level is.
- Quest items that only one quest uses (the Giant Snowman's boxes, the erasers, White Versal Materia, Agent C's documents, the Turkey Commando's Eye and more) now drop only while you're on that quest, and you can take those quests without carrying the item first.
Movement & pets
- Pets no longer hop in place forever beside a wall they can't jump; they wait at the wall instead.
- Monsters that jump or step off a ledge now drift through the air the way they always should have.
- The Cape for Cold Protection keeps El Nath's cold away. Warming foods only protect against the cold (and air bubbles only underwater), and the cold bites every 5 seconds instead of every 2.5.
- Holding Jump makes you hop again as soon as you land.
Party quests
- Wu Yang's coin and hat trades, Romeo and Juliet's marbles and the Altaire Fragment from the Forest of Poison Haze are now handed out by the server.
- Mu Lung Dojo: every climb gets its own copy of the 38 floors, so you never meet another climber's boss.
- Party quests have their own record pages in the Quest Log, under Party Quest: runs cleared out of entered, your fastest time, whether you hold the PQ's reward, and your rank.
- Ariant Hunting Competition matches now have a winner: the top jewel collector wins, so your Ariant record and rank can climb past F.
- Party quest stage items (the Tower of Goddess statue pieces, the Forest of Poison Haze purifiers, Magatia's letters and Yulete's reports and liquids) are now handed out by the server, and Lord Pirate's mark refund can no longer be lost.
- Olivia's Secret Room: the three entries a day are counted for each character. In the Guild Quest, the statue pattern, the spears on the altars and Sharen III's remains are now judged fairly for the whole guild.
- Orbis PQ: the tower's doors work again, so parties are no longer stuck at the Entrance after Eak's stage.
- Magatia PQ (both sides): the Lab Units' top door leads on to the Center Lab again, and the office clears on the last kill.
- Pirate PQ: the deck's side rooms open again (Lord Pirate's chests), and the stage clears on its last kill.
- Amorian Challenge: the couples' bonus vault now runs on the party's clock, and the run's special items stay behind when you leave.
- A party quest door that refused you once now opens as soon as its stage is cleared.
- Mu Lung Dojo: every floor's boss appears again.
- Kerning PQ: the leader stays with Cloto to claim the prize, and Nella sends you out by the exit map.
- Henesys PQ: plant each primrose seed by dropping it on its matching footing; the footing takes it a few seconds later.
- Ellin, Orbis, Magatia, Pirate, Amoria and Olivia PQs: once the whole party has left, talking to the entry NPC starts a fresh run instead of putting you back in the finished one.
- Amorian Challenge: in Amos' Vault for Couples, Amos now takes your 35 Cupid Code Pieces, and the first player to bring them gets the cape.
- Holiday PQ: hand Save the Snowman! back to the Snow Spirit in Happyville and take it again to run Snow Man's Land again.
Combat & skills
- Taunt now raises EXP and drop rates on every monster it marks, not just the first.
- Monsters that reflect or block damage, like Lilynouch, now show a shield over their head while the effect is active.
- Three Snails now throws a green, blue or red shell depending on its level.
- Auto-HP reaches for your Elixirs when your other potions run out, and fallen adventurers no longer earn party EXP or cast skills.
- Ghosts now keep your head, hair, face and hat (Cash Shop hats and glasses included); the ghost replaces everything below the neck.
- A character lying under its tombstone no longer earns EXP from anything (kills, quests, party shares, summons, events) and can't use skills, Flash Jump or summons; death now also clears poison, seal, darkness and other debuffs.
- Venomous Star's poison effect now matches what the monster takes, and other players see a Night Lord's or Shadower's Ninja Ambush damage tick each second.
Tamers
- Gere's fusion anvil in Ardentmill has a new Fusion window: pick any two partners from your squad or box by their monster cards, choose what they become and which moves to keep, then watch them fuse in a burst of light.
- Every Hall leader now sends out a real boss to finish the match: Minerva brings Eliza, and leaders like Carson, Kyrin and Kino Konoko field their homeland's own boss.
- Ducks, sheep, goats, cows and more than 20 other everyday monsters are now ordinary wild battles instead of boss fights, and crowded maps no longer turn extra monsters (like Lupins) into boss fights.
- Fused partners now step out of the light at their full size, and hovering a partner on the fusion bench shows its stats, IVs, EVs and the moves it would pass on.
- Wren now leads the El Nath Hall and gives the Tamer quests that went through Tylus, and she talks like the other 3rd job chiefs. Sigils and quests in progress carry straight over.
- The last ten Halls now field a boss too: Eleanor's Cockatrice in Edelstein, the Master of Disguise in Ereve, the Poison Golem at Altaire Camp, the Chief Priest on Mount Song, Griffey for Kritias, and more.
- Murumuru, the Wu Tien Eagles, Edelstein's Training Robots and the birthday cakes are now ordinary wild battles instead of boss fights.
Items & Cash Shop
- Every item a quest sends you to the Cash Shop for, including Pet Snack and the newly stocked Rock of Evolution, is now under EVENT > Event, along with Torr's Horn, the Golden Bell, the Red Ribbon and the Enchanted Scroll.
- Snowboards, surfboards and dozens of other event and boss-box equips now sell to shops for what other gear of their level is worth, instead of 1 veso.
- Empty throwing-star and bullet stacks can now be dropped or sold at a shop for their base price.
- The Item window's favourite star now turns itself off when you close the window, so reopening your inventory never leaves item clicks stuck on starring.
- Keyboard Settings: right-click a key to clear it and send its icon back to the tray at the bottom. Dragging it off the keyboard still works too.
Parties & the Free Market
- Party invites now tell you when the player is already in a party or turns you down, and logging out no longer drops you from your party.
- Family Reunion and teleport scrolls used inside the Free Market now take you where you meant to go instead of back to the town you came from.
- When a party leader logs off, leadership now passes to a member who's still online (on the leader's map first, highest level), and everyone in the party is told. If the whole party logs off, it waits 30 minutes for you to come back.
More fixes from tester reports
- Pac Pinkies in Singapore's Suburban Area 2 wander their platforms again instead of spinning in place, and other monsters stuck the same way on other maps were fixed too.
- Clouds and city skylines no longer leave thin trails up the sky when the game window is large.
- The clock in the Kerning City Subway Ticketing Booth sits in the middle of its display.
- The gift box at the left end of Happyville, which holds the Magical Mitten, now comes back about 30 seconds after it's opened.
- Phone: long-pressing near the buttons no longer pops up text-selection handles, and the movement stick no longer freezes under Ellinia's tall minimap, so the Ardentmill door there works by touch.
- Omok and Match Cards rooms can now be opened in the Tamer Arena Lobby while you wait for a match.
- Jumping monsters (in the Pharaoh party quest, the early slime maps and elsewhere) no longer leap through walls or off ledges and pop back where they started.
- Shanghai's sky no longer has a hard line across it on large windows, and the airfield's sky is fixed too.
- The quest guide's directions now know about every area added since last week.
Website & updates
- After an update, the game now only downloads what actually changed, so getting back in after a patch is much faster on slower connections.
- The Drop Catalog now lists every monster, including Xerxes and the new Wu Tien Eagles.
- Suggestions on the test portal can now carry a picture: paste, drag or browse one onto the form.
UPDATE
Monster damage fixed, new flights, slippery El Nath, old Shanghai, Maker upgrades, MTS buy orders and more
2026.10.27
Since our last update: monsters hit at their intended strength again, new flights and fixed ferries make getting around much easier, the Maker got a big quality-of-life pass, two regions closed while others were rebuilt and the old Shanghai returned, El Nath is slippery again, and a long list of tester reports were fixed.
Monster damage & EXP
- Monsters no longer hit far harder than intended. Bigfoot's touch is back to about 11,000 (it was landing around 32,000) and its stomp to about 8,000, and the Bamboo Warrior and Blue Mushmom hit at their intended strength.
- Every monster hit is 30% lighter than the full pre-Big-Bang numbers we explained last week.
- New EXP and spawn tuning across Ludibrium, Leafre, Kulan, Ariant, Omega Sector and Crimsonwood, and a reworked EXP curve from Lv 135 up.
- Max MP now grows with INT on every level-up, and characters who levelled before the change get the missing MP back automatically the next time they log in.
- The Frog and Black Cat event monsters take exactly 10 hits again, whatever you hit them with.
- Witch Malady's Frog and Black Cat lose just 1 HP to each poison tick, the same as every other hit.
Travel
- New flights: Pilot Irvin at Ellinia Station, the Edelstein airport and Orbis Station; Ace flies back to Orbis from Ludibrium and Leafre and to Victoria Island; Joel and Agatha fly to Edelstein, and Agatha books Mu Lung trips on Hak's back.
- The Camel Cab and the Dolphin run again, and the Dolphin no longer offers a paid ride to the pier you're standing on.
- Leaving the Mini Draco ride early works, and Spinel's World Tour can bring you home from Yu Garden.
- The Kerning City subway no longer freezes or crashes the game, and its tunnel backdrop finally shows.
- Coke Town's platforms are back where you can stand on them.
- The Golden Temple and other timed maps can't be left through the TRADE shortcut, and you come back at their exit instead of inside.
- El Nath's icy ground is slippery again: you slide when you stop or turn unless you're wearing Snowshoes or riding a mount. Walking and jumping everywhere now move like the original game, with a touch more momentum when you stop and more speed downhill.
- Spikes on Shoes now keep you from sliding on El Nath's ice, and steering in mid-air moves like the original game.
- Backgrounds on wide and ultrawide screens now carry on to the edge of the screen instead of stopping partway: Perion, the Rocky Mountains, Maple Road and hundreds more.
- On very wide windows, interiors like the Haunted Mansion's corridors show black outside the room again instead of a flat wall of colour.
Regions
- Neo Tokyo and the Aqua Road gate of the Crimson Wood Keep have closed. The Crimsonwood Keep in Masteria is unchanged.
- Ninja Castle, the Floating Market, the Monster Game Arcade, fishing and Hinamatsuri were rebuilt, and some names changed (Yokoda, Teyandei, Princess Suzume, the Palanquin, the Ninto Scroll). Fish now sell for 1 veso.
- A Premium Hyper Teleport Rock you held became a Hyper Teleport Rock with the same time left, and Mount Song's foods became Power Elixirs and Elixirs.
- John Barricade's "Finding Jack" quest is back in Masteria (Lv 50, after his earlier errands): find Jack on Crimsonwood Mountain to receive the Map of Phantom Forest, which Taggrin's "The Right Path" asks for.
- Andy and Grandma Benson now stand in Henesys, on the lower street at the east end of town: Andy's "Game On!" quests and Grandma Benson's "Pumpkin Pie" can be finished again.
- Wren in El Nath and Theria in Leafre now wear their Tamer Instructor titles like the other job instructors, and Theria's name finally shows above her head.
- The Tamer Hall leaders, Mar, Professor Lutil, the Ardentmill trainers and the Versal teachers now talk in their own voices, like the rest of Maple World's NPCs.
- Grant, Professor Lutil and Ardentmill's masters (Cole, Gere and Ally) have new lines in their own voices, and a loading tip that pointed to a boat that no longer sails now points to Spinel's World Tour.
- The old Shanghai is back: The Bund, Yuyuan Garden and the farm fields beyond, with Mr. Yang, the Shanghai police and their quests. Spinel's World Tour flies there.
- The road past Tynerum's Labyrinth is open: help the being at the Labyrinth's End and the Heart Tree Guardian, and earn the keys that lead to Gollux.
- The Thailand page is back on the World Map: open it in the Floating Market (or page to it with the arrows) to see the market and its waterways, and travel there with a Teleport Rock.
- The Golden Temple is on the World Map: the temple, Monkey Temples, Goblin Caves and Sealed Sanctuary sit on the Thailand page, and the Floating Market's Maple TV is the Thailand Water Market Maple TV.
- Edelstein's airport has one Irvin again: Instructor Irvin rents you the plane to Ellinia himself.
- The five beauty experts in Yuyuan Garden open their salons for hair, dye, plastic surgery and skin care.
- The Adventure Arena is open beside Yuyuan Garden. Talk to the PvP Guide at the Arena Entrance to open a room in one of the three Rings or join one, then take on another player in a contest picked at random: defeat the monster that bears your own name first, defeat the most monsters before the 2-minute clock runs out, or be first through the obstacle course. Every win, loss and draw is kept (3 points for a win, 1 for a draw), and the PvP Ranking Board shows the top ten.
Maker & items
- The Maker remembers your category and recipe after a craft, shows each slot's stats, and crafts Monster Crystals, disassembles and makes stackable items in bulk. Disassemble has its own start button.
- MTS WANTED: post a buy order and other players can fill it while you're away; the goods wait in your transfer inventory.
- Pet Auto Feed can now be used from the Cash tab, and the PET INFO card lists what your pet wears.
- Drop raises: Omok Piece : Mushroom (x7.7), Sap of Ancient Tree (x5) and Drake's Blood (x3).
- Everyone on the map now sees your scroll succeed or fail, and 80 more medals show their title plate.
- Legendary Spirit opens its Item Upgrade window: drag an equip in, drop a scroll on it, and tick the box to use a White Scroll.
- The Monster Book has a card for every monster you can hunt: 484 new cards, including the White Rooster and the Floating Market frogs.
- Bosses and party-quest monsters have Monster Book cards too: 161 more, from Krexel to the Headless Horseman, and boss rematches and copies count toward the boss's own card. The old Shanghai's farm animals have their cards as well.
- Character Info: hovering another player's cash item also shows the equipment worn underneath it, like your own Equipment window.
- Another player's Character Info card now shows them in their gear, even if they've just arrived or wear something no one else nearby has. The Viking from Monster Carnival 2 now has a Monster Book card.
- Futuroids stay dressed: the android's bodysuit, cape and gloves no longer flicker out during idle and walking. Every medal, the Chryse Savior medal included, now shows its title on its own frame.
Combat & skills
- Critical hits from ranged and area skills now show as critical numbers.
- Alchemist stretches item buffs (for example 30 minutes to 45), and the Shadow Partner's numbers sit above yours instead of on top of them.
- Shadow Partner now throws its own star a beat after yours, Avenger spins, and other players can see your shadow (and Dark Sight's see-through look).
- Magic Guard's damage number shows the whole hit (HP and MP lost).
- Flash Jump works from the ground and while falling.
- Buff icons clear properly when you're knocked out.
- Final Attack is its own swing again: a beat after Power Strike, Slash Blast or (Dawn Warrior) Brandish your character swings once more, and that swing finds its own target, so it hits the next monster when the first one went down.
- Tamers: the clones in the Magician's Tree Dungeon trial are now wild fights you can battle normally, not boss fights.
- Characters brought in from MapleStory Universe now arrive with their job's starting stats instead of a Beginner's Strength, and characters already brought over have had those points returned as unspent AP. They are also protected: they can no longer be deleted from character select.
Quests & NPCs
- Guilds can be founded again at Heracle.
- Fixed: What Meren Dropped / The Owner of the Note, the Mysterious Statue's codes, Lana's Rose, Freesia and Lavender scents, Luke's Training Instructor's Badge, and talk hand-ins for Olson and the job instructors.
- Ace of Heart's Secret Ability pays 570,000 EXP.
- Talking to NPCs is easier: the talk key reaches a little further, prefers a quest you can hand in, and pressing it again moves to the next NPC.
- New achievements: reach Lv. 30, 70 and 120 without being knocked out once.
- Dalair's title challenges show their progress in the Quest Log: Quest Specialist counts your completed quests, the Explorer titles count the maps you've explored, and Diligent Explorer shows today's play time and your days so far.
- Dalair's PQ Mania title can now be earned: party quests keep your record (runs, clears, best time, Carnival wins) and grade it from S to F.
- Party quests: boxes drop their loot again (Primrose Hill's seed bushes, the Tower of Goddess boxes and pots, Magatia's beakers, the Guild Quest's chests and Amos' Vault). In the Amorian Challenge the whole party moves on when the leader clears a stage, a broken gate stays open for everyone, and the Vault for Couples boxes release the monsters carrying Cupid Code Pieces. Cloto hands every member of a winning Kerning party one prize from her own list, a Tower of Goddess party with all five job branches receives Wonky's blessing, and Monster Carnival's Curse halves the cursed player's EXP.
- The Snow Spirit is back in Happyville: A Secret Note, Alcaster's Reply and Save the Snowman! lead the way into Snow Man's Land for the Holiday Party Quest.
- Mu Lung Dojo: training points, belts and the Vanquisher medals are now kept and handed out by the server, and points earned so far carry over. In Zakum's pre-quest the trapped chests in the Dead Mine really do release their three Mimics.
- Talking to an NPC now always counts a quest's "talk to" step, including Moony, Cassandra, Yu Garden's Zhen Long and Mr. Jo, and the stylists Fabio and Wang Ching Ying.
- Character select shows your real Fame again (it read 0 for everyone).
- Scrolls land on the equipment you see: dropping a scroll on gear you had only just put on no longer scrolls the piece you took off.
- Tigun sells Entry Passes to the Palace again: if you gave yours to Jiyur, pay him 2,000 vesos for a new one. The Korean Folk Town storybooks, Kenta's wolf and saddle errands, the Ereve permits and the repeatable training quests can be done again too.
- Rangers and Snipers can enter Phoenix's Nest and Freezer's Nest for their 4th-job egg quests, and the hidden room behind Ariant's palace holds the Queen's treasure chest and its Sky Jewel (Eleska's Test).
- The Queen's treasure box gives up only one Sky Jewel, and only after it is fully broken open.
- Dozens of old event and story quests can be finished again: their missing items now drop from fitting monsters (Spring Flowers, the Monster Erasers, Snow Silk, the school stamps, Maple Claws' gift boxes and more), and Lita's Leprechauns and Lisa's Giant Nependeaths drop what their quests ask for.
- Carson's Experiment can be finished: Carson sends you into the Closed Lab, where the Homuns carry the stolen Magic Device for the Pentagram of Alchemy.
- The Fountain of Life, a Kerning City trash can, a tree stump near Ellinia, the Queen's ring and a Magatia picture frame give their quest items; three Aran quests hand you their item when you accept them.
- Amoria PQ: the mirror gives its Mirror Shard in online runs, and the Fierry and Fang drop one quest item each instead of two.
- Arwen the Fairy in Ellinia makes Moon Rocks, Star Rocks and the Black Feather again from level 40; Karcasa hands the Queen's silk to anyone convincingly disguised as Tigun; Neo Huroids in the Magatia PQ drop Yulete's Lab Reports.
- The blue alchemy pillar in the Zenumist Society takes your Strange Bottle of Water and leaves a tree branch for Carson, and no offering is wasted on an object that doesn't react.
- The Quest Finder moves on to the next meteorite after each Meteorite Sample in Kulan Field.
- A questing Chief Bandit can reach the Hidden Relic behind Shawn, and a Crusader the Forgotten Shrine, for their 4th-job items (Shawn's Request, Sayram's Shield).
- Carta the sea-witch opens the crack of dimension for "A Piece of Will" again, and the toy box in the Secret Factory releases its Toy Trojans so Mac's Maintenance Manual can be found.
- Karcasa's other quests no longer hide while "Mission Complete!" is running.
- The Puppeteer's Cave is open: say the password at the sealed wall in The Cave of Evil Eye III, face Francis, and defeat the Puppeteer to recover his document for "Eliminate the Puppeteer!".
Fun
- The MapleTV Star: every MapleTV now shows the current star, and you can buy the spot.
- GMs can run prize-pool events with item prizes.
- Parties now belong to the character: switching to another character leaves your party (or disbands it, if you lead it), and switching back doesn't put you back in.
Website
- The MapleVerse Wiki (in development) replaces the Guide in the menu, with monster, item, quest, NPC and map pages and guides.
- The wiki has a full Versal walkthrough (all 144 quests in order), Spinel's trips in her new order with The Bund, and party quest pages that match the game, Mu Lung Dojo included.
UPDATE
Tamer 2nd, 3rd and 4th jobs, monster damage explained, mobile controls rebuilt, iPhone transfer codes and more
2026.10.22
Since yesterday's update: Tamers can now advance to their 2nd, 3rd and 4th jobs with new skill books, quests for every class now include Tamers, monster damage now follows the full pre-Big-Bang rules (explained in detail below), monster power-ups finally make their hits stronger, the Mark of the Beta got much tougher with a scroll of its own, your account's blessings moved into the skill window, more quests light up the moment you can take them, the phone and tablet controls were rebuilt from the ground up, you can now carry your account into the iPhone Home Screen app, Tamers can fight every monster a quest asks for, and two more batches of tester reports were fixed.
Tamers: 2nd, 3rd and 4th jobs
Tamers can now advance three more times, at Lv 30, Lv 70 and Lv 120, each with its own trial, its own instructor and a new skill book. Every book has more skills than you have skill points, so two Tamers of the same level can be built very differently.
- Wrangler (Lv 30). Mar the Fairy sends you to the old trial in the forest north of Ellinia. Bring back thirty Dark Marbles and she makes you a Wrangler.
- Packmaster (Lv 70). Your new instructor, Wren, waits in the Chief's Residence in El Nath. Face Mar's Other Self behind the Door of Dimension (bring seven Sigils), then pass the Holy Stone's test at the snowfield.
- Wild Sovereign (Lv 120). Theria trains Tamers in the Forest of the Priest in Leafre. Hear her three stories, then bring her The Heroic Pentagon and The Heroic Star. Manon and Griffey carry them for a Tamer on this road, or Chief Tatamo will trade them for a favour.
- Three lore quests at the 4th job open Ancient Pact, Legend's Lineage and Call of the Wild Kin.
New skills
- The Tamer book gains five skills: Steady Bond, Sharp Instincts, Thick Hide, Field Rations and Watchful Eye.
- Wrangler: element and status skills, Relay Guard, Rally Cry, Wrangler's Grit, Long Reach, and the active Second Wind, which stands every knocked-out partner back up.
- Packmaster: Pack Instinct, Predator's Focus, Pack Regeneration, Iron Pact, Lead the Charge, Pack Schooling, Titan Breaker, Overwhelm, Unflinching, and the active Mending Song, which cures and heals your squad.
- Wild Sovereign: Sovereign's Blessing, Apex Predator, Unbreakable Bond, Elemental Dominion, Primal Fury, Purifying Aura, Sovereign's Will, plus the three lore skills.
- Skills only make your own partners stronger. Hall leaders fight exactly as before, so a stronger Tamer finds the Halls easier, as it should be.
Quests every class can take now include Tamers
- Quests open to every class, such as the [Hunt] and [Collect] boards, Keol's Orders, the seals, Carta's chain and Monster Riding, now accept a Tamer of the same standing.
- Tamers get their own copies of the class quests: Amoria's Red Dahlia and Cupid's Courier, Byron's Recommendation, Ronnie's houses for the baby fairies, Dragon Rider, and In Search for the Lost Memory. That last one means Tamers can now get past Memory Lane in the Temple of Time.
- The other classes' job instructors now tell a Tamer which Tamer instructor to visit next.
The Tamer is still in development. Tell us on the bug portal how the new skills feel and which ones you pick first.
Monster damage, explained
We rebuilt how monsters hurt you so it follows the pre-Big-Bang rules all the way through. Some of you noticed monsters hitting harder this week: that is the pre-Big-Bang balance, not a mistake, and the numbers below show exactly where every hit comes from.
1. How hard a monster hits
- Damage grows with the square of a monster's attack. A hit rolls between 0.80 and 0.85 of (attack × attack ÷ 100), so a monster with twice the attack hits about four times as hard. That is why the jump from mid-level to high-level monsters feels so steep.
- A monster's special physical attack uses that attack's own strength, which can be stronger or weaker than walking into the monster.
- Spells work the same way from the monster's magic attack, rolling between 0.75 and 0.80 of (magic × magic ÷ 100).
- A monster's attack counts up to 1,999, and one hit can reach 199,999. The mightiest monsters, like Bigfoot, Horntail and Pink Bean, can now hit for more than 9,999 — Bigfoot lands around 31,000–33,000 even on a well-armoured Lv 150 warrior.
2. How your W.DEF protects you
- Every job has a standard W.DEF for its level. It climbs as you level, up to Lv 100: Warrior 494, Thief 331, Pirate 309, Bowman 298, Magician 266.
- Every point of W.DEF always takes something off a hit, a little more when your stats are high: Warriors count STR most, and every other job counts STR and DEX.
- Above your standard, each extra point of W.DEF takes off even more.
- Below your standard, you take extra damage for every point you are short — and a monster higher level than you makes that shortfall hurt more still.
- An example: a Jr. Newtie's ranged attack against a Lv 105 Ranger hits for about 2,110–2,240 at 150 W.DEF, 1,950–2,080 at 300 W.DEF (the Bowman standard is 298) and 1,830–1,960 at 450 W.DEF. Headless Horseman hits a Lv 110 Magician with 200 W.DEF for about 2,830–3,010 before Magic Guard.
- Pirates and Beginners now have standards of their own, like every other job.
3. How M.DEF protects you from spells
- A share of your M.DEF, plus a little of your LUK, STR and DEX, is taken off every spell: 30% for Magicians and 25% for everyone else.
4. Dodging
- Every monster can miss a physical hit. Your chance to dodge is your avoidability ÷ (4.5 × the monster's accuracy). With 300 avoidability you dodge about a third of a Jr. Newtie's attacks.
- The dodge chance is never lower than 2% or higher than 80% — Thieves dodge between 5% and 95%.
- A monster higher level than you takes half the level difference off your avoidability.
- Dodging spells works as before.
5. Monsters that power themselves up
- Fixed: a monster's Power Up and Magic Up now really make its hits stronger, by the percentage the spell gives (15% to 70%). Before, the boost never reached the damage you took. Headless Horseman's 130% Power Up takes that Magician hit to about 3,680–3,910.
- Fixed: the Monster Carnival attack boosts (+40 attack, +50 magic) were weakening monsters instead. They now add to the monsters' attack, as they should.
- Power Crash and Dispel still cancel these boosts.
6. Long-range attacks
- Fixed: monsters that strike from a distance, like Jr. Newties, no longer reach you from far above or below. Their spells and shots start only when you're in front of them and roughly level: up close the reach is narrow, and it widens up and down the farther away you stand, until it runs out at their full range.
Mark of the Beta
- The Mark of the Beta now gives 75 W.DEF and 75 M.DEF. Marks you already own were raised the first time you logged in, and any scroll upgrades on them were kept.
- New: the Mark of the Beta Scroll 60%. It works only on the Mark of the Beta: on success each of its stats rises by 0 to 5, and it never lowers anything.
- Every account made before this change has a message in their notifications envelope with seven of these scrolls to claim (open until December 20).
Skills
- Blessing of the Fairy, Empress's Blessing and Mar the Fairy's Blessing now appear in the skill window's Beginner tab at the level your other characters have earned, instead of being announced in chat when you log in. They can't be raised with SP.
Quests
- 23 more quests show on your lightbulb the moment you can take them, as they always should have: The Test at the Mushroom Castle, the job instructors' Who Broke the Seal? quests, Magatia's chain with Bedin, Alcadno, Carson, Russellon, Maed and Parwen, Ramain's Amazing Skills, GM's Hand, and seven event quests, including the Mardi Gras ones and The Girl's Old Iron Sword.
- Party kills count for your quests. A monster now counts toward the hunting quests of everyone it gives EXP to: whoever helped hit it, and party members on the same map who share its EXP. Before, only the player who landed the last hit got the count.
- Hunting quests no longer stop counting partway. Kills counted only once for each spot a monster appears in, so a long hunt like Olivia's 100 Twisted Jesters stalled at about 28 until you reloaded. Every kill counts again, exactly once even in a party, and kills you already had are kept.
Mounts
- Mount covers work. The Hot Air Balloon, Robot, Racing Car, Scooters, Frogs, Ostrich, Turtle and Yeti are covers: they change how your mount looks while you ride, but you still need a real mount and saddle underneath (Lv 70 and the Monster Rider skill). They now go into their own cover slots instead of pushing your Hog out of its slot, and everyone sees the cover while you ride.
- A cover that was sitting in your mount slot moved to the cover slot by itself (or to your bag if that slot was taken).
Storage & monsters
- Storage opens on a tab that holds your items. If the tab you used last is empty, it opens on the first one that isn't, so a storage full of Etc items no longer looks empty. Cash Shop items now list under Cash in storage, as they do in your Item window.
- The Phantom Forest's veso bags no longer pay EXP of their own; the reward is the Leprechaun that pops out of them.
Update notice
- New: "Don't tell me about updates for 24h." The notice that says the Maple World has been updated now has a box to tick. Tick it and you won't be asked to reload again for 24 hours, so a long hunt or boss fight isn't interrupted.
- An important update still lets you know, with its own message, even if you ticked the box.
Pets
- New in the Cash Shop: Pet Auto Feed (PET tab, 250 VX). Double-click it with a pet out to teach it to your first pet, for good. From then on, when that pet gets hungry it eats a Pet Food from your bag by itself, so it never wanders home on an empty stomach. Keep some Pet Food in your bag; plain Pet Food is eaten first.
Phone & tablet controls
- A steadier joystick. The stick now reads clear directions with a small dead zone, so a sagging thumb no longer drops you prone mid-walk, and letting go anywhere (or switching apps, or turning the phone) always stops you. Controls stay clear of notches and rounded corners, and Android phones give a light buzz on presses (Settings > Mobile Screen > Vibration).
- Hotkey pages with icons. The touch buttons press your real Quick Slot keys, show the skill or item on them, flip between pages, and you can drag a skill or potion straight onto a button.
- A new layout editor: resize buttons, change their opacity and the stick's size, switch to left-handed, hide what you don't use, and keep three layouts of your own. Default buttons are bigger.
- Long-press a player for the same menu a right-click opens (trade, party, whisper). Every window with a list now scrolls with your finger, and close buttons are easier to hit.
- Portrait: the game stays full screen with the controls over it. If you prefer, a handheld layout (game on top, controls in their own panel below) can be switched on in Settings > Mobile Screen > Portrait Controls.
- The screen no longer dims while you play, and on Android and desktop the game can be installed like an app from your browser.
iPhone Home Screen
- New: one-time transfer codes. An iPhone app on your Home Screen keeps its own storage, separate from Safari. In Safari, tap Full screen to add the game to your Home Screen and get a short code; open the Home Screen app, tap Enter code, and your account comes with you. A code works once and expires after 10 minutes.
Tamers
- Tamers can fight every monster a quest needs. Monsters that can't be tamed, like Versal's Manon and the monsters other monsters summon, used to refuse a Tamer completely, so quests like Breaking the Curse could not be finished. They now come into a turn battle like a boss: you can defeat them for their drops and quest count, but never catch them.
- A wild monster's name plate shows a mark when you have already tamed one of its kind.
- Big monsters stand tall above the battle window in wild battles, duels, Halls and boss fights, instead of being cut off by it, and battling monsters stand on their platforms instead of floating above them.
- Versal's training dummies (Straw, Wooden and Master Target Dummies) can now be fought and tamed as wild monsters.
- Battles against ordinary monsters are called Battle vs …; only real bosses say Boss Battle.
- Versal's skies keep their moon and aurora in view on tall maps, and inside Tamer battles too.
Agent E's daily orders
- Agent E's orders now change with the day of the week. Besides Cassandra's Speed Quiz (Mondays), the watermelons, the badge hunt and special operations, she may send you to hunt 100 monsters near your level, climb to the top of a jump quest, or give Fame to a fellow adventurer — for the same Secret Box.
Late additions
- Achievements: a new window tracks your milestones as you play.
- Right-click a player (even one standing on an NPC) to add them as a buddy.
- Reset and Rebirth Books in the Cash Shop rebuild your character's stats and skills.
- Dalair's Lv 200 titles: take Dalair's challenge at Lv 180 and bring it back at Lv 200 for the Gallant Warrior, Wiseman, Lord Sniper, Legendary Thief or King Pirate Medal. Tamers get their own: the Legendary Tamer Medal.
- Max MP now grows with INT on every level-up like the original, and AP Reset follows the original HP/MP rules.
More fixes from tester reports
- Walk-in portals no longer grab you from the ledge above them (Sleepy Dungeon II).
- Melee hits count toward your share of a monster's EXP alongside summons like Soul.
- Tae Roon (Versal) and the Dark Stone Golem give EXP in line with their level again.
- ESC with no window open now opens the Game Menu, and the arrow keys and Enter move through it.
- Combo Attack orbs circle your character again.
- The Quest Finder no longer sends you through hidden rooms; it guides you to Kyson through Versalvale.
- Final Attack now triggers from the skills that should set it off: Power Strike, Slash Blast and Brandish for warriors and Dawn Warriors (with the buff up), and the shot skills for bowmen and Wind Archers. Plain attacks never set it off. This applies to every class that has it.
- Several low-level quests, including Luke the Security Guy and Shumi's Request, no longer pay far more EXP than their level.
- A whisper now shows once in your chat, without an extra "whispered you" line.
- New Equipment Glow: equipment with a coloured name glows that colour in your inventory, Equipment window, Storage and shop lists. You can switch it off in Settings → Gameplay.
- The Record Player grew up: a mini player under your minimap shows the current song, with play/pause and skip. The full player opens beside the map with Songs, Favourites (gold stars and your own playlists), Places and Sound tabs.
- Sell All on the Equip tab now sells every piece of gear you haven't starred, keeping only starred, quest and unsellable gear, and the confirm box lists what it keeps.
- The slot expansions (Add Storage, Equip, Use and ETC Slots, +8 each) are back on the Cash Shop shelf under ETC → Game.
- The History Book boxes on the Orbis boat (and other boxes you break with several hits) no longer refuse to drop when your swings land close together; a box that wasn't really broken stands back up instead of vanishing until the next sailing.
- Mind of Maple: the Piece of Wisdom now drops from Orange Mushrooms, Pigs and Ribbon Pigs, and the Slime's Piece of Dexterity from Slimes.
- Mark's daily chat bonus now pays at most about one hour of hunting at your level (from around Lv 35 up; lower levels are unchanged).
- Omok and Match Cards rooms now show up for players who walk into the map after the room was opened, and a room whose owner left disappears on its own.
Website
- The test portal has a private Suggestions tab: your ideas are seen only by you and the team.
NOTICE
Tamer Tournaments: win up to 10,000 VX every week
2026.10.21
Every week Grant, the Elder of Ardentmill, hosts two Tamer Tournaments, and each one pays out 20,000 VX, the Cash Shop currency. Here is how they work. The Tamer is still in development, so details may change.
The two cups
- Level 50 Cup: every partner fights at Lv 50. Your partners keep their own kind, IVs and EVs, so a well-trained team still counts, but a high level doesn't. Moves banned from ranked duels are off.
- Open Cup: partners fight at their own levels, with their own stats and your Sigils.
Prizes (per cup, every week)
- 1st place: 10,000 VX
- 2nd place: 5,000 VX
- 3rd place: 5,000 VX
- VX is added to your account straight away, ready to spend in the Cash Shop.
- Prizes are paid when at least 4 entrants answer their call. With fewer than 2 entrants the cup is called off until next week.
When
- Level 50 Cup: Saturday, October 24 at 19:00 UTC.
- Open Cup: Sunday, October 25 at 02:00 UTC.
- Next week: the Open Cup on Tuesday, October 27 and the Level 50 Cup on Wednesday, October 28, both at 14:00 UTC.
- Each week the cups move to a new day and a new time (02:00, 14:00 or 19:00 UTC), so every part of the world gets an evening cup in turn. Grant always knows the next dates.
How to enter
- Be a Tamer with at least one partner in your team, and speak to Grant in Ardentmill. One entry per account; up to 64 Tamers per cup.
- Sign-up for the next cup opens as soon as the previous one starts, and closes the moment the cup begins.
- Reminders go out on every channel 3 hours, 2 hours, 1 hour, 30, 15, 10 and 5 minutes before the start.
How a cup is played
- When sign-up closes the bracket is drawn at random. It's single elimination; if the numbers are uneven, some Tamers get a free pass through the first round.
- Matches are fought in the Tamer Arena on channel 1. When you're called you have 2 minutes to reach the Battleground (Grant can take you there). Miss the call and you forfeit that match.
- You may change your partners between rounds, in the Arena's lobby.
- A match still running after 12 minutes is decided on the board: most partners standing, then most HP left.
- The two semi-final losers play each other for third place.
- Rounds follow each other 30 seconds after the last result.
Watch
- Anyone can watch. From the quarter-finals on, every player gets a Watch prompt that opens the match in the battle window.
Not a Tamer yet? Any character can start the Tamer storyline. Train a team, pick up your Sigils, and come and see Grant. Good luck!
UPDATE
A MAX button for skills, a floating joystick on phones, saddles on mounts, every monster's own sounds and more tester fixes
2026.10.21
Since yesterday's update: a MAX button in the Skill window, a floating joystick on phones, mounts that wear their saddles, monsters and items that sound like themselves, a dressed-up Character Studio, room for watchers at Omok and Match Cards, and a stack of fixes from tester reports. The Tamer is still in development, so expect more changes there.
Skills & combat
- Skill window MAX button: a double arrow beside each skill's + arrow puts every point the skill can take in one click.
- Quick Setup no longer spends your SP. It still places your AP and fills empty keys.
- Soul Blade swings with its own blade motion instead of a plain one-handed swing.
- Right-clicking a summon's buff icon dismisses the summon (Soul and every other summon), for everyone around you too.
- Your HP recovery shows: the HP you get back while standing still or sitting on a chair floats above your head in blue.
- Reading a Mastery Book or Skill Book shows its success or failure effect over your head.
- Every monster now makes its own sounds when it's hit and when it falls. A monster that never had a sound is silent, instead of borrowing the Snail's.
Items & mounts
- Mounts wear their saddles while you ride. The TAMING MOB card in the Character Info window shows your mount, its name and its saddle.
- Potions and food play their own sounds when you use them, instead of the pick-up ding.
- Summoning Sacks release their monsters for real: they land at your feet and stay until they're defeated, and everyone on the map sees them. Before, bigger monsters vanished a moment later.
- The favourites button in the Item window is easier to click and wears the same face as the window's other buttons. A favourite you equip keeps its star while worn, and gets it back when you take it off.
- Clicking an item link in chat twice quickly no longer leaves a tooltip stuck on screen.
Minigames
- Omok and Match Cards rooms seat up to two watchers, standing in the room's spare spots with their name bars, and the room tells everyone when a watcher leaves. A third is told there's no room left to watch.
- Pachinko explains its knob (how hard each ball is launched) and its start gate (the pocket that starts a draw) in the odds panel and under the knob.
- Match Cards watchers now see both cards of every turn, and a missed pair stays face up for a moment for players and watchers alike.
Guilds
- The guild list shows ONLINE only for the character you're playing, with its own level and job. Before, every character on the same account looked online.
World & monsters
- Versal Gorge 3-5 are home to Lv 26 Nest Golems, so the Lv 28 quest route there no longer runs through Lv 110 golems.
- Versal's ropes: 105 rope ends that hung out of reach were lowered so a normal jump catches them.
- Versal's monsters flinch again. They needed one huge hit before they would budge; now they knock back, stagger and get pushed by Rush like any monster their level.
- The Cape of Warmness keeps El Nath's chill off while you wear it.
- The tunnel scenery on the Kerning City – New Leaf City subway streams past the windows again, both ways.
- The Ludibrium fields around Boswell, Mateon, Plateon and Macateon were reworked: monsters, portals and spawns.
- A monster balance pass: 198 monsters had their EXP, HP or stats retuned (Tauromacis and Taurospear have twice the HP, and Bamboo Warrior, Blue Mushmom and Dark Stone Golem were adjusted), and 51 maps respawn at a new pace.
Quests
- The job instructors' Training Sessions (Dances with Balrog's and every other instructor's) now show on your lightbulb the moment you hand in the previous one, so you can keep going without walking back.
- The quest guide no longer sends you into the Free Market as a shortcut between towns. Inside the market, it points at the exit and names the town you came from.
Tamer (in development)
- Partners earn EXP the moment a foe faints, in Halls and pack battles, with the EXP bars filling mid-battle. A partner ready for a new move can learn it right there.
- Monsters in battle make their own hit and faint sounds, and every move plays the sound of the skill it's built on.
- Tamer and Versal quests now pay EXP to match their level.
Phones
- Floating joystick: press anywhere in the joystick's corner and the stick centres itself under your thumb until you let go, so you don't have to hit it exactly. Windows and menus over that corner still take your touches, so dragging items and clicking in windows work as before.
- A 1-4 button set to Attack, Jump or Pick Up in Keyboard Settings now does that action, and keeps doing it while you hold it, just like the key.
Character Studio
- The Character Studio is dressed in Pre-BB MapleStory windows: tabs, buttons, sliders, scroll bars and item slots look the way they do in the game, and stay crisp on phones.
UPDATE
Character Studio, weekly Tamer tournaments, a weekly open party quest, Ardentmill's trainers, Versal on foot and monsters that hit like Pre-BB
2026.10.20
A big one. A free Character Studio for dressing up any character, weekly Tamer tournaments, a weekly open party quest, Ardentmill reborn as the Tamers' town, Versal you can cross on foot, and monsters that finally hit as hard as they did Pre-BB. Eighteen tester reports were answered along the way. The Tamer is still in development, so expect more changes there.
MapleVerse Character Studio
- Character Studio is open at play.mapleverse.online/maker: dress up any character right in your browser, on a computer or a phone. It's free.
- Pick skin, face, hair and eye colours and every kind of equipment, weapon covers included. Search by name, filter by job, gender or Cash items, and hover any item to see its card.
- Play every pose frame by frame (walking, jumping, sitting, every weapon's swings and stances) at any speed, facing either way, and step through each face's expressions.
- Colour any layer with ready-made looks or your own hue, saturation, brightness and gradients.
- Save a PNG or GIF, copy to the clipboard, or download a ZIP of sprite sheets for every pose, with the expressions and weapon sounds.
- Save characters on your device, share a whole look as a link, randomize (with locks), undo and redo, make a line-up of your saved characters, and bring in any MapleVerse character from the rankings.
- Items from the MapleStory Universe resource library are in the Studio too, marked MSU.
- Five new sections under the header: Scenes, Maps, Monsters, NPCs and Pets. Play any monster, NPC or pet animation frame by frame, see its stats and hear its sounds, and save it as a picture, a GIF or a zip of every frame.
- Maps: browse every area with thumbnails, turn backgrounds, tiles, objects, NPCs and monsters on and off, play the map's music, and save the view or the whole map as a picture.
- Scenes: pick a map, drop in your character, saved characters, monsters, NPCs and pets, drag them around, give them name tags and chat balloons, and export the scene as a picture or a short GIF.
- Over 2,000 more hairs and faces to choose from.
Weekly Tamer tournaments
- Two cups every week, hosted by Grant, Ardentmill's elder: the Level 50 Cup (every partner fights at Lv 50) and the Open Cup (partners at their own levels).
- The first cups: the Level 50 Cup on Saturday, October 24 at 19:00 UTC, and the Open Cup on Sunday, October 25 at 02:00 UTC. Sign up with Grant before a cup starts: entries close the moment it begins. Each week the cups move to a new day and time, so every part of the world gets an evening cup in turn.
- Reminders start 3 hours before a cup and count down to the start. Matches are fought in the new Tamer Arena on channel 1. When you're called you have 2 minutes to reach the Battleground, and Grant can take you there.
- The top three win VX: 10,000 for first, 5,000 each for second and third. Prizes are paid when at least 4 entrants show up. One entry per account.
- Anyone can watch. From the quarter-finals on, every player gets a Watch prompt that opens the match in the battle window.
Weekly open party quest
- Each week one party quest opens to everyone above its usual level cap. Clearing it above the cap pays bonus EXP: 5% of a level, up to three times a day. The week turns over on Monday at 00:00 UTC.
- This week: Ludibrium Maze, until Sunday, October 25 at 23:59 UTC. The weeks rotate through the Kerning City party quest, Dimensional Schism, the Tower of Goddess, Ludibrium Maze and Romeo and Juliet. A note in your notifications names each week's quest.
- From Monday, October 26 the Pirate PQ and the Ellin PQ join the weekly rotation: Kerning City, Ludibrium Maze, Ludibrium, Orbis, the Pirate Ship and the Forest of Poison Haze take turns.
Combat
- Monsters now hit as hard as they did Pre-BB. Until now they hit far too softly, especially from about Lv 60 up. The damage you take and your chance to dodge now follow the Pre-BB rules, so expect much bigger hits. WDEF, MDEF and avoid matter again, and magic attacks can be dodged too.
- A class balance pass. Party buffs and crash skills (Rage, Iron Will, Hyper Body, Power Crash, Armor Crash, Magic Crash, Meditation, Bless, Holy Symbol, Haste, Speed Infusion) now reach as far as Sharp Eyes.
- Warriors: Brandish, Charged Blow, Spear Crusher and Dragon Fury: Pole Arm reach a little further. Dragon Blood and Rage no longer stack (the stronger one counts). Hex of the Beholder's levels 21-25 raise accuracy, Aura of the Beholder heals up to half your Max HP, and Berserk has a second, stronger tier.
- Magicians: Seal and Doom always land at their top level.
- Thieves: Avenger hits harder at levels 21-30. Casting Dark Sight again cancels it, attacking only takes you out of it, and Hero's Will works from inside it. Smokescreen can be cast once per map every 150 seconds.
- Pirates: Super Transformation lasts 180 seconds with a 240-second cooldown. Battleship costs no MP and lets you use Echo of Hero, Hypnotize and Aerial Strike aboard. 1st and 2nd job attacks reach further (Somersault Kick, Flash Fist, Backspin Blow, Corkscrew Blow, Invisible Shot, Blank Shot, Grenade, Energy Blast, Double Shot, Recoil Shot).
- Bowmen: arrows now add attack (from +1 up to +14), need a level to use, and stack higher, up to 5,000.
- Blessings from your other characters: Blessing of the Fairy (Adventurers), Empress's Blessing (Cygnus Knights) and Mar the Fairy's Blessing (Tamers) add ATT, Magic ATT, accuracy and avoid.
- Ropes and ladders grab the way they should: no more launching up to a rope hanging over your head. Flash Jump pressed while falling no longer dives; the Lv 20 second jump still lifts.
- Ice Strike and the other area spells show every hit on the right monster, and misses show their hit effect too.
- Summons: Silver Hawk and friends attack at their proper pace (they were far too fast) and follow you through portals. The Cygnus spirits attack. Beholder, Ifrit, Elquines and Bahamut walk at your feet, Puppet stands at your feet and shows the damage it takes, and Beholder's Aura and Hex keep their own timers, with Hex's buff icon.
- Soul Arrow and Soul Blade shots are visible again.
- Multi-hit attacks play a hit sound for every line, and ranged, magic and summon hits play their own hit sounds.
- Chain Lightning's chained bolts count as magic. The Gatekeeper's attack effect faces the way it attacks.
- Shadow Partner now shows its shadow behind you, copying every swing and stance.
- Equipment dropped by monsters now rolls each stat on its own, so one item can be better in one stat and worse in another.
Futuroid Android Event
- Gaga builds a Futuroid (male or female) from all seven Futuroid Parts. There's no limit on how many you build.
- Parts 2-7 drop rarely from monsters within 20 levels of you, from Lv 13. Part 1 is sold by Gaga for 3,000,000 Vesos.
- A Futuroid wakes up on an Electronic Heart: Nack in Ardentmill sells five of them (STR, INT, DEX or LUK +4, or W.DEF +60).
- This is now the way to android gear for everyone, Tamers included.
Tamer (in development): battles
- IVs and EVs. Every partner has its own IVs (0-31 in each stat, for life) and gains EVs from the battles it wins (up to 252 in a stat, 510 in all). Partners you already had got perfect IVs. Wild monsters have their own IVs, and a monster you bind keeps them. The Team window has a new STATS sheet.
- Every kind of monster has a new element, chosen from its looks, its lore and the way it attacks: snails are Neutral, mushrooms and stumps are Poison, and over 400 kinds changed. Base stats now follow the element, and every Hall was retuned to match.
- The battle window is remade. It fits phones held either way and flips when you rotate. After a win each partner's EXP bar fills, level-ups flash with the level-up sound, and move buttons show the move's element, how it matches up against the foe (Strong, Weak, No effect) and its PP. Watching a duel opens the same window.
- Learning moves: when a partner with a full set wants a new move, a window lets you choose what to forget. Partners now learn status, buff and healing moves too. Professor Lutil wanders Mar's Forest and teaches forgotten moves again.
- Beckon pulls a monster into battle from further away, and Gathering Call (a quest at Lv 30) calls 3-4 nearby monsters, who step in one after another.
- Out of PP? Your partner Struggles, and is hurt by the effort.
- Watch other Tamers' duels: a Tamer Duel sign hangs over duelling players; click it to watch.
- Hall Sigils are now stones in your Set-up tab, one of a kind each. Sigils you already won have been handed over.
- Each Hall can be tried once every 30 minutes, win, lose or leave. Wild battles have no wait, except after running away.
- The Free Market no longer refills your partners' HP and PP; towns still do.
- You can tame in Mini-Dungeons, and monsters sent to your Monster Box arrive at full HP.
- Battles have sound now. Partners face the right way, and a battle window no longer follows you through a teleport.
- Monster Box expansions are in the Cash Shop.
- A new Hall at the Mushroom Shrine, with Kino Konoko.
- The Lollipop gives +1 binding chance.
- You can chat during Tamer battles: click the chat bar (or press Enter right after you've said something) and type; Enter sends.
- Partners level more slowly. The partner EXP curve is steeper, especially at high levels. Every partner you own was re-measured from the total EXP it has earned, so no EXP was lost; Mar sent each Tamer a note about it.
- Fixed partners slipping back to their old level after the result screen showed them levelling up.
- Tamers can fight in Zakum, Horntail, Papulatus, the Balrog expedition, every quest boss and party quest stages, turn by turn beside their party. Boss kills count for your quests and share the EXP. Nothing can be tamed inside a party quest.
- Professor Lutil can also reteach moves to partners resting in your Monster Box.
- You can now watch Hall battles and wild battles as well as duels.
- Androids and partners now walk in a line behind you instead of standing on top of your pet.
- Bob keeps his 777 HP, but in Lv 50 duels and the Level 50 Cup his attack is scaled down to match.
- Tournament battles show the round and both Tamers' names. On phones the boss battle buttons are bigger.
- The Monster Book has a card and an Episode page for every monster you can tame, and long move lists turn over onto more pages instead of running off the page.
Tamer (in development): Ardentmill, the trainers' town
- Grant hosts the tournaments, Saffron heals your party for free, and Ally sells and brews partner remedies.
- Mikkim keeps your Monster Box: Ardentmill is where partners go in and come out.
- Gere forges Maker stimulators and fuses partners: two partners of Lv 10 or more and an Alchemist Stone make a new one that remembers its parents.
- Cole breaks equipment down into Monster Crystals for anyone, no Maker skill needed.
- Intaglio tells Tamers where to find androids: the Futuroid Android Event (below). A Tamer with an android out can hit the monsters a quest still needs.
- Outside the Tamer Arena (the portal at the bottom right of town): a rare visiting monster, a different one each week, that only Tamers can battle. It binds on the first throw.
- Ardentmill's sky now fills wide screens.
Tamer (in development): story and quests
- The whole Tamer storyline was rewritten, with every character in their own voice, and it gains Chapter 6 (The Far Roads: Herb Town, Mu Lung, Ariant, Magatia and Leafre), Chapter 7 (the Temple of Time), Chapter 9 (after the story, with four daily quests) and Chapter 10 (Lv 140-160, ending with the title Master Tamer). That's 36 new quests, 80 in all.
- Chapter 8 can now be finished: it counts the turns you fight in party boss battles.
- The Sleepywood chapter now sends you into the Cave of Evil Eye and the Deep Ant Tunnel, and quest goals name the map you need to reach.
- 24 town quests, two in each Hall town, open once you hold that town's Sigil.
- The Empty Pens: Trainer Frod's light bulb shows after 5 minutes so you can hand it in at the top, and Bartos gives you his letter at the start.
- Kelvelos, a humming slime in the Forest of Wisdom, can only be battled by a Tamer. Rowen the Fairy in Ellinia (Lv 25, any class) would love its Heartjelly in The Slime That Hums.
- 10 Versal Halls, led by the people of each Versal town, from Keene in Versalvale (Lv 20-24) to Oko in Versitias (Lv 100-110). Versal's keepers call their mark a Sligis, and a Sligis counts as a Sigil.
- 30 Tamer quests across Versal, one thread from Versalvale to Versitias, ending with the title Keeper of Every Sligis.
- 60 new town quests: a third quest for each main Hall town, and three quests in every side Hall's town, given by the people who live there once you hold that Hall's Sigil.
Versal
- Every Versal region can be crossed on foot from its town. Each town's hunting door also lists the story room your current quest needs, and the Nexus doors now stand only in the towns.
- Versitias is back on the Temporal Gate once Versalstein's story is done, with Oko's quests starting at The Cold Town and its two roads.
- 78 new side quests from the people of Versalvale, Versafre, Versariant, Versesys, Versal Valley, Versalstein, Versatia, Versalibrium and the Temple.
- The Versal world map shows Versal's own names, with Versitias back in its spot. The portal home from Eastern Versal Forest <1> is on the ground, and 7 more ways home were lowered.
- Versal's story scenes read more naturally: what you do now shows as your own line.
Quests & NPCs
- The Polis of Krakia, Part 1: six new Masteria quests for every class (Lv 40-46) from Foxwit, about the beacons hidden in the Krakian Jungle.
- The Internet Cafe's Vending Machine is a prize machine again: trade in your Cafe party quest erasers for a prize. The Cafe party quest can now be run alone, from Lv 21 up.
- 78 quests that sat on the Vending Machine are back with the people who give them, and Kopee stands in the Perion Weapon Store with his Miwok quests.
- Gold Richie in Lith Harbor gives and takes his quests (Richie Gold is Here), and JM's informants hand out their Gathering Information quests.
- Chuseok Greetings for Ayan has its quiz in English, and every Ayan quest has the right name. Making Hangwa pays 3,000 EXP.
- Chains in the Dark: the quest guide no longer points through the sealed wall. Torr's Whereabouts has Cliff's own lines, and the 2nd Moon Photo Piece stops dropping once it's placed.
- Nella's Dream says up front which pets count.
- The Quest Log heads every quest with its Quest Summary and Reward strips and lists rewards once. It also closes with an X button, Esc, or a tap outside on phones.
- Temple of Time: the Memory Lane doors open again once you finish their quests, and the missing Memory Keeper and Sorcerer stages and the "In Search for the Lost Memory" job quests are back.
- Sweet Cake Hill can be reached from New Leaf City again, with all its inner doors.
- Toh Relicseeker stands in the Perion Weapon Store: while his quest is open, Miwok Artifacts drop around Perion, and with an Enchanted Scroll (Cash Shop, Event tab) he breaks their seal. Finish the quest for a chair.
- Ericsson now waits by the wolf chariot in Orbis and offers the ride to Chryse.
- Mr. Moneybags is back in the Kerning City Night Market with his quests, including "In search of the Mind of Maple".
- NPCs who take Vesos when you hand in a quest now ask first, with Yes / No.
- 4th job skills taught by quests start locked until you finish their quest, as they should. Characters who had already raised them were looked after.
- The Shanghai street and shopping quests open at Lv 133 and Lv 139, to match their new monsters.
Items, storage & shops
- Inventory tabs can grow to 999 slots. Keep buying +4 slots in the Cash Shop (400 VX each); past 96 slots the big Item window pages sideways.
- Storage is shared by every character on your account, items and Vesos alike. Anything your characters kept separately was combined into one storage.
- Item tooltips show One-of-a-kind Item, Quest Item, Party Quest Item and Untradeable.
- 45 pet costumes are in the Cash Shop under Pet Equip, and Torr's Horn, the Golden Bell and the Red Ribbon are in the EVENT tab.
- The Ellinia Gachapon no longer gives the Mark of the Beta, and every machine shows its odds. Kataras can be sold to shops.
- Paper Fighter Planes from Gallopera and Oranges from Dreamy Ghost are now as rare as every other throwing star.
- Pachinko: Naoko sells a one-hour pass once a day (100,000 Vesos, or 1,000,000 at Lv 140+) with free balls for the hour. Winnings from free balls are saved up toward Gachapon Tickets (5,000 for one), and jackpots pay EXP.
- Favourites: a new star button in the Item window. Starred items stay put when you Sort or Gather, and are never sold.
- In shops, Sell All sells everything on the bag tab you are looking at.
- Moving items in and out of storage is much faster.
- Your pet heads for the farthest item in reach and sweeps up everything on the way, instead of stopping at each one.
Chat, friends & music
- Chat EXP from Mark in Henesys. Talk with the players around you, on your map or with your party beside you. When at least 5 of your lines get an answer in a day, Mark shares some EXP the next day (more for a long conversation). The first chats count today, so the first claims open on October 21.
- The Record Player: put any map's song on, wherever you are. Browse by place or by song, search either one, and keep it playing across maps if you like. Open it from the SHORT CUT panel's MUSIC row, a key you set in Keyboard Settings, or /music.
- Up and Down recall the last 5 lines you sent, and /w <name> keeps the chat bar on that whisper.
- Trade requests now show on top of open windows, and the trade only opens after you press OK. You're told when the other player declines or is busy, and a side that has pressed TRADE gets a gold frame.
- Leaving a guild asks first. Juniors earn some reputation when their senior hunts. All the families are now one family tree, and every member got a note.
- Omok and Match Cards: the loser of the last game moves first.
- The notifications envelope now carries messages from us with a title, sometimes a gift to claim, and how long it waits. Messages without a gift have a Dismiss button.
- Item links: Shift+click an item to show it in chat; anyone can click the link to see its tooltip.
- Combat messages now appear at the lower right, beside your kill EXP.
- Holding the arrow keys or Backspace keeps moving through the line, the chat bar takes 127 characters, and resizing the window no longer resets who you are talking to.
- Watch Omok and Match Cards: click a running game's box to watch the board live.
World & monsters
- Shanghai's farms and streets are now home to Lv 131-139 monsters, filling the gap before the Lv 140 maps.
- The Maple Island world map no longer overlaps its back link and arrow.
- Map Info: the World Map has a new panel showing the monsters (with levels), NPCs and quests of any place, plus a search for monsters, items, quests and places. Hidden streets point you to the nearest town.
- Versal's forest maps now close off at their edges with proper rock sides.
Phones
- Holding on an item magnifies it without cancelling, so you can drag right after.
- The on-screen buttons stay on screen in every resolution and follow zoom changes.
- The attack button does whatever your Ctrl key is set to in Keyboard Settings.
Fixes
- Dropping an item while the game is reconnecting no longer loses it: it stays in your bag and you're asked to try again in a moment.
- A scrolled item passed between players by dropping it no longer turns back into its unscrolled copy. If a safety check ever changes one of your items, a note now tells you which and why.
- Items and Vesos picked up right after a reconnect are no longer taken back.
- Characters with hundreds of quests in progress run much more smoothly.
- The skill window's + button greys out at a skill's current master level.
- Tamers show their own job on the character select screen.
UPDATE
Fuller hunting grounds, richer monster rewards, new skill motions and 11 tester reports answered
2026.10.16
Monsters & hunting grounds
- Hunting grounds are full again. Yesterday's balance pass thinned out the monsters on over 300 maps; every one of them is back to its usual crowd. The quieter maps that got a boost yesterday keep it.
- Twisted Jester's haunts (the clown's chimney, the Library, the Vanity Room, the Piano Room and the Study) are back to their old numbers.
- Bigger rewards from 20 monsters, including Twisted Jester, Werewolf, Lycanthrope, Lucida, the Cornians, the Oblivion Monks and Guardians, Squid, Risell Squid, Dreamy Ghost, Crystal Boar and Ligator.
Combat & skills
- Attack and defence boosts now stack. Each different skill counts once (Soul, Rage, a friend's Dragon Blood and more), plus your single strongest potion or pill.
- New full-body motions for over 30 skills across every job, among them Brandish, Dragon Strike, Rush, Sanctuary, Air Strike, Backspin, Savage Blow, Assaulter, Assassinate and Smokescreen.
- Arrow Blow and Double Shot now fire from the bow instead of swinging it.
- Venom and poison now show their damage on the monster every time they tick, for you and anyone watching.
- Multi-hit attacks show their damage lines one after another, and a MISS gets its own line.
- A weapon's swing trail now matches the weapon you hold, so high-level weapons show their proper colour.
- Rush's description now says how far it reaches at each Mastery step.
Quests
- Truth of the Rumor: Perion's five villagers will talk to you about the rumor again, so Winston's quest can be finished.
- Find the Maple History Book: the box in the ship's cabin is back on every sailing.
Characters, guilds & login
- MSU auto-assign now lets you choose Pure (all into your main stat) or Balanced, in the stat window and Quick Setup.
- Guilds now see each of your characters on its own: another character of yours no longer shows up with your guild member's level.
- Double-click a channel to enter it.
- Scrolled equipment passed between friends now keeps its scrolled stats.
UPDATE
Riding coupons, Cupid's Courier, a big Tamer pass, stacks of 9999, a retuned EXP curve and a fairer death penalty
2026.10.15
Quests & NPCs
- Riding coupons from Martin now teach their mount for 30 days.
- Cupid's Courier: Richard's Letter can now be returned to Angelique, so the questline finishes.
- Cassandra's watermelon ride is back on.
- Snowballs now fire as proper ammo with their own stats.
- Teo's Nostalgic Reminiscing I and II can now be done once per account, not once per character.
- Agent E's Speed Quiz mission now counts the points you score in the quiz.
Items & minigames
- Every stackable item now holds up to 9999 per slot. Arrows, throwing stars and bullets stay as they were.
- Omok Sets and Match Cards are in the Set-up tab: double-click one to open a game room.
Tamer (in development)
- Hall and duel fights now use the same battle window as wild battles: the same stage, skill animations and menus. Every command in the Hall and duel menus is the same size.
- Hover a partner's move to see what it does, in the Team window and in battle.
- The battle menu is now four even buttons: Fight, Charm, Partners and Run. On phones and tablets they're bigger and show their full names.
- Every attack has its own skill animation, cast by the user and landing on the target. No two of the 187 moves look the same.
- Partners now keep learning new attacks up to Lv 120. Before, most stopped at Lv 26. Every kind of monster keeps all the moves it already had and learns a new one every 10 levels. There are 37 brand-new attacks too, mostly Water, Holy and Neutral.
- Partners can now grow all the way to Lv 200, whatever your own level. The Team window shows each partner's EXP and how much is left to the next level.
- You can bind any monster up to 10 levels above you.
- A charm that can't be thrown now tells you why, instead of "That did not work."
- A monster you're battling now stands still and attacks no one, for every player, until the battle ends.
- Move PP now carries over from fight to fight and only refills when you enter a town.
- Losing your whole team costs you EXP, the same as dying.
- In Southern Forest III, battles now stand on the mushroom shelf.
- The rankings have a Tamer tab of their own. Super Beginners now rank under Beginner.
Combat
- Dying now costs EXP based on your LUK: about 10% of the level at 4 LUK, 7% at 10, 6% at 20 and 5.2% at 100. Only the LUK you put in yourself counts, not LUK from gear, and you can never lose a level.
Balance
- EXP and spawn rates above Lv 25 have been retuned with the EXP Curve Tuner: 617 monsters pay different EXP and 409 maps spawn at new rates. Quests from Lv 26 up pay 1.5x the tuned curve.
Fixes
- Dark Sight now fades your whole character evenly, instead of each piece of your outfit separately.
- Outfits and hairstyles no longer get stuck loading.
- Resetting your SP never removes your Beginner skills. Anyone who lost them in the last reset has had them returned.
- The Battle Analysis readout is now an easy-to-read table.
- On the rankings page, the character search now sits on the Origin row.
Found something odd? Tell us on the test portal.
UPDATE
The Tamer is here (in development): open to everyone in the beta
2026.10.14
Mar the Fairy has spent hundreds of years studying life magic in her forest outside Ellinia. Lately the monsters there have started following people home. She thinks some of them are asking to. Meet the Tamer, a new path that is open to everyone during the open beta. It is still in development, so expect changes as you try it.
How a Tamer plays
- Become a Tamer at Lv. 10 by speaking with Mar the Fairy, just like any other first job.
- Walk into a monster to battle it. A Tamer doesn't swing a weapon. Your partner monsters fight it turn by turn. Win for EXP and drops, or weaken it and throw a Binding Charm to bring it home. Almost any monster can become a partner. Bosses can't.
- Hushed Steps lets monsters ignore you when you just want to get somewhere. You stay fully visible. It just keeps you out of fights.
- Halls: the leaders of Ellinia, Henesys, Perion, Kerning City and more will test your squad in turn-based Hall battles. Win a Sigil from each.
- Tamer duels: challenge another Tamer to a battle of up to five partners each.
- Boss fights with your party: Tamers fight the boss turn by turn while everyone else fights it the usual way. Every hit drains the same health bar.
- And a Tamer questline of its own, starting in Mar's Forest.
Numbers and balance will change as everyone tries it out. Ideas or bugs? The Test Portal now has a Tamer / battles category.
Smoother play and steadier saves
- VX and the Cash Inventory now belong to your whole account. Every character on your account sees and spends the same VX, and Cash Shop purchases wait in a shared Cash Inventory (up to 100 items) until you click one into the character you're playing. Cash items already in a bag stay where they are.
- Channel 1 has a new home in New York, on a faster server of its own. Channels 2 (Frankfurt) and 3 (Singapore) got more power too. The channel list shows where each one is: pick the nearest for the smoothest play.
- Busy maps run lighter. Monsters, other players and your own movement now use far less of your connection, with nothing changed on screen. Good news if you play on mobile data.
- Your progress sticks. Saving keeps going during trades, and what you earn, spend or roll stays put even if your game closes unexpectedly: deaths, Mr. Do's scrolls, Garnox's evolutions and the Buddy List expansion included.
- One-time quests can only be turned in once.
- What happens on a map stays on that map: its chat, trades and monsters are only shared with the players standing there.
Adventure Guide and comfort
- The Adventure Guide has a First Steps checklist, a Goals tab and one-click Quick Setup.
- The Quest Log's My Level view shows quests near your level, and Track moves the quest arrow to the quest you pick.
- The MSU Vault groups its items into tabs and compares each one with what you're wearing, and MSU sign-in can no longer hang.
- Skill effects no longer stutter the first time you cast them, and the icon you drag in Key Config stays under your cursor.
Tamer updates
- Other players can now see your partner monster following you, and every battle screen (wild, duel, Hall and boss) shares the same look, with FIGHT first and each move's element, power and PP at a glance.
- Mar the Fairy starts every new Tamer off with a Green Snail partner and five Binding Charms.
- Battles open in a bigger window you can drag, set on the map you're fighting on, with your partners and the wild monster standing on its ledges. Commands are colour-coded and the text always runs fast.
- A new party-screen Team window shows your partners, and Tamers keep their own Monster Book of every monster they can tame.
- Winning against or taming a monster counts 100 kills toward your quests, and your binds count toward Mar's quests right away.
- While you battle, you can't be harmed, and the monster you're fighting fades and can't be hit by other players until the battle ends (boss fights are unchanged).
- Wild battles no longer have a turn timer, partners can now learn up to six moves, and the battle stage is taller.
- Tamer quest progress no longer resets when you log in or change maps.
- Meet Mar first and she now points you to Rowen with the quest arrow, and The First Binding makes you a Tamer straight away (no Squishy Liquid needed).
- Tamers no longer take contact damage from bosses or event monsters they can't battle, and the player menu shows the Tamer DUEL option.
Fixes
- Every scroll now stacks, up to 1000 per slot.
- Bandits: multi-hit skills show every hit even on a kill, Steal swings and actually steals, Assaulter dashes you forward, Ninja Ambush deals its damage, Taunt throws its star, and Venomous Stab can proc on every hit. Bandit and Night Lord skills also show their full effects now: Smokescreen's smoke cloud, Shadow Shifter's dodge, the thieves of Band of Thieves, and the marks Disorder, Taunt, Ninja Ambush and Venomous Stab leave on monsters. Disorder now swings, and other players see those marks too.
- Thrown stars and arrows, Lucky Seven and Triple Throw included, angle up or down toward their monster, and other players see the same path. Avenger still flies straight.
- Dark Sight and Wind Walk turn you see-through, on your screen and everyone else's.
- The trade window's chat box only takes your typing once you click it, so hotkeys work mid-trade; TRADE and CANCEL sit between the two characters, and the fee table says vesos.
- Space Dash gives the Spaceship its burst of speed and lift again.
- Accepting Catch Valefor! now hands you Valefor's Emblem, which is what opens the Demon's Doorway.
- Warrior Rush charges down slopes, stops at platform edges instead of falling, and pushes monsters the moment the charge lands.
- NPC name tags are no longer hidden behind buildings and stairs.
- The fog at the edge of Crimsonheart Ruins Exterior leads back toward the ruins, so nobody gets stuck there.
- Picked-up items fly into the player who grabbed them and fade, like the original, and new desktop players start in Fill window (1x).
- Androids no longer show a weapon cover from the wrong slot, and the Team key in Keyboard Settings matches the other keys.
- Flash Jump works when pressed from a skill key, every Flash Jump has a short 0.2 s cooldown, and a Hermit or Night Walker's Flash Jump never gets shorter after the first 3rd job points. Pirate and Thunder Breaker Dash now really adds speed at the speed cap, Backspin Blow always slides you back, and Aran's Combat Step covers a little less ground.
- The Crimson Balrogs that raid the Orbis/Ellinia boat no longer vanish when you come back up from the cabin, and a defeated Balrog stays down for the rest of the crossing.
- Type @bosshp to see the health of every boss on your map, Zakum's arms included.
- Moren now explains that the crystal for his Maker test must be made from monster leftovers with your Maker skill, not broken out of old equipment.
- White Scrolls now go in the Scroll Bag with your other scrolls.
- The World Map can be dragged around by its title bar, and stays where you put it.
- Mr. Spot won't take your Allowance when your Etc tab is full: make room first, and the VX Prepaid card lands in your bag.
- The shop's Recharge All button now looks like the other shop buttons.
- Making Chuseok Hwayangjeok now gives its proper 4,000 EXP each time you cook it.
- Rush (2nd and 4th job) now carries every monster it hits along with you, so they land just ahead of you.
- Zakum's Altar has no stray portal: talk to Amon to leave, as before. Zakum and Papulatus no longer vanish mid-fight if your connection blips, and leaving Papulatus's room takes you back to the Clocktower, not town.
- While riding, the stat window shows your mount's own speed and jump, and you ride at your mount's real pace (a Hog runs at 150%).
- Monsters in Edelstein's Verne Mine, Chryse and Ulu City are no longer unusually hard to hit for their level.
- If the game sits open for a long time, it now reconnects on its own instead of refusing quests and pickups until you refresh.
- The Short Cut list now has Family, Scroll Bag, Maker Bag, Guide and Battle Stats, and Battle Analysis's Best Minute remembers your best hunting minute of the whole session.
- Sophia's Snack now rewards 19,000 EXP, and quests that could never be started no longer show in your Upcoming list.
- New login screen: the book opens fully across a sky, you can Log in with MSU or play as a guest, the MSU sign-in window is clearer (and shows how long it has been waiting, with a cancel button), and character select loads faster.
- The demon lairs (Valefor, Andras, Marbas, Amdusias, Crocell and Astaroth) now have their demon waiting whenever you step inside.
- Hovering another player's MSU rings, pendant, belt and shield in their Character Info now shows the item's tooltip.
- The numpad's 8, 4, 6 and 2 keys move your character, with NumLock on or off.
Found something odd? Tell us on the test portal.
UPDATE
Edelstein, Kritias, a hidden Crimsonwood, Star Planet, Chryse, the Super Beginner, a movement shake-up, 4th job unblocked, a Scroll Bag and forty-five tester reports
2026.10.13
A big one: two new places to explore, Edelstein and Kritias. Our testers sent in forty-five reports, and almost all of them are fixed in this update. Where a report showed one broken NPC, we went looking for every other NPC with the same problem and fixed those too. Plus a few new comforts from the forum.
Five new places: Edelstein, Kritias, a hidden Crimsonwood, Star Planet and Chryse
- Edelstein, the town living under the Black Wings' rule. Ask Isa at Orbis Station for the new platform to Edelstein, and Ace the pilot flies you over (and back) for free.
- Its parks and strolling paths, the dusty road to the mine, Verne Mine and Gelimer's research lab: about fifty maps and thirty monsters from Lv. 5 to Lv. 101, plus a weapon & armor shop and a general store in town.
- More than forty Edelstein quests: win over a town full of suspicion and lend its people a hand. The Mine's gatekeepers only let Black Wings through, but Stephan might have a hat for sale.
- Kritias, a mysterious kingdom for the strongest adventurers: a new door in Leafre's Sky Nest I leads to its town and the Kingdom Road forests, with Lv. 182 to 210 monsters, the opening of its story (Neinheart sends you to scout it) and Blundell's daily hunts.
- Crimson Wood Keep (Aqua Road), a second, hidden Crimsonwood. Deep in Aqua Road, The Grave of a Wrecked Ship hides a way through to the Forest of Fear. From there, Jack Barricade's legendary map leads through moaning caverns, a twisted forest and the Valley of Heroes to the Crimsonwood Holy Grounds and Crimson Fort, with Typhons, Windraiders, Firebrands and Bigfoot along the way.
- Ten quests from Jack, Lukan, Taggrin, Fiona and Joko (Lv. 80 and up) tell its story. The Scarlet Phoenix and Azure Ocelot guard the Holy Grounds' gate, and the Fort's Master Guardians carry the last key. Mo keeps his shop open in the Eroded Swamp.
- In the Room of Eternal Vigilance, Jack opens the Twisted Masters' trials: the Path of Training (Lv. 100 and up) and the Path of Challengers (Lv. 180), for 10 to 20 adventurers with two of each job. The Battle Statue there offers a boss challenge for a party with all five jobs.
- Past Crimson Fort, Jack in the Room of Eternal Vigilance now opens the Twisted Masters' trials: the Path of Training (Lv. 100+) and the Path of Challengers (Lv. 180), for groups of 10 to 20 adventurers with at least two of every job. Sigils, the five masters' halls, a drained sea hiding the Forbidden Gun, five Twisted Masters at once and a hidden armory, twice a day. For a party with all five kinds of adventurer, the Battle Statue in the Ruler's Secret Chamber offers its own boss challenge.
- Both have their own pages on the World Map, and their quests pay out at the same boosted quest EXP as the rest of the world.
- Star Planet, the city of stars and celebrities: its Main Entrance, Central Plaza, the East and West Entrances and Avenues, Star Arena Street and the Luxury Goods Department. The Dimensional Mirror now offers a trip there, and the Entrances' exits take you back to the town you left from. Bobble, Hop Hop, Floppy, Furball and the rest of the town's crowd are out to meet you. Star Planet's mini-games aren't open yet.
- Chryse, the golden city floating beyond Orbis, for adventurers Lv. 50 and up. Ericsson in Orbis Park sends you up the Road to Chryse, and Demos brings you home. Eighteen maps, twelve monsters, seven NPCs and twenty-one quests, ending at the Coliseum with Xerxes (Lv. 63; you can take him on alone or with a party), whose weapon boxes hold weapons for Explorers, Aran and Dual Blades. Chryse has its own World Map page too.
New
- Scroll Bag (F9, or drag it onto any key in Key Config): an account-wide bag for equip scrolls and skill books, with All / Scrolls / Books tabs and 200 stacks of its own, right alongside the Maker Bag.
- Storage search: type part of an item's name (or its item number) into the new Search box in Storage to find it across every tab.
- Etc items stack to 1,000: shells, ores, spores and the rest of your monster loot that used to stop at 200 now stack to 1,000 per slot. Keys and other small-stack items are unchanged.
- Guild & buddy notices: when a guildmate levels up or advances their job, the whole guild sees it in chat, and you'll see when someone joins, leaves or is expelled. When a guildmate or an accepted buddy logs in, you'll see "<Guild> NAME is logged in." or "<Buddy> NAME is logged in." Click NAME, JOB, LV or TITLE in the guild list to sort members, and a Guild Notice now scrolls across its bar.
- Hired Merchants can be tended: walk back into your own store to close it for maintenance, take items back, put more up and collect your earnings. It reopens when you leave.
- Quest Hunt Counter: each quest monster you defeat flashes its count near the top of the screen ("Green Mushroom 16/30"). On by default; turn it off in Settings > Gameplay.
- Compare Equipment (Settings > Gameplay, off by default): pointing at gear shows what you're wearing in that slot beside it, with better stats in green and worse in red.
- Combo Key for controllers: bind Combo in Key Config, flip on the Combo Layer and give your keys a second set of skills and potions. Hold Combo to use them.
- Teleport Rocks can now save and visit every town, and a regular rock can cross continents when the destination is a town.
- Super Beginner: a Beginner who reaches Lv. 30 can become a Super Beginner at the Maple Administrator, with six skills of their own: Smuggler's Box (keep party quest passes for a later run), Soaring (fly on any map), QoL Mastery (more drops, cheaper fares, no HP drain from harsh maps), Will of the Novice (survive a fatal boss hit at 1 HP), Head Start (wear gear, take quests and enter party quests 5 levels early per point, and stay in party quests 5 levels past their cap) and Beginner's Luck (up to 30% more item drops for you and party members on the same map).
- Controllers and TV remotes: play with Xbox, PlayStation and Switch controllers, a Steam Deck or ROG Ally, fight sticks and more. The right stick moves a pointer, and you set the buttons in Settings > Controller.
Jobs & Combat
- Zakum can now be challenged solo: Adobis takes an expedition of 1 to 30.
- Super Beginner: skill points now start at its Lv30 advancement (1, then 3 per level), and Soaring unlocks once Beginner's Luck reaches 30.
- Party members who hit a monster share its EXP again, including on bosses like Pianus.
- Mastery Books are back. 4th job skills start at master level 10, and Mastery Books raise them to 20 and 30 (skill levels you've already trained are kept). Cygnus Knights can buy their hidden 3rd job skill books from Abdula again, and every boss level 105 and up (Manon, Griffey, Leviathan, Papulatus, Pianus and more) now has a chance to drop the Triple Throw Mastery Books.
- 4th job: Tylus, Robeira and the other El Nath chiefs now offer their introduction letter to 3rd-job adventurers instead of only talking about Zakum. Every job instructor now shows their quests first, with their usual talk as an option.
- Flash Jump now gives a real burst forward and a lift, even at level 1, growing every few levels up to a long leap at master level.
- Shadow Partner copies your real hits: normal attacks at its Attack share and skills at its Skill share, after defense, criticals included.
- Spaceship puts you aboard the UFO, tapping left or right twice fires Space Dash, and Gaga's space skills are now yours to keep.
- Pirate Dash fires on a quick double tap; Gunslinger Wings lets you float down slowly; Recoil Shot kicks you backwards.
- Claws, bows and guns can now reach breakable objects such as the moon flowers.
- Magic attacks hit and miss on the Pre-BB accuracy curve.
- Eurek the Alchemist teaches Legendary Spirit again (scroll gear in your inventory, even gear you can't wear yet) and makes Magic Rocks and Summoning Rocks.
- Movement shake-up from our testers: 2nd-job Warriors can learn Rush, Assassins and Bandits get Flash Jump, and Archers get Covering Fire (a quick hop back). Hermits and Night Walkers jump farther and get a second Flash Jump at level 20. Pirate Dash gives its full speed, Corkscrew Blow charges even with nothing in front of you, and Combat Step, Corkscrew Blow and Recoil Shot get short cooldowns.
- Dark Knights now glow with the dark Berserk aura while Berserk is active at low HP, and everyone nearby sees it.
- Equipment level requirements now hold for every class: gear you are not yet high enough level to wear comes off and goes back to your bag (never lost).
- Attacks now pause if your keys are being pressed by a macro, and a macro spamming one key while you stand still stops landing hits. Move, change your rhythm or do anything different and you can fight again straight away.
Quests & NPCs
- NPCs whose own errand hid their quests now show both: Moony, Flo (the Papulatus prequests), Olson, Shanks, Adobis, June, Shulynch and the wedding desk.
- Back at their posts: Shane at the Forest of Patience gate (with Louis at the top, and the flower and herb piles, which again hand out a random outfit piece with every run), Shuri and Nara to Florina Beach (a VIP Ticket now only needs to be shown, and Pison takes you back where you came from), Jeff to Sharp Cliff, Konpei to the Hideout, the Orbis Tower Magic Spots, and the remaining Demon's Doorways.
- The Eos Tower rocks now jump only to their neighbouring rocks.
- Serryl in the Nautilus crafts knucklers, guns and pirate gloves again, and Neve, Gordon and Fiona are taking orders too.
- About sixty follow-up quests were being hidden after you finished the first step, including Lita Lawless's repeat bounties and the store vendors' "Game On!" allowance chains. They're all back.
- O-Pongo waits in the Versal Nexus with The First Teardrop for players who were already deep in the Versal story.
- Moren tells you why he won't pass his Maker test, and older tests can be passed again.
- Expired daily missions from Agent E clear themselves instead of sitting in your log.
- To Fool a Liar's leaves now drop around Orbis and Leafre while you're on the quest.
- The Baby Moon Bunny offers "I Need a Polaroid" again, and every piece of the moon photo you put in the envelope now shows.
- The Quest Finder leads you to items no monster drops (the Kulan Field meteorites, jump-quest prizes, shops) and stays on the quest you picked.
- Jump-quest prizes pay EXP for the real length of the climb.
- Cassandra and the Maple Administrator now hand out their event quests along three questlines each: finish one and the next one opens, instead of everything at once.
- The Quest Hunt Counter counts quest items too ("Cog 4/100"), and the Quest Log lists every item a turn-in needs (Jay's Curiosity).
- Agent E's watermelon daily drops its melons again, and every daily quest now resets 23 hours after you finish it instead of 24.
- A chat line tells you when a daily is ready again ("The [Attendance Check] quest is available again."), including the Daily Check-In and Lazy Daisy's Growth Powder. Turn it off in Settings > Gameplay > Daily Reminders.
- The Fire Grill Skewer quest and the other Chuseok kitchen quests are offered again.
- NPCs with several menus now show all their options together (the Maple Administrator offers the Super Beginner advancement alongside the moon and Daisy errands), and the Maple Administrator, Pan and Sid stand on their platforms again.
- The Quest Finder Arrow has a new look: one pointer that turns toward your goal, with a bobbing marker on the portal to take. Prefer the old arrows? Pick another Arrow Style in Settings > Gameplay.
- The Quest Finder Arrow's new styles no longer blink out: Monster Farm and Edge Pointers slide and bob toward your next stop, and the PORTAL sign hangs above the portal you need.
World
- The hidden path on Tiger Ridge leads to the Area of Wild Hog again, with Tamable Hogs to catch for your Hog mount.
- You can swim in pools inside maps, such as the Nautilus Generator Room tank, and the dragon flies on the skyway to the Temple of Time.
- Climbing out of Under the Moon no longer drops you back down, and the Master Moon Bunny now does his scolding in English.
- Kerning City and Herb Town no longer show a second copy of some of their buildings.
- Seventy-three maps got denser spawns and handy in-map teleporters, from Ludibrium's clock tower to Leafre, El Nath, Aqua Road, Neo City, Singapore, Malaysia, Crimsonwood and Zipangu.
- Flying to the Temple of Time as a dragon no longer drops you back to Leafre on the second leg of the Sky Road.
MSU Vault
- Pengu collaboration items (the Pengu Bodysuit, Pengu Night Robe and Pengu hats) aren't supported in MapleVerse at this time. They can't be brought in through the MSU Vault, and a copy already brought in is switched off. You can send it back to your wallet from the Vault whenever you like.
Windows & Fixes
- Server upgrades: Channel 1 now runs on a faster dedicated server in New York, and Channels 2 and 3 got more power. Busy maps stay smoother, and the game uses much less data, which helps on mobile. The channel list shows Channel 1's new home.
- Edelstein and Kritias: the quest items their monsters carry now really drop.
- Opening Mr. Do's donation list (or any NPC menu full of item pictures) no longer freezes the game.
- Your job title under your name no longer turns into "Beginner" after resizing the window.
- The Maker window can be dragged, and its long lists scroll.
- The fishing results window reads Reset, Exit, Vesos and EXP.
- Sell All says it sells Etc items, flips to your Etc tab first, and never sells rock scrolls, travel tickets or anything else a travel NPC asks for.
- Opening the Guild Alliance tab no longer freezes the game while its art loads, and windows (bag, equip, NPC chat, minimap, storage, guild, Key Config and more) open more smoothly.
- Megaphones stand out in chat: world megaphones (Super, Heart, Skull, Item and Triple) get a pink band with their badge, and the regular channel Megaphone gets a pale blue band.
- Character Select is snappier: your characters appear right away when you come back, and the stat card waits for its scroll and stage before showing.
- The Scroll Bag, Guide and Bosses can be dragged onto any key from Key Config, and HP and MP no longer come back short after logging in while wearing +HP/MP gear.
- Every window's close button now sits in the same corner spot, matching the Item window.
- Buttons in our custom windows now use MapleStory's own button lettering, and other labels are easier to read. In Key Config, the Scroll Bag, Guide, Bosses and Combo are proper key tiles, and a new Controller tile and a CONTROLLER entry in the GAME MENU open the Controller window.
Found something odd? Tell us on the test portal.
UPDATE
World chat across every channel, Recharge All in shops, and a steadier Quest Finder
2026.10.09
Shout across the whole Maple World with the new World chat, top up your stars and bullets in one click, and a handful of fixes from our testers' reports.
Chat
- New World chat: pick World in the chat selector, next to All, Party, Buddy and Guild, and your line reaches every player on every channel. It shows as [World] Name (ch2): hello!, and you can send one World line every 5 seconds.
Quests & Travel
- The Quest Finder stays on the quest you're tracking instead of jumping to another one, and the Quest Helper has an X button to stop tracking a quest.
- Quests for levels 22 to 55 now give more EXP.
- Cassandra's Speed Quiz daily mission now needs 10 points instead of 50.
- The Ardentmill door in Zipangu sits up on the bench ledge instead of hiding behind the yakisoba stall, and Ardentmill doors now draw behind characters.
- In Omega Sector, the Silo's door No.3 leads back to HQ again.
- The two Night Garden maps in Versal are now joined by a door on each side.
- The Haunted House keys (Gold, Silver and Brass) now drop only while a "Find My Daddy" quest still needs them, so they no longer flood your inventory.
Shops & Windows
- Shop tabs are back to full size: Equip, Use, Set-up, Etc and Cash now stretch across your side of the shop window, and the shop's own tabs across its side.
- New Buyback tab in every shop, next to All: anything you sell to a shopkeeper can be bought back for exactly what you were paid, for 24 hours, and you get the very same item back, upgrades and all.
- New Sell All button between Leave Store and Buy Item: it sells the monster loot in your Etc tab in one go, after telling you how many items and how many vesos. Ores, jewels, crafting materials and quest items are always kept, and anything sold this way can be bought back from the Buyback tab.
- Shops have a Recharge All button that refills every throwing star and bullet stack at once. It shows you the total cost before you agree.
- Hovering gear in a shop's sell list, a personal shop or a Hired Merchant now shows that item's own stats, so a +2 wand shows its +2.
- The FPS Readout setting is remembered when you refresh the page.
- The Gather and Sort buttons in the Maker Bag line up with Close.
Characters & Fixes
- Other players and NPCs no longer show up without their outfits, or go missing, while the map is still loading.
- Character select shows your real job in the ranking (it always said Beginner), with a Pirate rank plate, and Cygnus Knights, Aran and Dual Blade show their own plates.
- Fixed a crash when opening the Quest Log.
- Whispers reach players again instead of always saying they're offline.
- Carving a Jack-o'-Lantern drops 3 to 5 Pumpkin Pieces with every swing and when it breaks.
- Mystic Door now looks the part: the door swings open onto its glowing stairway, press Up to step through, and everyone on the map can see it (only your party can use it).
- Olivia's mirror in the Haunted House shatters once when she appears and stays broken, instead of breaking and mending over and over.
- The flying Sophilia Doll no longer hovers out of reach of melee attacks.
UPDATE
Marshall's story, new crafting and minigame NPCs, smarter chat and windows, a new Maker Bag and a night-time Versal
2026.10.08
Fixes from our testers' reports: Marshall is back to his own story, loot no longer gets lost in the scenery, the Medal window shows every medal you've earned, the watermelon patch grows back, and the Ore Bag is now a Maker Bag.
Quests & Townsfolk
- Marshall in Kerning Square is no longer cutting hair. He's back to his own story, and Lana's "Makeup Artist, Booked!" leads you to him so you can help find his Legendary Scissors.
- The quest guide now points the way through Tatamo's ride to Leafre, the Temporal Gate story and the hunting doors in the Mirror towns.
- Finishing a quest from the lightbulb over your head now shows the face of the NPC you're reporting to, such as Mr. Moneybags.
- The Quest Finder Arrow now follows the quest you accepted most recently, so it moves straight on to the next step of a chain. While it's out, its buff icon sits in your buff tray: right-click the icon to put the arrow away, and press FINDER on a quest to bring it back. FINDER on a quest you haven't started leads you to whoever gives it, and long trips through Versal go by way of the Temporal Gate.
- Quest EXP rewards have been halved, and the Pendant of the Spirit no longer boosts them.
- In Versal, Milo and Mr. Do now set you a short test before handing over Cassius's Dowsing Time and the Proof of Training, and the quest arrow leads you to them. The captain of the watch in Evan and Larelle's story is Cody.
- To Catch a Phantom asks for 1 Thief Crow instead of 5, and the Scorpion Hunt tips in Karcasa now describe how to get the item.
- The melons in Chumji's watermelon patch grow back every time you step into the field, so you can gather all five for Agent W.
- Casey in the Henesys Game Park trades 15 Monster Cards for A set of Match Cards, makes all six Omok Sets, and explains how both games are played.
- Alcaster in El Nath opens his shop once you've helped him with the Dark Crystal: Holy Water, All Cure Potions, Magic Rocks and Summoning Rocks.
- Mos in Leafre forges his dragon weapons for every class, with or without a Stimulator, and mends a Busted Dagger into Cornian's Dagger while Moira's quest is active.
- Humanoid A in Magatia takes you to Where Snow Rose Grows while you're looking for the Snow Rose. Drop a May Mist on a flower bed and hit it until the rose blooms.
- In the Dark Lab, the glowing bubble now sits right on Alcando's Cabinet, and clicking it hands you the Secret Document.
- Quest NPCs now take every item you hand in, including the Knighthood Exams' Proofs of Exam and the Ludibrium toy-soldier hunt.
- Chumji's watermelons and the Snow Rose flower beds grow back 30 seconds after they're broken, so a field full of players can all finish their quests.
- Cello, the Versal Quartermaster, now runs a shop with the same goods as New Leaf City's grocer.
- Clicking a townsperson in Versal now brings up their own words, and the townsfolk the story says are missing stay away from their posts until the story brings them home.
- The Versal story has been retold from start to finish: every quest now carries the plot forward, and its people hand you on to one another. When you bring someone home or a Teardrop takes them, they leave the room right then and there. A few quests now begin or end with Milo or So Gong.
- Ardentmill's town doors and platforms sit where they belong, with a proper backdrop and minimap, and the quest arrow sends you through the nearest Dimensional Mirror instead.
- Other players appear in their full outfits much faster in busy towns.
- Daisy's chicken takes its Growth Powder even when fully grown.
- Fixed a rare problem that stopped some characters from starting or finishing any quest.
Towns & Travel
- Trips through the Dimensional Mirror bring you home to the town you left, not Lith Harbor.
- In Happyville, the snowman and tree-room warps no longer change where Rupi sends you home.
- On the Hill of Christmas, any item can decorate the tree.
- In Shadowvale, the doors stand right on the hall and stump-house entrances.
- All of Versal is now night. The outdoor maps sit under Shadowvale's moon and stars, and indoors the windows, skylights and roof gaps show the night sky too, from the Ariant Palace and the Sand Bandits' hideout to Zero's Temple, the Versal Nexus and Edelstein's City Hall. Over the Temple of Time, the cloud sea and floating islands now lie under the moon, and the moon and aurora sit at the top of every Versal map. The daylight sunbeams are gone, and the glowing caves and lab windows are moonlit.
- The Sand Bandits' hideout in Versal has its way back out again, at the left end of the top floor.
- In Versal, the field monsters are no longer treated as bosses, and the gear they drop matches their level.
- Oko runs a general store in every Mirror town, with the same goods as Jerry in Leafre.
- Every Versal town and field now carries its own Versal name: Versafre, Versalstein, Versatia, Versalvale and more.
- The camel rider crossing Versal's desert no longer tears apart as it moves.
Items & Windows
- Loot dropped from boxes, by players or on solo hunts now lands on the floor below and stays inside the map, instead of settling inside walls and ledges.
- The Medal window lists every medal your character owns, whether worn, in your bag or in storage. Its close button now moves with the window when you drag it.
- The Ore Bag is now a Maker Bag and holds every Maker material: recipe ingredients, stimulators, crystals, reagents and the things you make. Its window has been redone to match the inventory: every stack shows as an icon with its count, tabs sort ores, refined goods and the rest, and one click moves a stack in or out. Store All and Take All move everything at once, and Gather and Sort sit side by side to tidy the bag. It also holds forging and production manuals and crafting parts like Screws and Processed Wood.
- Quest items you no longer need can now be dropped to clear out your bag. Only you can see them on the ground, so if you drop one by mistake, just pick it back up before it fades away.
- The MSU Vault overview scrolls, and explains step by step, with charts, how your gear's stars, level and potential grow with you.
- Hovering a covered item in the Equip window shows its picture in the tooltip again.
- In the MSU Vault, gear without stats, like shoulders and accessories, no longer lists upgrade or potential bonuses it can't have.
- An EXP or drop coupon that's working right now shows in your buff tray, so you can see when it's paying out. Coupons don't stack: if you hold several of the same kind, the highest one pays out.
- New in the Cash Shop: the Hyper Teleport Rock (50 VX), which takes you anywhere on the World Map for one rock per trip, and the Premium Hyper Teleport Rock (2000 VX), with unlimited World Map trips for 10 days. Use either one from your bag to open the World Map.
- The Cash Shop's Best Item column now shows the five most-bought items. Click one to jump to it.
- Timed items, like coupons, keep their expiry time when you store, trade, pick up, gift or sell them.
- Characters brought over from MapleStory Universe put all their AP into their main stat when you auto-assign.
- Every text box, chat included, now lets you move the cursor with the arrow keys, Home and End, select with Shift or Ctrl+A, and type or delete anywhere in the line.
- Clicking outside the chat box lets you move again and keeps what you were typing. Tab switches the chat between All, Party, Buddy and Guild, and the typing line follows the chat log when you drag it.
- Tab and Shift+Tab flip through the tabs of whichever window is in front: Inventory, Skills, Buddy List, Quest Log, Storage, shops and more. In Change Channel, Tab and the arrow keys pick a channel and Enter takes you there.
- Esc no longer closes Maple Messenger, so reaching for Esc to close something else won't drop you out of your chat.
- Friends in Maple Messenger now appear in their full outfits straight away.
- The Stat window shows your base stat and your gear bonus, like 645 (580+65).
- Equipment names are coloured by quality: grey below average, white, orange when scrolled, then blue, purple, gold and beyond for exceptional gear. Scrolled gear shows its upgrade count, like (+3), and tooltips show where each stat comes from.
- Setting up a store: the item list follows your inventory order, the store asks for its name when you open it, and that name is shown on the board above your store.
- Text boxes and the login screen look right again for players using Chrome's automatic dark mode.
UPDATE
Bigfoot returns, the Versal story, a friendlier sign-in, Aqua Road swimming and more
2026.10.07
Bigfoot is back on the prowl and meaner than ever, the Mirror World has a new name and a story to match, Aqua Road is good for a swim again, the doors to Ardentmill are back in town, signing in and the MSU Vault are friendlier, quests now point the way, and a long list of smaller fixes.
Bigfoot & the Great Bosses
- Bigfoot now hits much harder: his leap lands for 8,000, and it takes a blow of 20,000 or more to knock him back. A well-timed jump still clears the leap. After landing he charges anyone standing close.
- Bigfoot is worth 2,000,000 EXP again.
- Bigfoot no longer gets stuck behind the stump in the Phantom Forest. He walks right past it now.
- Strong blows now stagger monsters and push them back, so fast fighters can pin a foe against a wall.
- Great bosses keep their own hours. Bigfoot returns every 12 hours and the Headless Horseman every 6, and the wait no longer resets early. A wounded boss stays wounded until someone finishes the job.
- Area bosses such as Mano, Stumpy, King Clang, the Nine-Tailed Fox and the Crimson Balrog door guards now keep their 3-hour clock too: a defeated boss stays gone until its time comes, and a wounded one stays wounded.
- Your attacks keep landing on a nearly beaten boss right up to the final blow.
Versal
- The world beyond the Dimensional Mirror is now called Versal, and its story has been told anew, with new faces joining the tale and a Twisted army gathering in Rachael's gardens.
- The Versal storyline has been streamlined: a clearer story, every quest reachable in order, and a simpler Temporal Gate that follows your progress.
- Versal now begins with O-Pongo in New Leaf City, and O-Pongo and Elpam Gorlab join the story along the way.
- Zero's Temple is now the Versal Nexus.
Aqua Road
- Swimming feels the way it should: you drift down on your own, tap Jump to stroke upward, hold Up to slow your sinking and hold Down to dive.
- Pets swim with you now. They follow you through the water, rest on the sea floor and pick up loot again.
Towns & Travel
- The doors to Ardentmill are back in towns all over the world, with new spots near the Free Market or the townsfolk. The Mushroom Shrine has its door now too. Leaving Ardentmill takes you back to the town you came from, and the Dimensional Mirror still goes there too.
- Mr. Moneybags is back, and so are the townsfolk of Shanghai, ready for their quests.
- Shanghai Yu Garden: the Free Market door works, and Lady Li, Owner Jang and Lady Jin have opened their shops.
- Finishing the Rider's Field course now hands out your course token as you leave.
Signing In & the MSU Vault
- Log in now asks how you'd like to play: Sign In With MSU or Play Without MSU, each with a short note on what it means.
- World select has a Quit game button that takes you back to the title.
- MSU Character is greyed out until you can use it, and tells you why. Character portraits show in the import list, and the import screen spells out what comes along (level, job, your unspent points and the MSU gear the character wears) and what you choose again (name and look). MSU features are still in development.
- MSU gear now grows with the character wearing it: its stats follow your level and job, its stars count for more as you level up, and its potential opens up from level 70. The Vault explains how.
- A character brought over from MSU now arrives wearing its MSU gear, wherever its level, stats and job allow; the rest waits in the bag.
- Refreshing the page within 10 minutes puts you straight back on the same character and channel.
- Switching tabs while the game loads no longer leaves you on a blue screen, and your character is fully dressed when you come back.
- The Vault's Types menu lists every kind of item you own. Each item shows which jobs can wear it, and gear your job can use comes first. Stats are grouped into clear rows.
- A copy in use names the character holding it, and SEND BACK works from any of your characters. Deleting a character sends its Vault copies home to your wallet.
- Press SELECT to bring in or send back several items at once.
- On phones, Log in opens a large, easy-to-read page with big buttons, upright or sideways.
- Hover a slot in the MSU equipment strip to see what it's for.
- The Shining Rod and other newer weapons now show in your hand, and capes hang from your back during attacks and skills.
- A few MSU items don't have a look in this world yet, such as the Pengu outfits. While you wear one your own outfit shows, and the item says so before you bring it in.
Quests
- Kenta's Monster Riding quest now shows the Monster Riding skill in your Beginner skills, ready to use. The Hog itself comes from his next quest, Pheromone Perfume.
- The Temple of Time quests now pay a fairer reward of no more than a fifth of a level at the level they are meant for.
- A quest guide arrow beside your character points to the next person to talk to, the monsters to hunt, or the way to the next map. Turn it off under Settings, Gameplay.
- The guide arrow now leads you across the world too: it points you to the right ship, subway, cab, dolphin or the Dimensional Mirror, and to the ticket seller when you need a ticket.
- The minimap marks every townsperson with a quest to start or finish, your spouse, open player stores, and arrows at its edge pointing toward quest targets off the map view.
- In the Quest Log, FINDER sets the guide arrow on the quest you choose, and WORLD MAP shows you where its townsperson is.
- Monster Rider and Maker now show in the Beginner skill book for every class, Cygnus Knights, Aran and Dual Blade included.
- Mimi takes you to the Maple 7th Day Market again and offers her quests, Lazy Daisy hands back the Golden Egg, and the Maple Administrator's Chuseok kitchen quests can be repeated, with their ingredients dropping while you work on them.
- Agent O's reward box shows up after your 30 minutes in the Mini Dungeon, even if the world hiccups while you wait.
- Forfeiting a quest asks with the usual Yes/No box.
- The Quest Log opens without a hitch, quest search also finds quests by the town or street where their people stand, and only one quest-clear alarm shows at a time.
- Expanded windows (the pet equipment wing, ability details, the full bag and the skill macro wing) stay expanded next time you log in, and HP and MP you'd have recovered while the game sat in another tab are added when you return.
- Conversations that used to stop after a plain Next now carry on: the Baby Moon Bunny's ride, Grandpa Moon Bunny, the Mu Lung Dojo board, Kyrin's test, Jonathan's trip to Bart and Grendel's mushrooms in the Magic Library.
- The Quest Log shows a level for every quest, with a coloured dot for how tough it is for you, and a new Sort by suggested.
- Click the lightbulb above a townsperson to start talking.
- Characters arriving from MSU are greeted by an Adventure Guide with quests and hunting grounds for their level and the Vault basics. Open it any time with /guide.
- Nest of a Baby Bird: Gaga now tells you how the egg is doing each time you care for it, from 1/5 to 5/5.
- Thailand's hunting grounds keep more monsters around, so Toads and their neighbours come back faster.
Windows & Combat
- Change Skin now recolours the whole bottom bar, edge to edge.
- Townsfolk show their faces in conversation again, from the Maple Administrator in My Ranking to Shanks, Cloto, Chun Ji, the job instructors and the folk of El Nath.
- "You are poisoned!" and other ailment messages now appear once, next to your EXP messages instead of in chat.
- Opening a window in the middle of an attack no longer cuts the swing short.
- King Goblin and Golden Slime can be seen when they appear.
- Hit effects are gentler: no screen shake or full-screen red on ordinary hits. Choose Off, Reduced or Full under Settings, Display.
- Esc closes the window in front.
- Shift-click a skill's + to spend several points at once.
- Dropped items now show in front of portals.
- No more stray dots or boxes while items and objects are still appearing.
- Equipment that never had upgrade slots (Spiegelmann's Ring, the Beginner training set, Noblesse gear and others) no longer shows 7 scroll slots on new items. Items you already own keep theirs.
- The 2010 Winter medals now go in the Medal slot and show their title like every other medal, and medals can no longer be scrolled.
- Happyville ornaments stack to 100.
- Medals can be traded again.
- Monsters fall with their own animation only, without the extra flash and sparks, and no longer flash white when hit.
- Monster Dispel removes only skill buffs, so potions and foods like the Onyx Apple keep working, and monster Slow now slows you by the right amount.
- Looking at another player's character info shows their Guild Union.
- Boxes, coconuts, melons and other breakable objects draw in front of the scenery, so Florina's coconuts are no longer hidden behind the palms. Archers, thieves and pirates swing their weapon at a monster or breakable object that's right next to them, without using up arrows, stars or bullets, and claws and daggers now hit harder with LUK.
- Wooden crates now wash up on the sand of Florina Beach. While you're on "Cleaning Up the Sea!", breaking them turns up the Sea Trash you need.
- The warp machine in the Nautilus Navigation Room takes you to Omega Sector and back with a Warp Card.
- Mobile: move the on-screen buttons where you like (/buttons, or Settings, Display, Mobile Screen), pinch to zoom the view, and hold a finger still for a magnifier. /autohp now remembers your setting, and /automp sets when your pet drinks an MP potion while it wears the Auto MP Potion Pouch.
- Equipment dropped by monsters now has a little variety in its stats, a few points either side of the usual, and once in a long while a really lucky roll.
- Quests outside Versal no longer point you into Versal.
UPDATE
New channels, the Trading System, weddings, Monster Carnival, the Far East remade and more
2026.10.06
A big day: Scania gains channels in Europe and Southeast Asia, quests pay far more EXP, the Maple Trading System, Maker, weddings, the Monster Carnival and new party quests arrive, Maple Island has been rebuilt as it first was, a road leads into the ruins of Ulu City, the Agents are recruiting with a whole set of missions, a lightbulb tells you when a quest is waiting, Neo Tokyo has been retold, the Far East has been remade, the Golden Temple and Floating Market have been rebuilt, and a few far-off corners of the world have been retired. Plus MapleStory Universe characters, tougher monsters, the Maker quests, the bosses of the far reaches, the Chief Priest of Shaolin, Nett's Pyramid, Duey deliveries between players, a new Settings window, an envelope for your requests and gifts, and many smaller fixes.
New Channels & Rides
- Scania now has three channels: Channel 1, Channel 2 (Europe) and Channel 3 (Southeast Asia). Pick the one closest to you when you log in for a smoother adventure.
- Use Change Channel in-game to hop between channels, and the login screen shows how busy each channel is.
- Whispers, buddy, party and guild chat, /find and megaphones reach friends on every channel.
- A character can only be in the world on one channel at a time. Entering on another channel sends the earlier session back to the login screen.
- Party quests, boss runs and trades happen within one channel. Meet your party on the same channel.
- The Kerning City subway to New Leaf City now runs on a schedule: buy a ticket from Bell and board in the minute before departure.
- Wizet Airline flights between Kerning City and Singapore leave every few minutes; tickets from Irene or Shalon.
- A subway train now runs between Kerning City and Kerning Square Station.
Trading, Crafting & Weddings
- Meet the Trade Broker beside the Anonymous Merchant in the Free Market: list your goods on the Maple Trading System or buy from other adventurers for VX. Listings cost 5,000 vesos and run 7 days; unsold goods return to your Transfer Inventory.
- The Maker craft is here: combine ores, monster crystals and gems into new equipment.
- Amoria's Cathedral and Chapel now take wedding reservations: book your ceremony, invite your friends, and gather their blessings at the altar.
- Newlyweds' rings sparkle when the couple stands close together, and guests can leave gifts on the couple's wishlist.
- The Owl of Minerva finds which Free Market shops sell the item you want and flies you there.
- Engrave your name on gear with an Item Tag, or seal a treasured item with an Item Guard so it can't be dropped, sold or traded.
- Avatar Megaphones and the Remote Gachapon Ticket have arrived, and the Item Megaphone now shows off the item you choose.
- In the Cash Shop, click an equipment plate to try it on your preview avatar.
- Player stores come alive: see who's browsing, chat with your visitors, ban or blacklist troublemakers, check your visit list and sold items, and get a notice whenever something sells.
- Duey now delivers between players: send items and vesos to any adventurer, and they can collect the package from their envelope wherever they are.
- The Maple Trading System shows your own character in its preview, and the Anonymous Merchant now opens the Cash Shop only — the Trading System is the Trade Broker's.
Party Quests & Arenas
- Spiegelmann's Monster Carnival is open: challenge another party, summon monsters, cast curses and raise Protectors to out-earn them in Carnival Points; trade Maple Coins for his weapons.
- The Ariant Coliseum Battle Arena is open for levels 20–30: catch Scorpions for Spirit Jewels, then take your points to Areda and Abdullah VIII. Beware the Crazy Skull: whoever grabs it sends everyone else reeling.
- The Internet Cafe's Computer now opens six Premium Road party quests: gather coupons as a team and earn erasers.
- Crimsonwood Keep's Twisted Masters await expeditions of six or more.
- Maplemas comes to Happyville: protect the snowman, feed it Snow Vigor and drive off Scrooge. In El Nath, Tylus asks warriors to escort him through the kidnappers.
- June's Spirit of Rock run and the Nine Spirit's Nest are open to those on the quest.
- Crates and altars now stay broken for everyone until they return, and quest keepsakes appear only for those who need them.
- Nett's Pyramid is open: enter through the door in Sahel and speak with Duarte. Keep the Act Gauge up by defeating monsters, earn the Rage of Pharaoh, and clear every stage for a gem that opens the Tomb.
Maple Island
- Maple Island has been rebuilt as it first was: new paths through Mushroom Town, Snail Hunting Grounds full of snails, and Mai now training adventurers in Amherst.
- Southperry is busier, with Paul, Tia and the Maple Administrator waiting by Shanks' ship.
- Henesys Hunting Ground I has new residents: Slimes, Green Mushrooms and Stumps now share the hills with the snails.
- If you were on Maple Island, you'll wake up at the matching spot on the new island, with everything you carried and the quizzes you finished.
Ulu City
- Beyond Singapore's city, a road now leads into Ulu City, a ruined district overrun by Berserkies, Montrecers, Dukus and more.
- Commando Jim and his patrol are recruiting heroes level 140 and up to push into the ruins.
- At the top of the Ruins of Krexel, an ancient tree waits. Shake it hard enough and Krexel wakes.
- Destroyed Park II hides a private hunting room, Long Kiss Duku Good Night.
- The world map's Singapore and Malaysia pages have new paintings, and the Ghost Ship has its own page.
Neo Tokyo
- Neo Tokyo has been retold: its monsters, quests, items and townsfolk now carry the names and stories of their homeland. Some names are new, for example Afterlord, Ilvata, Bergamot, Nibelung and Aufheben.
- Neo Tokyo's monsters have been rebalanced: attack, accuracy and evasion changed, and some HP and EXP values too.
- Aufheben's Apostolo summons now heal for their full amount.
The Far East, the Golden Temple & the Floating Market
- The Golden Temple has been rebuilt from the ground up. Find it through Spinel, with new guides, Golden Tickets from Mr. Yoo and two hourly hunts. The temple's sanctum boss is still sealed.
- Golden Temple: six more errands are open. Gather Golden Ticket Pieces, banana peels, Ritaya's lost phone and camera, Toniza's limes, and goblin crowns and axes.
- The Far East has been remade for adventurers of level 140 and up: Shanghai's Yu Garden, Nanjing Road, the Outskirts of Shanghai and the Bund, then the climb up Mount Song to the Shaolin Temple, with new monsters and bosses along the way.
- Spinel's trip to China now arrives in Yu Garden.
- The world map's China page has its painting back.
- If you logged out somewhere in the old Shanghai or Mount Song, you'll wake up at the matching place in the new Far East.
- The Floating Market has been rebuilt with new townsfolk and refreshed maps.
- Fishing has a refreshed catch list and window, and your catches now sell to shops.
- Ardentmill and a handful of chairs and items carry refreshed names.
- Nearly all of the Far East's story quests are now open, with their own dialogue, and Mahavira Hall and the Sutra Depository can be reached on foot.
- Yu Garden now remembers your reputation: help its people to earn points and unlock the garden's later requests.
- The Chief Priest awaits deep in the Shaolin Temple: parties of up to six adventurers of level 130 or higher can take him on.
- The Far East's monsters now carry their own loot, and its towns and fields play their own music.
World & Regions
- A few far-off regions and their quests have been retired: the Vampire Castle of Veracent, the Desolate Mountains and the eastern arenas, the Red Phoenix wedding hall, the English Village, Yuyuan Garden, the mining event and a handful of seasonal festival quests. Gear you earned there has been exchanged for comparable equipment, with its stats and upgrade slots kept as they were.
- If you logged out somewhere that no longer exists, you'll wake up in Henesys.
- Captain Nareth's ferry has stopped running. The Floating Market is still reachable through Spinel and the swamp path.
- The Hinamatsuri cliff is reachable again: ask Popo or Grako in Showa Town, and Manstein will take you home to Showa Town.
- The world map overview has a new look, and Thailand no longer has its own world map page.
- Nest of a Baby Bird: the giant egg is back on its incubator, and the Lost Snipe can be carried up one of three jump stands — Thornbush, the Playground of Lupin or the Jumping Board. Drop her on the launch board at the top to help her try to fly home.
- In Crimsonwood Keep, the flame columns and menhirs now switch on and off together for everyone in the run.
- Monster placement has been tidied in two maps, and the Mirror World's and the Far East's ground tiles no longer show holes.
- Channel selection is a four-column grid with a legend of each channel's region, and character select has its wooden page arrows.
- Monsters on the Europe and Southeast Asia channels can be defeated again.
- Ghost Ship 1 holds a few more Pac Pinkies.
- Happyville: Rudi opens his ornament shop (Dry Treat included for Winter Preparations), the tree and snowman take you where you need to go, and O-Pongo visits New Leaf City and Happyville.
- The Kerning City subway booth has its LED clock back, and scenery that should flow now loops.
The Agents
- Agent Gaga's “Suspicious Offer?!” arrives on the lightbulb: help the Agents and earn the Parachute Agent Shoes.
- Agent E gives one mission a day — watermelons, the Speed Quiz, Agent O's badge, or one of her special orders — and can whisk you to Agent HQ. Finish it to earn a Secret Box.
- Agent C rewards every 5 Intelligence Documents with an Old Receiver, and every 100 with the Titanium Receiver.
- The Maple Administrator can take agents into Chumji's watermelon field. Climb to the watermelon, avoid the Hogols (they will throw you out), and bring Agent W five watermelons for a Pink Flower Tube made for your class.
- At Agent HQ, Agent W needs someone to guard his Memory Chip for an hour. Bring it back to him for an Excellent Agent Badge.
- Agent Meow and Agent Kitty now run the Agent Special Training Program in the Exclusive Training Center. Take on 27 boss stages alone or with up to six agents, earn Agent Points, and trade them for Agent N's receivers. Gaga can take you there.
- Special Agent O is waiting at the Mini Dungeon entrances. Spend 30 minutes inside and an Agent Box appears with a Special Agent Badge; bring him enough and he'll reward you with his gloves.
- Cassandra's Speed Quiz is open in town: answer O or X as fast as you can, once every 30 minutes, and earn the Invincible, Parachute and Ultimate Agent Suits.
- Agent P keeps every agent's file at Agent HQ, and will present the Agent Cape to anyone who collects the full agent set.
Quests & NPCs
- Quests now pay far more EXP — most were raised so a quest is worth a good while of hunting at your level — and quest text shows the new amounts.
- Repeatable quests pay a fairer share each time you repeat them: at most a third of a level below level 60, and a tenth of a level from level 60 on.
- A lightbulb now pops over your head when a quest is waiting for you. Click it to see what's on offer, wherever you are.
- The Rare Quest Dispenser in the Kerning City Internet Cafe no longer carries the polar bear quests. Visit Lolo and the Poch brothers in Coke Town to take them on or hand them in. Already started one at the dispenser? Your progress is kept.
- Witch Malady's recipe slips are gone from the dispenser. She still cooks all seven dishes in her kitchen, and now cooks them in batches of up to 100 if you bring the ingredients.
- The MapleVerse ball-drop has moved to the Changing Machine inside the Monster Game Arcade.
- The Fishing King ranking board has been taken down.
- Maker learning quests are open: Meren teaches the craft to all three kinds of adventurer, and a test and a note lead on to the higher levels and the Gold Anvil.
- Quest hideaways — the Doll's House, the VIP room, the Balrog's room and the Nine Spirit's egg — now check your quest before they let you in.
- The lightbulb's list now shows the face of whoever is waiting for you, and Mark hosts it.
- Riding Corba's dragon to the Temple of Time now turns you into a Mini Draco for the flight.
- At the Nest of a Baby Bird, Cassandra's and Gaga's requests are open: look after the egg until it hatches, and the Lost Snipe now starts you at the foot of the climb.
- The photo you leave developing in the moonlit world now finishes even if you log out in the meantime.
- Ticket sellers and other NPCs keep their face and name on every page of a conversation.
- Little Suzy's X-Mas Dilemma can be finished: Maple Claws and O-Pongo's legs now turn up, and O-Pongo wears his name plate and speaks his lines.
Combat & Monsters
- Monsters stronger than you now punch through armour the way they always should have; heavily armoured adventurers no longer shrug off higher-level foes.
- Bigfoot's stomp is back to its legendary strength — getting trampled costs around 10,000 HP. His EXP reward is now 500,000.
- Each EXP reward now raises you one level at most, as in the original game.
- Monsters that throw you out on touch — Mirror Ghosts, the Cheese Warehouse cats, the Red Flower Serpent and others — now all do so, as they always should have.
- How many monsters a map holds now follows that map's own spawn rate.
- Flash Jump and Soul Rush now carry you a steadily longer distance with every skill level, from 300 to 400 pixels.
- Heal can no longer be cast while hanging on a rope or ladder.
- Pink Bean, Latanica, King Pepe and his Yetis, the Showa boss and both Prime Minister events now run as proper boss battles; the fallen-hero count and Showa's casualty are kept by the realm itself.
- Throwing stars, arrows and bullets are now tracked by the realm itself — every volley is paid for.
- Silver Hawk, Golden Eagle, Summon Dragon and Doom now properly use up their Summoning and Magic Rocks.
- Boss copies in the Exclusive Training Center and the dojo no longer drop Dark Tokens or count towards your boss kills.
- Improved MaxHP/MaxMP Increase now grant their full bonus at any level, and apply to the points you've already spent.
MapleStory Universe
- Your MapleStory Universe characters can now be brought across from the character select signpost. They arrive at least at level 30, already in their second job, and the window shows the conversion rate before you link a wallet.
- Titles from the MSU vault are worn like a medal title, and vault chairs sit like ordinary chairs.
- MapleStory Universe mounts now need the Monster Riding skill. Learn it from Kenta (Explorers), Kiridu (Cygnus Knights) or Scadur (Aran). Mount descriptions and the vault say when the skill is needed.
- The MSU equipment strip now looks like a small Equip window of its own.
- MSU mounts can be sat on as a seat even without Monster Riding.
- MSU weapon covers that fit any weapon now show on every weapon.
- MSU chairs now seat you on the chair instead of beside it.
Cash Shop, Rankings & Website
- The 2x EXP and drop coupons read their real 24-hour length.
- Transparent hats, capes and glasses now properly hide what's underneath on the Rankings page.
- Bug reports on the Test Portal can now be marked Exploit; those go privately to the GM team only.
Windows & Login
- A new envelope on the status bar gathers your friend requests, guild invites, quests ready to hand in, notes and gifts from Maple Home. Every beta adventurer has a Mark of the Beta waiting there.
- The Game Menu's System Option now opens a wider Settings window: sound, display, gameplay and social options, plus a page of your own stats. The original options are one click away inside it.
- World select hangs Scania and its planks from the ropes again and picks Scania for you, and channel select shows each channel's region.
- The envelope gains a Notices tab for announcements from the GMs, kept for 10 days or until you dismiss them; a finished quest's alarm now opens your quest log on that quest.
- The Settings window adds a resolution list and a sound mixer, and you can now hear other adventurers' skills nearby.
- Hovering a slot with a cash item worn over it shows both the cash item and the gear underneath.
- Hair now sits correctly under caps and hats, and world select has been nudged into place.
- CHANGE SKIN in the Game Menu lets you choose a colour theme for your windows.
- MY RANKING in the shortcut menu: the Maple Administrator shows your world and job rank, and the top 10.
- Riders now sit in the saddle on their mounts.
Fixes
- Megaphones and the Maple TV now broadcast reliably the moment they're used, and the VIP Teleport Rock can take you straight to another player.
- Nameless decoy bushes no longer list every unclaimed quest when you click them.
- Quick slots now remember whether you left them open, even after resizing the window or logging back in.
- Skill macros show their own icons in Keyboard Settings and the quick slots.
- The crayons and a number of other items, messages and pet lines now read in English, and the O-X and Speed quizzes only ask questions you can read.
- Party chat is pink and alliance chat green again.
- Quick slots show the actions bound to their keys, and NumPad 0 picks up loot when nothing else is on it.
- Kenta's Breeding Room is open for the Monster Riding quest.
- The Rare Quest Dispenser restocks repeatable quests on time.
- Pets keep their footing on slopes, stairs and cave floors.
- Dragon Fury reaches its full range.
- Mini-Dungeon monsters respawn, the Paths of Time run smoothly, and Adobis's mine exit is visible again.
- On a phone held upright, the NPC and quest dialogue box now shrinks to fit the screen.
- Player shops have a room chat for everyone inside, and the fee table says vesos.
- The Trade Broker's name plate is no longer hidden behind Free Market tiles.
- The MSU Character button on character select opens its window again.
UPDATE
Smaller Guild Quest teams, event prizes, portrait mode and many fixes
2026.10.02
Two days of fixes and polish: smaller Guild Quest teams, daily Maple Point cards, event prizes that finally pay out, a portrait mode for phones, and a long list of smaller fixes.
Quests, Parties & Events
- Guild Quest: a team now needs only two members to register, down from six.
- Maple Points: the “Game On!” store quests are now daily. You can earn two Maple Point cards a day per account (Mr. Spot plus one store).
- Maple Island: the Maple Administrator's skip can be used three times a week per account, and tells you when you've reached the limit.
- The event winner NPC now pays out. Reading through to the end of her chat collects your prize; before this, winners were never paid.
- Chun Ji will decipher a Scroll of Secrets for an Event Trophy and one prize rolled from his shelf.
- Witch Malady's kitchen opens the dish list straight after her intro.
- Polls now tell you that voting needs level 20.
- The Spindle sells Scroll for Gloves for Magic Att. beside the glove ATT scroll.
- Quest Fame is now kept safely on the Maple World's books, so it can no longer drop back to a lower number. Affected characters have been put right.
Items & Drops
- All-Cure Potions dropped by Dojo bosses cure you the moment you pick them up.
- Scrolled equipment that a player drops keeps its scrolls when someone picks it up.
- Equipment drop rates in the newer regions now follow the natural rate for the monster's level, and Samiho's equipment drops are no rarer than 1 in 800.
- NPC trades that ask for an item (like an Orange Mushroom Cap) now count it wherever it sits in your bag.
- Items taken out of the MSU vault keep their own job requirement.
Combat & Movement
- Skill hit areas now start at your feet and meet the monster's whole body, so skills connect the way they did in the original game.
- Pressing UP at a portal uses the original game's forgiving portal box, so you no longer need to stand pixel-perfect.
- The Headless Horseman no longer vanishes when you hit him.
Interface
- Hover the EXP gauge to see your current and next-level EXP.
- The chat history window can be dragged and resized, and the gain messages at the side can be dragged. Both remember where you left them.
- Family Reputation gains show in the side messages instead of chat, the notes box sits in the silver band beside the Equip key, and chat balloons now always draw on top of drops, monsters and players.
- Family window: the chart centres on a member when you click the painted arrows, entitlement descriptions no longer overlap, and clicks reach the window above it again.
- Quick slot captions now follow your Change Quick Slots remaps.
- Messenger members' outfits now finish loading instead of showing up bare when you're in a different map.
- A new /fps window shows your frame rate, renderer and connection ping.
Phones, Tablets & Performance
- The game is playable in portrait. Chat sits under the minimap and the log grows downward.
- The mobile status bar is now two rows, with the gauges on top.
- The login screens zoom to fill phones and tablets, and have a fullscreen button.
- On iPhones, music is no longer muted by the silent switch between sound effects.
- Desktop browsers keep the faster WebGL renderer, including browsers that only offer WebGL2.
UPDATE
The Guild Quest, a rebuilt Game Arcade, the Anonymous Merchant, and fair play
2026.09.30
The Guild Quest opens, the Monster Game Arcade is rebuilt from the ground
up, and a mysterious merchant in the Free Market holds the key to the Cash
Shop. Behind the scenes, the Maple World itself now keeps the books on
almost everything you earn, so every prize, trade and drop is fair for
everyone.
Guilds
- The Guild Quest is open. Guild masters and Jr. Masters register
with Shuang at the Excavation Site in Perion. Six to thirty members of
one guild take on Sharenian's five stages and Ergoth, and earn Guild
Points for their guild. The whole guild hears when you're registered and
when it's your turn, and Shuang tells you how many guilds are waiting.
- The Guild Rank board is open: the top 50 guilds by Guild
Points.
- Guild Unions: the Guild Alliance tab now has every button. Invite
another guild by name, leave, remove a guild, promote or demote members,
hand the union to another guild master, and edit the union's titles and
notice.
- A new chat target, TO ALLIANCE, talks to every guild in your
union.
Waiting Your Turn
- Every party quest, boss room and one-at-a-time area now has a
waiting line. If someone is inside, you're told your place in the
queue and when it's your turn, and you get 60 seconds to go in. Leaving the
entrance map leaves the line.
- The Kerning City Party Quest now gives every party its own set of stages, so there is no more waiting for another group to finish. Cloto checks every stage herself.
- Mini-Dungeons are now private: your party gets its own dungeon, with the clock running the whole time you're inside.
- The Ludibrium Party Quest and the Ludibrium Maze now give every party its own copy too, and every stage is checked fairly.
- The road to the great bosses is open: the Zakum trials and Horntail's Cave of Life work as they did in the original game, and the Zakum and Horntail battles run as expeditions.
The Free Market
- A mysterious Anonymous Merchant has set up shop in the far corner
of the Free Market, and he's the only one who knows the way into the
Cash Shop… if he likes the look of you. Some say he isn't
always the same merchant twice.
- Scruff and Beep Boop now show their jobs under their names:
Name Changer and Voting Machine.
- Fredrick only hands back unsold goods and takings when you have
room for them. Nothing is lost if your bag or purse is full; it waits with
him.
- Cash items, chairs, scrolls and other items that couldn't be traded
before can now be traded and sold in player stores. MSU items and quest
items still can't. You can't receive a one-of-a-kind item you already
have.
- Trades now only complete when both players' final offers match exactly
what each confirmed.
- Duey is taking parcels! Send items and vesos to any character by name, and pick up what others sent you from any Duey.
- The Cash Shop now has gifts, a wish list and coupon codes.
- Cash Shop goods now last 30 days from purchase, and your inventory tells you exactly when. A pet whose Water of Life dries up turns back into a doll until Mar the Fairy's Water of Life wakes it again.
- Wheel of Destiny, Water of Life and the 2x EXP and 2x drop coupons are now in the Cash Shop.
The Monster Game Arcade
- The pachinko machines have been rebuilt to the machine's own rules:
balls are a single tray you shoot from and win into, the seven hold lamps
light as they should, and every face pays what the cabinet promises.
- Land the golden Bulldog and the machine turns generous until your
next win. The cabinets now play their own recreated sounds and music.
- Watch for special red, blue and green balls, and hammer the button
during a reach to knock a few balls loose from a losing spin.
- Hit a jackpot and you may get a challenge letter: brave one of
twelve recreated Mini Dungeons and reach Catherine before time runs
out for a big purse of balls.
- Catherine's prize counter is open: trade your balls for 90-day
hats, outfits and rideable mounts.
- Two more cabinets have opened: Tokyo Midnight and Queen's
Heat, each with its own reach scenes.
- The Changing Machine now works: trade Vesos for pachinko balls (100
each) and change leftover balls back into Vesos. Naoko's prize counter carries
the full prize shelf, and the cabinets play their reach, jackpot and ending
animations.
- The Game Arcade, Minesweeper, Rock-Paper-Scissors and the daily check-in
are now run by the house itself. Every prize is counted out at the
counter.
Families, Notes and Events
- Families have arrived: invite a junior with the right-click menu, earn Reputation as they hunt and level, and spend it on Family Reunion, Summon Family and EXP and drop boosts. Press F to open your Family.
- The Pedigree window shows your family tree and who is online.
- Notes, the chalkboard and Party Search have arrived: leave a message for a friend who's away, write on a chalkboard for the whole map to read, or let Party Search find members for your party.
- The note box is back on the status bar: it blinks when a note is waiting, and opens your inbox and saved notes in one click.
- Spotted someone breaking the rules? Right-click them and choose ALERT GM or CLAIM.
- Game Masters can now host the Coconut Harvest, Snowball, Fitness and Ola Ola events. Type /events to see what's on, and winners receive a Scroll of Secrets. The O-X Quiz now remembers its winners too.
- Type @help to see the @ commands, such as @rates and @time.
- Character Info now has a FAMILY button that opens that player's pedigree, the Family window shows tips on its rows, and a family leader's message is filtered.
- In the Coconut Harvest each team now wears its own outfit, and touching a snowball in the Snowball event knocks you back.
MSU Items
- MSU items' % potential lines now count at 10% of their MSU value,
and every % bonus rounds up to a whole number. They show on every item
tooltip.
- An MSU item's own lower level requirement now carries over in full. The
extra 30-level drop now applies only if the item still needs level 60 or
more.
- Other players now see your MSU items' real stats in Character Info, and
the MSU Vault shows full-size item icons.
- An MSU item's own level-requirement reduction now counts at half, like its
level. Items you've already brought in update to the latest rules
automatically.
- MSU mounts stand on the ground instead of sinking into it, and riding
one shows its icon in the buff area with the 150% speed it gives. The
original mounts sit on the ground properly too, and you can no longer sit on
a chair while riding.
- MSU hair, faces and skin now change your look only while you keep them applied. Double-click the item again, or send it back, and your own look returns. A salon visit while one is on changes your own look underneath.
- MSU items now stay where you put them in your inventory. They no longer jump to another slot while you fish, shop or use items, or when you log in.
Playing on a Phone
- New Mobile screen mode: on phones and tablets the game now fills the
screen, with bigger text, a slimmer status bar and the controls over the map.
Desktop players can switch to it in System Option > Resolution, and your phone
keeps its own resolution choice, separate from your PC's.
- On phones, the Cash Shop, player stores and trade window now fit on
screen.
- Text and art on phones and tablets are now drawn at your screen's full
sharpness.
- The ⚔ button now uses whatever is on your attack key: put a
skill or a potion on Ctrl and ⚔ uses it, and hold it to keep going.
Holding 1–4 keeps using what's on those keys too, for up to 30 seconds
per hold. Held potion keys now drink at most five a second, on a keyboard
too.
- The MSU sign-in buttons are bigger and easier to tap, and "Tap to
chat…" now appears only in the chat bar.
- Signing in with MSU on a phone is sturdier: it finishes even if your phone
closed the game while you were on MSU's page, it tells you clearly if it opened
in a different browser, and the sign-in window is larger and easier to
read.
Around the World
- Pendant of the Spirit now remembers its bonus: reach +10%, +20% or
+30% and it stays with you through reloads and relogs for 23 hours from
when it first started charging.
- Monsters no longer pile into a single spot under you when you fight from
a spot they can't reach; they pace back and forth and eventually lose
interest. Monsters that reach a ledge turn around instead of freezing, and
flying monsters circle around you instead of stacking on top of you.
- Shaolin Temple, the Language School, the Lost Mine, Secret Garden and
the Water Balloon Battlefield monsters now appear with their real HP and
attacks, and the Ludibrium Party Quest's Ratz and Bloctopus show up and
take real hits.
- Mr. Spot's daily Maple Point card, card redemption and Maple
Point purchases in the Cash Shop work again.
- The Mu Lung Dojo masters now forbid outside remedies: only the
dojo's own potions can be used inside, and its challengers no longer carry
spoils or Dark Tokens.
- The Cash Shop window has been rebuilt: your balance and prices line
up at every screen size, and items are sorted into their proper tabs.
- Megaphones no longer show twice for other players.
- Storage no longer merges stacks of throwing stars and bullets, and taking
a stack out takes the whole stack.
- The Maple 7th Day Market is open for business. The merchants have opened their stalls: spices, unagi, Thai keepsakes, a Taxidermy Shark and Crow-feather Hats. Mimi explains how the market works. Abdula buys the market's goods back at prices that change every hour. He always pays a little less than the merchants charge, so pick your hour to lose the least.
- Lazy Daisy needs someone to look after her egg. Raise it into a chicken and you'll earn the Golden Chicken Effect. Double-click it to show it off!
- The Meso Exchange sign at Changi Airport now reads Veso Exchange.
- The rolling floors of the Drake caves, and a few other maps with wavy ground, no longer drop you through the floor and send you back to the start of the map.
- Fire Drake and Ice Drake fireballs, and every other monster's thrown attack, now fly head-first instead of backwards.
- Grendel the Really Old now gives new Magicians their Beginner Magician's Wand, and every job instructor hands out exactly what they should at your first job advancement.
- The Maple Administrator's Maple Island skip now sends you off with 3,000 vesos plus 200 Red Potions and 200 Blue Potions.
- Turkeys and Turkey Commandos have taken over Purple Plains 1 near Amoria, where the Blue Snails and Slimes used to be.
- The Storage Keeper's window, the Store Bank and the fishing log now count your fortune in Vesos.
Skills and Combat
- Adventurers can no longer attack while hanging from a rope or ladder, or while riding a mount. Buffs and potions still work on ropes and ladders.
- Monster Rider works as a skill again: equip your mount and saddle, then cast Monster Rider to ride. Cast it again, or cancel the buff, to get off.
- Cygnus Knights' skills now land their effects as in the original game, combo orbs and charge skills work, and the 4th job skills Infinity, Concentrate, Guardian, Taunt, Hypnotize and Dragon's Breath are in.
- Timeless and Reverse equipment now levels up as you fight. Mounts gain levels and get tired as you ride; a Revitalizer perks them up.
- Marauders and Thunder Breakers now see an Energy Charge bar above the status bar.
- Thunder Breaker's Spark now strikes extra nearby monsters, and Night Walker's Poison Bomb leaves a poison cloud where it lands.
Fair Play
The Maple World now keeps careful records, so what you earn is decided
fairly and can't be forged:
- Quest rewards are handed out the moment you finish: what you turn in and
the prize you pick are checked and paid out, and repeatable quests keep
their own clock.
- Every scroll, gift box and Gachapon prize is decided the moment you use
it, and Gachapon machines announce lucky pulls to the whole world by
themselves.
- Merchants, crafters and the Witch keep a careful ledger of every trade,
and Gaga remembers your fish points himself. Fishing catches and payouts
are counted the same way.
- Party quest prizes are handed out once per expedition, so every member
gets their fair share.
- Training halls record every ability point, skill point and job
advancement the moment you earn it. Full stat and skill resets are now
reserved for Game Masters; adventurers reshape their training with AP and
SP Reset scrolls.
- Storage Keepers handle every deposit and withdrawal themselves, fees
included.
- Items with no shop value now sell for nothing, as in the original
game.
- In-game chat is now recorded and kept for 180 days so we can catch
cheating, scams and real-money trading, and reports about chat abuse can be
checked against what was actually said. See the updated
Privacy Policy.
- GMs have new tools to spot automated play. Nothing changes for normal
play.
UPDATE
The Aran story's missing chapters, Neo City, Guild Unions, stores anywhere, and your fixes
2026.09.29
The Aran story gets its missing chapters, a rebuilt chat filter keeps
hate speech out of the world, and a long list of fixes from your reports
lands — along with a new shortcut in Amoria, a softer, more
faithful knock-back when monsters hit you, jumping monsters, and a
Neo City story you can finish.
Aran, Done Right
- The Aran attack animations are fixed: the polearm stays in both
hands, and the stray extra hand is gone.
- Combo Ability, Polearm Booster, Polearm Mastery,
Combo Drain, Combo Smash, Final Charge and
Full Swing are now earned from their own quests, the way the
original Pre-BB game teaches them. If you already spent SP on one you
haven't earned yet, you get that SP back; if you already finished its
quest, the skill stays unlocked.
- The quests that teach the last three are now playable end to end:
the Puppeteer's hideout, the Sealed Garden and the
Sealed Temple fights.
- The legend at the heart of the Aran story is now a heroine, told
that way through the quests, the Quest Log and the Legend's Guide.
A Safer Chat
- Slurs and hate speech are now starred out everywhere players
type — chat, whispers, shouts, pet names and guild names.
Everyday swearing is left alone.
Around the World
- Amoria ↔ Divorcing Hall: a new portal on the path by the
statue near Mr. Sandman takes you straight to the Divorcing
Hall, and a portal by Tian Jiang brings you back.
- Knock-back: getting hit now shoves you back the way the
original game does — a short hop instead of a long flight, and
walking into the monster softens it.
- Buffs: right-click any of your buff icons in the top-right
corner to cancel that buff.
- Jump pads only launch you when you're standing on top of them.
- QuickSlots can now be set and cleared from Key Config.
- Several 4th-job and Cygnus Knight quests now unlock a skill's
master level instead of handing out free skill levels, as in the
original game — you still spend SP to raise them.
- Fishing now gives up to 3 hours of EXP a day, refreshing
23 hours after your first catch.
- Money is Vesos everywhere now, including quest text, the
Quest Log, the O-X quiz and the Cash Shop.
- Fixed a mid-air hover after some down-jumps.
- Monsters jump: Orange Mushrooms, Pigs, Slimes, Fire Boars
and every other monster that could jump in the original now hops
around again — up small steps, at random while wandering, and
toward you when you're on the platform just above them.
- Soul Rush and Flash Jump now show their original dash
effects, for you and for everyone who sees you do it.
- Pendant of the Spirit: once you've worn it long enough to
reach +30% EXP, it keeps that +30% for the next 23 hours, even
after you log out or reload.
- EXP and item pickups now show in the message box at the lower
right, like the original, instead of filling up your chat.
- Quest conversations: about 150 quests now say all of their
original lines — what the NPC tells you after you accept or turn
down the quest, the reminder while you're still working on it, and the
words after your reward. Pio on Maple Island now explains the recycling
job once you take it on.
- GM events: buffs a GM casts during an event now reach everyone
on the map, and the GM's Holy Symbol always gives its full +50% EXP,
in a party or solo.
Neo City
- The Neo City story can be played start to finish. It begins in
Magatia with Han the Broker (level 70), and the
Time Gate in Leafre wakes up once you bring Andy his Pocket
Watch.
- The final chapter, Nibelung's Song, is back, so the story
has its ending — and its circlet.
- The boss fights need you to be in a party, but a party of one is
fine: you can take them on solo.
- The Pocket Watch drops as often as the original, not twice as
often; the Time Gate and the Old Tree drop you at the right spot;
and Suspicious Wanderer charges its 5,000 Vesos fee.
Haunted House
- Agent Falcon is at the Haunted House entrance, next to
Witch Malady, with Smores No More and his other MBI
quests.
- The toy crate in Sophilia's Bedroom can be broken now. If
you're on one of the Jonas' Presence quests, it gives you
Sophilia's Favorite Doll.
- The Haunted House story is back in full: all three level
bands of Olivia's quests, from "Help Me" through Jonas'
Presence. The monsters in the house drop the Haunted Mansion
Gold, Silver and Brass Keys, and the Tombstones the
Steward asks for drop while you're on his quest.
- Olivia's Secret Room: talk to the Steward in the Foyer
about Olivia, gather in the Mansion's Hidden Hall, and say her name
at the mirror. Beat her and everyone in the room gets 3–5 of
Olivia's Dolls, for the Steward's "The Trap" and
Olivia's Chair. You just need to be in a party — a party of
one is fine. Up to three runs a day.
- Witch Malady at the Haunted House entrance now trades her
goods for Dark Tokens, which every boss drops: the Talking
Witch Hat, the Broomstick, the three witch belts and their scrolls,
and the ingredients for her witch food.
- Her Frog and Black Cat have escaped into town. When
you find one, catch it — it turns into its cursed form, and
the cursed forms drop Cursed Frog Eggs, Cursed Cat Spittle and Dark
Tokens for everyone who helped.
- The runaway Frogs and Black Cats now hop around Maple World's
towns every 10 minutes. Defeat one to face its Cursed form, which
scatters 20 Cursed Frog Eggs or Cat Spittle for everyone to
grab.
- Her witch dishes now give +80 to +95 Weapon and Magic
Attack, and hovering any item picture in an NPC's list shows its
stats.
Stores, Guilds and Friends
- Fredrick now sells two permits. The Store Permit
still sets up a Hired Merchant in the Free Market rooms that sells
while you're offline. The new Regular Store Permit (30,000
Vesos) lets you open your own store anywhere in Maple World, as long
as you stay and mind it.
- Your personal store closes the moment you walk away, change maps
or log off. Unsold items and your takings come straight back to your
bag, or wait with Fredrick if your bag is full.
- Guild Unions: Lenario in the Great Hall of Orbis now
forms Guild Unions. Two guild masters in the same party, both in the
room, and the party leader pays 2,000,000 Vesos and becomes Union
Master. Lenario can also add a guild slot to a union (1,000,000
Vesos, up to 5 guilds) or break it up.
- Buddy List: your Buddy List is now shared by every
character on your account. Friends you make on one character show up
on all of them, filed under the character you added, and while
they're online you'll see which character they're playing.
- Buddy groups and the extra slots from Mr. Goldstein and
Robert Holly are shared by all your characters too. Buy slots
once and every character gets the bigger list, up to 50.
- O-X Quiz: the door to the winners' room now opens when the
quiz ends, so winners can collect their Scroll of Secrets. Each
question you survive now also grants EXP that scales with your
level.
- Maintenance: when a big update needs the world offline,
you'll now get a 5-minute warning in chat and a popup before the
server closes for maintenance, and your character is saved on the way
out. While maintenance is on, the login screen tells you what's
happening — log back in as soon as it's over.
Fair Play
- New characters now start with exactly the gear chosen on the
character creation screen, and the server checks it.
- Store listings are now checked against your inventory by the
server, and so are items and Vesos dropped on the ground.
- Shop purchases, sales and star recharges are now handled by the
server.
- Fixed a chat command that let any player create medals.
Fixed From Your Reports
Thank you to tai, Kiji, enigmaX, John and everyone
reporting on the test portal — these came straight from you:
- Roca now records your report in A Black Shadow in the Pig
Farm, so the chain continues (#351).
- Skills and ranged attacks now reach monsters at their real range;
Teleport keeps your held keys and works while lying down; the item
picture no longer sticks after a drag; Singapore's fall-out works;
Amoria's fields bring you back to Amoria; the NLC Taxi reaches the
Haunted House; the Henesys plastic surgeons offer every face; shop
Sell tabs follow your inventory order; and monsters jump (#353).
- Soul Rush plays its sound and shows its dash effect (#355).
- Iron Body now shows in the Stat window's weapon defence (#356).
- The Quest Log explains that Nella's Dream needs a pet out (#357).
- One key per skill or item, item counts on keys, and one reload
prompt per update (#358).
- Curse, Stun, Poison and Seal show on your character and are cured
properly (#360).
- Warm Sunlight can be dropped in front of the beanstalk (#361).
- Your pet drinks exactly the potions you set for it (#362).
- Step walls no longer act as invisible platforms (#363).
- Monster hits no longer knock you so far (#364).
- Ligator's Glass Shoes drop; projectile monsters only attack once
they've noticed you; Agent Falcon and Sophilia's doll are in (#323).
- Neo City's story can be started and finished, and its boss rooms
let you in again (#233).
- The jump onto the portal ledge for Shumi's Coin works (#352).
UPDATE
Aran arrives, new party quests open up, and sign-in gets rebuilt
2026.09.26
A new class joins the roster, three new party quests open up
across Victoria Island and Orbis, and two whole new hubs —
Fairytale Land and Lunar World — invite you in. The Haunted
Mansion's Halloween story is playable start to finish and open to
everyone, and the way you sign in and manage your MapleStory
Universe items has been rebuilt from the ground up. A GM-run quiz
show, a stubborn wall-and-ledge bug, and a long list of smaller
fixes round out the day.
A New Class: Aran
The big addition this time around is a brand new class you can
actually play, built so any of your own adventurers can walk into it
— not a separate hero's story bolted on top.
- Any adventurer can now become Aran, the polearm-wielding
class. Starting around level 10, visit Lilin in Rien
and touch the ancient Giant Polearm she found frozen in the
ice to begin the change — there's no separate starting hero to
unlock it, and the change sticks through every save.
- Aran ships with its full skill line across all four job
advancements, built around a Combo count: landing hits with
your polearm builds it up, strengthening your attacks and defenses,
and you can spend it on heavier skills like Combo Smash,
Combo Penril, and Combo Tempest. The basic Double
Swing and Triple Swing chain into stronger follow-ups
once you've learned them, and the kit rounds out with skills like
Combat Step, Polearm Booster, Polearm Mastery,
Combo Drain, Body Pressure, Rolling Spin, and
Maple Warrior. Aran also swings and fights with its own
dedicated polearm motions.
- The polearm has a questline of its own running alongside your
leveling: it turns out to be a talking relic named Maha, and
you'll use the Mirror of Desire in Rien to piece together its
past, forge it a new Red Jade, and eventually reach the
Battle Against Maha. It's told as an ordinary adventurer's
story, not a legendary hero's — you're uncovering someone
else's memories, not reliving your own.
Mu Lung Dojo and the Magatia Society Rescue
Two long-requested destinations open up in this update: the
training tower of Mu Lung, and a rescue mission between Magatia's
two rival societies.
- The Mu Lung Dojo is open. Reach it through the
Dimensional Mirror from level 25 up, and challenge So Gong
alone or with a party (everyone must be within 30 levels of each
other). Climb the tower floor by floor, earn training points toward
belts at levels 25, 35, 45, 60, and 75, collect Vanquisher medals
for repeat clears, and unlock a pair of secret skills once your
energy bar fills during a fight.
- Magatia's Romeo and Juliet rescue is here. Talk to
Romeo or Juliet to gather a full party of four (levels
71-85) and set out to save whichever of the two was taken by the
rival society. Search the tunnel, fill the beakers, slip into the
locked labs, and face down Yulete and his creation before the
45-minute clock runs out.
Three New Party Quests, and a Job for the Toy Factory
Victoria Island and Orbis both got new places to team up, and the
Toy Factory has a small mystery for you to run down. A few of these
are brand new as of today, so if a run doesn't behave the way it
should, the test portal is the place to tell us.
- Lord Pirate is a new party quest taking its first steps
today. Find Guon at Over the Pirate Ship in Herb Town to
gather your crew and fight through the ship's decks past the Krus,
the Captains, and the Mr. Allis toward Lord Pirate himself.
- The Tower of Goddess is opening in Orbis. Wonky the
Fairy, at the tower's entrance, sends your party climbing
through its lounges and locked jails toward Minerva at the top.
- The Forest of Poison Haze party quest, run through
Ellin in the Deep Fairy Forest, has been rebuilt today and
now welcomes every class — Dual Blade, Cygnus, Aran, and
everyone else, not Explorers only. The level range still
applies.
- Assistant Cheng at the Toy Factory also has a new job
for you today, tracking down the missing mechanical parts through a
shuffled, timed search of Sector 4.
Fairytale Land and the Witch Tower
A new hub has opened up: Fairytale Land, home to three storybook
mini-games and the tower where the witch keeps her treasures.
- The Dimensional Mirror now offers a ride to Fairytale
Land. There you'll meet Crackers, who can point you
toward some treasures — or, if you ask nicely, quietly walk
you over to the Witch Tower, where you'll choose an Easy,
Normal, or Hard climb.
- Climb the tower's floors collecting keys, dodge the moving
cracker wall and the rising chocolate, and beat the clock to reach
the top — clear a floor and you'll face the Witch Bear,
scaled to your level, guarding the reward room.
- Clear the tower five times and you can claim the Pink Bean
Hat; holding it opens the hidden door to the Witch's Grave
Site, where the Witch's Tomb hands out daily quests for
building sturdier broomsticks and for feeding Granadas to the
witch's sealed treasure chest.
- Crackers can also point you toward the Gingerbread House
next door: knock down Witch Cats for points before your five
minutes are up, and grab a Point Increase Treasure Chest to
double your score for a while.
- Jack is waiting in the Back Yard with a beanstalk to grow
— feed it Warm Sunlight, then climb up past the watchful
Bam Bam Cat to trade Golden Eggs with the Golden-Egg
Pigmy for Pigmy's Wings.
- Pinocchio sends you into the Ocean Cave as
Geppetto to escape stage by stage, riding the whale up through the
water and cracking open treasure boxes along the way before shedding
the transformation on the way out.
Chuseok on Lunar World, and a Rescue Mission in Space
Two new destinations open up this round, both reached from towns
you already know: a trip to the moon for Chuseok, and a distress
call from space.
- The Maple Administrator, found in most major towns, can
now send you up to the Playground of Moon Bunnies and on into
Lunar World — home of Gaga, the Full
Moon, and a cast of Moon Bunnies celebrating Chuseok.
- Out back of Lunar World, Gaga points you to three Moon Flower
yards — Silent, Fragrant, and Shiny — with the
flowers sitting higher and the going tougher in each one.
- An Instant Camera lets you snap a photo of the Full
Moon in towns across Victoria Island; give it a little time and
the photo develops in your inventory.
- A new Chuseok quest chain has you tracking down a moon photo
through an envelope with three missing pieces — one from
Cassandra, one from monsters, one hidden among the moon flowers
— alongside food deliveries for the Moon Bunnies and daily
rice cakes from a Special Ticket to the Moon.
- In Henesys, a lost Baby Moon Bunny (level 12+) asks for
your help — accept and she whisks you off to Moon
Corner, where Grandpa Moon Bunny sends you to rescue his
friend Gaga, kidnapped by aliens.
- The rescue course gives you three tries to reach Gaga; clear it
enough times and Grandpa lends you a beat-up Spaceship (check
your Skill Window) so you can fight back on future runs.
- Grandpa also points the way to the Space Mine, where you
can gather Krypto Crystals and trade them in for a keepsake
of thanks — a nod to finding your way around the guardian
Space Mateons, not a way to fight them.
The Haunted Mansion Opens Its Doors
A few quests lately have ended with nowhere to go — the
trail just stopped. That's fixed for a batch of them, and the
Halloween party across the bridge finally lets everyone in.
- The Halloween party at the Haunted Mansion is open to
everyone now. Show up in your regular clothes and the
Gatekeeper waves you in with a welcome instead of turning you
away for not wearing a costume — dress up if you like and
he'll still comment on it, but it's no longer required to get past
the door.
- The Masked Gentleman's full Halloween story is playable
start to finish, across all sixteen rooms of the mansion. Answer the
Nameless Cat's riddle at the four graves, sort Jonas's
tilted picture frames back into order to open the hidden room behind
them, and play the piano to move things along toward Sophelia
and Lyudmila.
- Out back, the Maid will show you how to carve a
Jack-o'-Lantern in the pumpkin field once you've reached that
part of the story.
- Several quests that used to send you toward a map that wasn't
there yet finally have somewhere to land. Ask the Dimensional
Mirror for a lift to Agent HQ, the Nest of a Baby
Bird, Maple Hill, or Cassandra's Shore to pick
those quests back up — and a handful of others (the Cursed
Forest after dark, Ellinia's overgrown garden, the path into Ereve's
dark side, Magatia's back lab, and more) now open properly once
you've met what they ask for.
- On Cassandra's Shore, Gaga is running a fishing
event: buy Fish Nets from him, then try to throw one over a
fish just as it leaps from the water, and trade what you catch in
for points toward prizes like a pair of sandals, a scroll, or a
beach chair.
A New Front Door: Sign-In and the MSU Vault
The way you get into the game changed today, and the MSU Vault
got a full rebuild. Both are brand new as of today, so if anything
about them looks off, the test portal is the place to say so.
- The title screen has a new look: the sign now reads PLAY IN
THIS BROWSER, and there's no login ID or password field anymore.
Click Log In (or Guest Login, if you haven't linked an
account) and you're straight into the game.
- That same sign now offers Sign In With MapleStory
Universe: it sends you to MapleStory Universe's own site to
sign in and should bring you back here to finish — if
MapleStory Universe already knows an account for that sign-in,
you'll be offered the chance to bring it and its characters into
this browser.
- Before you link a wallet, a screen spells out exactly what that
means: the link can't be undone or swapped to a different wallet
later, but nothing in your wallet is touched, and which items you
actually bring into the game is a separate choice you make
afterward.
- The MSU Vault has been rebuilt from scratch. Open it from
the MSU VAULT button on your status bar in the world, and it
now sorts your MapleStory Universe items into tabs (Weapon,
Armor, Deco, Set-up, Brought In, and
more), with search and a detail view meant to show exactly what an
item becomes here before you bring it in.
- Bringing an item in makes a copy for that character — the
item itself never leaves your MapleStory Universe wallet, and you
can send the copy back any time. Equipment copies are balanced at
half the item's MapleStory Universe level to fit this world's pace,
and items held on your MapleStory Universe characters (not just
sitting loose in your wallet) now count too.
- The Vault shows no wallet details at all until you've actually
linked one.
- The Vault also feels noticeably snappier now.
- The old Drop Table & Odds notice is gone from the login
screen, and login itself loads faster.
- Fixed a display hiccup where the login screen's buttons and
notices could land slightly off their artwork under some display
settings.
- Fixed a rare hiccup where a character's progress could fail to
save right after logging in, leaving you stuck on a “couldn't
be recorded” message.
Hidden Street's O-X Quiz, and Movement Near Walls
Two fixes worth calling out on their own before the rest of the
list.
- The next time a GM runs the O-X Quiz event at Hidden
Street, a question appears on screen with a 30-second timer. Stand
on the correct side — O or X, shown on the mini-map —
when time runs out and you pass, earning EXP; guess wrong and you're
sent to “Leaving the Event,” where an NPC named
Pietra sends you back where you came from. Win, and a door
opens to a winner's room where an NPC hands out a Scroll of
Secrets.
- Movement near walls and ledges is fixed (#352). A tight spot
next to a ledge — reported at Line 3 Construction Site, needed
for Shumi's Coin — used to leave you stuck jumping in place;
a jump out of it should now get you up onto the ledge, and walking
into a wall should stop you cleanly against it instead of bouncing
you back or dropping you through the floor, matching how the
original game handles it.
Economy, Display, Multiplayer & Quality of Life
Beyond the bigger headline features, this wave carries a wide
spread of smaller fixes and additions that touch trading,
visibility, and everyday feel.
- The Free Market now has a poll booth: talk to Beep
Boop to see the current community question, cast your one vote,
and check past results once a poll closes. He plays his ticket
animation whenever anyone votes.
- SYSTEM OPTION > RESOLUTION gains three Fill
Window settings (1x/2x/3x) that stretch the view edge-to-edge
with no letterbox bars, showing more of the world on a wider screen
at the same zoom. An ultrawide-monitor squashing bug in one of these
modes is also fixed.
- In multiplayer, you can now actually see what other players are
doing in a fight: their summoned creatures (Octopus, Silver
Hawk, Beholder, Bahamut, Phoenix, and more), their Poison
Mist and Smokescreen clouds, and the hit flashes and
flying projectiles from skills like Thunder Bolt, Energy Bolt, Arrow
Blow, Strafe, and Lucky Seven now show up on your screen too, not
just theirs.
- NPC buy-back prices are simplified: every item now sells
to a shop for a flat 60% of its listed price.
- Most Use and Etc items now stack up to 1000
instead of 100 (this also raises how many you can hand over in a
single trade); the Summoning Rock now drops at half its
previous rate.
- Pets now take commands the way they're supposed to: type
a command in chat (like a named pet's own name, or the usual words)
instead of clicking them for a menu.
- Fixed a bug where using a Teleport-type skill right after
jumping could drop you straight through the floor. Teleport landings
on ledges and platforms now follow the original game's rules on all
sides.
- Certain monsters' knockback attacks (including the Beef
Eaters from the Maple Village Initiation area) now properly fling
you backward instead of giving the same small shove as every other
hit.
- Map hazards work more reliably: thin traps (like spikes and
ground weeds) that used to whiff now register hits correctly, and
several non-trap hazards that previously just stood there harmlessly
— such as the totem pillars in the Valley of Heroes —
now actually damage and shove you like they're supposed to.
- Fixed a save bug where firing a stack of throwing stars
or bullets down to zero and then saving could duplicate one
back into the slot.
- The world map, loading screens, and a few map details got art
touch-ups: the Haunted Mansion area now opens its own dedicated
world-map page instead of pointing to the wrong region, several
1080p loading backdrops that looked stretched or had visible seams
were redrawn and fixed, gear from the MapleStory Universe
catalog now displays correctly on other players and at character
select instead of sometimes failing to load, overlapping town NPCs
(like Mimi and Abdula) now layer in the correct order, and a couple
of previously-broken item icons (a quest item and the Sun Chair) now
show their proper art.
- A connection hiccup with the world server no longer shows a
confusing error; you'll now see a plain “not connected,
retrying” message and a “reconnected” message when
it's back.
- Fixed a bug that could freeze the game for up to 30 seconds when
viewing a heavily-equipped player's Character Info, Ore Bag,
or a Trade window.
- Fixed a rope/ladder bug where grabbing a rope right after
jumping off a neighboring one could fail.
- Fixed a display bug where a station's LED clock could render
behind its own housing and look blank on some maps.
Thank you to everyone who tried all of this out and sent in
reports along the way.
MapleVerse is still in development — a free, open development
build, not a finished or officially launched game. It remains an unofficial
fan-made project: not affiliated with Nexon, and not operated or endorsed by
Nexon or MapleStory Universe. MapleStory Universe data is provided by NEXPACE.
Found something wrong? The test portal is the
fastest way to have it looked at — every report gets read and answered.
UPDATE
The Balrog expedition, Ninja Castle, and monsters that fight like the original
2026.09.25
The Balrog expedition is here, Ninja Castle is open, and Neo Tokyo can be
explored properly for the first time. Monsters attack in time with their own
animations, the Henesys PQ gained its clock and its monster waves, and drops,
buddies and fame now run through our own servers. The simulated players have
also packed up their Free Market shops to make room for real ones.
The Balrog expedition
The full-size Balrog in Balrog's Tomb had never been in the game (#348).
Now it is, working as it does in the original. Talk to Mu Young at the
Cursed Temple in Sleepywood (level 50 and up) and form an expedition of 6 to 30
players. The sealed body and its two claws are waiting inside; the left claw
breaks free after a minute, and the body can be hurt once both claws are down.
Beat it and the whole server hears about it. The run lasts an hour, and the Mu
Young inside the tomb takes you out. The smaller Jr. Balrog in the Cursed
Sanctuary keeps its original three-hour respawn.
Bosses and busy maps
- Area bosses spawn again, with their arrival line in chat, and the
whole map sees the same one.
- Maps load fully populated. Walk onto a hunting map and every
monster spot is filled, as in the original, instead of the map filling up
slowly after you arrive.
- Mirror World hunting maps respawn. Once you cleared one, it stayed
empty. Its monsters now come back like everywhere else.
Monsters fight like the original
- Attacks follow the animation. A monster now attacks at the pace of
its own attack animation, and the hit lands on the frame it should, inside
the area the attack really covers.
- 184 monsters got attack animations they were missing, so their hits
no longer arrive without a swing.
- Ranged and magic attacks show again. Lupins, Nependeaths, Freezers,
Sparkers and others threw their attacks with nothing drawn on screen (#323).
- Monsters that attack on sight chase you.
- Monster skills are back — heals, summons, buffs, immunities and
the like — and your own stuns, freezes and seals now hold monsters in
place. Monsters that self-destruct do so again.
Ninja Castle and Neo Tokyo
Ninja Castle is open: all 33 rooms, its defenders, its traps, the three
merchants outside the gates and the way up to the Tenshu Room. Ride the
Palankeen from the Mushroom Shrine, or pick “Past - Ninja Castle”
from Crystal in Neo Tokyo. Its boss fight is still being built.
In Neo Tokyo (#233), Crystal now runs the time warp, with seven
destinations. Every boss arena has a way out through the NPC standing in it,
Marr in 2095 Park escapes with you if you bring her ten Energy Transmitters, the
region's monsters drop their own loot, and all 40 of its missions are written
in. The boss fights there are still being built.
More for the Henesys PQ
Following on from our last note (#342):
- The run has its 10-minute clock, shown on every map of the
quest.
- Primrose Hill stays quiet until the sixth moonflower blooms; then
monsters return every 15 seconds, and they can bump into the Moon Bunny and
hurt it.
- When Growlie takes the rice cakes, every monster on the hill falls and the
whole party gets 1600 EXP together.
- Tory, Growlie and Tommy say exactly what they said in the original.
- The quest's own items leave your bag when you leave the quest.
Quests that were stuck
- Over the Castle Walls (2), Jonathan's Court, How to
Improve Your Strength (Kyrin's training room is in) and The Puppeteer's
Cave can all be finished.
- A Black Shadow in the Pig Farm (#351): click the shadow in the
Rain-Forest once more, then report to Roca. Maybe it's Grendel! had the
same problem; Grendel's hidden Magic Library is now open.
- Ligators drop the Glass Shoes for The Finished Party Dress and Glass
Shoes (#323).
- Judging the Axe repeats until the steel axe comes out (#345), and
Helping Riel now asks for Clangs, not King Clangs (#346).
- Mr. Do runs his pharmacy (#347), including the Peach Tree Herb Pouch
that Protecting the Peach Tree needs.
- Quest rewards that take fame away read correctly and last past a relog
(#350).
- Forest of Dead Trees I (#349): the gas vents stun only on their
short puff, and walking across the bridge no longer drops you into the pit.
Other always-on traps across the game are fixed the same way.
- Spring portals in the Haunted Mansion and Mushroom Castle launch you, the
Ariant castle doors work, and the meteorite samples can be collected
(#323).
Pets
- Egg pets hatch. Summon the Dragon or Robo egg and it hatches into
its baby.
- Garnox's evolution quests in New Leaf City work as in the original,
for dragons and robos alike.
- A pet keeps its closeness, level and name when you put it away and bring it
out again.
- Wing Boots and Binocular are on sale in the PET tab, and a
pet now picks up only what it walks over, as in the original.
- The HP/MP potion pouch works while your pet is wearing it, and follows your
HP/MP alert setting.
- Pet Instructor Test and The Secret Method teach Follow the Lead.
Drops, buddies and fame
- Drops and pickups are handled by our own servers: no more drops
that vanish or that two players both pick up. Items on the ground show up for
players who arrive later. Big bosses' loot is free for everyone, as in the
original.
- Dropping an item is checked against your saved inventory, so an
item can't be dropped and kept at the same time. Quest, cash and untradeable
items stay in your bag.
- Accepting a buddy request is confirmed with our servers, and a full
buddy list now says so instead of failing quietly.
- The fame notice tells you who gave it.
Also today: economy, the Quest Log and more
- The Quest Log is rebuilt from the ground up. Search, filter and sort;
see each quest's requirements, rewards, time left and chain. Every objective
shows where to go — which monsters drop it and how often, where they live,
which shop sells it. Click a map to open the World Map there, and a new
UPCOMING tab shows the quests you're about to unlock.
- Mesos are rebalanced. Monsters up to level 15 drop the same mesos as
before; from there the amount tapers off for stronger monsters. What NPC shops
pay for an item now follows how far into the world that item comes from.
- Etc and quest items drop twice as often, and NPC shops pay half as
much for them.
- Minesweeper pays out three wins a day.
- The Snowboard from the event quests is now a rare find, as intended.
- Coconut and peach trees (Florina Beach, Mu Lung) and other breakable
objects in front of you take your hits again.
- The mini-dungeon countdown uses the original “Time Left” clock.
- Pets: they only loot what's yours to take, and Magic Scales are
here.
- In a player shop, your own chat line shows once instead of twice.
Smaller changes
- Hold Z to keep looting.
- /autopot drinks plain potions only, never morph pieces or buff
foods.
- The simulated players are gone, and their Free Market shops with
them, to keep the room for real players.
- Players who step away still show for everyone else, and a large part of
the game's multiplayer now runs on our own servers.
Thank you to everyone who sent in the reports behind this note.
MapleVerse is still in development — a free, open development
build, not a finished or officially launched game. It remains an unofficial
fan-made project: not affiliated with Nexon, and not operated or endorsed by
Nexon or MapleStory Universe. MapleStory Universe data is provided by NEXPACE.
Found something wrong? The test portal is the
fastest way to have it looked at — every report gets read and answered.
UPDATE
Henesys PQ for the whole party, pets on solid ground, and ten of your reports closed
2026.09.24
Henesys PQ is now a real party quest: one moon, one Moon Bunny and one
pile of rice cakes, shared by everyone in the party. Pets walk on the ground
instead of gliding along at your feet, and they finally play every animation
they own. And ten reports from the test portal were closed in a single day,
along with a stack more from Discord. Later that night, monsters moved onto the
game server too, so everyone on a map now sees the same ones.
Henesys PQ, for the whole party
Kiji took a party onto the moon and found nearly everything wrong with it.
Each player was really running a private copy of the quest: seeds your friends
planted never bloomed on your screen, everyone got a Moon Bunny of their own,
and a clear only moved the player who finished it. On top of that, the bunny
hung up in the sky, a wave of pigs turned up that had no business being there,
not one rice cake was ever made, and Tommy sent you home to Kerning City instead
of Henesys Park.
All of it is fixed. The game server now runs one moon for the whole
party:
- Everyone sees the same flowers bloom and the same single Moon Bunny
appear, and the rice cakes it makes belong to the party, not to one
player.
- The Moon Bunny comes down onto the platform below the moon and makes
a rice cake every twenty seconds. When the leader hands Growlie ten, the whole party moves on together.
- The pigs are gone. They belong to the bonus stage and had wandered
in by mistake.
- Your attacks no longer land on the Moon Bunny.
- Tommy takes you back to Henesys Park, and after a clear he offers
the Pig Town bonus stage, which could not be reached before. The bonus stage
takes the whole team, too.
- If the party drops below three players or the leader leaves, the run ends
for everyone, as in the original game. A player whose connection drops gets
a minute to come back.
Still to come: seeds that must be dropped on the flower spots, monsters
that can hurt the Moon Bunny, and the ten-minute time limit.
Party quests in general got sturdier as well. A server restart no longer
lets a second party walk into a boss run that is already under way, or hands a
leader a fresh run on top of the old one. And the Amoria PQ now holds its
room for its full 75 minutes: under the old limit, another party could claim it
from minute 35 and end your run before the bonus stage.
Everyone sees the same monsters
Monsters now live on the game server. It decides which monsters are on every
map, whether you are alone or in a party, and everyone there sees the same ones,
in the same places, with the same HP. That clears up a whole family of
problems:
- Monsters no longer die the moment you arrive. Walking onto a busy
map used to play the death animation for a whole crowd of monsters a couple of
seconds after you got there.
- Party-quest kills count again. Defeated monsters had stopped counting
toward party-quest stages, so a stage that waits on its kills could not be
cleared. Now a monster defeated by anyone in the party counts for every member
on that map.
- Summoned monsters are shared, and can be defeated. In the
Amoria PQ — the fierry that carries the Wing Hammer, the monsters that
pour in after a wrong answer at a puzzle, and the Geist Balrog at the end —
and with the heads you fight on the way into Horntail's cave, the whole
party now sees one set. Before, each player's game made its own copy, or only one
player saw them at all, and most of them could not be defeated.
- A boss you walk in on shows its real HP. Arrive in the middle of a
boss fight and its HP bar shows how hurt it already is, not a full bar.
- Bosses change form again. Monsters that turn into something else when
they fall — the Geist Balrog at the end of the Amoria PQ, Zakum, the Time
Sphere that becomes Papulatus, the shell that becomes Horntail, Scarlion and
Targa, and the slimes that burst into smaller ones — now do it on the
server, so the whole party sees the next form arrive.
Still to come: monsters don't cast their skills yet, and stuns and freezes
don't hold them in place. Those move onto the server next.
Your pet walks on real ground
Pets used to be pinned to the line of your feet. They rose into the air every
time you jumped, floated across gaps, walked straight through walls and twitched
back and forth to face you. Now a pet moves by the same rules you do:
- It falls, lands on platforms, stops at walls, keeps a short way behind you,
and pops back to your side if it gets left too far behind.
- It rides on your back while you climb a rope or ladder, and floats along
beside you on underwater maps.
- Other players' pets move the same way, instead of sitting frozen in one
pose next to their owner.
Every pet also has its full set of animations now — nearly nine
times as much animation as before — and every pet costume was redone to match,
so the outfit stays on whatever the pet is doing. Give your pet a command and it
actually performs the trick, and its reply pops up over the pet you clicked
rather than over your first one. A pet is also no longer left behind on the map
after its owner leaves or disconnects.
Quests and places that were stuck
- Muirhat's quests can be started. Kiji pointed us to the Trash Can in
the Nautilus's top-floor hallway: clicking it should give you the Crumpled
Paper that Muirhat needs to see, and it did nothing. It hands the paper over
now, and The Half-written Letter leads on into Muirhat's whole line, through
the Stone Golem hunts from level 55 to 70. Along the way, five quests that
handed back the very item they were meant to take stopped doing that: the
letter itself, the music box, John's Pink Flower Basket, John's Last Present
and Information for Dr. Kim.
- Magatia's dark lab is back. Also from Kiji: during “An
Incident, and the Missing Alchemist”, the door in Lab - Area B-3 takes you
into the pitch-dark lab, where Alcando's Cabinet holds the Secret Document.
Without the quest, the door still leads to Area A-3. Carson's Experiment and
Parwen's Lab can be finished after it again.
- No more getting stuck at the bottom of Mushroom Castle. enigmaX fell
off the beanstalk in Outer Castle Wall and had no way out. The exit at the
bottom now catches you anywhere along the floor and takes you back to the Split
Road of Destiny. Two other Mushroom Castle exits with the same problem are
fixed as well.
Mirror World
Another of Kiji's reports, this one about Mirror World's Leafre, with more
from Kuro on Discord.
- Monsters' magic no longer hits at full strength. When Mirror World's monsters
were brought down to their lower levels, their magic was missed. The Dual
Beetle's lightning still struck for 978 at level 22; it is 110 now. Every
retuned Mirror World monster is covered, including the Mixed Golems in Mirror
Henesys, which were hitting for around 2,000.
- The Glowcave 2 ledge can be reached. An invisible ceiling was
cutting the last jump short. It is gone, so the jump onto the portal ledge
makes it.
- Falling icicles fall. In the Glowcaves they could freeze in mid-air
until you left and came back — while still hurting you.
- The Horntail you face in “Horntail? Horntail!” in Glowcave 1 now
looks like the three-headed Lil Horntail. Only its looks changed.
Doubled buddy lines, and a game that knows when it is out of date
Drew saw every buddy message arrive twice. The cause was a game tab that had
been open for two days: it was still running a version from before an update,
and each time it reconnected it started listening to chat one more time, so
lines doubled and would have kept multiplying.
So the game now notices when a newer version is out. It says so in chat and
asks whether you would like to save and reload; that question only takes a
mouse click, so typing in chat can't answer it by accident. A tab left on an old
version for six hours saves and reloads by itself. Once reloaded, it shows
every message just once, however often it reconnects.
While chasing that down we also found that whispers and buddy
messages sent to someone who had been idle for about a minute could quietly
go missing. They arrive now.
Party and guild chat now run through the game server as well. Party
chat no longer goes quiet after a server restart, and guild chat reaches
your whole guild, even members missing from your own guild list.
Talking to NPCs
- One press of Space turns one page. In smaller game windows, where the
on-screen touch buttons also switch on, a single press counted twice — so
the second page of Mai's conversation closed before you could read it.
Reported by Drew.
- Big NPC portraits stay off the text. Pictures too wide for the
portrait spot, like Lith Harbor's VIP Cab and the News Stand, now hang off the
left edge of the dialogue box instead of covering the words and answer choices.
The beauty salon window does the same. Also from Drew.
Every hunt shows its count
BugsBunny noticed how many quests gave no sign of how far along you were.
Every quest that asks you to hunt or collect now shows your count in the Quest
Log, under its description — “Rocky Mask 12/300” — for
each thing it asks for. Quests whose own text already shows a count keep just
that one, so nothing appears twice. This goes a step beyond the original game,
on purpose.
Moving around, and seeing other players
- A running jump keeps its speed. The ground's grip was acting in
mid-air too, so letting go of the arrow key stopped you dead a split second
into a jump. A released running jump now carries you about twice as far, and a
hop off a rope or a Flash Jump keeps its full speed instead of being slowed to
walking pace. In return, steering sideways in mid-air is gentler, as in the
original.
- Players who step away stay on screen. Someone who switched to
another tab could still drop out of everyone else's view after about twelve
seconds, even after the fix in our last note. They stay visible for as long as they are connected, and a player who
stopped mid-jump is shown landing and standing instead of hanging frozen in the
air. A tab you come back to rejoins its map on its own.
- Other players' gear shows its real stats. Hovering an item in
someone's Character Info shows the stats their scrolls gave it and the upgrade
slots it has left, not the plain base item.
From Kuro's notes on Discord
- Fishing results make sense. Every row of the RESULTS card read
“Salmon”, because it listed each size of fish separately and there
are five sizes of Salmon. It now has one row per kind of fish — your
longest catch and how many you have landed — plus a Prizes row, each with
its own picture. The Reward figure shows the Vesos you earned this session,
instead of a red number with the bait taken off that read like a loss. Payouts
have not changed. This also closes out John's Fishing King report from
August.
- The Pendant of the Spirit counts real time. Its bonus tiers ran on a
timer that stops while the game sits in a background tab, so AFK fishing earned
nothing toward them, and changing any other piece of gear reset it. It now
counts the time you have actually worn it, and resets only when you take it off
or log out.
- Chat keeps its history when you resize the game window or drag it to
another monitor. It used to wipe clean.
- Three-letter names can be added as buddies and invited to guilds.
Those boxes refused anything under four letters, even though a character can be
created with three.
- The Party window no longer stutters when you drag it, and its
Invite button works whenever you are able to invite someone.
In the Free Market
Two service stands now sit together on the tree-top platform above Fredrick
and Scrooge. The Trash Can takes almost anything off your hands —
including items that can't be dropped — and once something goes in, it is
gone for good. Beside it, Scruff can change your character's
name, from level 10 and once a month; you go back to character select afterwards so everyone sees
the new name.
Smaller changes
- A new loading screen. While a map loads you now see a view of one of the
game's towns, a different one each time, a monster walking along the progress
bar, and a tip about the game. The screen you see while the game first starts
up now has the same look, and fades straight into the title screen.
- A new 800 x 600 (2x) resolution in the System Option window keeps the
picture at exactly double size, even in a window big enough to show it larger.
It needs a game window of at least 1600×1200; in a smaller one it falls
back to the plain 800 x 600 entry.
- Your Equip tab starts with 60 slots, up from 48. Characters below 60
are raised the next time they log in, and any expansions bought past that are
kept.
- A GM's Holy Symbol and a Bishop's now add together instead of the
stronger one winning; in a party, a GM's plus a fully trained Bishop's doubles
your EXP. The buff tray also shows the right bonus for a Holy Symbol someone
else cast on you — it used to read +2%.
- GM events come to you. When a GM starts an event, everyone online
gets a Yes/No invitation. Yes takes you straight there, and
@leaveevent brings you back to where you were. @joinevent works
too, while an event is open.
- Megaphones carry the name of the character you are playing, not the
first character on your account. Gachapon win announcements do too.
- Trades are sturdier. A trade that went through can no longer be
recorded as cancelled for one side if the server restarts at the wrong moment,
and trade messages now go only to the person you are trading with.
A Monster Book board on the Rankings
The Rankings page has a new MONSTER BOOK
board beside FISHING. It ranks characters by how many monster cards they hold
(each card counts up to five copies), then by how many different monsters they
have collected, and shows each character's Book level. It works with the job
tabs and the name search, like the other boards.
Thank you, Kiji, Drew, enigmaX, BugsBunny, John and Kuro, for the reports
behind so much of this note.
MapleVerse is still in development — a free, open development
build, not a finished or officially launched game. It remains an unofficial
fan-made project: not affiliated with Nexon, and not operated or endorsed by
Nexon or MapleStory Universe. MapleStory Universe data is provided by NEXPACE.
Found something wrong? The test portal is the
fastest way to have it looked at — every report gets read and answered.
UPDATE
Guilds, a rebuilt interface, Europe restored, and a long list of fixes
2026.09.22
The biggest stretch of work since our last note: guilds that actually
work, an interface rebuilt window by window to match the real game, the whole
of Europe made playable, hundreds of items that used to do nothing brought to
life, and a long list of fixes straight from your reports.
Guilds work now
Guilds have moved onto a proper database, so a guild you create sticks, its
roster is remembered, and its members are recognised wherever they are.
Guild chat and whispers now reach any member or player who is
online, on any map — they used to only carry to people standing on the
same map as you. And creating a guild no longer tells you it failed when it
actually worked.
The interface got a top-to-bottom pass
Window by window, the in-game UI has been rebuilt to match v83: inventory,
equipment, stats and skills, the quest log, the buddy, party and guild windows,
shops, trade, the minigame rooms, item tooltips, the character-info popup, the
HUD, and the world map. The Storage Keeper's trunk is drawn at its full height
again, and the world map has its Back button and continent arrows back.
Europe is open
The Vampire Castle region (Veracent) is playable end to end. Its
townsfolk have their dialogue, the deep-castle monsters and interior NPCs are
placed, and all 83 of its quests can be finished. Every line, map and monster
is the real thing.
Hundreds of items that did nothing now work
Over three hundred use items were quietly inert — you would use them
and nothing happened. Potions, monster-card buffs, rate and EXP coupons, warp
capsules, summoning sacks and the Magatia potions all do what they say now.
Transformation potions no longer get stuck on, and you can right-click to
cancel one. The Ghost transformation and its candy work, too.
Monsters and combat
- Ghost monsters on busy maps — ones you could see but not hit, or
that others couldn't see — are fixed. So is a class of monsters and
bosses that could become unkillable after a refused hit.
- Throwing stars and gun bullets stay in your hand to be recharged instead
of vanishing when the last one is thrown.
- A Cleric's Heal heals the party again.
- Monster-card elemental resistance, Pyramid damage and the Mu Lung Dojo's
Max-HP buffs are in.
Chairs, and a long list of quest fixes
Chairs now restore the exact HP and MP their description promises, every
ten seconds. And a great many quests and NPCs that were stuck have been sorted
— a sample:
- The 1st, 3rd and 4th Ereve Drill Halls open, as solo instances for
every class.
- Exploring Mushroom Forest can be finished; the Marbas the
Demon doorway lets you through into the lair; Festival of Lights:
Building the Altar can no longer be turned in without gathering the pieces;
Pio hands out The Relaxer once, not twice; Tae Gong offers only his real
quest.
- Mr. Spot's reward no longer strands the quest when it can't be paid out
right away; the invisible black-shadow search spots in the Rain-Forest
east of Henesys finally speak; "Opening the Gourd", Cause & Effect and a
stack of other reported quests are wired up.
Quality of life
- Every account now holds twelve characters, up from four.
- Maple Messenger has its scroll bar and minimise button, opens on its own
when you accept an invite, and its "friend" tab reads Buddy. Buddy chat
shows the sender's real name instead of "Player", and you can send a Messenger
invite from the buddy list. You can whisper any player who is online, however
far away they are.
- Fishing in Thailand gives sensible experience for your level again;
snowboards and other one-per-loot equips keep dropping; and you no longer fall
through some corners and ledges.
- Closing the Branch Snowman's dialogue no longer flings you onto a rooftop;
using an emote on a chair doesn't stand you up; poison fumes in El Nath wear
off; the phantom dot on the Happyville minimap is gone; and leaving Happyville
returns you to the town you arrived from.
- NPCs open their dialogue when you press the interact key beside them, and
multi-page conversations advance instead of closing. Throwing-star and bullet
recharge, the on-phone minimap frame, and AFK invisibility are all fixed too.
Fair play, and your storage
New characters can no longer be named with profanity or made to impersonate
staff, and monsters are now run by the server, so no one can spawn or fake
them.
A player reported their account storage coming back empty after a
disconnect. We found the cause — an out-of-date copy of your vault could
overwrite the full one when you logged in — and fixed it so the game now
restores the items that would otherwise vanish rather than dropping them. If the
same happened to you, say so on the test portal
and we'll put your vault back.
MapleVerse is still in development — a free, open development
build, not a finished or officially launched game. It remains an unofficial
fan-made project: not affiliated with Nexon, and not operated or endorsed by
Nexon or MapleStory Universe. MapleStory Universe data is provided by NEXPACE.
Found something wrong? The test portal is the
fastest way to have it looked at — every report gets read and answered.
UPDATE
Ardentmill opens, vaults hold 1,000, and lost items restored
2026.09.12
A new town, a much bigger vault, and a fix for the items some of you
lost yesterday.
Ardentmill has opened
Ardentmill is a crafting town tucked away behind a door in twenty
towns across the world — Henesys, Ellinia, Perion, Kerning City, Orbis,
El Nath, Ludibrium, Leafre, Mu Lung, Ariant, Magatia and more. Look for the
signpost, stand in front of the door and press Up.
Inside are the town itself and ten gathering fields leading off it, with
sixteen residents — among them Nack, whose Material Merchant stocks
eight kinds of ore. Every map, every face and every line of dialogue is the real thing.
Being straight with you about what is and is not there yet: the town
is open to walk around, talk in and shop in. The professions themselves
— smithing, alchemy, the crafting benches — are not in the
game yet. Ardentmill is the place they will live when they arrive. Go and have
a look around in the meantime; there is a lot to see.
Your vault now holds a thousand items
Storage has gone from twenty slots to one thousand, for everyone,
with nothing to buy and nothing to do. If you have been running a second
character as a wardrobe, you can stop.
The items some of you lost are back
Yesterday a few players found equipment and items missing after a
disconnect — levels and experience intact, but the bag rolled back. That
was our fault, and here is what happened in plain terms.
The server checks every save against a list of what each item is allowed to
be, so that nobody can simply type themselves a better weapon. That list had
fallen out of date: it did not know the real attack values of the Brazilian
Independence weapons — the Indigenous Bow, Dom Pedro I's Sword and
Pajé's Staff — and so decided they were too strong to be genuine.
Worse, when it rejected one item it put the whole bag back to its last
saved state, which is why things you had picked up since kept vanishing.
Both halves are fixed. The list is current, so those weapons are recognised
for what they are. And a single item it disagrees with can never again cost
you the rest of your inventory — it corrects that one item and leaves
everything else alone.
We then checked every character on the server rather than waiting to be
told, found the five that were affected, and put the missing items back by
hand. If anything of yours is still missing, say so on the
test portal and it will be put back.
Rankings and the player count are live again
Since the move to our own server the website had been showing frozen
numbers — the player count stuck on zero and the rankings not moving.
They were reading from the old server, which nothing writes to any more. They
read from the live one now.
While fixing it we found that only the Level tab on the rankings page
had ever really worked; Fame, Vesos, Quests, Mobs, Bosses and Played were each
showing the same level-ordered list under a different heading. All seven sort
properly now.
Monsters move more smoothly
Monsters now update more than twice as often as they did — twenty
times a second instead of eight — which is the same rate other players
were already moving at. On a busy hunting map they should glide rather than
skip, and a dropped packet no longer makes them stutter.
Smaller things
- The Sky-blue Wooden Chair is back on sale at the Lith Harbor
armour shop — it should always have been the first item in that
shop's list, and had been missing from it.
- Coke Town had no way out. The Dimensional Mirror would sell you a
ride in but nothing was placed on the other side to bring you home. There
is now, and the trip back is free.
Found something wrong? The test portal is the
fastest way to have it looked at — every report gets read and answered.
NOTICE
MapleVerse now runs on its own server
2026.09.11
MapleVerse now runs on its own server. Everything that holds your
character — levels, skills, items, your vault, Maple Points, buddies,
guilds and merchant stock — has moved onto hardware we run ourselves.
Same world, same characters. There is nothing for you to do except log in.
Why it was worth doing
Until today, every save the world made went through a service shared with
other people's projects, and that service had a ceiling on how much saving it
would do in a month. It was not a gentle ceiling. Reaching it does not slow
anything down or cost anyone money — it simply stops accepting saves
until the following month. With enough people online at once, the whole world
would have quietly stopped being able to save, and there would have been
nothing to do but wait it out.
We were using most of a month's allowance on a handful of players. That
ceiling is gone. The server is ours, it is sized for the world rather than
shared with anything else, and it is the only thing that decides whether a
save is allowed.
The world should feel smoother, too
The other half of this move is the live world — the part that
keeps everyone's movement, chat and the monsters in step with each other.
That now runs on our own server as well, and it sits much closer to most of
you than the shared one it replaced. In plain terms: the round trip your game
makes to stay in sync went from roughly a quarter of a second down to a small
fraction of that, and it is far steadier from moment to moment.
What you should notice is that other players and monsters glide
instead of skipping and snapping back, and that towns and busy hunting maps
feel a lot less laggy. Nothing to set up — just log in and move around.
If you were already in the game when this went live, reload once to pick it up.
Your character came across exactly as it was
Every character, vault, wallet, buddy list, guild and open merchant was
copied over and then checked piece by piece against the original — not
just counted, but compared item for item, to be certain nothing had been
altered on the way. Six hundred and twenty one characters made the trip with
their saves identical to the moment they left.
One thing to know: if you were logged in during the switch, the last
minute or two of play may not have made it across. Log in, take a look at your
character, and carry on from there.
Set-up tab expansions were being thrown away
Found while watching the new server's first few minutes of real saves, and
fixed the same hour. The Set-up tab — where chairs live — was not
being recognised when your inventory was written down, so its size was reset
every single time you saved. If you had ever paid to expand Set-up, it went
back to its starting size on your next load, and would have kept doing so.
It is recognised now and the expansion sticks.
This one had been happening quietly for a long time. It only came to light
because the new server writes down every correction it makes to a save, and
somebody was reading them.
If something looks wrong
A character, an item, your vesos, Maple Points, a buddy, a guild, your
merchant — if anything is missing or not where you left it, say so and
it will be looked at straight away. The old service is still standing by
untouched, so nothing is lost even in the worst case.
Found something? The test portal is the fastest way to get
it looked at — every report gets read and answered.
UPDATE
Nothing vanishes into a full bag, buffs stop switching themselves off, and phones get their buttons back
2026.09.10
A full inventory used to be able to destroy things. Not lose them somewhere
you could go and get them back — destroy them. Half of this update is that
one problem, found in eight separate places at once and closed in all of them.
The other half is a long list of rules the game already meant to enforce and
quietly wasn't.
Nothing vanishes into a full bag
Almost everything that hands you an item was written the same way: do the
thing, then put the item in your bag, and assume the bag took it. When the tab
was full the bag took nothing — and the thing had already been done. The
item was simply gone.
- Items staged in your player shop. A staged item exists nowhere but
that panel. Closing the panel with a full tab handed it to a bag that refused
it, then cleared the panel anyway and told you it had been returned. Anything
the bag won't take now stays staged, and says so.
- Buying an equip from someone else's store. The capacity check was
written so that it never ran for equips at all. The sale went through —
stock down, seller paid — the equip failed to land, and you were refunded.
Everyone was square except the item, which no longer existed. Equips are checked
before the sale now, and if something still fails after money has moved the
purchase is held as owed and retried until it lands.
- Collecting from Fredrick. The payout was granted after the merchant
row had already been deleted, so a full tab ate the lot. Space is now re-checked
against what actually came back, before anything is granted — and if it
can't be, the attempt is left open so the same payout replays next time rather
than paying you twice.
- The third-job trial. The master took your Black Charm and cleared
your progress before confirming the Necklace of Strength had landed. A full ETC
tab cost you the charm and the trial with it. Reward first, payment second.
- Claiming several drops at once. An earlier item could fill the bag
and the next one landed nowhere — no message, no retry, sprite still lying
on the ground, and the server already recording it as yours. Those are held now,
and go in the moment you have room.
- Cash equips were measured against the wrong tab. A cash equip is
filed under CASH but its space was counted in EQUIP, which refused withdrawals
it should have allowed and, in the other direction, let the CASH tab quietly
grow past its own limit for free.
- The vault could stack past an item's limit. Depositing merged without
checking the item's own maximum stack size. It now works out what the vault can
actually hold before taking anything out of your bag, spills the rest into free
slots, and hands back whatever it can't place.
- A reactor eating a drop only ate it on your screen. Everyone else
still saw the item, and could still take it.
Buffs that switched themselves off
Magic Guard, Power Guard, Mana Reflection, Power Stance, Invincible, Veso
Guard, Dark Sight and Wind Walk have no cooldown, so recasting one before it runs
out is ordinary play. Doing that left the first cast's timer running: it fired at
the old time and switched off the buff you had just refreshed, while the buff tray
cheerfully went on showing it. They now cancel their own old timer, the same way
every other refreshable buff in the game already did.
Swings that hit nothing
When an attack looks for a target it walks the monsters on the map nearest
first, and a basic swing stops at one. Monsters that can't be hurt yet —
Zakum's body before the arms are down, Horntail's parts, the pirate trial's
Octopirates — were being counted as that one target before anything
checked whether they were inside your swing at all. So standing near Zakum's
anchor while aiming at an arm produced nothing: no damage, no flash, not even a
miss. The range check runs first now, which is the order it was always meant to
use.
Monsters that reflect damage
Reflect only ever hurt one player in the room. The counter fires on whoever
threw the hit, but the reflect itself was only ever raised on a single player's
copy of the monster — so for everybody else it had no reflect at all and
could be beaten on for free. Reflect now travels with the monster to everyone, and
both kinds of it, weapon and magic, land the same counter on whoever earned it.
Rules that only applied to the polite
A run of things the game intended to check and didn't.
- A stranger could hand you a party. A party roster was accepted from
anyone who listed you in it, and a kick or a disband from anyone at all —
which moves your EXP share and decides who your Mystic Door trusts. A roster is
now taken only from your own leader, or from the invite you accepted, and only
your leader can remove you.
- Party EXP could be replayed. The check that stops the same kill
counting twice was skipped outright by a message that simply left out the field
being checked.
- Drops could be announced twice and appear as two items sharing one
identity, both of which could ride the same claim — so a single grant
applied twice.
- Sid and the Maple Island shopkeeper were an open mint. Throwing stars
and bullets are bought a whole stack at a time for one price and sold back by
the unit. Priced at 5 and 2, a level one character could buy 500 stars for 5
vesos and resell them for 150, over and over. Both are back to the prices those
shops are meant to carry, the sell-back floor that ordinary goods have always
had now covers ammunition too, and a check runs on every build so a hand-typed
price can't reopen it.
- Two people joining a guild at the same moment could each write over
the other, so somebody could "join" and not be on the roster — and the
member limit could be passed twice.
- Everyone in the party got the first-claimer cape. Whether you were
first was decided on your own copy of the run, and every member's copy said yes.
It is decided once now, in one place, and the first to write it wins.
- Two people could get engaged to the same person. Whether a proposal
was allowed got worked out when it arrived rather than when you clicked yes
— and there is plenty of time in between to accept somebody else.
- Minigame declines and draws weren't checked at all, unlike everything
else alongside them, so anyone in the room could knock a stranger out of a
pending match or force their game to end in a draw.
Money and saves
- Storage expansion and founding a guild charged you afterwards. Both
checked you could afford it, went away to do the work, then took the money
— and never looked at whether taking it had worked. Spend anything in that
window and you got the expansion, or the guild, for less than it cost or for
nothing at all. Both charge first and refund if the rest fails.
- A save could be written without the thing you had just done. If a
save was already in flight a second one joined it — and that first save had
taken its picture of the world before your change existed. It then reported
success. A save asked for now always begins after the moment it was asked
for.
- Loot picked up during a trade could be discarded when the trade
settled, because two parts of the game disagreed about when a trade starts.
- Standing at the exact centre of a map could save you falling. An
x-coordinate of zero read as "no known ground position" — which is exactly
the case that fallback exists to avoid — so it saved your live, mid-air
position instead.
- Reloading while poisoned threw away the poison's real damage and
guessed at it from then on.
Controls, sound and phones
- Every sound was silent the first time it was used. Playing a sound
asked for it to be loaded and then looked for it immediately, which was always a
moment too early, so you heard it on the second try. Now the first.
- On phones, nothing could be held down. Jump, attack, pick up, interact
and all four skill buttons released themselves fifty milliseconds after you
pressed them, whether or not your finger was still there. They release when your
finger actually lifts now, the way the movement buttons always have.
- Having the messenger open ate everything you typed. It claimed every
key in the game for as long as it was open — the chat box, other windows,
ordinary browser shortcuts. It still takes focus when you open it, but it hands
the keyboard back when you click away and never takes a Ctrl or Alt
combination.
- Key Config could leave two things on one key, and clearing a key only
removed one of them, so the other resurfaced. It had also left F1 to F7 bound to
nothing at all for anyone whose settings were carried over from an older
layout.
- Map name banners held each frame for the previous frame's length, so
the whole animation ran at the wrong speed and the last frame never held at
all.
- A skill's summon or aura could go missing for the rest of the
session after one failed load, because the failure was remembered as the
answer.
Picture Quality
The lowest two Picture Quality settings froze traps. Whether a spike is out is
decided by the very animation pass those settings skip, so turning your graphics
down left every animated hazard either permanently lethal or permanently harmless.
Hazards now animate at every setting. Separately, Picture Quality 0 is meant to
stop background animation to save work, and was only stopping the scrolling
— the frames underneath kept changing, which is the part that actually costs
anything.
Smaller fixes
- Scarga turned you away from the run you were already in. Leaving
through Aldol once and coming back read as a second attempt for the day.
- The Amoria stage could become unsolvable if anyone joined or left
partway through — the answer was worked out for the party size at the
first attempt and never rebuilt, while the requirement kept updating.
- The owner leaving a two-person messenger left it owned by somebody
who wasn't there, so the person still in it couldn't run it.
- An old multi-pet save restored the wrong pet — it walked the
list summoning each one, and each one pushed out the last.
- A door that fired while on cooldown refused to fire again until you
fully left the doorway and walked back into it.
- Falling out of the world on a map with no set arrival point had no
way back — the fallback that finds you a surface could never run.
- Hopping off a rope was the last jump in the game still using the old
movement maths, which over-rewards jump gear.
- Knockback was moving you slightly slower than the figure written
beside it.
- Damage numbers and chat balloons could paint over the wrong map if
they arrived just after you left it.
- Muting, changing maps, then unmuting brought back the old map's
music.
- A genuine two-of-three on the pachinko grid could be drawn and not
called a reach.
- Connection timing now reads more steadily through a single stalled packet,
which is the thing it was written to ignore in the first place.
All of the above came out of a full review of the game's code from one end to
the other — sixty-six confirmed faults, every one of them now closed.
Found something? The test portal is the fastest way to get
it looked at — every report gets read and answered.
UPDATE
Dual Blades deal damage, every hairstyle works, and scrolling comes back
2026.09.09
Dual Blades could not hurt anything — not with a basic swing, not with
Triple Stab. Every hairstyle the salons sell now works instead of only six of them.
And the mouse wheel, which had quietly stopped scrolling every window in the game at
once, scrolls again.
Dual Blades deal damage again
A Dagger and Katara together play a different set of poses from any other weapon,
and the combat code keeps a list of which poses count as an attack. Those three were
never on it. Everything downstream reads that list, so the swing was thrown away
before it ever looked for a target — no hitbox, no damage. The same check
discards a queued skill it does not recognise, which is why Triple Stab did nothing
either, and the brief moment afterwards where you could not move or jump was that
attack flag timing out with nothing to release it.
- A Katara swing now shows two numbers instead of one, the second landing
a moment after the first. That is not double damage — the pair adds up to the
single hit you were getting before, split between the two blades, which is how the
weapon has always been meant to read. Double Stab splits the same way.
- That half had been built a while ago and had simply never run, because every
swing was being discarded before it got there.
- Dual bowguns and hand cannons have their attack animations. They are past v83, and a house rule rather than a restoration — but the poses are real, so nothing had to be invented.
Every hairstyle the salons sell
Buying a haircut worked perfectly, right up to the last step. You were charged, the
new style was saved to your character, and it stuck — and then the game could
not find any artwork for it and quietly fell back to the default for your gender.
Which is why every style you bought came out as the same wrong haircut rather than as
nothing happening at all.
The game had the drawing data for exactly six hairstyles: the three per
gender the character creator offers. Between them the salons sell seventy-four.
All 74 are in now, in all eight dye colours — and each one only loads the first time somebody actually wears it, so a style
nobody on your screen has costs almost nothing to carry.
Scrolling came back
The mouse wheel had stopped working in the inventory, the quest log, shops, chat and
the Monster Book — all at the same moment, with clicking and dragging still fine
and nothing in the way of an error.
The login screen and the game are two separate engines, and the engine recycles the
canvas between them. When the login engine shuts down it removes the mouse listeners it
installed — except the one for the wheel. That leftover refuses to do any work,
but the last thing it does before refusing is tell the browser the scroll has already
been handled, and it keeps doing that forever. The new game checks exactly that before
acting, sees it, and stops. Splitting the game code out of the login screen last week
to make loading faster opened a gap of a few frames between one engine closing and the
next opening — just long enough for the canvas, dead listener and all, to be
handed straight back.
Quests
- The Training Center quests. Two things were wrong at once, on all five
class versions. The instructor inside the centre could not be talked to at all
— he had no name in our data, and the click handler wanted one before it would
even look for a quest — and the quest ticked itself complete when you walked up
to the entrance outside, because “Power B. Fore” is the name of ten
different NPCs and the objective was matching on the name. Both fixed, and 409 quest
objectives across the whole catalogue now identify their NPC exactly rather than by a
name two NPCs might share.
- No more duplicate rows. v83 had the same mission twice more than a hundred times over — Ace of Hearts’ Valentine’s basket,
Mom and Dad’s chores — and once you were inside two copies at the same
time, both showed. One row per piece of work now.
- No more quest bulb over an NPC with nothing to give. The lightbulb and the
menu were answering two slightly different questions, so Gaga in particular glowed at
you and then had nothing to say. They ask the same question now. A repeatable quest
you have already finished is also offered again properly, instead of quietly deleting
itself from the giver’s list.
- Warm Milk Delivery can be finished. The milk is bought, not dropped, and
the Kerning City pharmacy was not stocking it — so a quest whose own text tells
you where to buy it had nothing to buy. It is on the shelf now, at its v83 price.
- Five seasonal collect items drop again — Blue Gift Box, Small
Stories, Lucky White Monkey Doll, Ragged Steel Sword and the Dark Lord Stamp. All
five were old event drops whose event windows were never recorded anywhere, so the
quests asking for them could not be finished. They now drop from any monster while
their quest is open, the same way the other seasonal collect quests already work.
- The Nautilus milk cows are in. The stable arrived a few days ago with the
map, the jugs and the door, but without the four cows in it, so Find Fresh Milk still
could not be done.
- The Great Work of Art rewards work. All four could not be equipped, showed
no stats and drew nothing on your character — one fault behind all three symptoms.
Smaller fixes
- The teleport flash sat above your head instead of over you. It covers you
now.
- Teleporting downward in mid-air could drop you through the floor. The rule
that stops you teleporting through ground was being skipped while you were airborne;
you now land on the ground you were aiming at.
- The quest log scrolls on a touch screen by dragging anywhere in the list.
It had only ever listened for a mouse wheel, and the scrollbar beside it was
decoration.
Found something? The test portal is the fastest way to get
it looked at — every report gets read and answered.
UPDATE
Your pet wears its gear, the arcade machine finally plays, and a much quicker way in
2026.09.09
Your pet can finally wear the gear you put on it, the Monster Game arcade
plays like a real cabinet instead of a still picture, and getting into the game
is a good deal quicker. A long list of smaller things — from blank icons to
NPCs that froze mid-animation — is fixed underneath.
Your pet's gear actually shows up now
Pet costumes have always been buyable and always equipped without complaint. They
just never appeared on the pet — you could dress it in anything and it stayed
bare. That's fixed: whatever costume a pet is built for now shows up on it correctly,
right down to the “Jr. Reaper Sign (cc plz)” that only one specific pet is
rigged to hold.
- Not every costume fits every pet. The game now only lets you equip gear a
pet is actually built for, the same as it always should have — putting a
costume on the wrong pet used to go through and just show nothing.
- About 70 pieces of pet gear also had blank icons in your inventory even
though they equipped fine. Those show up now too.
- Pets were getting hungry roughly seven times too fast. Fullness now drains
at each pet's own real rate instead of one flat speed — a typical pet should
last closer to fifty minutes between feedings, though some pets are hungrier than
others.
Heal and Teleport play by the same rules now
Every other skill locks you in place for the length of its cast — that's why
you can't move mid-swing. Heal, every buff, and Teleport were quietly exempt from that
rule, which meant Heal could be cast every single frame with no delay at all, and
Teleport could be chained fast enough to climb straight through the air. Both now take
their real cast time, the same as an attack does.
- Teleport has its actual effect now — a blue flash, instead of
nothing.
- Skills play their proper pose while they're casting, instead of leaving you
standing there with no animation at all.
The Monster Game arcade
The parlour had several things wrong with it at once, including the two you reported
twice. All of them are fixed.
- The stair up to it had no floor you could see. You could walk the path, but
there was nothing under your feet, and the door at the top was missing outright. Both
are in place now — our Ludibrium was a version of the town that never had an arcade in it, so the steps and the entrance simply weren't there.
- The machine plays. It has been standing there as a still picture. All
sixty-one of its animations run now, including the ten near-miss sequences and the
jackpot — so a reach is something you watch happen rather than a result that
appears.
- The parlour's gachapon thought it was in New Leaf City. It greeted you as
that machine, rolled that machine's prize list, and announced your win as one. Worse,
if you had no ticket it told you there was no way to get one — while Naoko
stands a few paces away trading them for 25,000 balls.
- Six cabinets and Naoko had no name plate, so half the room read as
unlabelled boxes.
A quicker way in
The login screen was fetching roughly three times more art than it ever draws before
it could paint anything — a night-city backdrop that was dropped from the design
long ago, a second copy of the book frame it already loads, and a stack of scenery
panels no screen uses. It now pulls only what it actually puts on screen, a little under
a third of what it was pulling before. On a slow connection that was most of the wait to
get to the login box.
The world map got the same treatment. Six region paintings that no longer belong to
any tab were still being downloaded alongside the real ones, so opening the map anywhere
in Nihal Desert was quietly fetching a spare copy of Amoria's painting for nothing.
Smaller fixes
- You could see yourself standing inside your own transformation. A
transformation is supposed to replace your character completely, but closing the Cash
Shop while transformed put the character back on screen inside the creature —
and left the creature drawn over the shop window. Both directions fixed.
- Talking to an NPC that reruns a yearly event quest (the Maple Administrator,
among others) could show the exact same quest as both available and already turned
in at the same time. Fixed — it now checks what you've actually completed, not
just what else happens to be on offer that day.
- A handful of monsters' ranged attacks were showing a plain colored dot flying at
you instead of their real effect. That placeholder is gone; you'll see the actual
animation now.
- Twenty-nine NPCs froze partway through their animation and then snapped
back to the start — the missing frames are in place, so they loop properly
now.
- Some town minimaps — Henesys among them — were squeezed into a small
fixed window that cropped off half the map. The window now sizes itself to the real
map, so you see all of it.
- Nineteen maps had a blank crest on the full minimap — Shanghai,
Yuyuan and one farm. Their region emblems were never included; they are now.
- The MapleTV screen showed a plain white panel behind every broadcast instead of a
lit screen. It had been pointed at the last frame of the power-on sequence, which is
the white flash a set makes as it cuts out, rather than the picture.
- Monsters spawned in for a staff-run event no longer disappear if the map empties
out and someone new walks back in.
- Just over 100 item icons that were showing blank now show up — about 70 of
them the pet gear above, the rest older items scattered across the catalog: several
Dual Blade weapons, a batch of starter equipment, and a couple of discontinued event
rewards.
Found something? The test portal is the fastest way to get
it looked at — every report gets read and answered.
NOTICE
Server chair event: two chairs, decided on September 15th
2026.09.08
Two chairs are going out on September 15th, and what you get depends on
where your character stands that day.
- Reach Level 30 by September 15th and you receive the
Dragon Chair (Abyss). Every character that has made 30 gets one —
there is no cap and no draw, you just have to be there.
- The highest level player on September 15th receives the
Tiger Skin Chair. One of them, to one adventurer.
The ranking board updates as you play, so you can watch the race for the Tiger Skin
yourself — and if you are sitting just under 30, there is still a week.
Details and questions on the announcement
thread.
UPDATE
Four doors into the arcade, chairs that fit under you, and a medal you were owed
2026.09.08
Last update announced the arcade and told you the way in was a door in Shanghai.
It was — and that street has no way into it. The parlour has real doors now, in
three towns you can actually walk to, and the machine behind them plays like the real thing.
Four doors, and an exit that remembers
The pachinko parlour shipped with exactly one entrance, and it opened off a street
nothing else connects to. The door worked perfectly. You just could not get to it.
There are doors in Ludibrium, in Kerning City — the pawnshop, the
one storefront on that block with a door painted on it and nothing behind it — and
in Showa Town. Whichever one you use, the way out puts you back on the street you
came from.
The machine plays like the machine
- The draw is a 3×3 grid and only the centre line pays. We had been
showing three symbols in a row, which is a different machine entirely. The columns
stop left to right, so a near miss reads as one.
- Prizes are per symbol, and they are paid in balls. Bulldog pays 1,600,
Serion 1,000, and the rest land between 400 and 600.
- START is a switch, not a button. Turn it on and the cabinet keeps firing
— a ball every three quarters of a second — until you stop it, the day's
balls run out, or your purse does. You can leave it running.
- The ring with the three arrows is what you turn. The orange knob never
was; it is the holder the button sits in. The piece you actually grab was not being
drawn at all.
- The panel beside the board is the machine's own, in English, and the chucker at
the bottom pays out instead of swallowing the ball.
- It opens about three times faster. The cabinet was downloading roughly
3.6MB of art before it could draw a single peg, most of it for screens our cabinet never shows. It pulls a third of that now.
Chairs
- You sit ON a chair now. Every chair in the game was being placed by its
corner rather than its own anchor, so you sat through the seat, or beside it, or a
little way above it.
- The Sun Chair is in — the one that is famously awkward to get
working, because the chair itself has no picture; the whole thing is the creature
you sit on.
- Pio hands over The Relaxer. He has been asking you to break boxes for him
and paying in mesos alone; the chair he is supposed to give you now arrives with
them.
Quests, and the people who give them
- Teo was handing out the same quest six times. His collecting job for new
adventurers existed in six near-identical copies on the one NPC, each paying out in
full — well over a million mesos to a level 10 character who talked to him
enough times. There is one of it now, as there was meant to be.
- The Maple Administrator hands over the Adventurer gear he promises.
- Adventurer medals could vanish for good. The ranks award themselves at
Levels 8, 30, 70 and 120 — and if your equip tab was full at that exact moment,
the game congratulated you, handed over nothing, and never offered it again. Medals
are now remembered as owed and paid the moment you make room. Anyone already shorted
gets theirs back on next login.
- The quest bubbles animate. The lightbulb and the books over an NPC's head
were frozen on their first frame. They also only appeared once you were nearly on top
of the NPC — they show from three times further out now.
Smaller things
- Items on the ground drew their inventory picture, drop shadow and all.
There is a second version of every icon meant for exactly this, and drops use it
now.
- Five pieces of gear rendered as nothing at all when worn — a couple
of hats, a coat, a pair of trousers and a weapon. All five show up now.
- Boxes react on the first hit. The wobble was being fetched at the moment
you swung, so the first box you hit sat there and only the second one behaved.
- Travel maps loaded slowly — the ferry to Orbis, the carpet from
Ariant, every ride. They were waiting on a minimap that those maps have never had,
and on a ride there is nothing else to wait for, so it was the whole loading
screen.
Found something? The test portal is the fastest way to get
it looked at — every report gets read and answered.
UPDATE
Cassandra's Pink Flower Floatie, and a USE tab twice the size
2026.09.08
Cassandra has a winter present she never got round to handing out, and your
potion pouch is twice the size it was.
The Pink Flower Floatie
Talk to Cassandra from Level 13 and she will offer you a floatie — the
pink flower ring, as a weapon. Fifteen of them exist: one-handed and two-handed sword,
axe and blunt, spear, polearm, staff, bow, crossbow, dagger, claw, knuckle and gun.
And you pick which one. A warrior is offered all eight they can hold and
chooses.
- Every monster in the world can drop a Crystal Chest while you are on the
quest — wherever you hunt, whatever you hunt.
- Open the chest and there is an exchange coupon inside.
- Take the coupon back to Cassandra and she trades it for the floatie.
- One floatie per character. The event this came from ran for one summer
in 2009, and the floaties themselves faded after three days. Ours never expire and
the quest never closes — but Cassandra only makes the trade once, so pick the
character you want carrying it.
Twice the potion room
The USE tab now holds 96 slots instead of 48, the same as your ETC tab. This
applies to every character that already exists, not just new ones — log in and the
space is there.
Found something? The test portal is the fastest way to get
it looked at — every report gets read and answered.
UPDATE
138 quests that were missing, and event quests that no longer expire
2026.09.08
138 quests that shipped with MapleStory in 2009 and have never been in this
world are in it now. And event quests have stopped being seasonal.
The missing 138
They were never removed — they were simply never added. Quests whose reward depends on your class had been treated as having no reward at all and left out, along with the ones paying only experience or vesos.
- Rain's Maple Quiz on Maple Island, and the Welcome to New Leaf
City quiz, both full chains.
- The five Training Centers — the beginner rooms for Warriors,
Magicians, Thieves, Bowmen and Pirates.
- Omega Sector's Mesoranger line, Ludibrium's science quests, Zipangu,
Florina Beach, Sleepywood.
- Lost your gear? The replacement services are back: the Zenumist and
Alcadno Capes, the Maple Hat, the Translated Communique, and the one that
re-tames a Rebellious Wolf.
- Game On! — the 2008 storefront run, all forty of them.
Every one of them pays out, every one has a giver you can actually walk to, and
no chain has a hole in the middle: if a quest needed an earlier stage we don't
have, it stayed out rather than dead-ending you.
Event quests: no deadline, one per character
- The deadlines are gone. Hundreds of quests carried a closing date from
2006-2010. None of them were being enforced, and now none of them are even
recorded — every seasonal quest is simply open.
- An event quest is once per character. They used to be repeatable
because the closing date was what stopped you farming them, and this world has no
closing dates. Anniversary, Easter, Halloween, Valentine's, White Day, Chuseok,
Mardi Gras — one run each.
- Unless the quest says otherwise. Fourteen of them tell you outright to
come back: Cassandra will make you jajangmyeon again in thirty minutes, the ring
maker will make you another one, Mardi Gras lets you take part as many times as
you like. Those still repeat, exactly as they say.
Found something? The test portal is the fastest way to get
it looked at — every report gets read and answered.
UPDATE
Party EXP the way it was meant to split, and the Monster Book's real drop table
2026.09.08
Party experience is being split the way it was meant to be, the Monster Book
shows you what a monster actually drops, and the game reaches the login screen in
a third of the download it used to need.
Party EXP, and two ways to earn five times a kill
- The split is the authentic one now. Solo kills, party kills and the
level-gap rules all follow the same table the original server used.
- Two paths were paying five times the kill. Both were reachable in
normal play, and both are closed. Party hunting is worth what it should be
worth — no more, and no less.
The SP you were owed for advancing late
If you passed your job advance level and kept going before taking it, the
advance handed you SP for one level instead of all the levels you had earned. That
is fixed, and it is fixed backwards: any character already short is repaired the
next time it loads. You do not have to do anything.
The Monster Book shows the real drop table
- Open a monster's page and you get this world's drop table, with the
rate on every line, read from the server that rolls it.
- It used to show a short curated list that had nothing to do with what the
monster carries here.
- There is a searchable version of the whole table on the site now, at
/drops.html, if you would rather look something up
before you go hunting.
Lag that was not your connection
If you were not the host of a map, every other player's position buffer had
been silently frozen by a change to the shared clock — so everyone else
teleported around you while your own movement felt fine. Remotes interpolate
again.
Loading
- 3.93 MB down to 1.45 MB (gzipped) before you reach the login screen.
The game itself now loads behind the login shell instead of in front of it.
- Music memory is released once a track has been decoded, and parsed
data is no longer pinned for the life of the tab.
- Roughly 1,200 requests a session were icon lookups against a storage
tier that is never deployed. Every one of them was a guaranteed 404. They are
gone.
Dying looks right
- Your grave rests on the floor instead of hovering at your corpse's
waist.
- A player who dies near you no longer stands back up for a single frame
before the death animation takes over.
Quests, shops and mobile
- Six quest portals reported through the test portal now go where they
say they go.
- A delivery item the old turn-in ate is handed back if the turn-in
cannot complete.
- A refused turn-in tells you why instead of doing nothing, and an NPC
whose art fails to load is no longer invisible — you get a placeholder you
can click.
- Mobile 1-4 buttons use the item you bound to them, not just the skill.
The shop quantity box can be typed into.
- Free Market: your own shop's earnings are read through a signed
request, so nobody else can read them.
Under the floorboards
The unload save no longer fails silently when you close the tab, trade escrow
survives that same path, a boss altar can no longer summon two bosses at once, and
the mob and loot arbitration that decides who gets a drop was moved somewhere a
modified client cannot reach.
Found something? The test portal is the fastest way to get
it looked at — every report gets read and answered.
UPDATE
Quiz answers are marked, you pick your own rewards, and six quests whose items never dropped
2026.09.08
Two things this round: quiz questions actually have right answers now, and six
event quests whose items simply never dropped have been fixed.
The quizzes were never being marked
Rain on Maple Island, the Welcome to New Leaf City tour, the job instructors
— a lot of NPCs ask you a question and offer you a list to pick from. Underneath,
the game was not reading which one you picked. It assumed the first option was
always the right one.
- Answers are scored properly. On roughly ninety of those questions the
correct answer was not the first option — so picking correctly ended
the conversation and picking wrong sailed through. Ask Rain what you press to pick up
an item and the answer is Z, which is the fourth option; that one was exactly
backwards.
- Wrong answers get a reply. Every question has the NPC's own correction
written for each wrong choice — "K is for the Skill Window", "S is to check
your ability stats" — and until now none of them were ever shown. There are
227 of these and they are all in.
- A wrong answer no longer hands the quest in. Talk to the NPC again and
they will ask you again.
Six quests whose items could never drop
All reported from the test portal, all the same root cause — the item had no
source anywhere in the world, so no amount of hunting would ever produce one.
- The Alphabet Soup Pasta events ship as four separate quests and only two
of them had drops wired. Whichever of the other two you took, not one letter could
appear. All four work now.
- Summer Break: Mark's BBQ — Charcoal, BBQ Sauce and Maple Raw Meat,
on the starter quest and all three tiers.
- A New Heart, A Fresh Start — the Empty Bottle of Perfume on all
three tiers, plus the Chrysanthemum that would have blocked you one quest later.
- The Great Work of Art — all four Paints, and the Paintbrush and
Blank Canvas for the follow-up.
- Mardi Gras Throws — the Bead Necklace.
- In Preparation for the Party — the Rascal Snowpiece, which had
exactly one source in the entire game: a monster that appears on no map.
You choose your own reward
Thirty quests in the game hand out a SET and are supposed to let you pick which
piece you want. The window that asks you had never existed here, so the game quietly
rolled a dice on your behalf every single time — and then handed you whatever
came up.
- It asks now. Finish Cassandra's Pink Flower Floatie as a warrior and you
are offered all eight tubes you can hold — one-handed and two-handed sword,
axe and blunt, spear, polearm — and you take the one you want.
- The list tells you what each one is. All fifteen Floatie tubes are named
"Pink Flower Tube" and nothing else, so the picker names the weapon type beside each
one. Picking blind between eight identical lines is not a choice.
- The widest of them offer sixteen: Romeo Proposes and Taking Out the
Alligators. Blackbull's house, King Pepe's Scroll, the Vikin treasure chests and
Keol's orders are all eight.
- Backing out of the window leaves the quest un-turned-in rather than choosing for
you, so you can go away and think about it.
A quiet console
If you ever open your browser's developer console on the game, it was filling with
our own diagnostics — map loads, portal checks, save reads. That is all off in
the published build now. Real errors still show, which is what you want if you are
grabbing something for a bug report.
Found something? The test portal is the fastest way to get
it looked at — every report gets read and answered.
UPDATE
The Monster Game Arcade, a minimap that scrolls, and three stuck Level 200 saves
2026.09.05
A pachinko parlour behind a door in Shanghai, a minimap that finally scrolls
instead of swallowing the screen, and three separate ways a Level 200 character could
get its save stuck. Also: Neo Tokyo has a way in.
The Monster Game Arcade
There is a door on the Shanghai street beside the arcade signboard. It has been
standing there the whole time and it went nowhere. It goes somewhere now — into a
pachinko parlour, with six cabinets along the back wall, a prize counter, a
gachapon and a very Japanese amount of neon.
Two machines are playable, and they are different games.
The Monster Game Arcade itself is the real cabinet. You set the knob, the ball
is flung over the top of the board, and then it is out of your hands: it threads
82 pins and seven bumpers, each one with its own bounce, until it either finds the
start gate at the bottom or drains away. Find the gate and the reels spin, and the reels
decide what you get.
The knob is the only control you have, and it matters more than it looks. Sent in at
the wrong angle a ball almost never finds the gate; sent in at the right one it finds it
roughly one time in thirteen. Finding that spot is the whole game — it is what
people actually play pachinko for.
The board is not something we designed. It is the machine's own pin layout, down to
how bouncy each individual pin is, which is why the same setting never draws quite the
same line twice.
Beside it stands the ball-drop that was already there. That one is ours and
says so — a straightforward seven-slot drop with the odds printed on the panel.
It has not changed, but it is no longer wearing borrowed board-game pieces: the ball and
the pins are the arcade's own now.
Both machines cost 1,000 vesos a ball, both publish their odds in the window,
and both give you 100 balls a day.
Neo Tokyo has a front door
Neo Tokyo shipped as scenery you could not get to: the only route in led to a door
that did not exist. There is a hidden entrance at the east end of the Mushroom
Shrine now — walk past the last teleport pad onto the flat platform at the far
end and it takes you through. Walk back into it and you come home.
Nineteen of the district's switches and drop-points were also inert — the game
had nothing to build them from, so it quietly skipped every one. They exist now,
including the four shaft switches in Roppongi you can actually see and hit.
The minimap
The minimap grew to whatever size the map was, so a big map covered the screen
— worst of all on a phone. It is a fixed window now that scrolls to follow
you, at full detail, clamping at the map edges, which is how the original does it.
Small maps that already fitted are unchanged.
Two things went with it: markers no longer pile up along the edge when they are off
the window, and the black backdrop behind it is gone. That backdrop was turning some
maps into a black rectangle.
Three ways to get a Level 200 save stuck
If you have been at the cap and seen saving fail over and over, this is why. Three
separate faults, all of them found and all of them fixed:
- Fishing at Level 200 paid nothing. The reward for a catch is worked out from
the gap to the next level, and at the cap there is no next level. Fishing paid an
impossible number, that number went into your experience total, and every save
afterwards was refused.
- Cygnus Knights were capped at 120. A Knight already past it had their real
experience total overwritten with the level-120 figure on every single kill, and the
server refused the save each time. Knights now share the same Level 200 cap as
everyone else.
- Both sat on top of an earlier fix to how the game chooses between your local save
and the stored one. That fix held — no experience was actually lost in either
case — but the causes were still there. They are gone.
Every skill is learnable
Skill books are out. Every skill now goes to its own maximum with SP alone
— no book to hunt down, nothing hidden until you find one. SP is still the real
limit: the pool is finite, and maxing one skill is maxing it instead of another.
This matters most for Dual Blade, where nine skills were sitting at a cap that could
never have been lifted — the books needed to raise them do not exist for the class
at all.
Dual Blade, continued
- The katara swing deals its two damage numbers now, split between the dagger
and the katara the way the class is meant to work.
- Mirror Image and Mirrored Target did nothing at all. The target dummy
is now a copy of you, with its four auras.
- The dual-wield basic attack swings its own three stances instead of borrowing
a dagger's.
- Four skills the skill window was hiding are reachable, and Flash Jump works.
- Some gear lost a layer mid-swing on one frame — an arm or a cape blinking out
for an instant. Two attack poses had never had artwork prepared for them across the
whole catalogue: 4,020 items listed those poses while carrying nothing to draw.
That is fixed for all of them.
Places that were standing still
- Amoria's fifth trial now actually runs: the stampede charges, and 222
obstacles that were painted scenery became things that hit you.
- The Helios Tower elevator has doors that behave — closed while the car
is away, open when it is there to board.
- The Guild Rank Board answers a click.
- Both the arcade and Mark's minesweeper wear a proper board instead of
the inventory-square backdrop they had.
- The Chuseok greeting hands over the return scroll the Administrator promises
you. It was promising and not delivering.
On a phone
- The TALK button talks to NPCs again.
- Phones stretched past the bottom and sides if you had ever picked a widescreen
resolution on a desktop — that choice follows your account, and a phone was
booting it. Phones now always start at the original size, whatever you picked
elsewhere.
Smaller things
- You could see two of yourself. One copy of you, a moment behind, and to
everyone else you flickered in and out. The game was writing your name one way and
reading it back another, so it never recognised its own player — it kept
rejoining every three seconds, forever. That is the “lag” several people
reported, and it is gone.
- A redeploy now actually reaches you. Game data was being cached for a day at
a time, so an update could sit there for 24 hours while everyone kept loading the old
copy. Missing NPCs, missing monsters, missing icons — all the same cause. The new
files had been ready the whole time.
- The Maple Administrator, Pan and Lisa are drawn the way this
version of the game draws them, not a later redraw at the wrong size.
- The Tutorial Jr. Sentinel on Maple Road had been drifting off its platform
to somewhere unreachable, because the game had it filed as a flier. Seven monsters that
really do fly — Crimson Balrog among them — had the opposite problem and
were walking.
- MP recovery no longer stops while you are in combat. Only HP regeneration
pauses, which is how it is supposed to work.
- Holding a modifier key could jam your attack on. It cannot now.
- The nurture window can be dragged.
- An operator can put a notice on every screen without burning a Super Megaphone.
Found something? The test portal is the fastest way to get
it looked at — every report gets read and answered.
UPDATE
Dual Blade, visible mounts, and thirteen questlines that never left Brazil
2026.09.03
A class this version of the game never had, and thirteen questlines that never left
Brazil. Also today: mounts you can finally see, and 411 upgrade scrolls that were doing
nothing at all.
Dual Blade
There is a door behind Kerning City now. Take it and you are in the
Secret Garden — nine rooms of it, including the training halls and Lady Syl's
own room at the top.
You do not begin there. Become a Rogue at the Dark Lord at Level 10, the ordinary
way, and keep going until Level 20. That is when Lady Syl will see you, and that is
where the paths part: she makes you a Blade Recruit, and she handles every
advancement after it.
This is Dual Blade as it first shipped, not any of the later reworks. That
distinction is the whole job. The original class carries 26 skills where every later one carries 55, and thirteen of those 26 were deleted when the class was reworked
— they survive in no newer version of the game at all.
The ladder runs longer than an Explorer's. Blade Recruit at 20, Blade Acolyte at
30, Blade Specialist at 45, Blade Lord at 60, Blade Master at 100
— five steps past Rogue where a Thief gets three. Blade Specialist is the extra
half-step the class is known for.
The Katara is your second blade and it goes in the shield slot, which is where
the original puts it; your dagger stays in your weapon hand. Thirty of them exist, up to
Timeless and Reverse at 120. Lumi, in the Secret Garden basement, stocks the ones you
can buy outright — Champion Katara at 20 through Blazing Dragon at 80 — and
Taeha beside her keeps the potions.
One thing worth knowing about the fourth job: Maple Warrior, Final Cut, Chains of Hell
and Hero's Will are mastery-book skills, hidden until the book is used. A fresh Blade Master
sees five skills rather than nine, and that is intended rather than missing.
Brazil comes to Maple World
Brazil had its own MapleStory, and it had content nobody else ever got. Thirteen
questlines from it are playable here in English for the first time, translated from the original Portuguese.
- The Folklore event. Saci — the one-legged trickster of Brazilian
folklore, red cap and all — wants the Forest of Ellinia cleaned up, and sends you on
to the Mula-sem-Cabeça, the headless mule, who is on fire and would rather
you did not mention it.
- Independence Day. Raphaella is painting something important and needs paints,
canvas and a brush before she can finish it. It is destined for the museum at Porto Lith,
which is what Brazil called Lith Harbor.
- Halloween 2008. Somebody has made off with Saci's sweets. Brigadeiro, beijinho,
cajuzinho and bolinho-de-chuva, all of them — named the way Brazil names them,
because there is no English word for a brigadeiro.
It brings its own cast, its own monsters and its own gear, including the Dirty Slimes
that turn up in the trees above Ellinia and a shopkeeper on the Brazilian map who sells the
starter kit.
Your mount is actually there
Mounts have been invisible since they went in. Riding one made you faster and that was
all — no horse, no hog, nothing on screen. Every mount is drawn now.
They are also layered the way the original layers them, which is less obvious than it
sounds: a mount is not a picture behind you. You sit in the saddle, so the mount's
body and head pass in front of your legs while the saddle sits behind you. Most of
a mount draws over its rider.
The artwork streams in when you first ride, so none of this made the game slower to
load.
Everyone else can see it too. This nearly shipped as a caveat: mounts were
drawn only on their owner's screen, so to everybody else you were running along at mount
speed with nothing under you. The game treats a mount the way the original does now
— as something the whole map knows about, sent along with your character rather
than decided by your own client — so a player who walks into the map while you are
already riding sees the mount straight away, and dismounting takes it away on every
screen at once.
The same went for morphs, and that is fixed too. If you drink a transformation
potion or use one of the pirate transformation skills, everybody sees the transformation
— not just you. Both of them also survive a portal now, so riding or transformed
you stay that way when you change maps.
The Battleship is a ship you fight from
Corsairs, this one is yours. Battleship was inert — casting it did
nothing at all. It is now a mount you ride and fight from, with the numbers the original
used:
- The ship has a hull rather than a timer: 400 per skill level, plus 200 for
every level you are above 120.
- Damage you take comes off the hull at the same figure you take — the ship
does not soak the hit for you.
- Remounting a damaged ship keeps its damage. The hull refills only once the
ship has actually been sunk.
- When it sinks, the ship is dismissed and the skill goes on its 90 second cooldown.
That is the only time it goes on cooldown — casting it normally does
not.
- +10 weapon and magic defence per skill level while it is up.
You can use your skills while riding it, too. That is not us being generous: the
Battleship is the one mount in the game whose artwork has firing poses, and the only one
with no climbing poses at all, which is the original telling you what it is for.
Jump again in mid-air
Flash Jump (Hermits, Night Lords and Night Walkers), Soul Rush (Dawn
Warriors), Dash (Thunder Breakers) and Wind Walk (Wind Archers) all work
now. The first three were being refused outright as “passive skills”. They are
movement skills, and the way you use one is to press jump a second time while you are
already in the air. One dash per jump, back again when you land.
One number here is our own. The MP costs are the original's exactly: 60 at level 1 falling to 13 at level 20. The jump distance is shaped after the earliest version of the skill — the one figure in this update we could not confirm.
Wind Walk had a second problem worth naming: it was applying its speed value as an
ordinary stat, so casting it made you slower and never made you invisible —
the exact opposite of the skill.
411 of 754 upgrade scrolls did nothing
This began as a report about ring scrolls — a ring with slots, a scroll for
rings, and nothing happening when you used one. Not even a “wrong scroll”
message. Then the same for belts.
It was never rings and belts. 411 of the 754 upgrade scrolls in the game
shipped carrying a name and a description and no actual effect, in every category there
is: capes, shields, shoes, earrings and all nine weapon types included. Because such a
scroll had no effect attached, the game did not recognise it as a scroll at all —
which is why it failed in total silence instead of telling you anything.
All of them now carry their real success rates and stat gains. The 343 scrolls that were already correct were double-checked field by field, and not one disagreed.
Four more that looked wired up but were not — including Spikes on Shoes
and the Cold Protection cape scroll — work now as well. Their effect is a
flag rather than a stat, and only stats were being applied.
Boxes tell you what you got
Opening a reward box such as the Golden Pig's Shiny Egg gave no indication of
what came out of it. The prize was always there and always correct — all 56 reward tables were checked row by row, and all 56 match. The box was
simply silent, which reads exactly like a box that does nothing.
Opening one now tells you what you got, and the 23 boxes whose rare prizes are meant
to be announced to the whole world announce them again.
Messages are where the original put them
The centre-screen message was ours, and it was wrong. In the original, refusals like these go to the chat log, in colour — the centre of the screen is kept for server announcements. All of those messages have moved:
skill refusals, shop feedback (“Not enough vesos”, “Bought X”)
and quest refusals.
Scroll and pet-equip refusals go one step further and are a proper popup you dismiss,
which is what the original does for a refused inventory action. You have just spent a
drag's worth of intent; a line scrolling past in the log is the feedback most likely to
be missed.
There is no invented centre-screen text left anywhere in the game.
Smaller things
- Henesys' armour shop has a shopkeeper again — the wrong Sam was on a skip
list, so the shop had been standing empty.
- The guide running the Brazilian festival grounds is the Scout Leader, and no longer a
famous job instructor moonlighting on a beach.
- Blaze Wizard's Magic Claw, Fire Arrow and Teleport could not be cast at all
— the game had all three filed as passive skills.
- Magic Claw was drawing a plain coloured ball as its projectile. The original
draws no travelling sprite for it at all: the cast and the hit on the monster are the
visuals. Energy Bolt and Arrow Blow do have real projectile art and are
unchanged.
- Going through a portal while morphed drew you as the morph and as yourself,
one on top of the other.
- Fame names who famed you now, instead of an anonymous “Someone raised
your fame”. Knowing who it was is rather the point of it.
- Item tooltips could print text outside the box. The tooltip is measured from its
own contents now, so a long name widens it instead of spilling out of it.
- Loading tips went from 10 to 45, each one checked against the live game
rather than written from memory. One of the old ones was flatly untrue.
- Wizet is Verse8 in the text you see, and every real-world web address in
the game now points at mapleverse.online.
Found something? The test portal is the fastest way to get
it looked at — every report gets read and answered.
UPDATE
Bind items to keys, fix a full bag, and fill your screen
2026.09.02
A lot went into today: a bug that could permanently break a quest, hundreds of NPCs
that had gone silently missing, and a screen that no longer has to stay locked at
800×600. Alongside those are fixes to things you run into constantly — key
bindings, in-game messages, and windows that would not move or would eat your clicks.
Bind items to keys
You can now drag a consumable straight from your bag onto a key in Keyboard
Settings, exactly as you would drag a skill. The key shows the item's own icon,
the binding saves with your character, and pressing the key uses the item. An item
lives on one key at a time, and dropping a skill onto a bound key replaces it rather
than leaving both fighting over the same press.
Before this, that drag opened "How many would you like to drop?" — a
gesture meant as "bind this" was one click away from throwing the stack on the floor.
Related: releasing an item over any window now does nothing at all instead of dropping
it. Aiming at a window should never destroy what you are holding.
A full bag can no longer ruin a quest
This is the important one. If your inventory was full when you accepted a quest that
hands you an item, the item was thrown away — but the quest still started. The item
it wanted you to carry was simply gone, with no way to get another, and the quest could
never be finished.
Quests now refuse to start, and refuse to be turned in, if there is nowhere for the
item to go. You get told to clear a slot instead of losing progress. Turn-ins correctly
take into account the room freed by the items you are handing over, so a quest that
collects 100 things and gives one back will not wrongly complain that you are full.
The ETC tab now starts at 96 slots — that is where quest items pile
up, so it is the bag that was actually causing this.
Hundreds of missing NPCs are back
Some NPCs are meant to stand in the world unseen, and we were leaving them out entirely. Those NPCs are meant to be there — many of them are invisible on purpose. They are things you click, not things you look at.
That mistake was removing 248 NPC placements across 84 maps, and 203 of them
had real behaviour attached. The ranking boards were the biggest casualty — they
were missing from 129 maps. Also restored: the Nautilus crew, the Henesys shadows,
the doll cave, several Eos Tower panels, the Masteria boss entrances and a good deal more.
The oasis in Ariant works
You can drink from the oasis again, which means Learning the Culture of Ariant is
completable. It needed all three of the above to be fixed: the oasis was one of the hidden
NPCs, its clickable area was in the wrong place entirely, and nothing happened when you did
click it.
Related — every NPC now uses its real clickable area instead of a generic box
guessed from its sprite. If you have ever clicked an NPC squarely and had nothing happen,
that is why.
Magic accuracy
Magicians were missing far too often, and the reason was embarrassing: spells were being
judged on the same accuracy as a sword swing, which is based on stats a magician
deliberately never buys. Magic has its own separate accuracy, based on INT, and it
now uses it. Expect to stop whiffing on things your own level. Very high-level monsters can
still dodge you.
Melee and ranged accuracy are unchanged.
Misses you can now see
When another player missed a monster, you saw nothing at all — their damage showed
up, their misses did not. Misses are now sent to everyone, so a fight reads properly
when you are hunting together. The same is true when someone dodges an attack.
That went wrong once: instead of one MISS per missed swing, it repeated every
frame, so a monster someone was killing normally was buried under stacked MISS text. Misses
now report once per swing, and a landed hit is never reported as a miss.
Ghost players
The crowd of "ghost" players that used to flash on screen for a moment when you
entered a map is gone. A second case survived that fix: when your connection drops and
comes back, the whole cached player list returns frozen, so stale entries still looked
current. That is fixed too — though if your connection is dropping repeatedly you may
still see them briefly, and that underlying instability is not something the game can fully
paper over.
Boss respawns
Area bosses — Mano, Stumpy, Dyle, Faust, Deo, Timer, Zeno and the rest —
now use their real 3 hour interval. More precisely, it is a periodic sweep
rather than a countdown from the kill, so the wait after killing one is anywhere from
moments to three hours. That is how the original behaved, and it is why the boss is
sometimes waiting for you and sometimes not.
They also announce themselves on arrival again, with their own lines —
"A cool breeze was felt when Mano appeared.", "The huge crocodile Dyle has come out
from the swamp." and so on. They also no longer reappear the instant you leave and
re-enter their map.
Messages look like they should
The game sends several different kinds of message and they are meant to look
different. Nearly all of them were being drawn the same way: as a large banner across
the top of the screen, which is only correct for a Super Megaphone.
Boss summons, portal refusals and time-of-day boss announcements are chat
lines, and now render as chat lines in their proper colours — blue for
notices, pink for event messages. A refusal that only concerns you no longer shouts
across everyone's screen. Quest refusals — including the inventory-full message
— are a proper popup you dismiss, rather than a toast that could fade before you
read it.
Talking to NPCs
An NPC with several things going on now separates them properly: quests you can turn
in, quests available, and quests in progress each get their own heading,
instead of everything being lumped under one.
The minimap
On a few maps with very large or very tall minimaps — the Amoria wedding stages and
the upper Eos Tower floors especially — the panel ran off the edge of the screen,
taking its own buttons with it, so you could not even shrink it. It now steps down to a size
that fits. It also re-fits itself when you change resolution, instead of waiting until you
change maps.
Windows
- The Quest Helper can be dragged by its title bar.
- Storage's Close button and the shop's LEAVE STORE and SELL
ITEM buttons now work across their whole area. Part of each was sitting under an
invisible drag strip that swallowed the click.
- The Monster Book, the skill window and item windows can no longer be dragged
almost entirely off the screen and stranded there.
- The quest log's close button no longer slides away from the window while you
drag it.
- Player shops no longer leave stray input handlers behind each time they redraw.
The game fills your screen now
MapleVerse has run in a fixed 800×600 window since the doors opened, because that
is what the original client did. It does not have to any more. SYSTEM OPTION now carries a
RESOLUTION setting, and the game will run at up to 1920×1080.
Picking a size
Open the menu, choose SYSTEM OPTION, and the SCREEN SHOT row now holds a resolution box:
800×600, 1024×768, 1366×768, 1600×900 or
1920×1080. Press OK and it applies straight away — no reload, no relog.
Your choice is saved and follows your character.
Pick something larger than the window you are playing in and the picture scales down to
fit rather than hanging off the edge. The login and character screens stay at 800×600
on purpose — that is where the original kept them too.
A bigger view, not a bigger zoom
This is the part worth understanding. Nothing is stretched or blown up. You simply
see more of the map: sprites stay exactly the size they have always been, and so do
the windows, buttons and gauges — the HUD moves out to the new screen edges instead
of growing with them.
The extra height opens up above you rather than below. Your character, the ground
under it and the status bar sit the same distance from the bottom of the screen at
1920×1080 as they do at 800×600; all you gain is headroom. That is what keeps the bottom of the screen feeling right instead of merely bigger.
- The boss HP bar, the minigame windows and the Cash Shop re-centre after a resolution
change instead of sitting where the old screen edge used to be.
- Item tooltips and inventory icons no longer shrink at the larger sizes.
- Map backdrops keep meeting the ground when the view grows.
Smaller things
- GM buffs now reach players who are not in the caster's party.
- Maple Road no longer has AI characters wandering it. Other maps are unchanged.
- Item windows such as the Rainbow Drawing now show the correct title, can be
dragged, and close properly with the X instead of getting stuck.
- Monsters you kill now die immediately for everyone, instead of lingering for about a
second on other players' screens.
- The MAGIC figure in your stat window showed 0 for everyone. It shows your real
magic attack now.
- Maple Messenger shows the correct name for whoever started the conversation instead of
"Player".
- Adding a buddy now asks who you want to add, rather than only offering people standing
next to you.
- Buddy requests, chat invites and the rest queue up one at a time instead of stacking
on top of each other.
- Friends are now correctly shown as online anywhere in the world, instead of only when
they are standing on your map.
- More of what your client reports is checked by the server, including monster health,
damage and loot.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
The lag is gone, and monsters finally drop what they should
2026.09.01
The biggest patch since the doors opened, and most of it is about the game
feeling like it is actually running. Crowded maps were the worst problem we had; the
rest came out of the test portal queue and one very long look at our own drop tables.
The lag, and the ghost players
These were the same bug. A crowded map could freeze the whole room for seconds at a
time — long enough that the server gave up on everyone caught in the stall and
disconnected them. All of those players storming back in at once is what filled towns
with flickering phantoms and made everything feel underwater.
The slow bookkeeping behind it has been rebuilt to answer instantly, the way it always
did in testing. Loot follows from the same work: claiming a drop used to make several
slow trips to the server, which is why pickups felt sticky and sometimes needed a second
try. One tap, one winner, decided on the spot.
Monsters no longer freeze for everyone when the player driving them leaves the map or
the room gets busy — control hands over immediately. Super Megaphone and MapleTV
broadcasts also reach everyone with far less strain on a busy day.
Monsters drop what they are supposed to
This one is embarrassing and worth explaining properly. Our drop tables were wrong nearly everywhere: 3,758 drops were missing
entirely across 476 monsters, and 3,237 more were falling at the wrong rate.
The worst of it blocked real progress. Pig's Head, Pig's Ribbon, Leaf, Fire Boar's
Tooth and fourteen other quest items were in no monster's table at all — so every
quest that asked for them was impossible to finish, no matter how long you hunted. All of
them drop now, at their proper rates.
Be warned that this cuts both ways. A fair few rates were too generous and have come
down to their real values: Leather from pigs was dropping at 20% and should always
have been 5%. Horntail was the odd one out — its table listed the same items three
times over, so it had been rolling every one of its drops up to three times. That is
corrected too.
Monsters behave like monsters
Harmless monsters were chasing you. Snails, pigs and mushrooms were never aggressive in the original game, and ours were hunting you down the moment you hit one.
They wander on their own again.
The ones that are aggressive move properly now. They used to re-aim at you
sixty times a second, which is why they seemed glued to you; they now pick a direction
and commit to it, and they finish a walk cycle before turning instead of snapping around
mid-step. An aggressive monster that reaches you stops and attacks, rather than sliding
straight through you and turning back.
A dozen monsters were also frozen on a single frame — the Pyramid Skeletons,
Mummies, Horus, the Kobolds and a couple of the DF machines. They animate.
Dying once is enough
You could die a second time while you were already dead. Pressing OK brought you back
to life on the spot you fell, for however long the town took to load, with whatever
killed you still standing on top of you. Nothing revives you now until you are safely in
town.
Recovery, and your keyboard
HP and MP only regenerate while you are standing still, which is how the
original worked — attacking or taking a hit restarts the timer, so you no longer
heal your way through a fight. Sitting on a chair is still faster.
Every key can be rebound now, Space included. The old list of keys you were not
allowed to touch is gone, Clear All genuinely clears the whole keyboard instead of
quietly leaving jump and NPC chat where they were, and Default puts everything back if
you go too far. Your existing key setup is untouched.
Smaller things
- Cygnus Knight skills carry their proper effects and sounds.
- The server now sweeps up the stale records it used to hoard — a pile that had
been quietly slowing things down a little more every week since launch.
Still broken, and we know
Two confirmed bugs did not make this build. The attack key can stick if you press
Shift, Ctrl and Alt together — relogging clears it — and the minimap bar can
come out too wide when you resize it. Both are queued.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
Cash gear stops eating your stats, and 16 dead shops open
2026.08.20
This is the first patch since the doors opened, and most of it came out of the
test portal queue.
Cash equipment now masks your gear
This was the big one, and it was quietly costing people real stats. Putting a cash hat
on over a real hat used to send the real hat back to your bag — so you lost every
point it gave you and gained nothing, because cash cosmetics have no stats of their own.
That is fixed. As in v0.83, cash items have their own slots, separate from your real gear. The real item now stays equipped
and keeps every stat — only its appearance is replaced, which is what a cash
piece masking your gear was always supposed to mean.
A new CASH button in the equipment window's footer swaps the doll over to show
what you are wearing over your gear, and it is where you take a cash piece off
again. A cash overall now hides your pants without unequipping them, so they keep paying
their stats while they are out of sight.
One thing that is deliberately not a rule: cash items do not automatically lose
their stats. A handful genuinely have some — the Aura Ring gives +1 to everything
— and those still work exactly as they read.
Cash items show when they expire
A timed cash item's tooltip now carries its expiry date, in v83's own wording:
Available until 4/19/2017 at 23:22. Nothing deletes an expired item —
the date is shown, not enforced.
The Cash Shop has categories again
The EQUIP tab held 1,337 items with no way to filter them — 134 pages of
everything, in order, if all you wanted was a hat. There is now a category row under the
tabs: Hat, Top, Weapon, Overall, Bottom, Shoes, Face, Cape, Eye, Glove, Pet Wear, Earring
and Shield.
Sixteen NPCs who sold nothing now sell things
A sweep for NPCs whose sign says shop and whose click does nothing turned up more than
the one that had originally been reported. Now open for business:
- Floating Market — Parn's potion store, Dang's weapon store and
Noi-nha's armour store, plus both storage keepers, Lung Ton and Rat.
- Shanghai — Lady Li, Owner Jang and Lady Jin.
- Arboren, Tynerum and the Golden Temple — their merchants, and
Poppins' pet food.
Tepes turned out never to have been a merchant at all: his job title just
happens to contain the word. He ferries you back to Lith Harbor, which is what he was
always meant to do.
Nine maps you could get stuck in
Nine maps had no way out at all — no door, no working NPC. If you walked into one
you stayed there. The Kerning party quest's exit room, the Cave of Life, Amoria's wedding
rooms and hunting ground, the Abandoned Tower, the Ice Cave, Happyville and Peach Blossom
Island all have an exit now. Six of those destinations are the same ones v83 used.
Smaller things
- Six item icons that rendered as blank squares have their art back — four ring
scrolls, a dark shield scroll and the Ticket to Treasure Dungeon.
- On mobile, the 1/2/3/4 buttons now cast the skills you put on those
keys. They used to be hardwired to three beginner skills, and the 4 button did nothing
at all.
- Storage opens for four more keepers, and three more beauty NPCs work.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
NOTICE
Open to everyone — with the Cygnus Knights
2026.08.19
The server is up. As of today MapleVerse is open to everyone — still in development, not an
official launch — and it opens together with the Cygnus Knights: five new classes and a region on Ereve that had
been mostly closed until now.
No key, no invite, no waiting list. It is free, it runs in your browser, and there
is nothing to download.
Play now
Play now — play.mapleverse.online
That address has not changed, so an old bookmark from the closed beta still works. Never
played? The How to Play page is three steps, and the
beginner's guide picks up from Maple Island.
What you are walking into
Pre-BB MapleStory: the game as it played before the Big Bang. Maple Island through Victoria
Island and out into Ossyria and Masteria; all five classes with their job advancements;
the Cygnus Knights on Ereve; party quests, boss expeditions, ships that run to a real
timetable, pets, player shops, fishing, and a shared world with other people in it.
Make an account before you get attached
You can jump straight in with Guest Login and that is fine for a look around, but
guest progress is tied to the browser you used that day. A free
Verse8 account ties your
characters to you: your save follows you across devices, and your place on the
rankings stays yours.
The Cygnus Knights
Any character at level 10 can now sail to Ereve, cross to the Knights Chamber and
become a Dawn Warrior, Blaze Wizard, Wind Archer, Night Walker
or Thunder Breaker. You do not need to make a new character for it — the one
you already have will do.
They reach 2nd job by passing a Knighthood Exam, taken in the 2nd Drill Hall, which is
open for the first time. Their 3rd-job skills — Brandish, Ifrit, Hurricane, Venom,
Barrage and the rest — unlock with mastery books bought from Abdula, who stands in
six towns and until now had nothing to sell you.
Ereve was mostly closed
43 quests were missing from it, and among them were the ones that open the region at
all: Greetings from the Young Empress, Welcome to Ereve and the five-way job
choice. You could reach the island and then find almost nothing to do there.
Nine more had been impossible to start since the day they were made — they asked
for a class this game does not have. They ask for yours now.
Fixes
- Monsters meant to be invincible could be killed — by ordinary attacks, and by
poison, which was a second hole in the same wall.
- Entering Spooky World could swallow your one attempt for the day and leave you
standing where you were.
- Night Lords could not raise Triple Throw, and Arch Mages could not raise
Meteor Shower. Both skills were missing their mastery book entirely.
- The Black Scale quests could not be finished. A drop rule of ours was stricter than
the original, so the item that begins the quest never dropped.
- Two more quests finished in silence. They have their words now.
And a combo counter now builds on screen as you chain hits together.
You will find rough edges. There is a forum if you
would rather just talk, and patch notes land on this page as they ship.
Thank you to everyone who tested through the closed beta. See you in Henesys.
MapleVerse is an unofficial, non-commercial fan project. It is not affiliated with
Nexon, and it is not operated or endorsed by Nexon or MapleStory Universe.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
Trading no longer eats your items, playing together works, and 181 quests found their words
2026.08.18
The largest fix pass the game has had: two testers ran a 260-item checklist twice, the
whole Test Portal queue got answered, and a set of faults that had been diagnosed and
then quietly left unfixed were found and finished. The most important line in this note
is the first one below — if you read nothing else, read that.
Trading no longer destroys your items
A completed trade was deleting both halves for one of the two players. Not
failing to deliver — deleting. The item left one bag and never arrived in the
other, and the vesos went the same way. If you traded before this build and came away
empty-handed, that is what happened, and we are sorry.
Settling a trade happens in two steps. Whoever confirms second performs the swap and
is handed their corrected bag; whoever confirms first is left waiting, and the answer they
got back said “done” without including their new inventory. So that player
kept the bag their own offer had already been taken out of, was never given the other
half, saw “Trade complete!” anyway — and then their next autosave wrote
that wrong bag over the correct one the server had just stored. Which side lost was not
random: it was always the same seat.
Cancelling was never affected, because a cancel never reaches the server. That is
exactly why this looked like a delivery problem rather than a data-loss one for so long.
Both halves are fixed — the server now returns the corrected bag, and the game
refuses to keep a bag it knows is stale even when talking to an older server.
Playing together
Most of what was broken between two players came down to one cause: the
game-wide message channel was never actually subscribed to. The handlers were registered a
fraction of a second before the connection existed, were silently dropped, and nothing
ever re-bound them. Anything that rides that channel simply never arrived.
- /find said a player was not logged in while they stood next to you.
- Maple Messenger invitations never left the sender.
- MapleTV messages never reached anyone else. Megaphones hid the same fault
behind their own polling, which is why only these two looked dead.
Separately from that:
- Monsters froze for everyone else when the player hosting them lost
connection — for a full thirty seconds, because the dead host kept ownership
until a staleness timer expired while everyone else asked for a new host every four
seconds and was handed the corpse each time. Worse, a host who simply clicked onto
another window stopped simulating entirely without handing ownership over, so
their monsters stood still for everyone but them. Both fixed.
- Closing the tab left a ghost of you standing on the map. A hard tab close
only runs the save; it never leaves the room, and the event that would has never fired
on a tab close. This one never appeared in testing because our development server
evicts a dead connection by itself and the real one does not.
- Other players' pets floated about thirty pixels above the ground and had no
name tag, because the remote pet is drawn by a small hand-rolled follower that never
went through the pet system at all.
- Monster name and level tags only appeared on monsters somebody else
hit. Your own kills were untagged.
Quests found their words
For a whole family of v0.83 quests, the turn-in conversation has been lost to time. So you would accept a quest, do the work, walk back, and it
would complete in total silence. One tester called it “half a conversation”,
which is exactly right.
We counted it properly rather than guessing: of 1,539
quests, 334 were affected — 183 completely mute, 98 silent at hand-in, 53
ending on a fragment. 23 of those will be restored rather than written. The remaining 141 have been written, each one against that
quest's own surviving text, its journal entries, and the items and monsters it actually
asks for, so no line claims anything the quest does not already say. Two were left alone
and said so: one borrows its context from a different quest, and one is an expired 2007 event with nothing to work from.
40 more quests came back from the dead. Our quest list had been merging quests that share a name, which quietly deleted v0.83's per-job copies of the same
quest — the five job branches of the Ereve Investigation Permit are five separate
entries that differ only by which class may take them, so four classes could never take it
and the one that survived carried the wrong requirement. The same rule was deleting chain
openings in favour of their own repeatable follow-ups, so a daily would exist
while the quest that introduces it did not.
And quest prerequisites hold now. A requirement used to be dropped whenever it pointed at a quest not yet in the game — which does not block the next
quest, it ungates it. That is why the Temple Keeper was handing out four separate
chain openings side by side. Requirements now step through a missing quest to the nearest
one that does exist, so the order is restored without inventing anything. 51 quests were
re-gated.
The Test Portal queue
Every open report was worked through and answered — 42 replies, and the
board went from 35 open to one. Where something is genuinely blocked, the ticket now says
what it is blocked on instead of sitting silent. A selection of what came out of it:
- Branching conversations always gave you the first option's answer, whichever
one you clicked — so a “no thanks” silently accepted the quest.
- Merchants and storage keepers in the newer towns showed their overhead
chatter as dialogue instead of opening their shop. One cause across every town we
added: an NPC's role was a table lookup that quietly fell through to “just
talk” when a row was missing.
- Down-jump only worked onto solid floor, never onto a platform.
- Items dropped from boxes floated above the ground — on every map whose
floor sits at a negative height, the game concluded there was no floor at all.
- The Helios Tower elevator, Mushroom Castle's missing map, the Kentaurus mini
dungeon, the Temple of Time's black bars and the reward-room timers were all
wiring faults rather than missing content — the maps and the timer values were already there and simply never used.
- Boss Kitty asked for an Orange Marble with no explanation because two quests of his chain were missing entirely, and his quiz — the item's only source — had never been built.
- The X button on the arcade and the Fishing King card did nothing, ever. One
inverted condition, and because that panel sits above the conversation box it was also
why fishing looked like it never started.
- Fishing now consumes bait and lands catches, and its board reads the live top
ten. The arcade ball bounces down through the pegs instead of sliding to its
slot, and the payout odds are on the window where you can read them.
- Weapon tooltips name the real weapon type instead of just “Weapon”,
the expanded inventory has its background back, and long quest names wrap
instead of running off the edge.
Two things we changed on purpose
Both of these are deliberate departures from v0.83, flagged rather than slipped in.
- The second pendant slot works. The original has one; the second box in the
equipment window is its Cash Shop expansion cell. Our artwork draws two, and a dead box
reads as a bug to everyone who opens the panel, so it is wired.
- Loot stays yours for 15 seconds, not 30. 15 is the original's figure; the 30
was ours, and we put it back.
Two reports that turned out not to be bugs
Worth saying plainly, because both were chased a long way. The F1–F7 emotes
were fine all along — the character reporting them was not on default key settings.
And the falling through floors in the Ant Tunnel and the Cave of Evil Eye could not
be reproduced by a second tester on the same build. Both had been traced deep into the
code before the retest cleared them. No change was made for either.
Still open, on purpose
Six things are known-blocked and say so on their tickets rather than looking broken:
Neo Tokyo and Tynerum are scenery only for now and still need their monsters, scripts and character art; Dawnveil's
zoomed area maps need building; Spooky World's entrance needs its boss encounter
before it is worth opening; Shanghai's maps are not in yet, which is why those
world-map spots lead nowhere; and 23 quest conversations are waiting to be restored rather than written. All six are in progress.
One thing has not been confirmed by anyone yet: none of the two-player fixes above
have been seen working in a real game. They need two people on two different accounts,
and that part of the checklist still has not been run. If you have a friend and twenty
minutes, that is by far the most useful thing you can do for us.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
Four new places, thirty reports closed, and 481 errors that were hiding four real bugs
2026.08.12
The biggest update the game has had. Since the last patch note there are
four new places to go, the whole test portal queue has been worked through,
and a long tail of things that were quietly broken — some of them for as long
as the feature has existed — have been found and fixed. This is a long note
because it covers a lot; the short version sits at the top of each section.
New places
Mirror World and Zero's Temple
A whole region, reached through the Dimensional Mirror: 406 maps, rebalanced from its original level 100–180
down to level 20–100 so it sits where the rest of the game does. Its
monsters are the ones you already know, at the levels you already know them —
a Mirror World golem is the same golem, not a new one with invented numbers. Its NPCs speak; its hunting chains
connect properly and all 34 of them have a way home at both ends; and the story chain
has been reframed so it can be played by any class rather than by a character we do
not have.
Veracent — the European world
All 37 maps, its monster roster, and Happyville, with the names and dialogue in genuine English rather than a translation we made up.
Dawnveil — Tynerum, Commerci Republic and Arboren
A new continent with 64 monsters and 147 NPCs.
Coke Town
Back as it was in 2006.
Maple Island is now the original 2003 island
The starting island runs the original 2003 questline, with its own
minimaps, world map and letterbox art. By v0.83 the same quests had been rewritten on the same NPCs, which is why Todd used to offer two near-identical hunts; the later set is retired, so you see one of each. If you had
already accepted a duplicate you can still finish it.
Thirty reports closed
The whole open queue on the test portal: nineteen
fixed, six already fixed since the report was filed, and five genuinely blocked
— those five now say what they are blocked on instead of sitting there
silently. Thank you for the screenshots.
Things that quietly did nothing
A cluster of items were not “buggy” so much as never wired up,
and they shared one cause. In v0.83 the AP and SP Resets, the megaphones and the MapleTV messengers are Cash items, so they land in your Cash tab —
and the code that runs an item's effect rejected everything in that tab before it got
that far. Double-clicking them produced no message and no error. The AP Reset had a
second fault stacked underneath: it existed twice in our item list, a working copy and
a do-nothing copy, and the shops handed out the do-nothing one. The effect now lives on
the real item numbers, so the reset already in your bag works — no need to re-buy.
Scrolls were free. Applying one never consumed it and never used an upgrade
slot, on success or failure, because the code identified the scroll by the picture it
borrows rather than by the scroll itself and resolved to the wrong item entirely.
Safety charms did not exist. There was no death protection in the game at all.
It is built now, exactly as the original works: the charm is spent to spare your EXP,
prints the game's own message, and your revive returns 30% of HP and MP instead of the
flat 50. Three items carry it — the Safety Charm, the Easter Basket and the Easter
Charm. The Heart Chocolate does not, in any version; that protection only ever
existed in a shopkeeper's sales patter.
Monsters vanishing
Walk into the Cave of Mushrooms and the monsters would disappear for good. This was a
lie on the wire rather than a fault in your client: whoever hosts a map's monsters
broadcasts the authoritative count, and was broadcasting it while its own monsters were
still downloading — so for a second or two it honestly had zero. Everyone else read
“this map has no monsters”, deleted the ones they had correctly spawned, and
nothing respawned because respawning is the host's job too. The snapshot now carries the
host's own I have finished spawning flag.
Dropping the wrong copy
With several of the same item, dragging one out of your bag dropped the top one
— the removal looked the item up by name and always took from the first matching slot.
It is now addressed to the exact slot you dragged from.
Two Henesys fighting over the same houses
Both the real Henesys and Mirror World's lost their mushroom houses, and it took three
wrong diagnoses to find why. Mirror World belongs to a much later version of the game, which redrew three art sets — the newer mushroom house is one detailed picture where the old one is built up in layers, at a different size. The two versions kept getting mixed up with each other, which is why every attempt to fix one broke the other. Each now gets its own artwork.
Windows and the conversation box
- The NPC conversation box now matches the original: the nameplate sits in the
portrait well with the NPC standing on it, End Chat is always present bottom-left, the
stray X in the corner is gone (the original never had one), Yes and No were literally
reversed and are now the right way round, and menu choices are grouped under the game's
own Quest available and Etc header artwork.
- The character info popup was leaving half of itself empty — the
background art has two blue strips drawn into it purely to hold buttons and we were using
one. All six are now placed as the original places them, including WISHLIST, which had
been deleted outright.
- The revive notice printed black text on a solid blue panel, nearly unreadable,
in wording we had written ourselves. Both fixed, with the game's own line.
- The quest tracker is now the original one. Its small
Q button opens your quest log on that quest; an earlier pass had it deleting the
quest, which is not what a button labelled Q means.
- Long quest titles no longer run off the edge of the log and through the
“ready to hand in” tag.
Maps, the world map and quests
- Thailand gained the ten missing markers for the Golden Temple and the Cave of
the Asura, and thirteen monsters that were silently refusing to spawn for want of a stat
entry.
- The Kerning City subway is out of the sea west of Perion and back inside
Kerning City. Checking that turned up three more groups drifted the same way, so Victoria
Island is now group-for-group identical to the original.
- Quest prerequisites are enforced: four missions offered the sequel before the
setup quest. Auditing the other direction found a quest that was quietly unplayable
— GM's hand required an earlier quest to be finished and still in progress
at once, so it was never offered at all.
- A random or pick-one reward now names the item you actually received rather
than listing the whole pool.
- Ground drops no longer print a name label under the icon. That label never
existed — the original draws the icon and nothing else — and on a pile of loot
it became a wall of overlapping words.
Everything else since the last note
Movement, portals and the ground
- 78 scripted portals landed you on spawn point 0 instead of where they should
— a script portal's arrival lives only in the script, and nothing was reading it.
Mini-dungeon teleporters had the same fault.
- Walking uphill dropped you through your own foothold.
- The ground authority was switched off on every floor sitting at exactly y=0.
- Jumping into a wall in the Cave of Evil Eye stopped dropping you through it: a tall
wall is a stack of short segments and only the first two were being checked.
- Swimming down works.
Windows and the interface
- Window stacking was a build-time constant, so no window could be clicked to the
front. Reopening a window now brings it forward too.
- Map hover text no longer sits on top of — or is hit-tested through — an
open window.
- The Beginner's Guide could not be opened at all: nothing existed to read it and
the bag had no verb for it. The one item every new character is given was the one item that
did nothing.
- The pet wing could be dragged off screen, its cells were buried under the window's own
click blocker, and its button's drop shadow painted over the bar beneath.
- Guild and party lists were drawn with the wrong strip.
- Taking gear off with a full equip tab minted a free slot.
- Long chat lines were cut short by the name prefix.
- The BGM mute box wrote a volume that the window's own close threw away.
Cash Shop, vesos and Maple Points
- Cash cosmetics are buyable and deliverable, with the v0.83 cash equip slot so
weapon covers work, and cash items now sit in the CASH bag tab where v0.83 keeps them.
- Pressing EXIT in the Cash Shop warped you to the Free Market.
- Maple Point cards could never be used, so the balance was always 0.
- A VX Prepaid card showed the equipment tooltip, complete with “undefined”.
- The five slot-expansion buttons had no hover state at all.
- The veso rebrand is now painted into the artwork itself rather than covered over
— the coin, the note bundle, the money sack, and the 21 baked labels across the trade,
shop, storage and item windows.
Other players and the town crowd
- Remote players flew off-camera — the motion predictor was allowed to run
past the end of its own segment. Worth noting: the first fix for this was wrong, and was
retracted rather than left in place looking plausible.
- Town bots walked through walls onto the ledge above and hung in the air at drops; a bot
picked to answer chat never read what you typed; one that said “afk 1 min” kept
pacing while saying it; and their small talk still spoke in mesos.
- A dead player could still act, and their summons outlived them.
Under the floorboards
Separately from any report, the build had accumulated 481 type errors and four failing
tests that everyone had learned to treat as normal. They were not normal. Clearing them
uncovered four real faults nobody had reported — including four job checks that could
never be true, so the feature behind them had never once run, and 204 NPCs that were missing from the game, which is why parts
of Mirror World's cast never appeared. Both numbers are now zero and the test suite went from
3,224 to 3,373 checks. A late catch: one new file never made it into the repository, so the
build broke on the server while passing locally — found before publishing, and the whole
project is now swept for that class of mistake.
Still open, on purpose
Five reports remain open because closing them honestly is not possible yet:
avoidability's damage formula (we cannot confirm it, and inventing it
would mean inventing the game's balance), Amos and MV's Lair (both need the
party-quest system built, which is real work rather than a fix), the world-map upgrade
(it needs two decisions about content that does not exist yet), and the Floating Market's
fishing and arcade boards (real, but only in a version of the game roughly a hundred updates past ours). Each of those tickets carries the full reasoning.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
Whole towns get their people back, trades are settled by the server, and Maple Points arrive
2026.08.06
A large one, from two solid days of tester reports plus a couple of
systems that landed the same day.
Towns get their missing NPCs back, other players finally move on the
right clock, trades are checked by the server instead of trusted, and a
second currency — Maple Points — arrives.
Whole towns were missing their people
If you went to the Thai Floating Market, or Mount Song, or Mahavira Hall, you
would find the map, the music, the scenery — and almost nobody standing in
it. Two separate faults, stacked, which is why this survived a couple of
investigations.
- The game decided whether to place an NPC by checking it against five
hardcoded lists, and none of those lists was the actual NPC data file.
Every regional character — Thai, Chinese, Japanese —
failed all five and was dropped silently, before its artwork was ever
requested. The handful of people you did see were global event NPCs who also
stand in Victoria. The NPCs themselves were fine the whole time: all 29 Floating Market NPCs were there, every one complete.
Floating Market now spawns 29 instead of 3, Mount Song
17 instead of 2, and Mahavira Hall 5 instead of 0.
- The Chinese maps had a second problem underneath that one: their artwork
loaded fine when requested directly, but the browser was throwing it away on
arrival. The art server only grants permission to a list of known sites, and
the address the game is actually served from was not on it — so every
sprite was downloaded and then discarded unused. That is why it looked like
“China loads no sprites at all” while every file tested as present
and healthy.
The first fault dropped things silently — no warning, no
counter, nothing in the console. It now complains when it skips something,
because a silent failure is how a bug survives three attempts to find it.
The ground stopped being a suggestion
A cluster of “I fell through the floor” reports turned out to be
several unrelated causes wearing the same costume.
- Walking uphill could drop you through the very platform you were
standing on.
- Any floor sitting at exactly height zero was being treated as no
floor at all — a textbook case of a real value being mistaken for
“nothing here”.
- 78 portals that are driven by scripts were putting you at the map's
default spawn point instead of where the script said, because the arrival
position lives in the script and nothing was reading it. That is the Ellinia
portal dropping you at the top of the map, and the mini-dungeon entrances
landing you off the teleporter.
- Getting knocked back into a wall, and swimming into sloped ground
at the Aquarium, both had their own versions of the same fault.
Windows come to the front when you click them
Every window had its stacking order fixed when the code was written.
Equipment always sat at one layer, your bag above it, the quest log above that
— and clicking did nothing at all. So the pair you had open always stacked
in whatever order their code happened to be written in, and no amount of
clicking would swap them. If you have ever tried to drag a skill from the skill
window onto the keyboard settings and found one buried under the other, that was
this.
In the original game, clicking anywhere inside a window brings it to the front. Nineteen windows now work that way, and a
window you open never appears buried under one that was already up.
The crowd stopped cheating
The wandering players around town are simulated, and they were getting away
with things you cannot:
- They walked through walls. Their height was never simulated, just
assigned from “the lowest surface in this column”, which has no
concept of a wall — so one that wandered into the cliff at Lith Harbor
simply appeared on the floor on the other side, 120 pixels up. They are now
bound to the stretch of floor they are actually standing on, by the same rule
you walk by.
- They hung in mid-air off the edges of maps, for the same missing
rule plus a stale position cache.
- Saying “afk 1 min” and then continuing to pace was the
least convincing thing in the game. The announcement and the standing still
now come from the same schedule, so a bot that says it is away actually stops
— and stops chatting, greeting and changing expression too.
- Say a bot's name and it answers. Previously nothing in that code
path ever looked at the name, so a random bystander replied about half the
time and the one you addressed usually said nothing.
Other players were moving on the wrong clock
If someone else on your map looked like they were skating, stuttering, or
snapping backwards, this was why: every position update was timestamped when
your computer received it, not when their computer sent it. So every
hiccup on the way — and there are several — got baked into how they
moved.
- A packet that arrived 80ms late looked like the player had stood still and
then jumped. Their character would coast on its last known speed, then get
yanked back when the real update landed. That yank is what you were
seeing.
- Worse, the network layer hands us everyone on the map every time
anyone moves, with no usable way to tell who actually changed. So
with four people running around, each of them was being updated four times per
tick with the same stale position. The busier the map, the worse it got —
which matches what testers reported.
Both are fixed by the same change: the server already stamps every update
with its own clock at the moment it is sent, and that timestamp is now used
instead. A repeat of someone's last position carries the timestamp it already
had, so it is recognised as a repeat and dropped. The amount of smoothing also
adapts to your connection now, instead of being one fixed guess that was too
small on a bad link and needless delay on a good one.
Trades are now settled by the server
Trading used to work by both clients removing their own items and adding the
other side's — which only works if both clients are honest. They now both
report their half to the server, which checks that each side actually holds
what it is offering against the stored character, and only then performs the
swap and writes both characters. If either side doesn't hold it, nothing moves
and the trade is refused. The trade fee is the authentic v83 sliding scale, and
a lost connection mid-trade replays rather than settling twice.
Maple Points
Quests that used to hand out NX cards now grant Maple Points, and
prepaid cards you find can be redeemed for them. They spend in the Cash Shop.
The balance is not kept in your save file at all — it lives on the server,
and the game only ever displays what the server reports, which is the only way a
currency like this stays worth anything. Spending goes the same way: the server
prices the purchase and decides what you get.
Redeeming a prepaid card did not actually work before this — the
balance was always zero no matter what you did. Two separate faults were behind
it: the card was not a thing your bag would let you use at all, and the reward
was gated behind a prerequisite quest that does not exist. Both are fixed, so
redemption now behaves the way the rest of the quest rewards do.
Vesos, all the way into the artwork
The currency rename kept surfacing in places code could not reach, because
the words are painted into the images rather than drawn as text.
The pet panel's “MESO MAG” label is now repainted in the artwork
itself, letter by letter, so it matches the surrounding captions exactly. Skill descriptions, the bots' chatter,
and the shop listings were all swept too.
In the same family: the Mom-and-Dad errand still talked about a “Nexon
Game Card” because the earlier rename matched one phrase and v83 has that quest chain twice, with two different card items — 147 places the
first pass could not see.
Drag and drop, properly
- Pet equipment (Meso Magnet, Auto HP Pouch, Item Pouch and friends)
can be dragged from your bag straight onto the pet panel. Previously the panel
didn't react to a drag at all.
- Taking gear off by dragging it into your inventory now works, on
both the character doll and the pet panel — the way the original client
does it. Dropping it back on the window cancels, so you can't take something
off by accident.
Security, since you'd want to know
- An hourly automated check now watches for the patterns that break a
game's economy — the same item existing on two accounts, vault
mirroring, unexplained balance jumps. It only reports. There is no automatic
ban, no rollback, and no enforcement of any kind; a human reads it.
- The forum login had no rate limit at all — no lockout, no
delay, no log — while every username is on public display in the thread
lists. It now locks out after five failed attempts on a name, or twelve from
one address, over fifteen minutes, and a locked-out attempt is refused without
checking the password at all.
A browser game where your character lives in your browser cannot be made
uncheatable, and anyone who says otherwise is selling something. What it can be
is expensive to cheat and impossible to do quietly. That's what these
two changes are for.
Edit and delete your own posts
Two things players asked for on the
Suggestions board, both live now.
Edit and delete your own posts. Your posts now carry edit and
delete in the header, next to the timestamp — only on posts you
wrote. An edited post is marked edited so conversations stay honest, and
editing deliberately does not bump the thread, so fixing an old typo won't shove
it back to the top of the board. If you started the thread, editing your first
post lets you fix the title too. Deleting a reply removes that reply; deleting
your first post removes the whole thread, and it asks you first.
Much longer titles. Suggestion titles now run to 200 characters instead
of the ~57 you actually had. The old limit wasn't really on your title —
thread titles were capped at 80 and the [Topic] prefix ate into that, so
picking a longer topic name cost you your own characters. It doesn't any more.
All of it works on suggestions as well as ordinary forum posts, because a
suggestion is a forum thread.
Smaller things
- The Beginner's Guide opens. Every character is handed one and its
own description tells you to double-click it, which did nothing — there
was no reader, and the bag had no idea what to do with it. All 20 pages are there, and 90 other books open too.
- Muting the music now stays muted — through map changes and
through logging out. The mute was being written as a volume, and closing the
options window threw it away.
- The guild and party lists are drawn with their real artwork now, with
proper column rules and a selected row, instead of a solid white plate.
- Cash Shop: pressing EXIT no longer teleports you to the Free Market, the
preview tabs sit inside their frame, and hovering a bag expansion shows its
price.
The tester queue is at zero open reports for the first time —
every one has an answer on it, whether that is a fix, or the evidence that v83
really did behave that way. One item remains genuinely unsolved and is marked as
such: seeing other players on the map is still unreliable, and the earlier
explanation for it turned out to be wrong, so it was retracted rather than left
standing.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
197 missing faces, 183 silent quests, and a ladder that wouldn’t let go
2026.08.05
A big one. Two testers spent the day filing reports, and every single one
has been answered — some with a fix, some with proof that the game was already right. Three whole regions got the
people they were missing, and 183 quests that had never said a word finally
speak.
The Floating Market was missing almost everyone
A tester noticed NPCs missing in Thailand’s Floating Market. It turned
out 26 of its 29 NPCs had no artwork at all — and the same hole ran
across three whole regions. The maps were there; the people never came with them.
- 114 NPCs and 83 monsters restored across Thailand, China
(Shaolin/Jianghu) and Neo Tokyo.
- Singapore, Malaysia, Taiwan and Europe were already complete and were
left alone.
One deliberate call worth recording: later versions of the Floating Market are stripped-down redesigns with 18 NPCs, then 17, against the original’s 29. Later is not the same as better, so the market here is the complete Pre-BB one.
183 quests that never said anything
If you ever opened a quest and got a bare list of objectives with no
dialogue, this is why: 183 quests in the game are content GMS never
translated, so there was simply no English to show.
- 170 of them had Korean originals, and those are now
translated — 1,185 lines, written to match the voice of the
game’s real dialogue rather than read like a machine.
- The remaining 13 have no text in any language, in any version.
Those are written by hand from what the quest itself knows — who gives
it, what it asks for, what it pays, and where it sits in its chain. Ten of
them turn out to be one Valentine’s chain, a keepsake from each
town’s best-known face.
Both sets live in their own files, clearly marked, and they only ever fill
a gap — real v83 dialogue always wins. We would rather you could tell
the difference.
Reported by testers, fixed
- Ladders. Climbing to the top of a ladder with a platform on it
didn’t put you on the platform — you slid back down. Three
likely explanations turned out to be wrong when measured; the real cause
was that the ground check only catches you falling onto something,
and climbing arrives from underneath.
- Pets. With more than one pet out, clicking any of them opened
the first pet’s command list — and if that pet happened
to be a Robo, which genuinely has no tricks in v83, every pet claimed to
know nothing. Your Gorilla Robo has 91 commands of its own.
- Rock-Paper-Scissors was half-built: one floating hand between two
empty panels. It now deals both hands, in their proper places, and shows its proper win and draw results. And
the Admin now stands in Henesys as well as the Floating Market
— it’s a fun game, it shouldn’t need a trip to Thailand.
- Mr. Spot couldn’t continue “Spot On: An Interesting
Chore.” The quest that hands over the Mouse expired in January 2007,
so nobody could offer it and the chain dead-ended. Discontinued quests you
can still start are now still finishable.
- Sitting on a chair while climbing a rope left the chair hanging
in mid-air. You can’t sit down mid-climb any more.
- Currency. Four skills still said “meso” in their
level-by-level text — Veso Up, Shadow Veso, Pickpocket and Veso Guard
— while their descriptions correctly said vesos. 110 stray words, fixed for good.
- Gun Booster showed a raw “#c” in its description.
Long 4th-job skill titles ran off the edge of the skill window — they
wrap now, at the width the real client uses.
- “How many?” prompts (refining, crafting) had their
buttons hanging off the frame, and answered OK / No. They now sit
properly and answer OK / Cancel.
- Pressing SPACE no longer re-opens an NPC’s dialogue from two
strides away.
Reported, checked, and left alone
Roughly a third of what was reported turned out to be v83 behaving exactly
as it always did. Changing those would make the game less faithful, not more,
so they stay — with the evidence:
- “30Secs” vs “Seconds” vs “Sec.”
in skill descriptions. Those lines match v83 word for word, and v83 is inconsistent with itself — Soul Arrow : Bow and
Soul Arrow : Crossbow disagree with each other in the original game.
- Endure reads 29 seconds on the thief trees and 31 on the
Warrior’s. There are three separate Endure skills in v83 and they
genuinely differ.
- The refining “MAX” button offering 100. That is exactly what v83 offers, regardless of what you’re
carrying.
- The steam vents on Dangerous Steam don’t hurt you. All 76
of them are decoration in v83 — the danger there is the monsters.
- Hunting Ground in the Deep Forest II really is nothing but Evil
Eyes, and the Cave of Evil Eye IV really does drop you below the portal you
came from.
Smaller things
- The world map used to show its markers instantly and its map several
seconds later. It now loads the region ahead of time.
- Information popups were on a flat 1.2-second timer regardless of
length, so the long ones were unreadable. They now hold for reading time
and fade.
- The trailing underscore on every heading across this website was meant
to read as a terminal cursor and mostly read as a typo. It’s a real
blinking cursor now.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
68 fixes: one shared world, and a great many things that were quietly wrong
2026.08.04
The headline is multiplayer: monsters, drops and other players finally agree with
each other. Underneath it sits the longest list of fixes this project has shipped at
once — and a striking number of them turned out to be nothing like what they
looked like from the outside. Where that is true, the real cause is written down,
because it is usually more interesting than the symptom.
New: a place to suggest ideas, and a real bug-report portal
A SUGGEST button now sits in the menu on the left, right above PLAY
— write an idea and it becomes a thread on the
Suggestions board, tagged automatically by
topic, where anyone can read it, reply, and pile on to the ones they want most.
The old COMMUNITY menu entry now reads FORUM, bug reports can be filed
under a new Monsters & NPCs category, and you can attach screenshots
to a report's comments now, not just the report itself.
Reporting a bug got its own dedicated Test Portal, at
mapleverse.online/test. Paste a screenshot straight from your clipboard with
Ctrl+V — up to three per report — set a severity and a
category, and the portal warns you when something similar has already been
filed. Every report carries a public status you can watch move from OPEN to
FIXED, and a 🍅 ME TOO button lets you flag a bug you have also
hit. One free account works for both the portal and the forum.
Multiplayer — one world instead of several
- Everyone now sees the same field. Monsters you killed stayed alive for anyone who joined the map after you; respawns only ever reached the player hosting them; and when that player left, nobody took over. On busier maps the correction meant to reconcile all this could never fire at all — it only ran on a “complete” snapshot, and a map with more than 32 live monsters never produces one.
- Other players move smoothly. Positions arrive about ten times a second, and the game steered directly at whichever one arrived last, so everyone lurched on arrival and then coasted to a near-stop. Movement is now buffered and interpolated, rendering slightly in the past so motion stays continuous. Teleports and portals still snap instantly rather than sliding across the map.
- Monsters stop stuttering when another player hosts them. The same technique, applied per monster, with the delay adapting to how crowded the map is — a busy map refreshes each monster less often, and the game now accounts for that instead of jerking between updates.
- Players stop leaving ghosts behind. Five separate systems could re-create a departed player a moment after they left, stranding a motionless copy at the portal. Departures are now remembered briefly, a full roster check prunes stragglers, and the “still here” signal only counts when it has genuinely been refreshed.
- Dropped items are visible to everyone, and looting no longer slows down as more players join a map.
- /find <name> locates any player anywhere in the world.
- Buddy requests need consent. Adding someone wrote straight into their list; it is now a request they accept or decline, as it always should have been.
- GM-spawned monsters are visible to everyone, and no longer respawn after being killed.
Combat
- You can hit snails standing up. Attacks were anchored on the centre of your body instead of your feet, so every swing landed 28 pixels too high and short monsters passed underneath it. Crouching “worked” only because it dropped the swing low enough to connect — which is exactly why it looked like a snail problem rather than an attack problem.
- Fourteen weapons had the wrong reach. The Razor, the Maple Flags, the Old Gladius, the Toymaker Hammer, the Fish Spear, the snowboards, the Practice Polearm and Solomon’s bows were each missing a piece of identifying data, so they silently fell back on a generic placeholder swing.
- Bare hands use their real attack shape instead of the placeholder.
- Monsters at the foot of a rope can no longer hit you while you climb. The contact box stayed anchored where you grabbed the rope and stretched the whole height of your climb, so anything loitering at the bottom kept connecting.
Skills
- Beginner skill points work. Three Snails, Recovery and Nimble Feet could never be raised — the + button rendered as enabled and did nothing at all. Beginner points are now a proper pool, kept separate from job points.
- Job advancement no longer spends your points for you. Advancing handed you four skills at one point each; you now receive the points and choose where they go.
- 328 skills use their real descriptions rather than ones reconstructed from raw numbers. Endure had been describing itself as a timed buff when it is a passive that heals on an interval.
- Quests that reward a skill actually grant it.
- GM /job switches to any job and resets points to the level-appropriate total, for testing.
Items and inventory
- Base inventory is 48 slots in every tab.
- Drag an item onto an equipment slot to wear it. Only scrolls were being handled, so a dragged weapon fell through and dropped on the floor instead.
- Some items refused to equip and never explained why. The class requirement was compared in the wrong unit, so roughly 900 items rejected the very class meant to wear them — silently, with no message. Both the refusal message and the requirement colours in the tooltip now tell the truth.
- Roughly 5,600 items had no icon because the lookup returned an empty result, and 42 more pointed at the wrong art folder entirely — the Razor among them.
- Arrows are consumable; throwing stars and bullets recharge. They no longer split into stacks, the recharge option only appears for items that can use it, and firing a stack empty leaves the slot ready to refill.
- Chairs stopped raining from every monster, and mesos fall to the ground instead of hanging in the air where the monster died.
- Chaos scrolls, Super Megaphones and several chairs have their icons back, and cash “special effect” items such as the Stormy Cloud do something again.
- The Gather button works. An invisible drag strip along the window header was swallowing every click aimed at it. Sort was added alongside it.
- New characters start with the Beginner’s Guide, not a developer test kit of megaphones and rings.
- Four fabricated item ids were retired — entries that never existed in the original game.
The world, travel and maps
- Ereve and Rien are reachable. Both were already built — maps, pier art, NPC placements — but no route ever led to either of them.
- Portals fade properly and load faster. The fade animated from fully opaque to fully opaque over an invisible rectangle, so it never appeared at all; and every map load waited on a database round-trip before starting, which is why walking through a portal felt slower than teleporting.
- Portals stopped dropping you under the map. Their trigger areas accepted you from 96 pixels below, so the lower decks of ships teleported you beneath the floor.
- Portal scripts that branch were being flattened to their first branch, which quietly deleted whole regions from the world.
- Ropes and ladders sitting slightly above their platform can be grabbed, and footholds are no longer 14 pixels wider than they should be.
- Moving obstacles move. Jump-quest hazards had been standing still; they move the way they should again.
- Background seams are gone. Every horizontally tiled background drew two pixels left of its static neighbour, opening a visible gap at each junction — the Temple of Time was the worst of it.
- 490 maps carried an invented camera boundary, which suppressed the authentic fallback and let the view drift past the edge of the world.
- Every door, window and house in the grassy-soil set was anchored at its top-left corner instead of its proper origin.
- The Crimson Balrog arrives during the Orbis voyage as a real event, rather than sitting parked permanently in the sky with no Balrogs ever appearing.
- The Free Market button is no longer a free ticket off Maple Island, and where you came from survives a logout instead of dumping you in Henesys.
- Dimensional mirrors sit on the ground, and map objects keep a stable depth instead of changing as you move between layers.
NPCs, quests and shops
- Quests run in order. Their start requirements had gone missing, so prerequisites and class restrictions went unchecked — which is why a batch of quests could auto-accept themselves at level 2.
- Quests with no English text still say something real rather than a placeholder line.
- Refining exists. Eleven refiner NPCs craft ores instead of making small talk, and Vogen is an expert refiner again rather than offering boat rides.
- Station and taxi NPCs do their real jobs: ticket sellers sell tickets, and each taxi only offers the destinations that make sense from where it stands.
- Gachapon tickets are cash-shop only, as intended.
- Shanks, the boat crew and Mo do their authentic jobs — Mo’s shop is properly gated behind the Raven Ninja questline.
- Mr. Spot has a home in Kerning City; his quest had been living on a vending machine.
- Dialogue windows use the real close button, display art at its true size, and keep long names on the name plate.
- Link menus keep their buttons, with a one-time nudge for players who have never clicked a blue dialogue line before.
- The six Neo City quests that unlock the Time Gate were never in the quest table at all.
Interface
- Buddy, Guild and Party are one authentic window, replacing three hand-made panels.
- Maple Messenger works — the real three-slot group chat — and its shortcut row is no longer greyed out.
- The trade window has a movable frame, working chat, both players’ characters, and the right currency art throughout.
- Right-clicking a player offers all ten original options, six of them now backed by real systems.
- The party roster shows correct levels and no longer hides under the minimap.
- Emotes show the right seven expressions, with the art and animation they need.
- Chat balloons stop covering the interface.
- Death and pickup alerts use the game’s own animations instead of stand-ins.
- System Options has the correct buttons and a working frame-rate cap.
- The Cash Shop opens every tab, and its character preview obeys the same movement rules as the field — you can get off the ladder now.
- The world map no longer stays blank for the rest of the session after a single failed fetch.
- Viewing another player’s equipment shows stats and item images.
Controls
- Remapped keys actually rebind. The new binding saved correctly and displayed correctly, while the part of the game that reads your input carried on using the old key — so moving Pick-Up from Z to X left it on Z.
- Non-QWERTY keyboards show what each physical key really types, so AZERTY and other layouts can read their own bindings.
- Pressing OK in Key Config no longer erases your QuickSlot assignments.
- Ctrl+V pastes into chat.
- A spawned pet no longer kills your mouse. Once a pet appeared, clicks stopped registering across the entire game. A single malformed click area was throwing an error on every pointer event — and because pets load a moment after you log in, it always looked as though the game had simply frozen.
- Space talks to every NPC, not just some of them, and will not reopen a distant NPC’s dialogue from across the map.
- Dialogue buttons cannot be triggered by the same click that opened the window.
Monsters and bots
- Immobile monsters move. The Octopus and others never moved at all, because the flag saying a monster can walk was being read incorrectly.
- Boss health bars are back at the top of the screen.
- Summons stop respawning after they die.
- Monster respawn timers follow each monster’s own data.
- Bots reply to chat and accept trades, and they emote — the emote data was being printed rather than performed.
- Real NPCs and monsters load before decorative bots, so the world populates in a sensible order.
- Maple Island bots are Beginners again.
Behind the scenes
- Saves are validated on the server — inventory, equipment, storage, job, HP/MP, pets, location and quests. A tampered client cannot store values the game could never produce. It was checked against every existing character first, so nothing legitimate is affected.
- Character creation art loads from a local bundle instead of several thousand individual requests.
New regions are next. Neo Tokyo, Thailand and the Golden Temple, Jianghu and
Shaolin, and Ellin Forest are built and waiting on their artwork — they should
follow shortly.
Suggesting what comes next, and reporting what's broken
The Suggest board
A new SUGGEST button sits in the menu on the left, right above PLAY. Click
it, write an idea, and it becomes a thread on the
Suggestions board, where everyone can read it,
reply to it, and pile on to the ones they want most — no copying anything into
the forum yourself, one form straight to the community. A map you miss, a quest you
want back, a quality-of-life tweak, an event idea: all of it is welcome, and each
topic is tagged automatically so the board stays easy to skim.
- The menu entry that used to read COMMUNITY now says FORUM.
- Bug reports can be filed under a new Monsters & NPCs category, for anything about a monster’s behaviour, its drops, or an NPC that isn’t playing along.
- Screenshots can be attached to comments on a bug report now, not just the report itself.
The test portal
The new Test Portal, at
mapleverse.online/test, is the fastest way to report something broken. Title
the issue, describe it, and paste a screenshot straight from the clipboard with
Ctrl+V — up to three per report. A severity and a category can be set, and the
portal warns when a similar bug has already been reported.
Every report gets a public status that moves from OPEN to FIXED, and a
“🍅 ME TOO” button lets other players flag bugs they’ve also
seen, so the team knows what hurts most. One free account, no email required, works
for both the portal and the forum. Thank you,
testers.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
The Cash Shop actually works now, and loot moves to the server
2026.08.03
Today’s update covers two separate things: a full pass on the
Cash Shop, checked against the original game, and
a set of server-side changes to how loot and monster hosting get decided.
The Cash Shop gets fixed
The Cash Shop looked finished but was largely unusable. Nearly everything
wrong with it turned out to be a real layout or wiring bug rather than
something that needed nudging closer.
- The item panels were laid out over the artwork. The price line was
printing on top of a divider bar and the drop-rate line was landing inside the
buttons. The panel art was measured properly this time, so every line now sits in
the space actually left for it, and long item names trim with an ellipsis instead
of spilling into the next column.
- Nothing had a tooltip. Hovering an item — in the shop, in your
cash inventory, or in the item inventory beside it — now shows its full
description, the same box the rest of the game uses. Gachapon drop rates are shown
there and again on the purchase prompt, where there is room to actually read them.
- BUY did nothing. The button was being covered by an invisible layer
that swallowed the click. Buying now opens the standard confirmation box, sized to
its message rather than pinned across the middle of the window.
- There was no way to reach page two. Every tab past the first ten items
was unreachable — the page arrows were drawn underneath the Best Item panel,
invisible and unclickable. They now sit under the item list where they belong, and
the mouse wheel pages through as well.
- The preview box is a real room. It was showing an empty panel. It is
now the small room it is supposed to be, and your character stands in it —
you can walk, jump and climb the ladder, with the same gravity and jump height as
the rest of the game. Three backgrounds are selectable underneath it.
- Your balance was invisible (white text on a near-white panel), and
other players’ pets could be left frozen on top of the window, sometimes
sitting over the EXIT button. Both fixed.
MapleTV had its own round of repairs. Broadcasts were drawing the decorative
star or heart artwork over the message instead of behind it, so the sender
and their text were hidden completely; the sender was also rendered far too small
for the screen it now plays on. Separately, every MapleTV and Megassenger item sold
in the Cash Shop was a dud — the shop was handing out a lookalike copy that
could not broadcast, and once that was corrected the items turned out to have no
icon either. All of it works now, including the Super Megaphone.
Harder to cheat: loot, hosting, and skill points
An under-the-hood round with no new content of its own — it makes the
world harder to cheat and keeps co-op consistent. Nothing here changes how the
game plays for anyone playing it normally.
- Loot is checked against the map it fell on. When a monster dies, the
server now verifies every item against what that map’s monsters can
actually drop, instead of only checking that the item exists. In practice a
map allows a few dozen items rather than the whole five-thousand-item
catalogue, so nobody can conjure a Leafre drop while standing on Maple Island.
Global drops like the Maple Leaf still fall anywhere, and Vesos are untouched.
- The server decides who runs the monsters. In a shared map one player’s
game simulates the monsters for everyone. That used to be worked out by each
client on its own, which meant two players could briefly disagree about who was
in charge. The server now picks, keeps that player in charge while they stay on
the map, hands over cleanly when they leave, and tells everyone in the room —
so every client agrees.
- Skill points add up. Saves are now checked against the number of skill
points a character of that level could actually have earned, on top of the
existing per-skill maximums.
If any of this ever refuses something it shouldn’t, that is a bug worth
reporting — the rules were deliberately written to err on the side of
letting legitimate loot through.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
Combat rebuilt from the real numbers
2026.07.31
This is the largest correctness pass the game has had, going through combat line by line against the authentic v83 rules — and a lot of what was there
turned out to be invented. If your damage looks different after this patch,
that is why: the numbers are now the real ones.
Damage, skills, and monster AI
- Damage was roughly double. Weapon attack was counted twice in every
calculation, inflating every hit in the game. Fixed, along with the authentic
per-weapon coefficients — and a basic attack now sweeps the two to three
monsters it should, instead of only ever striking one.
- Skills were being treated as ordinary swings. The active skill was
never picked up by the hit scan, which quietly disabled skill damage bonuses,
monster counts, multi-hit lines, attack ranges and the Rush dash. They all work
now, using the real hitboxes instead of a guessed box.
- Monsters actually fight. Two thirds of every monster attack in the
game never fired. Flying monsters skipped the AI entirely, monsters could not
see anyone but the player who aggroed them, and 23 bosses were missing their attacks entirely. Mobs now stagger and get knocked back properly.
- Elements and magic. Every hit used to count as physical, so monster
magic defence did nothing and elemental resistances did nothing. Both apply now,
and eight mage spells that were uncastable or dealt zero damage work.
- Ranged. Arrows, stars and bullets contributed zero attack power;
arrows had no range limit; ranged critical hits never looked like criticals.
Each line of a multi-hit attack now rolls its own miss and critical.
- Party play. Party EXP was being multiplied instead of split, and
summons ignored the weapon you were holding. Both corrected.
Menus, rankings, and job-advancement rooms
The SHORT CUT menu now matches the original game, rather than being a stand-in. Character select shows your world and job ranking, and NPC
dialogue can display item icons inline. The five job-advancement rooms —
Warriors’ Sanctuary and its counterparts — were drawing the wrong
artwork entirely, with a full-screen panel floating where a brazier belongs; they
render correctly now. The Mysterious Statue in Sleepywood also sends you to the
Deep Forest of Patience jump quest, as it always should have.
Server-side security
Under the hood, a security pass now checks party-quest instances, world
announcements, trades, buddy entries and item drops on the server instead of
trusting them from the game client. None of it changes how the game plays
— it just means the rules cannot be bent from outside.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
The Cash Shop opens, the world comes alive, and two more bosses arrive
2026.07.30
A great deal landed at once. The Cash Shop opened for real, the world stopped feeling empty, two more Pre-BB bosses joined Zakum, and a long list of smaller fixes finally caught up to how the original game actually behaved.
The Cash Shop opens
The Cash Shop has arrived, and it is the real one — the same 800×600 window the original game used, down to the nine category tabs across the top and the ten item plates laid out two-by-five. Type /cashshop to open it.
It runs on VX, a separate currency from your Vesos. Every price in the shop is the price that item really had, so nothing in there is a made-up number.
On the shelves right now: the Meso Magnet and Item Pouch for your pet, the auto HP and MP pouches, Pet Name Tags, Pet Snacks, the pets themselves, Gachapon Tickets in singles and bulk, AP and SP Resets, Teleport Rocks, and the Super Megaphone. The shop only lists things that actually do something — if an item is not there yet, it is because its effect has not been built, not because it was forgotten.
Storage is the real v83 trunk now too: account-wide across your characters, with the original per-keeper fee, and the window lays out the original way — the keeper’s vault on the left, your bag on the right. Both inventory and storage space come from the Cash Shop, which is where they always came from: 4,000 VX buys four more slots, up to ninety-six per bag and forty-eight in the trunk. The Storage Keeper still offers the same expansion if you would rather ask a person.
One thing to know: your pet used to pick up loot and coins for free. That was only ever true because there was no shop to buy the Magnet and the Pouch from. Now that there is, your pet needs the item to do it — the way it originally worked.
The Free Market is alive
Ambient players now keep the Free Market busy around the clock. They wander, browse the stalls, run their own hired merchants, and no longer vanish one second after you log in. Stand near one and it might mutter at you; level up nearby and you’ll get a few scattered “gratz!”; pass or blow a scroll and the bystanders will let you know how they feel. They even hold little conversations with each other — “nice cape” / “thanks, scrolled it myself”. Every player on the map sees the same scene.
Right-click is back, properly. Right-clicking a player — real or ambient — opens the original v83 popup: Info, Whisper, Party, Guild, Trade and the rest, with the real hover and pressed states. Ambient players will politely turn down your trade and party offers.
Shopping feels right again, too. Hover any item in an NPC shop or a player shop for its real description card — equips show the full stat card, and every tooltip now matches the inventory’s exactly. Shop icons render at full size, the hired-merchant chat line sits in its proper white bar (and no longer doubles your letters when you type fast), and chat balloons finally follow whoever said them instead of hanging in the air.
Climbing the Free Market tree no longer pins the camera, either: maps without their own camera limits now follow the original game’s rule, so the view follows you all the way up.
MapleTV switches on
The MapleTV cabinets around town no longer sit dark between broadcasts. An idle set now shows a short sponsor spot on its screen — click the screen and the ad plays. Watching one is entirely optional and gives no in-game advantage; it just helps keep the lights on. The moment somebody sends a real MapleTV message, the broadcast takes the screen back for its full run, as it always has.
The Free Market has a cabinet of its own now, too. It was always part of the original map, standing just left of the entrance — it just never appeared. Since the Free Market is where everyone actually gathers, we switched it on.
Job advancement trials, Gachapon, and Zakum
- 2nd and 3rd job advancement trials are the real thing: your instructor sends you to the proof chamber for 30 dark marbles, and the 3rd-job test brings the Door of Dimension duel against your dark self plus the Holy Stone quiz.
- Gachapon machines work. Feed in a ticket, get the original weighted roll from each town’s own prize pool — rare pulls get announced.
- Zakum is live: the altar, the summon, eight arms before the body — the full three-phase encounter, with authentic HP, revives and drops.
Two more bosses: Horned Tail and Papulatus
Horned Tail
The full Cave of Life run is in: Keroben at the gate, the squad certificate, the two trial caves whose doors only open as you fell each pre-head, then the main cavern — strike the seal and the dragon unfolds. All eight parts fight you at once, each with its own attacks, and the body only becomes vulnerable when the last of them falls. A proper boss health bar now tracks the whole fight.
Papulatus
Drop the Piece of Cracked Dimension into the rift in the Origin of Clocktower and the Time Sphere forms — then the Clock, then Papulatus itself, with the Darkstar bombs raining down between phases. Quest 7103 now hands you the entry item the authentic way.
The road to 4th job
The complete road is in: your El Nath instructor’s letter, the three stories at your master in Leafre, the Hero’s Quality trial with the Heroic Pentagon and Star (Manon and Griffey drop them), and Chief Tatamo’s exchange. Advance and your master teaches your class set and hands you the Maple Warrior book.
Omok, Match Cards, and Rock-Paper-Scissors
Real two-player rooms are in: set out your game box, someone walks up and joins, ready up and play. Five in a row on the 15×15 board for Omok, or hunt pairs across 12, 20 or 30 cards for Match Cards. Wins, draws and forfeits all score the original way, and your record follows your character.
Rock-Paper-Scissors is in too — find the Admin in the Internet Cafe, and trade your winning streak certificates to Martin for prizes, including the game sets themselves.
148 new maps
Taiwan, China and Thailand are open — the floating market, Shanghai, Ximending and more.
Real portals and hidden shortcuts
Portals finally look like portals. The blue swirl you have been walking into was a stand-in sprite; it is now the genuine article, animating at its proper speed and drawing over you when you stand in it.
Hidden shortcut portals — the secret passages in the Ant Tunnel, the Sleepywood caves, and the long stretches of Henesys and Perion — used to be completely invisible. Now they fade into view when you step onto them, glow while you are standing there, and fade away again when you walk off, exactly as they always did.
Smaller things
- Game masters can reach their SuperGM skills again. The GM book was landing on a tab that could not be clicked; it now sits with the beginner skills while GM mode is on.
- Mystic Door works with your party now: the town door appears where it actually belongs in town, and your party can see and use it too. Fixing that turned up a bigger fault — party buffs had never been reaching anyone. Holy Symbol, Haste and resurrection all work now.
- Pets learned their tricks. Click your pet for its command list — sit, and the rest — and it answers back in its own voice, getting better at it as it grows closer to you.
- Smokescreen actually shelters you now: stand in the smoke and you take no damage, step out and you do. Monster poison clouds linger the same way.
Found something? The test portal is the fastest way to get it looked at — every report gets read and answered.
UPDATE
The Maple World map is clickable again
2026.07.29
The Maple World overview map wasn't clickable. That's fixed.
Maple Island, Victoria Island, Ereve, and every other continent now light up
as you pass over them and open their own map when you click — the same
goes for the sub-regions inside Victoria Island. Town markers still warp as
before.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
Talk back to NPCs, weapon-checked skills & Singapore returns
2026.07.28
This batch of fixes comes straight from player reports filed during testing. NPC
conversations gain real branching choices, a batch of skills now enforces the
weapon they were meant to require, and two World Map regions return.
Talk back to NPCs
Those blue lines in NPC dialogue — “What do you mean?” —
are now real clickable choices, the way they always were in the original game.
When an NPC offers choices, the NEXT button steps aside and you pick your reply;
hundreds of quest conversations got their original branching menus restored.
Skills now check your weapon
Skills now check your weapon. Pole Arm Crusher wants a pole arm, bow
skills want a bow — 74 skills across every job now refuse to fire with the
wrong weapon equipped, with the original message and no wasted MP, exactly as the
original client did.
Singapore and Malaysia are back on the World Map
Both regions have their genuine MapleSEA paintings now, so the two tabs return
with their towns clickable — part of our policy of welcoming real content
from beyond v0.83 rather than cutting it.
Real skin-tone salons
A naming mix-up had ten unrelated NPCs — including Amoria’s wedding
assistant Nicole, whose name happens to contain “tan” —
moonlighting as fake dermatologists selling styles that did nothing. Nicole is
back to weddings, and the seven genuine dermatologists now offer the real v83
skin tones — Light, Tanned, Dark, Pale and Ashen — that actually
change your character and stick after you log out.
Smaller things
- Shortcut portals land you on the platform. The platform-to-platform
portals (Orbis’ Top of the Hill, among others) were dropping you a
body-height too low, so you fell straight through. Warps now snap your feet to the destination floor, where the original game puts you.
- Daily Check-in got its proper outfit. The check-in calendar now wears
the same real window chrome as your inventory — blue title bar, recessed
item slots, the works — instead of the old parchment look.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
NPCs answer you properly, and the World Map gets its regions right
2026.07.25
Two accuracy passes make up most of today’s update: quest dialogue finally
continues past your Accept or Decline choice, and the World Map’s region tabs
now show only the maps that actually exist. A handful of smaller fixes ride along
with them.
Questgivers finally answer you
Until now, saying Accept or Decline to a quest just closed the
window. The NPC had plenty more to say — it just never got the chance.
4,209 lines of original dialogue are restored. Every quest conversation in
v0.83 has extra branches hanging off the Accept/Decline prompt that had gone missing here: what the questgiver says right after you accept (1,177 quests), what
they say when you decline (1,164 quests), and their reply once you hand the
quest in (998 quests). Turning a quest in is a conversation again — the NPC
responds to a successful hand-in before rolling into the next quest in the chain,
instead of the window blinking shut on you. Nothing here was written by the team;
every line is original v0.83 dialogue, and where a quest genuinely has
no line for a branch, the NPC simply says nothing rather than reciting something
invented.
Vending machine quests got the same treatment: over 440 lines of original dialogue that had gone missing — what the questgiver says when you
accept or refuse, and their “not yet” replies — plus the
quest-journal mission text for 189 quests. Nothing here was translated or
invented either; quests with no English text anywhere still show the short summary.
The turn-in card also stopped defaulting to Power B. Fore for almost everything:
68 new questgiver portraits mean a quest that hands in to a different NPC now
shows that NPC.
The World Map shows the right regions
Singapore and Malaysia were drawing a blank cream page — there was no original v0.83 artwork for those two regions, so rather than fake a painting, the tabs were removed. Taiwan, China, Thailand, Ninja Castle and
Neo Tokyo were showing a picture with nothing clickable on it, because not one of the
maps they list actually exists in the game yet; those tabs are gone too. One tab was
also labelled “Taiwan” while showing the China painting — that
mix-up is fixed. Zipangu, Mushroom Shrine, Showa Town, Korean Folk Town and the rest
keep their real maps and spots.
The “World Tour” tab was drawing Amoria’s island, and Masteria
and the Haunted House had each other’s artwork. In v0.83 those three maps are
Amoria, Masteria and the Haunted House — they are correctly named and drawn now,
and the World Tour tab, which does not exist in v0.83, is gone rather than faked.
Loot and combat feedback
- Vesos look like vesos again. Dropped coins now use the four authentic
animated coin sprites — bronze, gold, a bundle and a bag — picked by how
much dropped, instead of one static coin. Drops also pop, tumble and travel outward
with the original arc, and settle flush on the floor instead of hovering.
- Loot lands where it should. Drops now scatter on the original fixed
25-pixel ladder around the monster instead of landing randomly.
- Getting hit reads properly. After taking damage your character now
pulses grey like the original client, rather than turning half-transparent for two
full seconds.
- Rush’s dash window is now the authentic 100 ms. Using it with
no monster nearby is not a bug: the original game plays the swing, spends the MP and starts the cooldown, and only skips the charge itself when there is
nothing to close on. That was already how Rush behaved here, and it is now covered
by a test that keeps it that way.
Smaller things
- Buff icons fill their square. The buff bar was drawing a small dark box
and shrinking the skill icon inside it. In the original client the icon is
the square — no frame, no inset, icons packed edge to edge. Ours match that
now, with the seconds counter moved underneath so it stops covering the art.
- The Notice scroll fits its parchment. The cream panel behind the login
notice was wider than the scroll art and taller than the text needed, so it spilled
past the rolled edges. It is now measured to the artwork and trimmed to the
content.
- The loading screen now says what is actually loading instead of claiming
to dress your character for most of the wait.
- Pendant of the Spirit’s EXP bonus now appears in the buff bar with
the current percentage, and the time to the next tier on hover.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
Skill effects sit right, Rush charges, and feet stay planted
2026.07.24
A combat and animation accuracy pass brings today's changes in line with original v0.83 behaviour — skill effects, movement, and a few smaller fixes.
Skills and animation land right
Skill effects now anchor at your feet instead of floating up around your body. Buff and cast effects — Maple Warrior and every other skill — are affected.
Rush charges you forward. The warrior skill now dashes you to the frontmost monster you hit and shoves the line, stopping at walls and platform edges, exactly like the original.
Attack skills swing again. Crusher, Brandish, and similar skills now play the weapon swing animation on the character, not just the effect — on every cast method, Job-Skill keys included.
Feet stay on the ground, too: your character no longer lifts off the floor during attack swings.
Smaller things
- Chairs line up under you when you sit.
- The Pendant of the Spirit's EXP bonus now shows on its tooltip — 10% / 20% / 30% by wear time.
- Explorer title and medal challenges can no longer be turned in for a free medal without meeting their requirements.
Found something? The test portal is the fastest way to get it looked at — every report gets read and answered.
UPDATE
Pull up a chair — plus fixes for sitting, climbing & character select
2026.07.23
A pass on how it feels to sit down, climb, and look at your character before you
play — chairs actually show up under you now, weapons stopped drifting away
mid-climb, and two-handed weapons finally look right at character select.
Chairs actually appear now
Sit on any portable chair and the chair itself is drawn under you — all 58 kinds, animated ones included. Double-click a
set-up item to sit, or drag it to a hotkey if you prefer.
Weapons behave while sitting and climbing
Your weapon no longer drops far below you on one frame of a rope or ladder, and
it’s tucked away correctly when you sit — weapons that had their own
seated pose still show it, matching the original client.
Character select holds two-handers right
Polearms, spears and other two-handed weapons now use their proper grip in the
character preview instead of the one-handed pose, and your character no longer
floats above the ground when attacking with a long weapon.
Smaller things
- Explorer-style title challenges no longer hand out free medals the instant you
accept them — they wait for their real requirements like they should.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
Daily rewards, two-handed weapons held right, and fairer combat
2026.07.22
A full day of updates: new day-to-day systems to log in for, two-handed weapons finally posing correctly, and a batch of combat behavior brought in line with v0.83.
Daily rewards and other new features
- Daily Check-In. Log in each day to claim a reward from a 28-day
calendar — potions, elixirs, scrolls and Vesos, with bigger prizes on
day 7, 14, 21 and the full month. Miss two days and the streak resets. Opens
automatically when a reward is ready (Level 10+).
- Ore Bag (press F10). A dedicated, account-wide bag for your ores and
minerals — shared across all your characters, 200 slots, open it anywhere.
- Roomier windows. The Skill and Storage windows now show more rows at
once, so you scroll a lot less.
- Monster Book drops. Select a monster in the Monster Book (B) to see
exactly what it drops, with drop rates.
- World-map warp. Open the World Map (W) and click any place to teleport
straight there — if you own a Teleport Rock. Rocks will be sold in the
upcoming Cash Shop.
- Minesweeper. Find Mark Dorsch and play a quick game of Minesweeper for
a Vesos prize.
- Expand View (widescreen). Options now has an opt-in “Expand
View” toggle that widens the game so you see more of the world — the
original 800×600 look stays the default.
- New look. The MapleVerse shield logo is now in-game and across the site.
Two-handed weapons held right
Polearms, spears, two-handed swords, axes and blunt weapons, bows and
crossbows are now held in their proper two-handed pose — standing, walking
and attacking with the authentic swing animations for each weapon type.
Fairer combat
- Fairer hits. After a monster hits you, you now get a proper moment of
invincibility before the next hit can land — no more instant chip-downs.
- Weapon damage & crits. Weapon damage, ranged critical hits and a
weapon’s element are all calculated the authentic way now.
- Party buffs. Buff skills once again reach the party members standing near
you.
- Beginner skills. Three Snails, Recovery and Nimble Feet use their real
v0.83 values.
- Watch your step. Ground spikes and traps — the ones in jump quests
and hazard maps — hurt you again, just like the original.
- Smarter monsters. Monsters roll their special abilities at authentic
rates, and darkness, knockback and movement speed all behave correctly.
Smaller things
- One login per account. An account can only be played in one place at a
time — a new login takes over and the earlier session is signed out, closing
an item-duplication loophole.
- Café missions. The Internet Café’s mission machine now
shows each expired mission’s full dialogue and the face of the NPC who gives
it.
- Character Info and the Christmas map. The Character Info window for
other players lays out its buttons correctly and shows their equipment at the
right size, and the Christmas map’s tiles render properly again.
- No more accidental “Back”. Jumping while turning
(Alt+Arrow), Backspace and other game keys no longer trigger browser navigation
that killed your session mid-hunt. Typing in chat is unaffected.
- Blocked music, no crash. Maps whose music the asset server blocks no
longer crash the game — they just play quietly.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
The Great Authenticity Sweep: mounts, monster AI, death, and 40+ real rules restored
2026.07.21
This is the day the world started acting like the real MapleStory again.
Mounts, monster AI, authentic death, and a long list of v0.83 rules that
had never been wired in before all landed together — here's
everything in one place.
Mounts
All 47 taming mounts and saddles from the original are in.
Earn your Hog (Lv 70), Silver Mane (Lv 120) or Red
Draco (Lv 200), learn Monster Rider, and ride. All six mount speed
tiers move at their real speeds, and — like the original —
you can't cast skills while mounted. Dying dismounts you, your mount no
longer speeds you up underwater or launches you off ropes, and the
higher-tier mounts ride at their proper speed.
Monsters fight back
128 monsters now actively cast their real skills: they'll seal
your skills, blind you, stun you, poison you, dispel your buffs, heal
their allies, summon reinforcements, and turn briefly immune to weapons
or magic (hello, "1"s) — exactly like the original. We also
re-tuned monster AI so crowded maps stay snappy, bosses now shrug off
stuns, freezes and poison like they always did, and monsters obey their
real flags: invincible event monsters shrug off hits, fixed-damage
monsters always deal the same amount, and burst-drop monsters scatter
their loot in a wide arc.
Ranged monster attacks now use their real attack range and launch point, so monsters reach exactly as far as they
should. A new status, Slow, lets some monsters reduce your
movement speed, with its authentic cures and durations. Monster poison now ticks a small, authentic amount once a second
and can never drop you below 1 HP — no more losing half your life
bar in two seconds. And mobs with the original revive behavior, like the
big slimes bursting into little ones, now break apart on death just as
they did back in the day.
Time-of-day bosses
Shade, the Snow Witch, Rurumo, Riche and more now only appear during
their real hours of the day, announced with a banner when they show up,
instead of lurking around the clock. They also vanish right on schedule
even while you're waiting on the map, and re-announce each time they
return — you no longer have to leave and re-enter to trigger
them.
Death, and the rules that come with it
Dying now works like the original. You stay down under the
tombstone — no moving, attacking or using items — until
you press OK to revive. You come back in the map's home town with
exactly 50 HP (your MP left untouched) and all buffs cleared,
just like the original — no more free full-heal on death.
A wide net of other v0.83 rules made it in too — 21 in total:
- Some maps forbid potions, teleports, summons or Mystic Door, just
like the original; icy peaks and deep water drain your HP unless you
wear the right protective gear; timed maps kick you out when the
clock runs out; sauna rooms heal you faster.
- Skills have prerequisites again — you can't max your
Booster before its Mastery anymore, and 98 skills now enforce their
authentic requirements.
- Dark Sight truly hides you: monsters can't see you, and
you can't attack from the shadows. Smokescreen works too
— the Shadower party-saver now blocks all damage inside the
smoke.
- Climbing scales with speed (Haste makes you climb faster),
damage lines cap at 99,999, stats cap at 999, and new characters get
their authentic 9 bonus AP to distribute.
- Timed quests expire, party buffs use their real range boxes, and
one-time monsters spawn once and stay gone.
Combat sharpened
Thunder Bolt, Explosion, Ice Strike, Shining Ray and Sniper
Blizzard now strike everything inside their real area at once (even
behind you) instead of flying forward in a line, and Poison Mist is a
true lingering poison cloud. Cleric Heal damages undead again
with the authentic formula — heal-bombing is back. Arrow Bomb
truly explodes with splash and a stun, Chain Lightning chains between
monsters, and throwing stars and bullets now sell back at their real
per-unit value, closing the sell-back exploit.
Eleven "dead" skills now work properly: Veso Guard halves
damage and pays from your wallet, Pickpocket showers vesos on melee
hits, Veso Explosion detonates your dropped vesos, Puppet draws monster
aggro, Oak Barrel disguises you, Invincible cuts physical damage, and
Spell Booster speeds your casting.
Elemental wands and staves finally matter, too — a Fire wand
boosts your fire magic, an Ice staff your ice magic, and so on, with each weapon's authentic element bonus. When several maplers gang up on the same monster outside a
party, EXP is now split by how much damage you dealt, instead
of going all-or-nothing to whoever landed the last hit.
Quests
114 daily and repeatable quests now reset on their authentic
timers, 141 quests hand out their real job/random/gender-specific
rewards, 54 quests auto-start when you qualify, pay-to-turn-in
quests actually check your vesos, and chain and exclusivity ordering is
enforced. More NPCs finish your quests properly with their real
turn-in dialogue.
Hundreds of quest rewards used to reference items that didn't exist
in the world yet — 265 of them (hats, weapons, capes,
rings, food, scrolls and more) have now been added, so those quests
actually hand you the item.
World travel and the party quest towers
The World Tour is open: Spinel flies you to the Mushroom
Shrine in Japan and to Malaysia, and Irene's flight now reaches
Singapore. Florina Beach, the Temple of Time, the Nependeath forest,
three Leafre mini-dungeons and the Eos Rock teleporters are all
reachable.
Ludibrium's Abandoned Tower (stages 1–9 plus a bonus
stage) and Orbis's Tower of Goddess maps are in the world,
ready for the full party-quest scripting. And Power B. Fore now lets
maplers level 20 and under into their town's Job Training
Centers — five new practice fields.
Pets
Pets now follow the original's rules: one pet at a time,
floating name plates, and /petname to name yours. Every pet
snack works, feeding is smarter (with an overfeed penalty), and you
can now see other players' pets. Auto HP/MP Potion Pouches let
your pet feed you potions in a pinch, and both the robot pet line and
dragon pets now evolve at Garnox's lab.
Items and equipment
You now have four ring slots, 4th-job Skill Books work,
Summoning Sacks actually summon, and chairs can be sat on to rest.
Untradeable and one-of-a-kind items now behave correctly in trades,
shops and storage, and equipping a two-handed weapon puts your shield
away automatically (and vice versa), just like the original.
All 17 authentic belts — White Belt through the
Witch's belts and the Pharaoh Belt — are now wearable in their
own equip slot, with their real stats, and they take accessory
scrolls.
Progression and drops
Pirate MP growth is no longer halved, and every class now gets its
authentic advancement HP/MP bonuses. Maple Island's shops are open for
business, and 23 Masteria and Crimsonwood monsters finally drop
their loot. Separately, 144 drops that were defined but never
linked — ores, scrolls, gear — now fall from the monsters
that should drop them.
Buddies and guilds
The buddy list now expands to 50 slots, via Mr. Goldstein and
Robert Holly, and Heracle at the Orbis Guild HQ now runs guild
creation.
Smaller things
- Boxes and ores wobble and shatter: breakable reactors now play
their real hit and break animations instead of popping between still frames.
- Tap F1–F7 and other players now see your face
change (cry, laugh, angry…), not just your own screen.
- Squashed a sneaky bug where a monster's shot could follow you
through a portal and hit you in the next map — even a safe
town. It can't anymore.
- For admins: Hide, Resurrection and Super Dragon Roar join the
SuperGM book.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
4th-job skills fixed, hundreds of quests revived, and new rankings
2026.07.18
A large day covering three fronts: advanced-character skills work the way they
should, a wave of quests that had been stuck since launch are finishable again,
and there are new ways to see how you stack up against everyone else.
4th-job skills and authentic job balance
A parity pass fixes how advanced characters play, bringing them closer to the
real Pre-BB (pre-Big-Bang) game.
- 4th-job skills work again — Maple Warrior, plus the class
ultimates and summons (Genesis, Blizzard, Angel Ray, Rush, Power Stance,
Hurricane, Piercing Arrow and more) are now learnable and castable instead
of hidden.
- Proper HP/MP on advancement — 2nd, 3rd and 4th job now grant
the authentic Max HP/MP boost. Advanced characters were previously hundreds
of points short.
- +3 SP at 4th job, Spell Booster fixed for mages, and Max HP/MP
capped at 30,000 with vesos capped at 2,147,483,647 — matching the
original.
- Flash Jump removed — it wasn't part of v0.83, so it's gone for
a truer 1:1 feel.
Hundreds of quests revived
A big quest pass brings back original content that had been stuck since
launch.
The Internet Cafe Vending Machine
Tucked into the Kerning City Internet Cafe on Premium Road, an old
Vending Machine now dispenses over 300 rare, discontinued quests —
the seasonal events and faraway questlines whose original questgivers packed up
and left long ago. Scroll the list, pick one, and add it to your journal. While
you're on one, its event item drops from every monster you fight, exactly
as it did during the original live events.
- Seasonal event quests — Anniversary, Valentine, Amoria,
Festival of Lights and more.
- Faithfully translated — questlines that only ever existed in
other regions (the Taiwan Floating Market, the Haunted House) are translated to
English.
- Some can no longer be finished, and that's part of the charm. If a quest
misbehaves, report it on the forum.
Monster Book, Combo Kill and pet care
- Monster Book — record 30 monster species and claim the
Monster Expert Medal from Dalair.
- Combo Kill quests — chain monster kills without pausing to
earn the Combo Maniac, Master and King titles.
- Pets grow up — feed your pet to raise its closeness and level
the authentic way, and finish the pet-owner quests.
Fame and Richest rankings, new forum boards
The rankings gained two new boards beside the
original level ranking.
- Fame — the most popular adventurers, ranked by the fame other
players have given them.
- Richest — who's sitting on the biggest pile of
Vesos.
The forum also gained dedicated Bug
Reports and Suggestions boards.
Smaller things
- Quests are now matched to their giver by the exact NPC, fixing a rare case
where two same-named NPCs could offer the wrong quest.
- NPC conversations now scroll, too — even the longest lists and chats
fit neatly inside the original speech box.
Found something? The test portal is the fastest
way to get it looked at — every report gets read and answered.
NOTICE
mapleverse.online is live, and MapleVerse enters private beta
2026.07.16
mapleverse.online is live, and the game itself has opened for closed testing. Here’s
what’s here on day one.
The website is live
Welcome to the official MapleVerse website — the same idea as the fansites of
2005, built for everything around the game:
- Rankings — live player rankings by level and job,
straight from the game's save data, with your actual character rendered next to your name.
- Guides — from your first snail on Maple Island to
your 4th job advancement in Leafre.
- Forum — make an account, say hi, find a party,
recruit for your guild.
The site will grow alongside the game. Found a bug or have a suggestion? Post it on the
forum.
Private beta, and how your saves work
MapleVerse is currently in closed testing while the last rough edges get polished.
For now the game is played at
play.mapleverse.online —
that link won't open for everyone yet.
One thing worth setting up now: a free Verse8 account. Guest play works, but an
account ties your characters to you instead of to one browser — your progress follows you
across devices, and your name on the rankings stays yours.
The full rundown is on the How to Play page.
Smaller things
- The original mouse cursor is back. The system mouse cursor is now replaced with the
original hand cursor everywhere in the game window — the idle hand, the pointing finger
over anything clickable, and the grabbing hand while you hold the button. Hotspots match the
original pixel for pixel.
UPDATE
The big interface parity patch
2026.07.15
We compared every menu and window in the client against reference footage of the
original game and fixed 19 differences in one sweep. Nothing new here in terms of
mechanics — this is the interface itself, brought back in line with how it actually
looked and behaved.
- Login flow — the notice scroll, world-select tree, channel scroll unroll
and character-select lighting now match the original sequence.
- Game menu — the authentic Pre-BB GAME MENU (Change Channel, Game Option,
System Option, Quit) is back, with a working SYSTEM OPTION window: BGM/SFX volume, screen
shake, picture quality and HP/MP alert thresholds that actually do something.
- Keyboard settings — the real key-config window: drag skills onto keys,
drag bindings between keys, drag off the keyboard to unbind.
- Inventory & skills — correct tabs, the Gather button, skill books per
job, and greyed level-0 skills.
- Quest log — NPC portraits, a FIND NPC button that pings the NPC in-world,
and authentic quest text with the original colour markup.
- Status bar — the TRADE button now warps you to the Free Market from
anywhere and returns you to the map you came from, just like town portals.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
Combat parity: the real Pre-BB formulas
2026.07.11
A pass over the combat math today: several systems that used to run on approximations
now run on the same formulas the original game's server used.
Damage, mastery, and accuracy
Magic damage, weapon mastery, and accuracy now run on the authentic
Pre-BB math instead of estimated stand-ins.
Attack speed
Boosters and weapon speed now drive your real attack rate — a Booster on a
fast dagger feels exactly as zippy as it should.
Monster defense and hit chance
Monster defense and hit chance now work the way they did in the original game. Low-accuracy builds will see honest MISSes.
Drops
Drops got the same treatment: global drop tables are in, plus 117 original equips and 88 original consumables.
Smaller things
- Mage debuffs — Slow, Poison, Freeze — land with their real durations and
effects.
Found something? The test portal is the fastest way
to get it looked at — every report gets read and answered.
UPDATE
Authentic 800×600, pixel-perfect
2026.07.09
Rendering got an accuracy pass today, matching the original client's screen
geometry pixel for pixel.
The game now renders at the original 800×600 and scales only to whole
multiples (2×, 3×...) with crisp pixels and clean black letterboxing —
no blur, no shimmer, maps composed exactly as the original client framed them.
UPDATE
Playtest round 2: eleven fixes from tester feedback
2026.07.08
A round of fixes went out based directly on what testers flagged during the current playtest — text rendering, monster movement, map animation, and a few interface pieces.
Text and combat feedback
- NPC dialogue renders the original colour and bold markup again, instead of showing as plain text.
- MISS shows as MISS — not “resist” — using the real font art.
Monsters and maps
- Monsters patrol their full connected platform span instead of pacing back and forth over a single tile.
- Animated map objects — windmills, water, flags — animate again.
Interface fixes
- The VIP Teleport Rock works.
- Chat now lives in the HUD bar.
- The stat window has its authentic layout back.
Found something? The test portal is the fastest way to get it looked at — every report gets read and answered.
CONTENT
Victoria Island opens: 93 maps, ships & party quests
2026.07.04
Victoria Island is open. Henesys, Ellinia, Perion, Kerning City, Lith Harbor,
Nautilus Harbor, Sleepywood — 93 map spots wired up with their
original monsters, NPCs and portals.
What's live
- Timed ships — boats depart on real schedules; miss one and you
wait at the dock like the old days.
- Kerning Party Quest — grab three friends and clear it for the
original rewards.
- World map — press W for the authentic world map
window.
- Job advancement for all five classes at the original instructors.
CONTENT
Beyond Victoria: Ossyria & Masteria
2026.07.01
For the veterans: the world doesn't stop at Sleepywood. Orbis, El Nath,
Ludibrium, Aqua Road, Leafre, Mu Lung and the Nihal Desert are
in, along with Masteria — New Leaf City and the Phantom Forest. Roughly
1,400 original quests are playable, with authentic dialogue.
3rd job awaits in El Nath, 4th job in Leafre. Good luck out there.