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News & Patch Notes

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, taken from the oldest client that carries them. They are past v83, and a house rule rather than a restoration — but the poses are real, and every one is built from frames the v83 character already draws, 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 — read out of the v83 client itself, stored packed and unpacked the first time somebody actually wears one, 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 shipped the same mission twice under two ids 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 the price the v83 client itself lists.
  • 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, in the tool that imports them.

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 — Ludibrium had been built from a version of the town that never had an arcade in it, so the steps and the entrance simply weren't there to copy.
  • 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 machine it is copied from.

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 that do not exist in our version. 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 old enough that their art had been dropped from the game files we had. Found in an older set and put back.
  • 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 never imported. The tool that reads quests out of the game files treated "the reward depends on your class" as "there is no reward" and skipped every quest built that way, along with the ones paying only experience or mesos.

  • 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 classic 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 version we built from 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. That is how we know this is the original and not a trimmed-down modern one.

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 Brazilian files.

  • 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 not from the original data. Flash Jump's v0.83 entry carries its MP cost and nothing else — no distance. Teleport, sitting in the very same file, does carry a per-level range, which is how we know the gap is real rather than something we missed. The MP costs are the original's exactly: 60 at level 1 falling to 13 at level 20. The distance is shaped after MapleStory Classic's version of the skill — the one figure in this update that did not come out of the source data.

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, read out of the original item data. The 343 scrolls that were already correct were used as a check: their existing values were compared against that same source field by field, and the import was set to refuse to run at all if a single one disagreed. None did.

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 carried across.

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 against the original data 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, a refusal your own client decided on goes to the chat log, in colour — the centre of the screen is reserved for things the server sends you. 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

Map data marks some NPCs with a "hidden" flag. We were reading that as "do not place this NPC at all". It does not mean that — those NPCs are meant to be there, and many of them are invisible simply because their artwork is blank. 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. We did not invent that — it is how the community's resolution patch for the original client behaves, and copying it 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 had been built from the wrong source, and they 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 have no aggression in the original game's data at all, 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. v0.83 gives cash items their own slot band 100 below the real one: a cash hat sits at -101 while your real hat stays at -1. 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 ones v83's own scripts use.

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

MapleVerse is LIVE — open beta starts now, with the Cygnus Knights

2026.08.19

The server is up. MapleVerse is in open beta as of today, and it launches 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

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

Classic MapleStory 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 is permanently 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, endorsed by, or associated with 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

v0.83 split a quest conversation between the game files and Nexon's server. The offer shipped in the client; for a whole family of quests the turn-in did not, and exists in no file anyone has. 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 measured it properly against the original data 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 can be transcribed from a later English client and will be, 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 data does not already say. Two were left alone and said so: one has context copied from a different quest, and one is an expired 2007 event with nothing but placeholders to work from.

40 more quests came back from the dead. The tool that builds our quest list de-duplicated on 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. Our importer used to drop a requirement whenever it pointed at a quest we had not imported — 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 shipped and simply never read.
  • Boss Kitty asked for an Orange Marble with no explanation because two quests of his chain were never generated at all, and his quiz — the item's only source — had never been ported.
  • 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 were imported as scenery only and need their monsters, scripts and character art bringing across from the clients that own them; Dawnveil's zoomed area maps need building; Spooky World's entrance needs its boss encounter before it is worth opening; Shanghai's maps were never imported, which is why those world-map spots lead nowhere; and 23 quest conversations are waiting to be transcribed 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, imported from a much later client and then 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 — and only genuinely unique sprites were imported. 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, sourced from the European client that actually owns them so the names and dialogue are genuine English rather than a translation we made up. Its artwork is served from our own CDN rather than shipped in the game, which keeps the download sane.

Dawnveil — Tynerum, Commerci Republic and Arboren

A new continent with 64 monsters and 147 NPCs.

Coke Town

Imported from the 2006 client, which is the one that actually has it.

Maple Island is now the 2003 Classic island

The starting island runs the original MapleStory Classic questline, with its own minimaps, world map and letterbox art. The later v0.83 client shipped rewritten versions of the same quests on the same NPCs, which is why Todd used to offer two near-identical hunts; the later set is suppressed, 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. v0.83 files the AP and SP Resets, the megaphones and the MapleTV messengers under its Cash data, 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 comes from a much later client, and that client redrew three art sets while keeping their original names — the newer mushroom house is one detailed picture where the old one is a single layer of a composite, at different sizes. Two maps needing different pictures under identical names cannot share one slot, which is why every attempt to point that slot at one version broke the other. Each map family now loads its own artwork under its own name.

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 real widget from the game files. 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 unplayableGM'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 existed in the source data but were missing from the file the game actually loads, 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 (it is in none of the sources we have, 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 client roughly a hundred versions 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 regionally imported 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 data was perfect the whole time: the Floating Market ships all 29 of its NPCs, every one with complete drawing instructions. 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 classic 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.

The original client keeps an ordered list of open windows and repaints it so the last one lands on top; clicking anywhere inside a window moves it to the end of that list. 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, using glyphs lifted from the original v83 image 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 ships 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 pulled from the original data, along with the other 90 books that ship with it.
  • 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 a receipt from v83’s own data showing 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 had been imported; the people never came with them.

  • 114 NPCs and 83 monsters restored across Thailand, China (Shaolin/Jianghu) and Neo Tokyo.
  • 5,246 sprite frames, extracted from the client that actually owns each region and served from our own asset CDN.
  • Singapore, Malaysia, Taiwan and Europe were already complete and were left alone.

One deliberate call worth recording: the Floating Market also exists in later Japanese clients, and using one would have been easier. We didn’t — those copies are stripped-down redesigns with 18 NPCs, then 17, against the original’s 29. Later is not the same as better. The pre-Big-Bang Thai client is the only complete source, and it is the one we used.

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 client. 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 the win and draw results that were in the game’s art all along. 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, and the tool that generates them won’t reintroduce them.
  • 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 are copied word for word from v83’s own text, and v83 is inconsistent with itself — Soul Arrow : Bow and Soul Arrow : Crossbow disagree with each other in the original data.
  • 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 the exact range the v83 script sends, 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, taken from the game’s own text rather than 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 shipped complete — maps, pier art, NPC placements — and no route table ever mentioned 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 were stationary because the extractor dropped their movement data entirely.
  • 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. The generator had discarded their start requirements, 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 run their own authentic scripts — 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 client’s own artwork, 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 the authentic v83 combat data line by line — 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 from the skill data 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 had attack data that had never been extracted. 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 is now the real one from the original client, rather than 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 classic 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, carried over exactly as it was, 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 classic per-keeper fee, and the window lays out the classic 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 straight from the game data: 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 use the original client’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 in the original map data, standing just left of the entrance — it was simply flagged as hidden and never drawn. 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 classic 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 classic 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, brought over from those regions’ own game data.

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, straight out of the original game files, 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 from the game data.

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 classic client did.

Singapore and Malaysia are back on the World Map

We found genuine MapleSEA paintings for both regions, 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 using the original client’s placement.
  • 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 was simply never imported.

4,209 lines of original dialogue are restored. Every quest conversation in v0.83 has extra branches hanging off the Accept/Decline prompt that were never being read: 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 comes from the original v0.83 data files, 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 been dropped on import — 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 is simply no artwork for those two regions in any copy of v0.83 that could be sourced, 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 client and server both play the swing, spend the MP and start the cooldown, and only skip 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, straight from the original v0.83 art. 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 classic 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. Over 2,000 weapon animation frames the asset server had been refusing to serve were recovered from the original v0.83 data.

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 from the v0.83 data, so monsters reach exactly as far as they should. A new status, Slow, lets some monsters reduce your movement speed, with cures and durations pulled from the real disease data. 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 classic 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, sourced line-by-line from the original game data:

  • 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 element bonus pulled straight from the original item data. 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, with every frame pulled from the original v0.83 art.
  • 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-Big-Bang classic.

  • 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 classic 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 classic 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 classic 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 classic 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. The game's permanent home is verse8.io/R7j6P6b — that link won't open for everyone yet, but it's the same address that will work at launch.

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 is permanently yours. The full rundown is on the How to Play page.

Smaller things

  • The classic 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 classic 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 classic 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 classic 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 are ported straight from the original client's mob logic. Low-accuracy builds will see honest MISSes.

Drops

Drops got the same treatment: global drop tables are in, plus 117 equips and 88 consumables added from the original item data.

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 classic 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 quests from the original data are playable, with authentic dialogue.

3rd job awaits in El Nath, 4th job in Leafre. Good luck out there.