All of our Maplestory items are collected without money cheats or hacks.
Lightning Wizard Training Guide
(1: Quick Intro and My Story
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is a sorta Advice/My Story section, filled with all types of tips on
how
to train well (Most are hidden in my mistakes). If you don't wanna read my
struggles, don't. Skip down a bit.
After my last Kerning Party Quest, I said to myself: "Good job. You've
reached
lv31, and now you're on your way to becoming a fully-fledged Wizard". If
you're
unsure of your next step when 30 or below, go here:
http://www.hidden-street.net/guides/magician_001.txt?
It's quite good, and has nice ASCII art :P. Only read up to the line that
Lv30.
Anyway, I reached lv31. I was thinking whether to follow the track of about
80%
of ice/lit wizards and put 3 into Cold Beam. Then i thought, lightning is
the
first mob magic anyone can get. Fire/Poison and Cleric classes don't receive
proper mob techs until 70 (I don't include Heal as a mob tech because it
only
affects certain enemies). Then I decided. I was sick of being mobbed in the
Ant
Tunnel, so I got up, moved my mouse away from Cold Beam, and clicked on the
little arrow beside Thunderbolt. Then I panicked. Oh no! I'm stuck with
Magic
Claw for 5 levels. Then I thought again. DOWN WITH MOBS! And that is how I
got
into the Li-zard path.
At first, I simply M-Clawed my way down at the bottom of the Ant Tunnel. How
I
trained will be detailed later. Then, I realised Thunderbolt was elemental.
I
dragged myself to Hidden Street and checked the Element Weakness List. Wow.
Two
monsters I can possibly kill at my level. Slimes and Octopi. So, hey, why
not
the ol' slime tree? Big mistake. I went in. I killed, and killed, and
killed,
and killed, and ate dinner, then killed some more. The total exp gain? 4%. I
lost nearly 1 and a half times the mana I would've lost in the Ant Tunnel.
So
I went to Octopi. It was alright, but only since I had just received 800
Mana
Elixirs from my friend (Ty Magus). The result? 200 lost Mana Elixirs and
14%.
Not a good way to go. So, basically train on 'shrooms till lv33, where you
have
lv9 Thunderbolt. Then kill Octopi. It worked out pretty well, but not as
good
as if I just trained non-stop at the Ant Tunnel.
I reached 35. I tried to PQ, but it was obvious no-one wanted me. So I
trudged
over to Teddies for a bit. Now these monsters are great for money, and exp
is
good too - more than two green mushrooms. It should take two hits. Trained
on
these till lv37. By then I simply had too many available quests, so I abused
them. This got me 40%, and by then I could get into PQ. Which is what I did.
Sometimes I trained on Teddies. At lv40, I equipped my newfound Hall Staff
(if
you don't have that luck, use a Fairy/Crystal Wand). By then you'll have
maxed
Thunderbolt. The best training is over in Helios Tower. Go down to the 99th
floor and stand on the second screw between the fourth platform down and the
floor. The diagram is like this
TO 100th
floor
___________
|-|
|-|
------
______| X
X
_______
|_______|
>
--------X
________| !
X
--------------------
-------|-|----------
|-|
|-|
-----------
|________|-|
|-|
|-|----
|_____|-|
ELEVATOR |-|
______ |-|
/ \ |-|
| |________|-|
X = screw
! = aforementioned screw
>= This screw also lets you hit two platforms
In case you didn't know, hamsters (or Retz) spawn here. THey are moderately
easy to kill with Magic Claw or Cold Beam, but they spawn in 4s and 5s. This
makes it ideal for lightning wizards with maxed lightning. Thunderbolt
should
do about 400-500 damage at least, and it should take 3 or 4 hits for each
kill.
Every 5 Retz killed is 390 exp for 120-160mp. That isn't bad, considering
how
difficult it was to train effectively before Ludi. I trained here from 40-44
continously (with a few PQ breaks). The equip drop is good too - Petal
Staff!
The whole point of training here is not the drops or experience, but rather
the
speed. You can down 5 Retz at once, which is much better than anywhere else
in
the current world.
After lv44, I PQed till 48 without break. Then I completed quests and went
down
to Omega a few times for no real reason, mobbing Plateons at the Plateon
field
(I confess now, I abused hackers). That got me a Dark Calaf, which I swapped
with my friend for a Dark Calas. Alright. Enough of that. That about wraps
up
my story. I am currently lv53, and I will not be going on much because of a
ban
so don't expect any further levelling. I have had experience with lv60+ as
well
thanks to the Thai MS version and the account so graciously set up for me by
my
friend Andrew. He was quitting, had a lv61 I/L wizard, I thought why not.
Now, I'm lv53 going on 54, (Andrew is now playing again, Lv81 going on 82),
got
a REALLY horrible haircut from that Amoria quest, am currently training on
Red
Drakes and am playing my thief as well.
NOW I'm 58 going on 59, my Evil Tale blew up because of a Dark Scroll, I'm
(vainly) trying to mob Gryphons in NLC (better than stupid Lorangs for
another
27%), and training my thief and warrior too. My warrior has cool gear ^_^.
59-60! Yay!
Now you've read the boring stupidity, onto the real guide!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2: Why Lightning?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This section will detail why you want to choose lightning FIRST. All I/L
wizard
choosers will get it eventually, but this will detail why to get it FIRST.
This argument is as unbiased as I can get it, but if it seems unfair, shoot
an
email over (see Credits section).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This are the reasons for getting Lightning first.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The main reason is SPEED. Sure, the first 5 levels will require tedious
Magic
Clawing at the Ant Tunnel or Land of Wild Boar, but after that, you can take
down large mobs with two hits, or a crowd of Octopi with one hit. The
training
will prove to be much faster than Ice choosers from there on out, but it
takes
patience to pass levels 31-35. Just keep thinking - I could be doing 500
damage
to everything at lv40. In the end, you will surpass Ice users with ease,
since
monsters killable with lightning at lv40 are more common as compared to ice-
weak monsters (Jr. Lioners/Cellions, Fire Boars). Personally, I suggest Retz
or
Jr. Grupins/Cellions. Lorangs if you must. Octopi if you feel desperate.
Slimes
if you feel weak.
The second reason is VERSATILITY. Although Thunderbolt is quite weak
compared
to moves such as Cold Beam or Fire Arrow, there are hardly any monsters
which
resist lightning. Ice wizards cannot possibly go to El Nath without
seriously
sucking. This means less boredom. Whereas Ice Wizards have to stay at one
map
for a half decade, Lightning Wizards can travel anywhere. Slower levelling
for
sure, but I'd prefer to travel and familiarize myself with the worlds. Okay,
lightning is near useless in El Nath as well, but it's better than doing a
mere
300 damage to everything but Hectors.
The third reason is MOB CONTROL. This is possibly the most referred-to
reason
as it makes it possible for any lightning wizard to kill off large mobs of
enemies. It can be used in virtually any mob situation, unless there are
thunder-resistant enemies lurking around. Even then a lit-wiz can just use
Magic Claw and come out on top.
The fourth reason is minor. I'm sure people would love to see all those
items
flood out onto the screen and the influx of text in the bottom right. That's
just plain satisfying ^_^.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This are the reasons for getting Ice first.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The first reason is POWER. Power is something magicians feel they lack
compared
to the consistent four digit numbers Warriors, Archers and Thieves pull up.
Cold Beam gives wizards a fair bit more power than Magic Claw, and
eventually
they are as effective as the other classes, and drastically more consistent
as
well. The damage still isn't even, but it's closer than before.
The second reason is the STATUS effect. Freezing is one of the better
statuses
inflictable. Stun is good too, but it doesn't always occur. Threaten is good
for the other classes, but isn't too great until it's maxed. I've had no
experience with Disorder. Freeze, however, will always occur. Warriors seem
to
adore it because they have less chance of being hit.
The third reason is SOLOING. Ice lets you solo harder enemies quicker. With
luck you can actually defeat Buffys at lv40. My friend did (I went with
him).
The freeze ability is invaluable against monsters with special attacks
(that'll
teach you, you stupid Lupins. DIE DIE DIE!).
The fourth reason is RANGE. You, as a magician, want to keep the hell away
from
monsters. Cold Beam's range combined with the awesome freezing ability will
do
this nicely. Freeze lets you keep multiple enemies at bay. Very handy (Red
Drakes anyone?) indeed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Those are my arguments. You'll see that Ice seems to have more convincing
ones.
In the end it's a matter of which you prefer, fast levelling and higher mp
cost
or slower levelling, money saving and no mob protection. You'll get both
spells
eventually though, so don't worry. ^^ Biased ^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(3: Builds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The good ol' builds. Something no guide will ever be without. I'll detail
the
skills here too. I won't give Lv1-30 statistics on the skills (Hidden Street
does that quite nicely) but I will explain each one's pros, cons, uses and
whether you should get it or not. The explanations are all of my own
experience
so if you find it contradicting to your own, email me and I'll add a section
for you (include your screen-name if you want that).
NOTE: I'm assuming you know the basics of these skills. If you don't I've
got a
small section detailing roughly the usefulness of the skill and when to use
it.
UPDATE: I will add the base, halfway and max statistics, just in case.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MP Eater
Maxed at: Lv20
Lv 1: For every attack, 11% success rate, absorb 21% Max MP
Lv10: For every attack, 20% success rate, absorb 30% Max MP
Lv20: For every attack, 30% success rate, absorb 40% Max MP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This skill will refill part of your mp with a certain success rate. It works
better in a mob situation, but during 1v1 situations it is quite useless. If
it
does activate, your MP refills, almost unnoticeably.
A shiny aura circles you for a second or so.
I found this skill quite unreliable when using Cold Beam, but when using my
Thunderbolt technique, it activated pretty much every time. This saved me
quite
a few pots, and through that, money. I say max it, but not too soon unless
you
get lightning first (which is what this guide is about anyway ^_^).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Meditation
Maxed at: Lv20
Requires: Lv3 MP Eater
Lv 1: MP - 10, Magic Attack + 1, 10 seconds
Lv10: MP - 10, Magic Attack +10, 100 seconds
Lv20: MP - 20, Magic Attack +20, 200 seconds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Adds Magic Attack in exchange for a 2 digit number of mp. It's good
anywhere,
especially party situations with other magicians, as it affects the entire
party. Unlike Rage, it doesn't sacrifice anything in addition to the initial
cost. Can be used on a ladder/rope/vine/climbable object.
A tree made of green energy sprouts upon you.
Dammed useful. Activate it every time you enter battle. 20 Magic doesn't
seem
much, but it certainly is a lot when it comes down to it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Teleport
Maxed at: Lv20
Lv 1: MP - 60, Distance 130
Lv10: MP - 33, Distance 130
Lv20: MP - 13, Distance 150
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This skill warps you a short distance. It's quite fun to play with, and you
can
reach platforms that normally take two jumps in an instant. You need it for
the
Ludi PQ, which should comprise a fair amount of your lv40-50 levelling. It's
not as useful as Haste, in my opinion, because it costs continual MP to keep
teleporting, whereas Haste simply takes one amount at the start. Most
magicians
keep it a 1 for 10-30 levels. A true lightning wizard will max it soon.
You vanish in a blue haze, then reappear in that same blue haze a distance
away.
Very useful for the impatient Mapler (me, defintely). Also, you need it for
the
Ludi PQ (stated above). Through it you get to Tele-cast, which is my
favourite
Wizard trick. You can mimic the Chief Bandit's Assaulter! The MP cost is
quite
high to start with, so just make do with Speed Pills and speed gear (Red
Whip,
Red Tube, Brown Jester, Shoes, Icarus 2, etc etc).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Slow
Maxed at: Lv20
Requires: Lv5 Teleport
Lv 1: MP - 8, Speed - 2, 2 seconds (>_<)
Lv10: MP - 8, Speed -20, 20 seconds
Lv20: MP - 16, Speed -40, 40 seconds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I have no real idea of how this works, but I'll write a summary all the
same.
It's a mob move which decreases the speed of nearby enemies. I'll need help
in
this section, so will a F/P Wizard or I/L Wizard who maxed it contact me? I
think that it has the same range as lightning, but I'm not quite sure. Both
Ice
and Lightning Wizards don't need it - Ice Wizards can freeze a succesion of
enemies, and Lightning Wizards have mob control through Thunderbolt.
I don't know the animation. Somebody email me!
Somebody send me their experience with Slow!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam
Maxed at: Lv30
Lv 1: MP - 12, Basic Attack 13, Mastery 15%, 1 second freeze
Lv15: MP - 12, Basic Attack 55, Mastery 35%, 1 second freeze
Lv30: MP - 24, Basic Attack 100, Mastery 60%, 2 second freeze
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here's the good bit. The actual offense skills. Cold Beam is, in my opinion,
the best single enemy attack skill in the ENTIRE 2nd job advance tree
(Savage
Blow might be opposition though). This is because of the astounding effect
of
Freeze (Savage Blow can't FREEZE, can it? Eat that you pompous bandits!
HAHAHA!
Enough gloating...for now). Freeze stops your enemy in their tracks. Don't
say
Arrow Bomb is better - It might be, but it isn't quite as effective against
single foes. It's more of a mob skill (and a good one at that...but not as
good
as Thunderbolt), and can't be compared to Cold Beam. I've been ranting quite
a
bit in those contraction bubbles, so I haven't even covered the actual
spell's
other uses. It has good range, similar to Magic Claw, and like Magic Claw,
goes
through obstacles. Like Magic Claw, it has a flashlight range. Like Magic
Claw,
it costs next to no MP. It's a lot like Magic Claw.
NOTE: That was my opinion. No hate mail PLEASE!
A few icicles pop out of the air above the enemy and strike, turning the foe
blue with frost.
Cold Beam is fantastic. I won't deny it, even though I'm a lightning wizard
myself. It freezes, and used in conjunction with Thunderbolt, is an
excellent
damager, while Thunderbolt works as a mob finisher. A rough calculation is
that
Lv30 Cold Beam is about equal to 2 Lv30 Thunderbolts (against enemies with
no
resistances or weaknesses). Also, even lv1/3 Cold Beam is good, because you
can
freeze, Magic Claw, freeze, Magic Claw, etc, etc. It's good when there's no
mob
to Thunderbolt.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I'm going to add a comparison section under these two skills for two
reasons.
One, so you can decide which class is best, and two, to beef up this quite-
short-but-longer-than-some guide.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Energy Bolt doesn't go through obstacles, and doesn't freeze. 'Nuff said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Magic Claw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These two are EXTREMELY similar, but for a few major differences. The most
noticeable one is that Cold Beam only hits once for high damage, while Magic
Claw strikes two weaker blows. This would seem to be an advantage at first
glance, because it would have a better average attack, but it also means you
can't knock back enemies with a high knockback damage. Cold Beam also
freezes.
'Nuff said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Fire Arrow
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fire Arrow is stronger, I'l concede that. The pure power draws many to the
F/P
class. It actually allows you to rival the other classes. However, it
doesn't
seem as good to me, because Archers and Sins have better range, and Warriors
and Bandits have better damage. It doesn't beat Cold Beam either IMO,
because I
prefer a stationary opponent to a moving one, and Fire Arrow cannot go
through
walls or obstacles. 'Nuff said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Holy Arrow
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I don't see many using Holy Arrow nowadays. It has pretty bad range, and is
eclipsed by Heal. However, I believe (PLEASE don't insult me clerics) that
it
is a FAIRLY worthwhile skill, because you can't Magic Claw every time
there's
a non-heal affected enemy. You can argue that staying at a single map with
heal
weak monsters is fine, but I don't believe that. Unless you are anti-social
or
a hacker (I know there's a lot of you reading this), you'll have to
negotiate
with people now and then. This means you make friends, and friends want to
train in different places. Magic Claw means you're wasting time. So unless
you
don't want friends, try to put a few points into this skill. Oh, and
everyone's
heard the 'Shining Ray at Lv1 can kick Lv30/20/w/e Holy Arrow's fat ugly
ass'
argument. This is, beyond a doubt, the most filled-with-obvious-holes
argument
I have ever heard. Does any Lightning Wizard refuse to fill up Cold Beam
since
you get Thunder Spear at the 3rd Job? Does any Ice Wizard ignore Thunderbolt
because of Ice Strike? DEFINTELY 'nuff said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Power Strike
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I like Power Strike for the power (HAHAHAHAHAHAHAHAHAHAHAHA). Cold Beam
freezes
though. 'Nuff said.
Nah, seriously. Power Strike tends to be a bit unstable until Mastery is
maxed,
and after that it is as stable as Cold Beam. It NEARLY surpasses Cold Beam.
However, there's two factors. The range, and the freezing. Also, Warrior has
really bad MP, so it's hard to use every time you attack. NOW it's 'nuff
said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Poison Breath
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Poison Breath sucks. 'Nuff said. Seriously, I only know one person with
Poison
Breath usable, and that's one point for laughs.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Double Stab
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Double Stab isn't very powerful - Lucky Seven deals more damage and has
range.
Bansins are becoming very popular, and Double Stab is less used every day. I
myself haven't ever used it, so I can't say much about it. It seems to be
very
ineffective though. It's a melee attack and can't freeze. Cold Beam is the
exact opposite. 'Nuff said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Lucky Seven
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lucky Seven. What can I say? Well, it's a funny name. It could have been
Volley
Shot, or Duo Throw, or Twin Stars, or etc, etc. Still, I like the move. The
damage is nice, and has good range. It's the assassin's move for ages. But
Cold
Beam has the freezing capability, which sort of eclipses the other effects.
I'm
not quite sure why I'm glorifying Freeze, it just turns the enemy blue and
stops them in their tracks. Most train on OHKO enemies anyway, so there's no
real help (unless you're hunting a specific item, in that case its damned
invaluable). Hmm. I guess the contraction bubble said it all. Thanks,
Bubble.
Anyway, they're both useful, Lucky Seven much more at the 3rd job when you
get
Shadow Partner. I prefer Cold Beam because of freezing, but many prefer L7
for
its speed, range and power.
NOTE: Don't get any ideas, but I actually like L7 better now that I have a
decent bansin. But Cold Beam is still COOL (pun intended :P).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Double Arrow/Arrow Blow
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Notice I didn't say 'nuff said in the above section? Lol!!! Anyway, onto the
comparison. I put the two archer skills together since they deal similar
damage
until Critical Shot is at a reasonable standard. Arrow Blow is one arrow,
but
Double Arrow is two. Under 30s find it better to use Arrow Blow because it
will
save arrows (and money). 30+s will find Double Arrow a helluva lot better,
because you can double critical. Cold Beam is slightly weaker than Double
Arrow
and about the same as Arrow Blow. Archers have very unreliable damage - crit
shot makes their damage range stupendous. I prefer Cold Beam for stability.
No
offense to you archers out there - you all rock! I hope that doesn't sound
bad.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Savage Blow
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finally, competition. The sheer power dealt out by Savage Blow nullifies
Cold
Beam's freezing advantage over all the other moves. 6 hits seems to go over
a
little, but each hit is quite weak by itself. It makes training anywhere
simple
and easy, and combined with haste, a bandit can hurdle over enemies, SBing
all
the way. Very easy floor clearance. Cold Beam loses out in virtually
everything
since the Bandit is so grossly overpowered to make up for its 1st job
weakness.
Speed, Power, Versatality, Coolness, Game Suitability, Ownage Meter, etc,
etc.
Savage Blow wins out in nearly everything. Range doesn't really matter
because
Haste acts as range for the bandit. The freeze is still better against
harder
foes, as Savage Blow requires the user to be extremely close to an enemy,
much
closer than Spearmen or Two-Handed weapon wielders to be. Still, the damage
piles up due to Booster, so the Bandit will always be a step ahead (until
Thunder Spear. 170 Power!). Cold Beam's still just as, and sometimes even
more
powerful than Savage Blow when fighting Ice-weak foes. However, Savage Blow
is
almost useless at lv1, whereas Cold Beam isn't. 'Nuff said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That about wraps it up. I didn't cover FA because it technically isn't an
act-
on-command skill. I haven't a clue how Drain works. Somebody please email me
with a ready-made section. I enjoy copy-pasting from my email.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunderbolt
Maxed at: Lv30
Lv 1: MP - 20, Basic Attack 2, Mastery 15%
Lv15: MP - 20, Basic Attack 30, Mastery 35%
Lv30: MP - 40, Basic Attack 60, Mastery 60%
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunderbolt is a mob skill. Unlike the archer mob skills and Slash Blast,
Thunderbolt has a cloud coverage. This means it has a certain range AROUND
the
caster rather than dead ahead. You'll get used to it eventually. Try to find
areas that have great coverage, like the towers in Orbis and Ludibrium.
Areas
with little platforms that separate two platforms like this...
___ STAND
___| HERE
--
\/
___
|___|
...or this...
STAND HERE
__ __
| | |
-----------------
...or, in most cases, this...
HERE
\!!/
\/
MONSTERS STAND MONSTERS
MONSTERS HERE MONSTERS
MONSTERS (duh) MONSTERS
------------------------
...are good for lightning training.
Several cool-looking blue bolts come down and zap the enemies.
This is my favourite mob skill. Ever. It requires skill to use well, and
looks
cool to boot. Some say Ice Strike is better, and it is, but I prefer skills
where you have to move to find a better place, rather than sniping from a
rest
post. It's your main levelling skill from 55 onwards - Florina becomes a
haven.
Use it as much as you can - even if it doesn't kill, it weakens.
Alternatively,
you can hit the oncoming enemies with Cold Beam, then rain lightning down to
finish them. Either way you become quite a magician.
NOTE: In case you think I'm being biased, then hear this. I AM BIASED
TOWARDS
ICE AND LIGHTNING SKILLS. DEAL WITH IT!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here's lightning's comparison section to the mob skills.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunderbolt/Slash Blast
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
First, Thunderbolt hits a cloud pattern, which I find better than the
straight
ahead range. This is because it lets you hit enemies below and above you
too.
Slash Blast consumes HP, but that's not a problem for Warriors. The MP loss
is
though, so Thunderbolt wins through sheer economic value.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunderbolt/Iron Arrow/Arrow Bomb
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Arrow Bomb and Iron Arrow are similar, so they're both under this title.
Again,
the dead-ahead range is a setback, but the Archer's range allows you to
snipe.
This is good, but you also have to travel over for the drops (unless you're
powerlevelling, which is never a good idea in my opinion) whereas lightning
allows you to easily pick the items up. That's minor, I admit. Arrow Bomb is
quite strong, but grows weaker with every enemy hit. That's not a good
thing.
Arrow Bomb remains at the same strength (I think) and stuns. This is the
reason
I say Arrow Bomb is a fantastic mobbing skill. However, it lacks the ability
to hit enemies around the user, and the archer's overall lack of melee
ability
pulls them back yet again (3rd job cures this, and the archer becomes the
best
class in the game ^_^). Thunderbolt and Arrow Bomb beat Iron Arrow, and I
think
the two skills are equal in versatality and usefulness.
NOTE: In terms of sheer power against one/two/possibly 3 foes, Iron Arrow
will
win. I'm not gonna discourage Crossbowman use. In fact, I recommend
it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunderbolt/Heal
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Heal is quite possibly the best mob skill ever. That is, at Chronos, Zombies
and Wraiths. Otherwise it's not a mob skill at all. It's weak, but restores
HP,
so dying isn't a worry. Thunderbolt beats it anyday in power, usefulness,
plain
awesomeness and versatality. Heal wins on the same basis as Cold Beam -
awesome
on maps that are affected by it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mage Skills (3rd Job)
Yep, I'm actually off my ass and doing this again. I can't believe it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Partial Resistance
Maxed at: Lv20
Lv 1: 23% resistance against ice/lightning magic attacks
Lv10: 50% resistance against ice/lightning magic attacks
Lv20: 70% resistance against ice/lightning magic attacks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Increases the resistance you have against magic attacks of ice and
lightning.
Monsters that have their power reduced include Taurospears and Tauromacis,
the
Grupins and Lioners, some deep Ludi beasts and Zakum (*gaspz*). The
resistance
increases to 70%, making ice and lightning attacks do next to nothing
against
you.
Pointless in the worst way, unless you grind at Tauros and/or Zakums. You
see,
it adds ICE AND LIGHTNING resistance, two of the rarest types in the game.
It
is sensible, as an Ice/Lightning Mage would be defended against his own
power.
But is it really worth it just because you go to Tauros every few months
with
your cleric and WK friends? No, it's not. I don't suggest pumping this skill
unless you train non-stop at Tauros. But what about big cats? You should be
far
past that phase when you make it to that level.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Elemental Amplification
Maxed at: Lv30
Lv 1: Spell cost + 5%, Magic Attack + 2%
Lv15: Spell cost + 70%, Magic Attack + 20%
Lv30: Spell cost + 100%, Magic Attack + 35%
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A skill that eventually doubles your spell casting cost for a HUGE boost in
power. Yeah, huge. 35% don't seem like much, but believe me, it is when you
see
a 'sader muscling in on your DT map. I mean, your normal damage is increased
by
one third.
And you thought Meditation was useful. But the doubled Mp cost is a lot
worse a
sacrifice than the 20 Mp needed for Med. Still, much better damage, and when
combined with Booster and T-Spear, you own. A lot. And you must own a lot of
Mp pots too. Seriously.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Seal
Maxed at: Lv20
Requires: Lv3 Elemental Amplification
Lv 1: MP - 12, 38% chance of success, 10 second effect
Lv10: MP - 18, 65% chance of success, 15 second effect
Lv20: MP - 30, 95% chance of success, 20 second effect
Seal, seal, DUGONG!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Seals enemies with TEH PINK CUBE, stopping them from using any 'Magic'
attack.
This counts as anything other than touch damage. PHails miserably against
bosses. Yeah.
Yay pink cube. Yeah, a pink cube. WOO! That's the animation.
You'd think that its redundant like Slow, since you can freeze. NOT
EVERYTHING
IS FREEZABLE. And this means those enemies who would normally be
magickinging
you to death can be shoved up their *censored*. You may want to get it. A
must
for F/Ps, because now they can Slow and Seal. But I/L don't need it as
badly,
though it is VERY useful.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Magic Booster
Maxed at: Lv20
Required: Lv3 Elemental Amplification
Lv 1: HP - 58, MP - 53, Casting speed + 1, 10 seconds
Lv10: HP - 40, MP - 35, Casting speed + 1, 100 seconds
Lv20: HP - 30, MP - 25, Casting speed + 2, 200 seconds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Increases the 3rd job spell casting speed for a short period of time in
return
for a sacrifice of health and mana. NEEDED if you want to survive in any
really
dangerous maps, because otherwise your casting speed is actually slower than
the time it takes for an enemy to unfreeze.
A book appears and shines a bit. Yeah.
Get it or die. No, I'm serious. You'll die if you don't have it. An increase
in casting speed is very (very, very) noticeable. So in the end, the casting
speed is practically equal to Cold Beam/Thunderbolt. Make sure its on before
you fight anything, whether it be bosses or Teddies. Otherwise you'll be hit
at
least fifty times before you even get the attack off. 2nd job skills aren't
speeded up (dammit).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike
Maxed at: Lv30
Lv 1: MP - 21, Basic attack 32, Mastery 15%, Attack range 110%, 1 second
freeze
Lv15: MP - 35, Basic attack 60, Mastery 35%, Attack range 150%, 1 second
freeze
Lv30: MP - 50, Basic attack 90, Mastery 60%, Attack range 200%, 2 second
freeze
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blasts up to 6 enemies within range with shards of ice. Note that once it
gets
to lv15, it's as strong than Thunderbolt and has more range (though it'l
quite
likely to be slower). Add Magic Booster/Element Amplification and this
becomes
your primary attack. As much as I like Thunder Spear, it fast enough to be a
quick attacking skill. Stay with the ice element for a while. Cold Beam +
Ice
Strike is a good combo. Ice Strike + Thunder Spear is better.
Random icicles storm around you for a bit, then everything freezifies.
Needed. It's one of two builds, (one of luck, one of ease). This is the easy
one. You get a huge mobbing attack, making killing *coughKSPAYBACKTIMEcough*
a
helluva lot easier. You get double Lightning's range, making Cloud Coverage
even more supreme. Sniping is so easy with this.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The comparisons are only against 3rd job skills. 2nd job skills stand no
chance
against this storm of ice. The range alone (plus multi freezing) makes it
quite
comparable to a more versatile Arrow Bomb with cloud coverage. Note: With
Ice
Strike and Thunder Spear, I assume you have Magic Booster (lv2) on.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Charge Blow
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Charge Blow is powerful and can stun, which is basically the same as
freezing.
This is probably the most effective of the White Knight's arsenal, and its
certainly impressive. With elemental capabilities, it lets the White Knight
train anywhere. Good mobbing, but bad range. Ice Strike gets good range. On
the
other hand, Charge Blow is elementless - normally. With element, it becomes
as
versatile as Ice Strike, but in a different way. Note: Ice Strike + Elem.
Amp
and Magic Boost is much better than Charge Blow due to high range.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Element Charges (Fire/Ice/Thunder)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Element Charges of the White Knight are great. Due to high Warrior
damage,
the White Knight gets to own all sorts of element weak enemies, and train
wherever seems good. The I/L seems a little run down compared to the element
changing abilities the WK possesses. Still, Ice Strike has just as much
power
than Charge Blow Ice, because by the time the WK has gotten to all the
enemies,
the I/L could have killed them all by then. But the Fire/Thunder elements
are
very useful, though Explosion and Thunderbolt respectively are just as good
(cloud coverage). Thunderbolt is a little weak in comparison though.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Coma
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It seems stupid to compare the two. If you've ever seen Coma, you'll know
that
IT OWNS EVERYTHING. At 5 orbs. Which takes awhile to charge. 3+ orbs is
still
pretty good though. But Crusaders have insane damage anyway, so you can kill
normally, then smash through mobs/bosses/snails with other attacks (Panic).
Yeah, Coma wins, even with lack of range. Simply because x 5 damage to 6
other
enemies = awesomeness in the best way. Still, give credit to Ice Strike's
range
(which is something Coma lacks). If Coma had range, everybody'd be a
Crusader.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Shout
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike wins. The end. Though Shout stuns for so long, its so weak. Ice
Strike can be superspammed from one place, and everything dies. Shout is
better
for Crusaders who move a lot, but Ice Strike is an more balanced all-rounder
attack. Stun vs. Freeze - about equal. But Ice Strike IS a main attack vs.
Shout, a complimentary.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Dragon Buster
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dragon Buster hits for...500% at max? Or similar. It hits three enemies
though,
so counts as a mobbing attack. Power is actually quite nice (though I think
the
Crusader wins out with Panic). It still has real range, something essential
to
a good mob attack. This is probably a better one foe hitter than a mob
attack.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Dragon Fury
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dragon Fury has power, I'll give you that. But it has basically no range
when
compared to Ice Strike or Dragon Roar. It's fantastic for enemies that crowd
together though, especially if you've trapped them on one side. That's the
best
thing about straight-ahead mob range.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Dragon Roar
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dragon Roar is powerful and has awesome range, but can only be used twice
before health needs to be restored. Which is pointlessly slow. Its more of a
'look-at-me-newbs-I-pwn-everything' move than a move you can use in normal
situations. Great for Ksing too. Ice Strike, like I said, can be
superspammed.
Whatever floats your boat. Dragon Roar is good everywhere though. I don't
think
Warriors and Mages can be compared well, because they're so different.
Magadon4 adds: The Spearman is powerful, but it suffers from the same
illness
as all Warriors - no practical range damagers. Sure Dragon Roar and Shout
are
pretty - but are they that great? You can spam Dragon Roar with a Priest,
you
say. But what about when you're solo? Yeah, I don't wanna depend on Priests
that much either. And Shout is just low damage in comparison.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Explosion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These two are comparable. Ice Strike gets freezing power, Explosion gets a
bit
more damage. Of course, Explosion is very good IMO, and Ice Strike is just
as
good, but Explosion gets a wider range of training because you get more
things
to kill due to higher power. Of course, Ice freezes, and 6 frozen enemies
are
easy, easy targets. You could even party with the other class and combine
the
two, though finding a common training ground might be hard...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Poison Myst
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I like the name Myst. Yeah, poisony poisony. Poison is worth it now. It
deals
considerable damage over...30 seconds? 40, fine. I was close. It's actually
the same power as Ice Strike, but it has less versatility - there are more
enemies that are affected by Ice than Poison. Both are fine moves, but the
class I/L gets a much stronger solo move. I actually like Fire Arrow, but I
wanted a mixed bag, something to last, not just one move. They're
comparable.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Shining Ray
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Heh, Shining Ray is actually stronger. But is 15 basic attack worth it for
Thunderbolt's range? No. Obviously. Ice Strike also freezes. Yeah, end of
story
(sort of).
Priests may/will argue that this is unfair. Well tough luck. There are way
too
many Clerics as is, stop complaining. Yeah, you got some power now. Use it
well
(or just keep heal-spamming, either way...). I like Shining Ray's animation
though. No offense to Priests.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Inferno
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Inferno is a useful move, on par with Explosion (plus boosts). I've always
though Rangers (and Snipers) to be great, just because of Critical. Inferno
is
a Critical enhanced Explosion, basically. Ice Strike still has freezing
power,
so the two are near equal in terms of effectiveness. Not only that, but
Inferno
is a straight-ahead, similar to Arrow Bomb. Ice Strike wins because it hits
all
around. Arrow Rain is another matter altogether.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Arrow Rain
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A very worthwhile debate here. Ice Strike vs. Arrow Rain. Ice Strike with
the
bonuses of Element Amp. and Magic Booster is very useful for clearing out a
large area. But on a single platform, Arrow Rain smashes Ice Strike because
of
power and speed advantages. Of course, it's elementless, earning favour due
to
strength against every opponent.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Blizzard
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blizzard is basically a stronger souped up Cold Beam that hits multiple
foes.
Ice Strike is an all round hitter. Basically the same, but for attack speed
and
area of effect. A well-scrolled XBow makes Blizzard better...on one
platform.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Arrow Eruption`
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
See Arrow Rain. It's a bit more powerful though (XBow usage).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Band Of Thieves
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fast and powerful. That sums up Band Of Thieves. The range still sadly
lacks,
but in conjunction with Haste, BoT becomes very useful. So I declare them
equal
- Ice Strike has range and freezing power, BoT has power and speed of
attack.
You cannot say that giving BoT the Haste bonus makes it unfair, because (1:
Ice
Strike already gets Element Amplification and Magic Booster by default, and
(2:
Thieves have Haste. And CBs are the ones using BoT.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Meso Explosion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I dunno. Ice Strike wins in cost hands down. But for power, Meso Explosion
wins
(with Pickpocket or a few 1.1ks dropped). I still disapprove though. But
it's
THE best boss killer in the game - if you're rich. Very rich. Otherwise not
worth it, since the amounts are dropped after the enemy dies, and the
amounts
dropped by trainable enemies are measly, really.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Avenger
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It's a straight-ahead attack with enormous range and damage (assuming Shadow
Partner and perhaps Critical). However, the enemies have to be in a straight
line. Ice Strike has about the same range (perhaps a bit less), but a lot
less
damage and speed. Avenger is about the same as BoT, but with less power and
more range, which is pretty good.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunder Spear
Maxed at: Lv30
Lv 1: MP - 10, Basic Attack 80, Mastery 15%
Lv15: MP - 17, Basic Attack 135, Mastery 35%
Lv30: MP - 24, Basic Attack 170, Mastery 60%
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunder Spear is an abnormally powerful attack possessed by higher levelled
I/L
mages. This is usually because its SO SLOW to cast. Many people add a point
in
at lv70 because they can. Ice Strike is generally preferable, due to a more
effective cast (approx. same speed, Ice Strike can hit up to 6 enemies).
A javelin of electricity is summoned in the caster's hand, and is thrown.
Thunder Spear is uber powerful. Thunder Spear is also uber slow. Once
Booster
is raised to 11 and this is maxed, you can ALMOST stand up to Warriors. Not
Bowmen or Thieves, they're too fast/have too much range. But 170 damage!
That's
absolutely insane. At lv4, it's equal to Cold Beam in power, which is scary.
Even though the power is fantastic, the speed is horrible, and one of the
reasons people dislike I/L mages. It takes almost 3 seconds (un-boosted) to
cast the spear at an enemy. That, in my opinion, is absolutely horrendous. I
don't know about you, but speed means a lot to me. Once Booster gets to
lv11,
it's much better.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunder Spear/Panic
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Funny how Pages get no real one enemy hitters in the 3rd job. Moving on,
Panic
is an insanely powerful attack which smashes the living daylights out of
foes.
Literally. It can cause darkness and/or stun, from what I've heard. Panic
wins
vs. Thunder Spear until it gets Booster, because by the time TS is cast, the
Crusader can march up, kill and restore mana. So the range is negated until
the
Booster is applied. Once it is, it's probably more useful in conjunction
with
Ice Strike.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunder Spear/Dragon Buster
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dragon Buster wins. There's no competition (except maybe at Vikings). It's
just
so powerful in comparison, not to mention faster. Range is only a small
draw-
back, as Thunder Spear is so slow.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunder Spear/Strafe
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Strafe is an insane move. 3+ arrows with critical is enough to scare off any
mage. Yeah, mages get smashed in early 3rd job. Strafe has range, power,
speed
and accuracy advantages. Thunder Spear only has elemental power to counter.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunder Spear/Assaulter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Assaulter is strong, and acts similar to Flash Jump. It beats Thunder Spear
in
everything, as long as you have an Attack glove, good dagger and Haste. It's
just powerful and moves you around. Of course, telecasting does that too,
but
it's just not...proper.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Anyone else notice there's pretty much no other single enemy moves? I know
that
F/P Compo exists, but that can only really be compared with I/L Compo, since
they're similar and have similar effects.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Magic Composition
Maxed at: 30
Lv 1: MP - 14, Basic Attack 80, Mastery 15%, 1 second freeze
Lv15: MP - 18, Basic Attack 114, Mastery 35%, 1 second freeze
Lv30: MP - 22, Basic Attack 140, Mastery 60%, 2 second freeze
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The new Cold Beam. Costs less, deals more damage and adds a lightning
element
(which may be troublesome, say, at Lioners). It's pretty slow until Booster
is
added, but once it is, boom! Uber Cold Beam. Nice looking too.
Ice and lightning elements combine above the caster, then shoot out.
Useful, but you shouldn't really max it until you're certain Cold Beam won't
cut it anymore. Thunder Spear is a lot more powerful, and Ice Strike freezes
a
lot more. In other words, this can be left until later, because you have
moves
that get the two best aspects of this move, and do it better.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I/L Composition/F/P Composition
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
F/P is maxed earlier, whereas I/L can wait. This is because I/L gets better
and
more versatile moves than the F/P (there was so much potential though >_<).
These two are comparable, because they have about equal standards. If this
was
a F/P guide, then F/P would be compared in Thunder Spear's place. It's a
decent
move, I've seen it used, but Poison just hasn't got the usefulness of
Freezing.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That wraps up the skill section. Now, onto the title...Builds!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
True Lightning Wizard Build
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This build is for Lightning worshippers and fanatics. The True Lightning Wiz
Build is all about using Lightning to its full potential. No Ice for ages
though T.T. Don't use it if continual mobbing isn't your thing. You don't
get
Teleport soon either - it's about the POWER of lightning.
I was kidding about the worshippers and fanatics thing.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv30: 1 Teleport (This is universal. I'm not going to say it again.) [1]
Lv31: 3 Thunderbolt [3]
Lv32: 3 Thunderbolt [6]
Lv33: 3 Thunderbolt [9]
Lv34: 3 Thunderbolt [12]
Lv35: 3 Thunderbolt [15]
Lv36: Save points
Lv37: Save points
Lv38: Save points
Lv39: Save points
Lv40: 15 Thunderbolt [30]
Lv41: 3 MP Eater [3]
Lv42: 3 Meditation [3]
Lv43: 3 Meditation [6]
Lv44: 3 Meditation [9]
Lv45: 3 Meditation [12]
Lv46: 3 Meditation [15]
Lv47: 3 Meditation [18]
Lv48: 2 Meditation [20], 1 MP Eater [4]
Lv49: 3 MP Eater [7]
Lv50: 3 MP Eater [10]
Lv51: 3 Cold Beam [3]
Lv52: 3 Cold Beam [6]
Lv53: 3 Cold Beam [9]
Lv54: 3 Cold Beam [12]
Lv55: 3 Cold Beam [15]
Lv56: Save points
Lv57: Save points
Lv58: Save points
Lv59: Save points
Lv60: 15 Cold Beam [30]
Lv61: 3 MP Eater [13]
Lv62: 3 MP Eater [16]
Lv63: 3 MP Eater [19]
Lv64: 1 MP Eater [20], 2 Teleport [3]
Lv65: 3 Teleport [6]
Lv66: 3 Teleport [9]
Lv67: 3 Teleport [12]
Lv68: 3 Teleport [15]
Lv69: 3 Teleport [18]
Lv70: 2 Teleport [20], 1 Slow[1]/Magic Armour[1]/Energy Bolt[2]
NOTE: You can switch MP Eater and Meditation (You need to put 3 into MP
Eater
in order to be able to add to Meditation though). However, I find it's best
to
start adding to Cold Beam at lv50. No higher, no lower.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hybrid Lightning Wizard Build
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Nobody seems to like this build. I don't either, but it lets you boast that
you
are a lightning wizard AND gets you Cold Beam. However, you AREN'T a
lightning
wizard because lightning needs some support skills, and you don't get them
'til
about Lv55. I used both this build and the above one (my current player
lordplasma2 used this build, and it's fun, but slow to level), and the above
once is more lightning-wizardy.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv31: 3 Thunderbolt [3]
Lv32: 3 Thunderbolt [6]
Lv33: 3 Thunderbolt [9]
Lv34: 3 Thunderbolt [12]
Lv35: 3 Thunderbolt [15]
Now, there's two things you can do here. First, you can continually add
points.
That's not recommended by experts, because the MP cost doubles. I don't
think
it's a good idea either. Second, you can wait 3 levels, then add 9 in. I did
that. Now I'm sure you're thinking 'ZOMFG YOU NOOB YOURE WASTING MONEY', (My
friend thought that anyway, he's not my friend anymore), but it's not
stupid.
A lightning wizard requires power. And that power is all too hard to get
(but
if you're supremely funded you can scroll everything to freakish levels). So
a
bit of MP loss is fine, as long as you get more power. The third thing is
not
adding any points and waiting until you have 15 to put in. That's good and
bad
at the same time. Good, because it means you get an awesome power boost and
people will say, 'Look at that guy, he got an awesome power boost', but bad,
because you have to deal with 5 levels hard work watching those points build
up
and not being able to do anything.
NOTE: The above build 'True Lightning Wizard' is better to save on, because
you
aren't killing anything special until lv40. It saves a bit of cash.
Lv36: See above
Lv37: See above
Lv38: See above
Lv39: See above
Lv40: ?? Lightning [30]
Lv41: 3 Cold Beam [3]
Lv42: 3 Cold Beam [6]
Lv43: 3 Cold Beam [9]
Lv44: 3 Cold Beam [12]
Lv45: 3 Cold Beam [15]
Lv46: See above
Lv47: See above
Lv48: See above
Lv49: See above
Lv50: ?? Cold Beam [30]
Lv51: 3 MP Eater [3]
Lv52: 3 Meditation [3]
Lv53: 3 Meditation [6]
Lv54: 3 Meditation [9]
Lv55: 3 Meditation [12]
Lv56: 3 Meditation [15]
Lv57: 3 Meditation [18]
Lv58: 2 Meditation [20], 1 Teleport [2] OR 1 MP Eater [4]
NOTE: Concentrate on levelling the skill you just added 1 point to. The
slash
separates the two possible builds I have thought about.
Lv59: 3 Teleport [5] /3 MP Eater [7]
Lv60: 3 Teleport [8] /3 MP Eater [10]
Lv61: 3 Teleport [11]/3 MP Eater [13]
Lv62: 3 Teleport [14]/3 MP Eater [16]
Lv63: 3 Teleport [17]/3 MP Eater [19]
Lv64: 3 Teleport [20]/1 MP Eater [20], 2 Teleport [3]
Lv65: 3 MP Eater [6] /3 Teleport [6]
Lv66: 3 MP Eater [9] /3 Teleport [9]
Lv67: 3 MP Eater [12]/3 Teleport [12]
Lv68: 3 MP Eater [15]/3 Teleport [15]
Lv69: 3 MP Eater [18]/3 Teleport [18]
Lv70: 2 MP Eater [20], 1 Energy Bolt [2] OR 1 Slow [1] OR 1 Magic armour
[1]/
2 Teleport [20], 1 Energy Bolt [2] OR 1 Slow [1] OR 1 Magic armour [1]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mob Controller Build
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I only know 1 person who used this build (I'm not disclosing his name). But
we
talked a long time ago, when I had my old character. He has now quit the
game,
so we cannot communicate anyway. Still, out of respect, I will put forward
his
build, which he described to me.
This build is designed to fight mobs. You can fight enemies such as kitties,
lorangs, and anything that you should use Thunderbolt rather than Cold Beam
on
(no Red Drakes, sorry). You can have a lot of fun with this build - Go to
the
Lucida maps, Malady maps, maybe even Drakes and Kargoes. You take your pick.
Personally, I find it's more of a novelty build, for one-stop lightning
wizards
(*coughcoughHACKERScoughcough*). Basically, you get Teleport and Slow, but
you
will be quite weak unless you party with ordinary Wizards (You won't have
Med
until the very end >_<). You get Cold Beam right at the time you start to be
able to normally fight Red Drakes (But it's lv3, so don't come running if
you
get totally ownified). It's still fun though (apparently...)
Use it if you want a challenge, like a Power Cleric, DEXless Warrior/Thief
or
Permanoob. You might find it's easier than the latter, but a bit harder than
the former. That's because people know how to do those, but the Mob
Controller
wizard is actually non-existent.
NOTE: If anybody at all follows this build to the end, email me. I need some
info about Slow. Contact details at the bottom (Press End on your
board)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv31: 3 Thunderbolt [3]
Lv32: 3 Thunderbolt [6]
Lv33: 3 Thunderbolt [9]
Lv34: 3 Thunderbolt [12]
Lv35: 3 Thunderbolt [15]
Lv36: Save SP
Lv37: Save SP
Lv38: 9 Thunderbolt [24]
Lv39: 3 Thunderbolt [27]
Lv40: 3 Thunderbolt [30]
Lv41: 3 Teleport [4]
Lv42: 1 Teleport [5], 2 Slow [2]
Lv43: 3 Slow [5]
Lv44: 3 Slow [8]
Lv45: 3 Slow [11]
Lv46: 3 Slow [14]
Lv47: 3 Slow [17]
Lv48: 3 Slow [20]
Lv49: 3 Teleport [8]
Lv50: 3 Teleport [11]
Lv51: 3 Teleport [14]
Lv52: 3 Teleport [17]
Lv53: 3 Teleport [20]
Lv54: 3 Cold Beam [3]
Lv55: 3 Cold Beam [6]
Lv56: 3 Cold Beam [9]
Lv57: 3 Cold Beam [12]
Lv58: 3 Cold Beam [15]
Lv59: Save SP
Lv60: Save SP
Lv61: 9 Cold Beam [24]
Lv62: 3 Cold Beam [27]
Lv63: 3 Cold Beam [30]
Lv64: 3 MP Eater [3]
Lv65: 3 Meditation [6]
Lv66: 3 Meditation [9]
Lv67: 3 Meditation [12]
Lv68: 3 Meditation [15]
Lv69: 3 Meditation [18]
Lv70: 2 Meditation [20], 1 MP Eater [4]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Other Builds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mob Control V2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Samaus_2m offers his view and alteration on the 'Novelty' Build I made. Read
his build, then decide for yourself. No Cold Beam however, so use this if
you
are a diehard lightning user. I myself prefer training with lightning rather
than ice, but many people prefer to have more than just one attack skill.
Lv31: 3 Thunderbolt [3]
Lv32: 3 Thunderbolt [6]
Lv33: 3 Thunderbolt [9]
Lv34: 3 Thunderbolt [12]
Lv35: 3 Thunderbolt [15]
Lv36: Save SP
Lv37: Save SP
Lv38: 9 Thunderbolt [24]
Lv39: 3 Thunderbolt [27]
Lv40: 3 Thunderbolt [30]
Lv41: 1 MP Eater [1], 2 Teleport [3]
Lv42: 2 Teleport [5], 1 Slow [1]
Lv43: 3 Slow [4]
Lv44: 3 Slow [7]
Lv45: 3 Slow [10]
Lv46: 3 Slow [13]
Lv47: 3 Slow [16]
Lv48: 3 Slow [19]
Lv49: 2 Teleport [7], 1 Slow [20]
Lv50: 3 Teleport [10]
Lv51: 3 Teleport [13]
Lv52: 3 Teleport [16]
Lv53: 3 Teleport [19]
Lv54: 1 Teleport [20], 2 MP Eater [3]
Lv55: 3 Meditation [3]
Lv56: 3 Meditation [6]
Lv57: 3 Meditation [9]
Lv58: 3 Meditation [12]
Lv59: 3 Meditation [15]
Lv60: 3 Meditation [18]
Lv61: 2 Meditation [20], 1 MP Eater [4]
Lv62: 3 MP Eater [7]
Lv63: 3 MP Eater [11]
Lv64: 3 MP Eater [14]
Lv65: 3 MP Eater [17]
Lv66: 3 MP Eater [20]
Lv67: 3 MP Eater [20]
Lv68: 3 Cold Beam [3]
Lv69: 3 Cold Beam [6]
Lv70: 3 Cold Beam [9]
This build (In My Opinion) is terrible for hackers, however, for a normal
Lit
mage, it can easily be used to contain a large group of enemies, disabling
them
even at early levels. The ability to MP eat is gained early, because even
one
point means slightly less MP potions. After this is achieved, and lit is
maxed,
it's time to work on Teleport, and Slow. The reason for this is, Slowing an
enemy, teleporting away to attack more, get them to follow, then slow means
you
can easily disable an entire group to one area, as you can move away faster
than they can keep up, and their immense lack of speed disables them from
being
able to spread out too far. This means you can get a group of anywhere from
3 -
every enemy on the floor to one spot, allowing you to save MP with
lightning.
As opposed to being a build based on speed leveling, it's based on MP
saving,
creating mobs as opposed to looking for them. Cold beam, however, is left
with
whatever points aren't used elsewhere, As far as training is concerned, no
matter where you are you'll do better with lightning against 3+ enemies then
you will with Cold Beam, Leaving it a generally useless skill. If you need
more
information, add me to MSN, I get online every night around 9 pm eastern US
time. My (current) Maplestory character is ihpares (However, I'm a Broan, so
if you want an in-game interview, it might not be that simple.)
- Samaus_2m
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now, I'm not going to list AP Builds for the same reason I didn't give skill
statistics - I assume you have the basics. Also, there are many guides on
the
site that detail exactly what and where to put AP (I'll let you in on a
secret
in the next paragraph - I can't do it inside a Contraction Bubble).
Basically, use ALL your AP on INT unless you need some for LUK. This is the
best way to get power as a lightning wizard and still wear that cool armour
you
want to wear (Personally, I don't much like mage armour). Basically, every
-0
and -8 level (and every level you can get a new equip you want), add enough
to make your LUK 3 above the level (lv60 = 63 LUK, lv40 = 43 LUK). Instead
of 4
INT, 1 LUK per level, you get 5 INT most of the time, but get back down to
earth every few levels.
Another tip for both saving money and increasing power. Don't get every
single
equip you can. Just because you see a 73 Magic Attack Evil Tale in an FM
store
and it's 3 Magic Attack higher than your Thorns, doesn't mean you should buy
it
(even if it's 400k or so. If it's 100k or less, buy it and trade
lordplasma2,
I'll take it off you for the same amount plus 10k). Don't get a Dark
Starlight/
Moonlight when you have a perfectly good Red one. I made that mistake once.
I
was unable to afford a Lama staff because of it (*curses himself*). Besides,
if
it's only that bit higher, then chances are it's quite expensive, and it
would
cost less to scroll with 100% scrolls anyway. I do that a lot, mainly
because
spending 15 mil on 7 staff magic attack scrolls isn't very tempting compared
to
the 500k or so you can get 7 100%s for. There's also the chance it won't
work.
Don't replace your good average weapon with a above average one at the cost
of
1.8mil. I mean, look at weapons like the Sparta. Average is something close
to
600k, above average (I've seen it anyway) is closer to 4 mil. Not cool. Of
course, 21 STR Spartas are worth a lot more than that...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3rd job Builds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These are mostly hypothetical, since I'm a total noob at 3rd job stuff.
Yeah,
I have the guts to admit it. I don't recommend actually following it until
I've
learnt a bit more and updated, since I don't know much. I've had experience
only with Ice Strike (it's what Andrew put into), so I can recommend that as
a
great attack. Super mega giga spam it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is a good build IMO. Not sure whether you should put into Compo or
Spear
first, or about Amp/Booster. Depends on whether you like speed. If so,
Booster
is good.
70: 1 Ice Strike/Thunder Spear [1]
You can throw one in Thunder Spear for fun. 1 Ice Strike is more useful in
OPQ
though, since it mass freezes. I'll assume you threw one in Ice Strike.
71: 3 Ice Strike [4]
72: 3 Ice Strike [7]
73: 3 Ice Strike [10]
74: 3 Ice Strike [13]
75: 3 Ice Strike [16]
76: 3 Ice Strike [19]
77: 3 Ice Strike [22]
78: 3 Ice Strike [25]
79: 3 Ice Strike [28]
80: 2 Ice Strike [30], 1 Elemental Amplification [1]
81: 3 Elemental Amplification [4]
82: 1 Elemental Amplification [5], 2 Magic Booster [2]
83: 3 Magic Booster [5]
84: 3 Magic Booster [8]
85: 3 Magic Booster [11]
86: 3 Elemental Amplification [8]
87: 3 Elemental Amplification [11]
88: 3 Elemental Amplification [14]
89: 3 Elemental Amplification [17]
90: 3 Elemental Amplification [20]
91: 3 Elemental Amplification [23]
92: 3 Elemental Amplification [26]
93: 3 Elemental Amplification [29]
94: 1 Elemental Amplification [30], 2 Thunder Spear/Magic Composition [2]
If you plan to train at Vikings, add into Thunder Spear. If not, add into
Magic
Composition simply because it becomes a much better casual attack move. I'll
assume you picked Vikings.
95: 3 Thunder Spear [5]
96: 3 Thunder Spear [8]
97: 3 Thunder Spear [11]
98: 3 Thunder Spear [14]
99: 3 Thunder Spear [17]
100: 3 Thunder Spear [20]
101: 3 Thunder Spear [23]
102: 3 Thunder Spear [26]
103: 3 Thunder Spear [29]
104: 1 Thunder Spear [30], 2 Magic Composition [2]
105: 3 Magic Composition [5]
106: 3 Magic Composition [8]
107: 3 Magic Composition [11]
108: 3 Magic Composition [14]
109: 3 Magic Composition [17]
110: 3 Magic Composition [20]
111: 3 Magic Composition [23]
112: 3 Magic Composition [26]
113: 3 Magic Composition [29]
114: 1 Magic Composition [30], 2 Seal [2]
Depending on which you prefer at level 11 rather than maxed, pick Seal or
Magic
Booster. I'd prefer Seal at max, since Booster just increases time and
reduces
cost. I'll assume you picked Seal from now.
115: 3 Seal [5]
116: 3 Seal [8]
117: 3 Seal [11]
118: 3 Seal [14]
119: 3 Seal [17]
120: 3 Seal [20]
Switch Thunder Spear and Ice Strike/Composition around for a varied attack
build.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ultimate Mob Controller Build
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is meant for mob trainers, the people who hate one-on-ones with
horrific
monsters - ie. the ones who preferred Lorangs to Red Drakes. It utilizes Ice
Strike, Seal and Magic Booster primarily, and can choose something not to
max
from Thunder Spear, Magic Booster and Magic Composition. In this sample, TS
isn't maxed.
70: 1 Ice Strike [1]
71: 3 Ice Strike [4]
72: 3 Ice Strike [7]
73: 3 Ice Strike [10]
74: 3 Ice Strike [13]
75: 3 Ice Strike [16]
76: 3 Ice Strike [19]
77: 3 Ice Strike [22]
78: 3 Ice Strike [25]
79: 3 Ice Strike [28]
80: 2 Ice Strike [30], 1 Elemental Amplification [1]
81: 3 Elemental Amplification [4]
82: 1 Elemental Amplification [5], 2 Magic Booster [2]
83: 3 Magic Booster [5]
84: 3 Magic Booster [8]
85: 3 Magic Booster [11]
86: 3 Seal [3]
87: 3 Seal [6]
88: 3 Seal [9]
89: 3 Seal [12]
90: 3 Seal [15]
The reason you don't one-shot max it is the same reason you don't max
Mastery
with the other jobs. The rest of the levels aren't neccessary - 80% chance
of
success is good enough for now.
91: 3 Elemental Amplification [8]
92: 3 Elemental Amplification [11]
93: 3 Elemental Amplification [14]
94: 3 Elemental Amplification [17]
95: 3 Elemental Amplification [20]
96: 3 Elemental Amplification [23]
97: 3 Elemental Amplification [26]
98: 3 Elemental Amplification [29]
99: 1 Elemental Amplification [30], 2 Magic Composition [2]
100: 3 Magic Composition [5]
101: 3 Magic Composition [8]
102: 3 Magic Composition [11]
103: 3 Magic Composition [14]
104: 3 Magic Composition [17]
105: 3 Magic Composition [20]
106: 3 Magic Composition [23]
107: 3 Magic Composition [26]
108: 3 Magic Composition [29]
109: 1 Magic Composition [30], 2 Seal [17]
110: 3 Seal [20]
111: 3 Magic Booster [14]
112: 3 Magic Booster [17]
113: 3 Magic Booster [20]
114: 3 Thunder Spear [3]
115: 3 Thunder Spear [6]
116: 3 Thunder Spear [9]
117: 3 Thunder Spear [12]
118: 3 Thunder Spear [15]
119: 3 Thunder Spear [18]
120: 3 Thunder Spear [21]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Touring Build
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This build is meant for Maplers who reach 70 and think: Yeah, why not have
some
fun! It's not quite serious, and anybody with access to mounds of AP Reset
(NX)
can have fun with this. Basically, you get the skills that aren't
specialised
to one area, like Thunder Spear, which is only really good at Vikings, or
Seal,
which isn't quite as useful as Magic Composition. Also, Partial Resistance
is
maxed, and the only reason is so Zakum's Ice and Lightning won't scorch you
as
much. It's quite useless everywhere else, actually.
70: 1 Ice Strike [1]
71: 3 Ice Strike [4]
72: 3 Ice Strike [7]
73: 3 Ice Strike [10]
74: 3 Ice Strike [13]
75: 3 Ice Strike [16]
76: 3 Ice Strike [19]
77: 3 Ice Strike [22]
78: 3 Ice Strike [25]
79: 3 Ice Strike [28]
80: 2 Ice Strike [30], 1 Elemental Amplification [1]
81: 3 Elemental Amplification [4]
82: 1 Elemental Amplification [5], 2 Magic Booster [2]
83: 3 Magic Booster [5]
84: 3 Magic Booster [8]
85: 3 Magic Booster [11]
86: 3 Elemental Amplification [8]
87: 3 Elemental Amplification [11]
88: 3 Elemental Amplification [14]
89: 3 Elemental Amplification [17]
90: 3 Elemental Amplification [20]
91: 3 Elemental Amplification [23]
92: 3 Elemental Amplification [26]
93: 3 Elemental Amplification [29]
94: 1 Elemental Amplification [30], 2 Partial Resistance [2]
95: 3 Partial Resistance [5]
96: 3 Partial Resistance [8]
97: 3 Partial Resistance [11]
98: 3 Partial Resistance [14]
99: 3 Partial Resistance [17]
100: 3 Partial Resistance [20]
101: 3 Magic Composition [3]
102: 3 Magic Composition [6]
103: 3 Magic Composition [9]
104: 3 Magic Composition [12]
105: 3 Magic Composition [15]
106: 3 Magic Composition [18]
107: 3 Magic Composition [21]
108: 3 Magic Composition [24]
109: 3 Magic Composition [27]
110: 3 Magic Composition [30]
111: 3 Magic Booster [14]
112: 3 Magic Booster [17]
113: 3 Magic Booster [20]
114: 3 Thunder Spear [3]
115: 3 Thunder Spear [6]
116: 3 Thunder Spear [9]
117: 3 Thunder Spear [12]
118: 3 Thunder Spear [15]
119: 3 Thunder Spear [18]
120: 3 Thunder Spear [21]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(4: Equipment
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I now look at the equipment which you should think about getting. I'll
detail
all the equipment you SHOULD look at getting, and the equipment you
shouldn't
look at getting no matter what (unless you find it). I'll also put down MY
set.
Also, I'm only at lv55 on this mage (I'm not putting my friend's (Andrew)
set
down because I'm too lazy) so I'm not going to be adding after lv50.
I'll detail every 10th level just to make it easy. Bu every 10th I mean 9
levels onward as well. If there are any changes that are recommended, I'll
put
a > to show it. If there was anything special about the equips I'll add a
Contraction Bubble. If there's nothing then it's average or above/below in
def/
magic def.
NOTE: These are the equips you should have BY that time, not in the 10
levels
after. I'll suggest changes too.
Here is the format in which I will write the equipment
Weapon (Staves/Wands)
Armor (Overall or Top, Bottom)
Hat/Headgear
Glove
Shoes
Cape
Earrings
Shield
For example:
Arc Staff (see above) > Evil Tale (eventually)
Dark Calas > Dark Anakamoon (eventually)
Gold Pride (see above above)
Blue Pennance
Blue Snowshoes (+7 (100% Jump))
Icarus Cape (3) (see above)
Leaf Earrings (see above above)
Esther Shield
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Male
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Wooden Staff
Training Shirt, Training Pants > Plain Robe > Split Piece, Split Pants
Apprentice Hat (I like Red) > Moon Conehead
Work Gloves (Not recommended) > Lemona
Basic Boots > Nitty
No Cape
No Earrings
Wooden Fence/Panlid (If you have one)
Recommended
Razor/Fruit Knife
Undershirt/T-shirt
Shorts
Headband
Sandles/Rubber Boots
Panlid
My Gear
Wooden Staff
Undershirt
Blue Jean Shorts
Leather Sandles
Recommended Equip Changes
I believe you should keep your noob clothes - you won't be doing much damage
for a while, seeing as your main adversaries include slimes and the like.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Old Wooden Staff > Ice Wand > Wizard Staff > Mithril Wand
Split Piece, Split Pants > Doros Robe (INT) > Wizard Robe (INT)
Wizardry Hat
Morrican (upgraded) > Mesana (upgraded)
Jewelry Shoes > Windshoes
Old Raggedy Cape (At lv25)
Any Earrings
Panlid/Stolen Fence > Mystic Shield
Recommended
Old Wooden Staff > Wizard Staff
Split Piece, Split Pants > Doros Robe > Wizard Robe
Wizardry Hat > Brown Bamboo Hat
Morrican (upgraded)
Jewelry Shoes > Whitebottom Boots
Old Raggedy Cape (eventually)
Leaf Earrings
Mystic Shield/Panlid
Old Wooden Staff
My Gear
Sapphire Staff > Wizard Staff
Black Split Piece, Black Split Pants > White Wizard Robe
Wizardry Hat > Brown Bamboo Hat
Blue Morrican
Purple Jewelry Shoes > Blue Whitebottom Boots
No Cape > Old Raggedy Cape
Yellow Square > Leaf Earrings
Panlid
Recommended Equip Changes
The weapon is important now, as you need to start dealing damage, especially
in
PQ. Change whenever possible - I was unfunded so I changed once only. The
armor can be changed whenever you want. I suggest a Brown Bamboo Hat because
there isn't anything better yet. The Morrican lasts a while, keep it, and
upgrade it if you can. The shoes don't matter, really, but I suggest White-
bottoms for the speed bonus (don't scroll them, get scrolled Snowshoes
instead
later). The Raggedy Cape is a must - it doesn't change anything, only
improves.
The earrings aren't very important, I suggest either Leaf or Lv25 PQ 'rings.
It
depends on whether you want that extra MP or resistance. The shield isn't
really THAT important, but get a Mystic if you're funded. If not, use your
Lv10
shield.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Wizard Staff/Mithril Wand > Circle Winded Staff > Petal/Maple Staff OR
Mithril Wand > Wizard Wand > Fairy/Crystal Wand
Wizard Robe (INT) > Chaos Robe (INT) > Starlight (INT)
Wizardry Hat > Jester (INT) > Matty (INT)
Mesana (upgraded) > Lutia (Dark/Blue)
Magicshoes > Salt Shoes
Old Raggedy Cape
Lv25 Earrings > Lv30 Earrings > Lv35 Earrings > Lv40 Earrings
Mystic Shield > Esther Shield (NOT RECOMMENDED)
Recommended
Mithril Wand > Wizard Wand > Fairy Wand
Wizard Robe > Chaos Robe > Starlight
Brown Bamboo Hat > Jester (Brown or Green) OR Gold Pride (recommended) >
Matty
Morrican > Noel
Magicshoes/Scrolled Snowshoes (Jump or Speed 100%s)
Old Raggedy Cape (Oxygen Tank when in Aqua Road)
Leaf Earrings (scrolled if possible)/Lv30 earrings (scrolled)
Mystic Shield
My Gear
Wizard Wand (+5 (1 60% Mag Atk, 4 100% Mag Atk))
Black Wizard Robe > Blue Chaos Robe > Blood Chaos Robe > Dark Starlight
Gold Pride (+7 (6 100% HP, 1 60% Def), 3 INT)
Blue Morrican > Dark Noel
Blue Magicshoes
Old Raggedy Cape
Leaf Earrings (+5 (100% Mag Atk))
Panlid > Mystic Shield
Recommended Equip Changes
Get a good weapon to last you more than one switch (scroll it if possible to
make it last even longer). I suggest a scrolled Wizard Wand, wand scrolls
are
cheaper than staff scrolls. Change your Bamboo/Wizardry Hat into a Green
Jester
or a Gold Pride. I was fortunate enough to find a 3 INT Gold Pride, which I
still use. The glove should be swapped about now. I got the Dark Noel from
John
and used that. If you have 300k or so, get some Blue Snowshoes and scroll
them
with Jump or Speed Scrolls (only 1 type, jump for Lightning wiz, speed for
ice)
and use them. Shoes don't matter, swap if you want. You can get the Oxygen
Tank and use that, but only in Aqua Road. Otherwise keep your Raggedy. You
can
get better earrings, but I scrolled my Leafs and kept them. Keep trying for
a
better shield. If you had a Mystic, STAY WITH IT. If you had a Panlid, get
an
Esther sooner or later.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv40
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Fairy/Crystal Wand > Hall Staff > Maple Lama Staff > Arc Staff > Cromi
Starlight (INT) > Calas (INT)
Matty > White Guiltian
Noel > Arten
Dark Moonshoes
Raggedy Cape > Icarus 1/2/3
Sapphire Earrings/Cat's Eye > Blue Moon > Pansy Earrings
Esther Shield
Recommended
Previous weapon > Hall Staff/Maple Lama Staff > Arc Staff
Starlight > Calas (INT)
Matty > White Guiltian
Noel > Arten (eww...ugly)
Moon Shoes, Scrolled Snowshoes
Old Raggedy Cape > Icarus 3 (lightning) OR Icarus 2 (ice)
Sapphire Earrings > Blue Moon > Pansy Earrings
Esther Shield
My Gear
Hall Staff (above average) > Arc Staff (+7 (100% Mag Atk))
Dark Starlight > Dark Calas
Gold Pride (see above)
Dark Noel
Dark Moon Shoes
Icarus Cape (3) (+1 (60% INT))
Leaf Earrings (see above)
Mystic Shield
Recommended Equip Changes
Lv40-50 is the best time to get rich. First, there's the glove scroll
quests,
then there's PQ, which you can get scrolls from, and finally the possibility
of
training on Platoon Chronos, which drop Esthers (keep one for yourself) and
the
fabled 60% Glove Attack (which I actually found :P). Anyway, keep your level
39 and below weapon unless you found a Hall Staff or happen to be awesomely
rich. In either of those cases, get and use a Hall Staff (if the latter,
think
about a Maple Lama instead). Continue with your Starlight and get a Calas as
soon as you can (they're hard to find when you want them for some reason).
Try
with all your might to get a White Guiltian that has 3 or more Magic Attack.
If
you had a 3 INT hat from before, keep it. Change to the Arten if you want,
personally I hated it and sold mine. I got Dark Moon Shoes from Retz
training
and equipped them in place of my Gold ones, but then I decided my old
scrolled
snowshoes were more useful, so now I use them instead. I got an Icarus 3
(gives
you a nice 12 jump combined with jump scrolled snowshoes), and got much more
comfortable with jump-thunderbolting. Also, I got a 60% INT and scrolled the
Icarus 3. I still kept my Leaf Earrings, as I like them. The Mystic stayed
with
me until Lv50.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv50
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Cromi > Thorns > Evil Tale
Calas (INT) > Anakamoon (INT)
White Guiltian > Dark Golden Circlet
Arten > Pennance
Moon Shoes > Gold Winded Shoes
Icarus Cape 1/2/3
Pansy Earrings > Skull/Heart Earrings
Esther Shield
Recommended
Arc Staff/Cromi > Thorns/Evil Tale (choose one)
Calas (INT) > Anakamoon (INT)
Guiltian > Golden Circlet
Noel/Arten > Pennance
Moon Shoes > Gold-Winded Shoes OR Scrolled Snowshoes
Icarus Cape 1/2/3 OR Napolean (above average) > Justice Cape
Pansy Earrings > Skull Earrings
Esther Shield
My Gear
Arc Staff (see above) > Evil Tale (eventually)
Dark Calas > Dark Anakamoon (eventually)
Gold Pride (see above above)
Blue Pennance
Blue Snowshoes (+7 (100% Jump))
Icarus Cape (3) (see above)
Leaf Earrings (see above above)
Esther Shield
Recommended Equip Changes
I think you shouldn't get a Thorns until you reach that level, because you
have
every chance of finding an Evil Tale from the Red Drakes. The Calas to
Anakamoon switch isn't recommended, it's COMPULSORY. You have 10 levels to
find
one that's decent. The hat change isn't at all needed, in fact, if you have
a
good Guiltian, keep it (unless you find a godly DARK Golden Circlet). The
glove
change isn't necessary, but it's recommended. Same goes for the shoes. The
cape
can be changed from Icarus to the Napolean, but I think the Icarus is better
(at least until you reach Lv65 or so). Earrings should keep switching, and
the
shield should now be a fully-fledged Esther.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv60
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Evil Tale > Evil Wings > Angel Wings
Anakamoon (INT) > Requiem
Golden Circlet > Seraphis
Pennance > Manute
Gold-Winded Shoes > Goldrunners
Icarus Cape 1/2/3 OR Justice Cape > Magic Cape > Gaia's Cape
Skull/Heart Earrings > Holy Cross/Crystal Flowerrings
Esther Shield
Recommended
Evil Tale > Evil Wings (If you must...)
Anakamoon (INT) > Requiem
Golden Circlet > Seraphis (Dark/White)
Pennance > Manute (Gold/Dark)
Gold-Winded Shoes > Goldrunners/Scrolled Snowshoes
Icarus (scrolled with INT) OR Whatever non-Icarus cape > Gaia Cape
Crystal Flowerrings > Pink Flower Earrings > Gold Drop Earrings
Esther Shield
Recommended Equip Changes
I reckon that the Evil Wings look ok, but nowhere near as good as previous
weapons like the Thorns and Arc Staff. For this reason alone I think that a
good scrolled Thorns will do just as well. Get a Requiem. They're quite good
looking, and cheap (sometimes cheaper than Anakamoons/runes). Get a
Seraphis,
Dark, White or Green (Yes, Green. They're ugly, but they are extraordinarily
cheap and easy to find in the FM). As for gloves, you can keep your lv50
glove
or get a new one. I got a new one because I wanted all lv60 gear. Shoes
aren't
really much of an issue. If you prefer skilful killing to extra defense,
keep
the Icarus. Otherwise, upgrade, as this is when the defence bonus becomes
good
enough to trade the other bonus for. Earrings should be upgraded. If you
still
don't have an Esther, save up and get one. NOW!!!!!1!!1!!shift+1!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv70
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Angel Wings > Dark Ritual > Phoenix Wand
Requiem > Enigmatic
Seraphis > Dark Infinium Circlet
Manute > Lorin
Goldrunners > Lapiz Sandals
Icarus Cape 1/2/3 OR Gaia's Cape > Seraph Cape
Gold Drop Earrings >
Recommended
Evil Wings > Dark Ritual/Phoenix Wand
Requiem > Enigmatic
Seraphis > Infinium Circlet (Dark/Blue), keep high INT Seraphis
Manute > Lorin (Dark)
Goldrunners > Lapiz Sandals (Snowshoes lose their worth around here)
Recommended Equip Changes
Upgrade everything as much as you can. Unless you're a maniac, you'll
realise
that, apart from Zakum PQ and other bosses, there is no way of levelling
other
than grinding. So, since you get massive cash and drop bonuses. So upgrade
whenever, as levelling once now is like levelling from 1-30 without PQ, but
with the same or similar monsters the whole way through.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv80
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Phoenix Wand > Kage > Magicodar
Enigmatic > Oriental Fury Coat (o_O)
Infinium Circlet/Seraphis > Galaxy
Lorin > Clarity
Enigma Shoes
Upgrade cape as much as possible
Upgrade earrings as much as possible
Esther Shield
Recommended
Dark Ritual/Phoenix Wand > Kage/Magicodar
Enigmatic > Oriental Fury Coat
Galaxy (Any)
Clarity (keep Lorin if you must)
Enigma Shoes
Upgrade cape as much as possible
Upgrade earrings as much as possible
Esther Shield
Recommended Equip Changes
Can't say...Andrew says he doesn't want an Oriental Fury Coat 'cuz they
really
look stupid and sound stupid, but I think that you should get one. The hat
is
interchangeable - Seraphis, Infinium Circlet, Galaxy...whatever you want. I
think that you should try to get a Clarity glove, keep the Lorin if you
can't
find one. If you don't have a Lorin, search for either and take a bargain.
The
shoes...I'm not sure, Andrew's still on Lapiz Sandals. If you find a good
cape
or earring set, buy 'em and wear 'em. No shield upgrade yet...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv90
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NOTE: I can't really add anything about equip changes.
Best for Magic
Oriental Fury Coat
Oriental Fury Hat (I hate this name)
Whatever glove > Sage
Neli Shoes
Upgrade cape as much as possible
Upgrade earrings as much as possible
Esther Shield
Recommended
Magicodar
Oriental Fury Coat
Oriental Fury Hat (Any colour, black recommended)
Sage
Neli/Enigma Shoes
Upgrade cape as much as possible
Upgrade earrings as much as possible
Esther Shield
Recommended Equip Changes
Don't bother trying to save money - you're elite now. Buy and keep improving
gear, and grind when you need a bit of cash.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Optimal Gear (as of GMS Patch 0.33)
Most of this is available through Gachapon, so buy it off those people.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dragon Staff
Blue Varuna
Dark Varr Hat
Dark Sage
Blue Varr Shoes
Ludibrium Cape
Sword Earrings
Esther Shield
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Female
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I can't add My Gear on this one >_<.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Wooden Staff
Armine, Armine Skirt > Arianne, Arianne Skirt > Split, Split Skirt
Apprentice Hat (I like Red) > Moon Conehead
Work GLoves (Not recommended) > Lemona
Basic Boots > Nitty
No Cape
No Earrings
Wooden Fence/Panlid (If you have one)
Recommended
Razor/Fruit Knife
White Tank Top/Cotton Shirt/Cotton Shirt
Skirt
Headband
Sandles/Rubber Boots
Panlid
Recommended Equip Changes
I believe you should keep your noob clothes - you won't be doing much damage
for a while, seeing as your main adversaries include slimes and the like.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Old Wooden Staff > Ice Wand > Wizard Staff > Mithril Wand
Split, Split Skirt > Doroness Robe (INT) > Fairy Robe, Fairy Robe Skirt
(INT)
Wizardry Hat
Morrican (upgraded) > Mesana (upgraded)
Jewelry Shoes > Windshoes
Old Raggedy Cape (At lv25)
Any Earrings
Panlid/Stolen Fence > Mystic Shield
Recommended
Old Wooden Staff > Wizard Staff
Split Piece, Split Pants > Doros Robe > Wizard Robe
Wizardry Hat > Brown Bamboo Hat
Morrican (upgraded)
Jewelry Shoes > Whitebottom Boots
Old Raggedy Cape (eventually)
Leaf Earrings
Mystic Shield/Panlid
Recommended Equip Changes
The weapon is important now, as you need to start dealing damage, especially
in
PQ. Change whenever possible - I was unfunded so I changed once only. The
armor can be changed whenever you want. I suggest a Brown Bamboo Hat because
there isn't anything better yet. The Morrican lasts a while, keep it, and
upgrade it if you can. The shoes don't matter, really, but I suggest White-
bottoms for the speed bonus (don't scroll them, get scrolled Snowshoes
instead
later). The Raggedy Cape is a must - it doesn't change anything, only
improves.
The earrings aren't very important, I suggest either Leaf or Lv25 PQ 'rings.
It
depends on whether you want that extra MP or resistance. The shield isn't
really THAT important, but get a Mystic if you're funded. If not, use your
Lv10
shield.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Wizard Staff/Mithril Wand > Circle Winded Staff > Petal/Maple Staff OR
Mithril Wand > Wizard Wand > Fairy/Crystal Wand
Fairy Robe, Fairy Robe Skirt (INT) > Amoria Robe Set (INT) > Moonlight (INT)
Wizardry Hat > Jester (INT) > Matty (INT)
Mesana (upgraded) > Lutia (Dark/Blue)
Magicshoes > Salt Shoes
Old Raggedy Cape
Leaf/Red Cross/Gold Earrings > Star/Emerald/Lightning Earrings
Mystic Shield > Esther Shield (NOT RECOMMENDED)
Recommended
Mithril Wand > Wizard Wand > Fairy Wand
Wizard Robe > Chaos Robe > Starlight
Brown Bamboo Hat > Jester (Brown or Green) OR Gold Pride (recommended) >
Matty
Morrican > Noel
Magicshoes/Scrolled Snowshoes (Jump or Speed 100%s)
Old Raggedy Cape (Oxygen Tank when in Aqua Road)
Leaf Earrings (scrolled if possible)/Lv30 earrings (scrolled)
Mystic Shield
Recommended Equip Changes
Get a good weapon to last you more than one switch (scroll it if possible to
make it last even longer). I suggest a scrolled Wizard Wand, wand scrolls
are
cheaper than staff scrolls. Change your Bamboo/Wizardry Hat into a Green
Jester
or a Gold Pride. I was fortunate enough to find a 3 INT Gold Pride, which I
still use. The glove should be swapped about now. I got the Dark Noel from
John
and used that. If you have 300k or so, get some Blue Snowshoes and scroll
them
with Jump or Speed Scrolls (only 1 type, jump for Lightning wiz, speed for
ice)
and use them. Shoes don't matter, swap if you want. You can get the Oxygen
Tank and use that, but only in Aqua Road. Otherwise keep your Raggedy. You
can
get better earrings, but I scrolled my Leafs and kept them. Keep trying for
a
better shield. If you had a Mystic, STAY WITH IT. If you had a Panlid, get
an
Esther sooner or later.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv40
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Fairy/Crystal Wand > Hall Staff > Maple Lama Staff > Arc Staff > Cromi
Moonlight (INT) > Calaf (INT)
Matty > White Guiltian
Noel > Arten
Dark Moonshoes
Raggedy Cape > Icarus 1/2/3
Sapphire Earrings/Cat's Eye > Blue Moon > Pansy Earrings
Esther Shield
Recommended
Previous weapon > Hall Staff/Maple Lama Staff > Arc Staff
Moonlight > Calaf (INT)
Matty > White Guiltian
Noel > Arten (eww...ugly)
Moon Shoes, Scrolled Snowshoes
Old Raggedy Cape > Icarus 3 (lightning) OR Icarus 2 (ice)
Any scrolled earrings (INT)
Esther Shield
Recommended Equip Changes
Lv40-50 is the best time to get rich. First, there's the glove scroll
quests,
then there's PQ, which you can get scrolls from, and finally the possibility
of
training on Platoon Chronos, which drop Esthers (keep one for yourself) and
the
fabled 60% Glove Attack (which I actually found :P). Anyway, keep your level
39 and below weapon unless you found a Hall Staff or happen to be awesomely
rich. In either of those cases, get and use a Hall Staff (if the latter,
think
about a Maple Lama instead). Continue with your Starlight and get a Calas as
soon as you can (they're hard to find when you want them for some reason).
Try
with all your might to get a White Guiltian that has 3 or more Magic Attack.
If
you had a 3 INT hat from before, keep it. Change to the Arten if you want,
personally I hated it and sold mine. I got Dark Moon Shoes from Retz
training
and equipped them in place of my Gold ones, but then I decided my old
scrolled
snowshoes were more useful, so now I use them instead. I got an Icarus 3
(gives
you a nice 12 jump combined with jump scrolled snowshoes), and got much more
comfortable with jump-thunderbolting. Also, I got a 60% INT and scrolled the
Icarus 3. I still kept my Leaf Earrings, as I like them. The Mystic stayed
with
me until Lv50.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv50
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Cromi > Thorns > Evil Tale
Calaf (INT) > Anakarune (INT)
White Guiltian > Dark Golden Circlet
Arten > Pennance
Moon Shoes > Gold Winded Shoes
Icarus Cape 1/2/3
Pansy Earrings > Skull/Heart Earrings
Esther Shield
Recommended
Arc Staff/Cromi > Thorns/Evil Tale (choose one)
Calaf (INT) > Anakarune (INT)
Guiltian > Golden Circlet
Noel/Arten > Pennance
Moon Shoes > Gold-Winded Shoes OR Scrolled Snowshoes
Icarus Cape 1/2/3 OR Napolean (above average) > Justice Cape
Pansy Earrings > Skull/Heart Earrings (scrolled with INT if possible)
Esther Shield
Recommended Equip Changes
I think you shouldn't get a Thorns until you reach that level, because you
have
every chance of finding an Evil Tale from the Red Drakes. The Calas to
Anakamoon switch isn't recommended, it's COMPULSORY. You have 10 levels to
find
one that's decent. The hat change isn't at all needed, in fact, if you have
a
good Guiltian, keep it (unless you find a godly DARK Golden Circlet). The
glove
change isn't necessary, but it's recommended. Same goes for the shoes. The
cape
can be changed from Icarus to the Napolean, but I think the Icarus is better
(at least until you reach Lv65 or so). Earrings should keep switching, and
the
shield should now be a fully-fledged Esther.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv60
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Evil Tale > Evil Wings > Angel Wings
Anakarune (INT) > Requierre
Golden Circlet > Seraphis
Pennance > Manute
Gold-Winded Shoes > Goldrunners
Icarus Cape 1/2/3 OR Justice Cape > Magic Cape > Gaia's Cape
Skull/Heart Earrings > Crystal Flower/Holy Cross Earrings > Pink Flower
Earring
Esther Shield
Recommended
Evil Tale > Evil Wings (If you must...)
Anakarune (INT) > Requierre
Golden Circlet > Seraphis (Dark/White)
Pennance > Manute (Gold/Dark)
Gold-Winded Shoes > Goldrunners/Scrolled Snowshoes
Icarus (scrolled with INT) OR Whatever non-Icarus cape > Gaia Cape
any 50+ earrings scrolled with INT
Esther Shield
Recommended Equip Changes
Well, at this stage you should be feeling pretty good. I suggest hunting
Platoon Chronos (the big blue ones) for some nice equips, foremost the
Esther
Shield and the 60% Glove Attack scroll. When you're rich, upgrade everything
as much as you can. And by that, I don't mean buy new equipment like mad. I
mean either scroll the current equips better, or if you must, get above
average
new equips. Only point of interest is that you have to have an Esther by
now,
unless you have a Mystic with 2 or more INT. Even then, consider trading it
for
a Esther with equal or better INT.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv70
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best for Magic
Angel Wings > Dark Ritual > Phoenix Wand
Requierre > Enigma
Seraphis > Dark Infinium Circlet
Manute > Lorin
Goldrunners > Lapiz Sandals
Icarus Cape 1/2/3 OR Gaia's Cape > Seraph Cape
Pink Flower Earring > Gold Drop Earrings > Metal Silver Earrings
Esther Shield
Recommended
Whichever > Angel Wings/Evil Wings (IF YOU HAVE TO)
Requierre > Enigma
Seraphis > Infinium Circlet (Dark/Blue), keep high INT Seraphis
Manute > Lorin (Dark)
Goldrunners > Lapiz Sandals (Snowshoes lose their worth around here)
Any well-scrolled cape
Well scrolled earrings (Any at all, just try to get 3 INT+)
Esther Shield
Recommended Equip Changes
If you have a well scrolled weapon (like 7 INT Evil Tale or whatever) don't
bother with a new weapon...yet. Wait until the difference in total magic
attack
(including INT) is less than 10. THEN change. Keep upgrading your overall,
since they're actually quite cheap. Your hat...make it at least 4 INT. At
the
VERY least. 5+ is recommended. Any good glove with 3 or more INT is okay.
Shoes
with 4 INT are recommended. Cape...Andrew decided to ditch his Icarus and go
with a Seraph, which made me lose faith in him. He promptly scrolled it to
make
an 8 INT, which buys back favour, but the jump bonus is lost, which sucks.
Your
earrings should be improving, unless they have more than 3 INT. In that
case,
don't change. If you don't have an Esther, quit Maple now. Seriously.
Lv80
Best for Magic
Phoenix Wand > Kage > Magicodar
Enigma > Oriental Fury Coat (o_O)
Infinium Circlet/Seraphis > Galaxy
Lorin > Clarity
Enigma Shoes
Icarus 1/2/3 OR Seraph Cape > Giles Cape
Metal Silver Earrings > Half Earrings > Metal Heart Earrings
Esther Shield
Recommended
Best weapon you can find
Enigma > Oriental Fury Coat
Galaxy (Any)
Clarity (keep Lorin if you must)
Enigma Shoes
Upgrade cape as much as possible
Upgrade earrings as much as possible
Esther Shield
Recommended Equip Changes
Can't say...Andrew says he doesn't want an Oriental Fury Coat 'cuz they
really
look stupid and sound stupid, but I think that you should get one. The hat
is
interchangeable - Seraphis, Infinium Circlet, Galaxy...whatever you want. I
think that you should try to get a Clarity glove, keep the Lorin if you
can't
find one. If you don't have a Lorin, search for either and take a bargain.
The
shoes...I'm not sure, Andrew's still on Lapiz Sandals. If you find a good
cape
or earring set, buy 'em and wear 'em. No shield upgrade yet...
Lv90
NOTE: I can't really add anything about equip changes.
Best for Magic
Magicodar > Gacha weapon
Oriental Fury Coat
Oriental Fury Hat (I hate this name)
Whatever glove > Sage
Neli Shoes
Giles Cape > Musketeer Cape
Metal Heart Earrings > Strawberry Earrings > Rose Earrings
Esther Shield
Recommended
Best weapon you can find
Oriental Fury Coat
Oriental Fury Hat (Any colour, black recommended)
Sage
Neli/Enigma Shoes
Most scrolled cape you can find (12+ is recommended, but it's expensive)
Most scrolled earrings you can find (5+ INT is counted as uber)
Esther Shield
Recommended Equip Changes
Don't bother trying to save money - you're elite now. Buy and keep improving
gear, and grind when you need a bit of cash.
Optimal Gear (as of GMS Patch 0.36)
Most of this is available through Gachapon, so buy it off those people.
Dragon Staff
Red Bazura
Dark Varr Hat
Dark Sage
Blue Varr Shoes
Ludibrium Cape
Sword Earrings
Esther Shield
(5: Lv30-70 Training
Here's the section the guide is all about. I'm going to cover EVERY
possibility
there is on training with lightning, with lightning and ice, and lightning
and
Magic Claw (And ice alone. Sigh.). Anyway, ON WITH THE GUIDE!
NOTE: I base my findings on what I have found, and some hypothetical
thoughts.
Recommended: Horny Mushroom, Zombie Mushroom, Wild Boar, Brown Teddy, Octopi
(lightning)
Maps: Ant Tunnel, Southern Dungeon IV (Horny + Green Mush tree), Land of
Wild
Boar (II), Damp Forest, Terrace Hall, Sky/Cloud Terrace
There's only so much you can do. You have teleport. That's all. Go wherever
you
would normally. I would go to Ant Tunnel or the Terrace Hall in Ludibrium,
or
possibly the Wild Boar Land 1/2 (overrun by hackers though >_<). Also, if
you
have lv3-6 lightning, try the slime tree to overcome boredom.
Of course, you can still PQ. The above was because I wanted a little more
Lv35
Recommended: Brown Teddy, Wild Boar, Zombie Mushroom, Fire Boar (ice),
Green Mushroom (lightning), PQ,
Map: Terrace Hall, Land of Wild Boar (II), Ant Tunnel, Burnt Land, Henesys
Hunting Ground I, Southern Dungeon IV
You can go to the Terrace Hall for decent training with Magic Claw, Cold
Beam
or Thunderbolt, but Thunderbolt is better at Wild Boar, and better yet,
Green
Mushrooms. It sounds odd, but you'll only be able to do 200-300 damage or
so.
Green Mushrooms go down easily, and spawn in 3s and 4s at HHG. Also, the
Horny
and Green Mushie dungeons around Ellinia can be considered. Ant Tunnel is ok
for both lightning and ice. But ice is best served at Fire Boars. PQ if you
absolutely MUST.
Lv40
Recommended: Chronos, Retz (lightning), Jr. Cellions/Lioners (ice), Evil
Eyes
(lightning), Fire Boar (ice), PQ
Mapleglobal only: Sakura Cellions (HEAVILY RECOMMENDED) (ice)
Maps: Helios Tower 99th floor, Garden of Red/Yellow I, Cave of Evil Eye
(all),
Burnt Land, The Path of Time (II and III)
I suggest Chronos with either spell. As it should be maxed, you can now mob
Chronos with ease using Thunderbolt, or 2-3 hit kill them with Cold Beam.
Also,
Evil Eyes are decent training for lightning wizards, as they spawn in high
numbers. Ice wizards can also go to Jr. Cellions/Lioners for great OHKO exp.
Watch out for hackers though. You can still go to Fire Boars. However,
light-
ning wizards have a fantastic solution now - Helios Tower. If you read the
'My
Story' part of the guide, you'll have read the strategy to mass-killing
them.
If you didn't read it, I'll reproduce it here.
Go down to the 99th floor and stand on the second screw between the fourth
platform down and the floor. The diagram is like this
TO 100th
floor
X = screw
! = aforementioned screw
>= This screw also lets you hit two platforms
In case you didn't know, hamsters (or Retz) spawn here. THey are moderately
easy to kill with Magic Claw or Cold Beam, but they spawn in 4s and 5s. This
makes it ideal for lightning wizards with maxed lightning. Thunderbolt
should
do about 400-500 damage at least, and it should take 3 or 4 hits for each
kill.
Every 5 Retz killed is 390 exp for 120-160mp. That isn't bad, considering
how
difficult it was to train effectively before Ludi.
If you have ice, then the most fantastic training is at Sakura Cellions,
which
drop ridiculous amounts of money and great equipment. It may be a bit
crowded
at times, but if you can get a half platform to yourself it's awesome money
and
experience (GMS).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv45
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monsters: Retz (lightning), Jr. Cellions (ice and lightning), Jr Lioners
(ice),
Jr Grupins (lightning), PQ
Maps: Helios Tower 99th floor, Garden of Red/Yellow/Green I
Not too many choices, but why choose when you can PQ? It's the fastest
training
method available, even if you have to wait 20 minutes, it's only slightly
slower than if you grind. Still, if you get bored, Retz or Jr. Kitties.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv50
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monsters: Lorangs (lightning), Retz (lightning), Platoon Chronos (ice),
Lupins
(ice), Jr. Cellions (ice and lightning), Jr Lioners (ice), Jr
Grupins
(lightning)
Maps: Lorang Lorang (Lorang), Lost Time I, Helios Tower 99th floor, Garden
of
Red/Yellow/Green, Monkey Swamp
I suggest kitties if you've maxed lightning, because they're a two hit kill
and
they give pretty good exp. Lorangs is there if you HAVE to, but kitties
beats
them in virtually everything (Lorangs can still be 3 hits, but kitties are
only
two hits). Beware of hackers at both areas. Platoon Chronos are good if ice
is
maxed, and you could go to Lupins for alright training (not fantastic,
alright)
but Platoons are better in drops (60% glove attack, Esther Shield).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv55
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monsters: Red Drakes (ice), Lorangs (lightning), Retz (lightning), Master
(and
Platoon) Chronos (ice), Zakum PQ, Orbis PQ
Maps: Dangerous Valley II, Lorang Lorang (Lorang), Helios Tower 99th floor,
Lost Time I/II
If you maxed Cold Beam, Red Drakes are fantastic exp and money. 3 money
drops
is 1k! Also, you can find most of your lv58/60 stuff (Evil Tale, Dark
Seraphis,
Dark Anakamoon). Lorangs are good for lightning, as you should kill them in
2
hits now (hackers are still a threat). Retz are ok if you feel like it, but
the
drops just plain suck now. Master Chronos are an alright choice, especially
if
you have a thief (Tobis). Then again, I reckon Red Drakes are much better
(they
drop Steelys, if you didn't know ;). You could Zakum PQ if you know how (and
have a few good cleric friends). Finally, the new Orbis PQ is out, so go
there
and unleash your incompetence upon the PQers.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv60
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monsters: Red Drakes (ice), Cellions/Lioners (ice), Clangs (lightning), All
Chronos (ice for all, lightning for Chronos), Coolie Zombies
(ice),
Zakum PQ, Orbis PQ
Maps: Dangerous Valley II, Garden of Yellow/Red II (ice), Hot Sand
(lightning)
Clang and Lorang (totally overrun by hackers, I don't recommend), Lost
Time I/II, The Path of Time I/II/III, Forest of Dead Trees (ice, try
to
find an empty map, there are warriors and thieves and archers and
clerics
everywhere. Lol, that was a long bubble)
Red Drakes are still awesome. Cellions and Lioners should be a 2HKO, so try
them if you're in Orbis. Chronos are still good (the drops mainly, exp isn't
as fantastic as the rest) because of the dr...oh wait. Thanks Contraction
Bubble. Lightning Wizards can go to Clangs now for some good ol' fashion
OBLITERATION! The Torties shouldn't be much of a problem either. Go to
Coolies
if you want to, there's no real reason not to (except getting KSed to hell
and
back and to hell again >_<). Go with some friends, that should help. Orbis
PQ
gets easier now. Do it if you want to.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv65
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monsters: Red Drakes (ice), Coolie Zombies (ice), Clangs (lightning), Zakum
PQ,
Orbis PQ
Maps: Dangerous Valley, Forest of Dead Trees (see Lv60 notes), Hot Sand
Not much to do anymore. Finish any unfinished quest to kill off time, then
go
and kill kill kill at Red Drakes or Coolies or Clangs/Torties. Also, I think
you can go to the Zakum Lava maps for some variety (you might miss the Bains
a little) when you're at Coolies. Try and party with a Cleric/Priest.
Most recommended is the Orbis PQ. You will be accepted a lot now. Go and get
exp like you're at Ludi again ^_^!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv70
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monsters: You decide!
Maps: Who cares! You're Lv70!
YAY! Lv70! You can become a Mage! Congratulations!
Just kidding.
Monsters: Coolie Zombies (people start to clear off now they see you're a
mage.
I haven't a clue why, you're not THAT much stronger o_0) (ice),
Red
Drakes (ice), Omega Sector in general (lightning can 2HKO most,
and
Cold Beam is usually a OHKO, sometimes 2)
Maps: Forest of Dead Trees, Dangerous Valley II, Most Omega Sector maps
If you're maxing Ice Strike (I'm a lightning fan, so I might not do it),
snoop
around, experiment a bit. Any area with good mob spawns in far-apartish
areas
is an alright place (Omega seemed good to me). Lightning can go anywhere,
now
you're this much stronger (and THAAAAAAAAAAAAT much more confident, you're a
MAGE now). Clangs is still OK experience. 70-75 are the universally accepted
I/L hell levels.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv80
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I'm doing levels by 10 now, since I can't be bothered getting down to the
nitty
gritty.
Monsters: Death Teddies (party with a few others (priest) for GODLY
experience)
Bains (Ice Strike works wonders), Red Drakes (Once you can OHKO,
go
Steely hunting ^_^), Coolie Zombies
Maps: Forgotten Path of Time III, most Zakum Lava maps, Dangerous Valley II,
Forest of Dead Trees (shouldn't have too much trouble clearing out the
place)
I haven't gotten much further on my friend's mage (he's unretired himself
now)
so I'm not sure. He SAYS that the above are good, but I'm not sure myself.
It's
your story, folks. I'm not orchestrating anything anymore. If you got this
far
WITHOUT HACKING then I salute you.
*salute*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Quests to do
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is a list of all the good quests from 30 onwards, and how to go about
them.
The names aren't too accurate, but it'll do (hopefully). I'll list the
rewards
and experience gained too.
I'm using the MAGICIAN rewards for these quests, other classes may receive
different items.
Also, I may classify a few quests into a single one because they are
similar.
In quests that require you to get copious amounts of one item, I will list
the
separate sections. In quests that have more than one section, I will list
the
sections. Rewards won't be separated.
Most of the rewards and required items are compiled from Hidden Street's
extensive database, but I've added it all up and added my own comments. This
isn't a MUST DO THIS QUEST OR GET KILLED section, so I haven't explained it
all in extreme detail. Use Hidden Street for that.
The order in which the quests are listed isn't any preferencial order. But
in
the 'fused quests', which are the ones incorparating several, the order
listed
is a compulsory or heavily recommended order to do them in.
If you need clarification on which quests give which rewards, go to Hidden
Street's massive quest section.
Also, I play on MapleGlobal, so I'm not covering the Zipangu quests...unless
we get Zipangu.
Finally, note that the rewards are relative to what you come out with at the
end, not absolutely every reward you get, as some quests are chained.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mr. Wetbottom's Secret Book - Lv30
I'm pretty sure that that book's contents aren't suitable for children ;)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
50 Lupin Banana \ Unagi Special
50 Curse Eye Tail /
1 Diamond > Fresh Milk
Secret Book
Reward: Sauna Robe (Male/Female), 1500 experience, 10000 mesos
This shouldn't be that hard. You can generally buy the Lupin Bananas and
Curse
Eye Tails. The Diamond can be forged with 10 ores (buyable). The reward is
ok,
since you can usually sell for half a million unscrolled, or 20 million
(BAREST
MINIMUM) with 20+ DEX. Saunas scrolled with 20+ LUK go for INSANE prices.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
John's Present - Lv30
Dedicated husband, ol' John is. But why can't HE get the damn flowers?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
20 Blue Viola
Finished John's Pink Flower Basket (Lv15)
Reward:
Dark Noel
2000 experience
I honestly find jump quests easy. All it takes is patience. The reward is
most
defintely worthwhile, a Dark Noel, which is a 2 INT lv35 glove. Great, hey?
I
hope you only have to climb the jump quest once. Here's a basic rundown. In
the
first section, only jump on the platforms with sacks facing the way the
first
platform's sack is. The others are fake. The connecting platforms are all
safe.
In the second section, don't be afraid to take some damage. Learn where the
shuriken flightpaths are, and use your crouching ability a lot. The best
help I
can give is: BE PATIENT.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shumi's Roll of Cash - Lv30
A roll of cash. They could have at least said a jewel or something.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
Shumi's Roll of Cash
Finished Shumi's Coin (Lv20)
Reward:
100 Mana Elixir
500 experience
1 Fame
I can understand a coin's sentimental value, but a roll of cash?!?! That's
just
plain stupid. Anyway, do it because you get Mana Elixirs. This quest isn't
too
hard. Use your crouching ability as much as possible - it's actually
impossible
without it (short of hacking). In the first map, climb the ladder, then at
the
next stage, find a good space and duck. The top two rows have electro wire
things along the screen, so duck at the lower row. Jump to the furthermost
top-
left platform and press up to be warped to the next area. Make your way up
as
SLOWLY as you can, just to be on the safe side. In the next area, jump down
and
use the traffic light as a warp. Climb up SLOWLY, and use your crouch
whenever
neccesary. The next part has a trick to it. On the topmost platform, don't
jump
and the very edge, but instead a bit away from the edge. Hold right and you
should crash onto the portal's platform. Pound the up key, and you MIGHT
just
make it through without having to ascend another course. If not, ascend the
course, which is a bit easier than the one you just did, and go through.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Building Blackbull's New House - Lv30
A NEW house? What? And he has a lot of deeds to the same piece of land.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
100 Stone Gollem's Piece of Rock
30 Processed Wood
30 Screws
Blackbull's Deed to the Land
10 Fame
Reward:
10% Scroll for Wand/Staff Magic Attack
1000 experience
15000 mesos
2 Fame
Here's the drill. The Stone Gollem Rocks can be collected over time, or if
you
have a friend who likes to train there, in an hour or so. Take your time. I
was
Lv43 when I finished this. The Processed Wood can be gotten in an easy
manner -
go to Orbis, buy about 1000 Solid Horns from people in the Kitty areas, then
abuse the Exchange Quest. You should easily get 30 Processed Wood. You COULD
go
and hunt 150 Firewood or 300 Tree Branches though. Screws are made with 1
Steel
Plate and 1 Bronze Plate. Make Screws twice. Then the infamous deed. You
could
do that kill 99 + 999 Curse Eye quest, or you could hunt with no end in
sight.
Or you could buy the deed. I did, in the end, for 700k. Not good
financially,
but if you sell the scroll you get for a good price, the price will be
covered.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fairy's Horn Flute - Lv30
I just plain don't get this. A fairy's horn flute. Odd.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
100 Solid Horn \
20 Stiff Feather > Horn Flute
10 Leather /
Reward:
Blue Moon
10 All Cure Potions
500 experience
Easy. Go to the Gardens and buy all the stuff, or hunt it if you must.
Leather
is easy to find, Stiff Feathers are harder, as nobody seems to pick them up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lisa's Special Medicine - Lv30
It's a bunch of buyable potions mixed together, and combined with a
tentacle.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
20 Orange Potion \
20 Blue Potion \ Lisa's Special Medicine
1 Antidote /
1 Fierry's Tentacle /
Reward:
6500 experience
60% Scroll for Pet Speed
5 Fame
This is the easiest quest you'll find from Lv30 onwards. You can buy 3 of
the 4
needed items FROM NPCS, and the other is dropped by Fierry's, which are
found
in the Strolling Path (Orbis Park). Easy experience, and the scroll is good
to
give to a pet-owning friend.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Moppie's Food Hunt - Lv30
Buy some fish, dangit. The FM has...oh wait. ORBIS DOESN'T HAVE AN FM!
Update: It does now >_<.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
1: 100 Jr. Pepe Fish
2: 200 Jr. Pepe Fish
3: 300 Jr. Pepe Fish
Reward:
18000 experience
25 Supreme Hot Dog
20 White Potion
30 Pet Food
30 Pet Food
12 Orbis Tower Scroll
60% Scroll for Shoes Speed
2000 mesos
1 Fame
That's a lotta stuff. Enticing, right? Yeah, it is. But the required stuff,
and
the distance you have to tread are both extreme. Jr. Pepe Fish are quite
annoying to get - they drop from Jr. Pepes, which spawn best at the bottom
of
Orbis Tower. The catch? They have a KB of 1000, which is too extreme for all
but high level fire wizards. Horrible. You have to lug yourself to Orbis,
then
to the 10th floor, back to Orbis, to the 10th floor again, back to Orbis
again
and to the 10th floor again and finally back to Orbis. If you do it all in
one
breath you'll get a few extra Orbis Scrolls, so it's all good. The problem
is
DOING IT in one breath. Difficult. Lightning Wizards find it easier than ice
for obvious reasons.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tower Cleanup - Lv30, Lv35, Lv40
1: Cleaning up Eos Tower
2: Cleaning up Inner Eos Tower
3: Cleaning up Outer Eos Tower
4: Eos Tower Threatened!
5: Helping Fix Eos Tower
6: Cleaning up Helios Tower
7: Fixing Eos Tower
8: Peace at Eos Tower
Apparently Lego guards can't defend a block tower.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
1: Kill 50 Ratz
2: Kill 50 Dirty Ratz
Kill 50 Trixter
3: Kill 30 Propelly
Kill 30 Tweeter
4: Kill 25 Block Golem
Kill 15 King Block Golem
5: Kill 30 King Bloctopus
25 Plastic Crown
6: Kill 20 Retz
7: Finished Just Another Day at Work
30 Yellow Toy Block
15 Blue Toy Block
8: Kill 1 Rombot
Reward:
60% Scroll for Random Weapon Attack
10%/60% Scroll for Glove Attack
50 Blue Pill
150 Mana Elixir Pill
50 Orange Pill
50 White Pill
50 Elixir
Blue Noel
35950 experience
Just so you know, killing the monsters beforehand won't count, and neither
will
starting the first quest, killing them all, then starting the second. You
have
to report to Marcel inbetween them. It's easy once you pass 40, but you want
the stuff NOW, so stock up on pots, and get ready. Wait...NO ELIXIR
PILLS?!?!?!
What a ripoff. The next series is pretty easy for a wizard. For some reason,
yellow golems can't be frozen, and are resistant to ice, so don't bother.
The
blue ones have no resistance though (o_O), so go ahead and freeze them if
you
can. The next quest is comparatively easy, and wizards do it well. Clerics
take
longer but they have less chance of dying to the Bloctopi. The Helios one is
most defintely the easiest of the bunch, and has one of the better rewards.
The
next nets you an easy cape, which can be NPCed if you don't want it. The
last
gets you the most valuable type of scroll in the game (that or cape INT/STR
or
overall LUK).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Problems at the Omega Sector - Lv10, Lv30, Lv31
1: Chief Stan's Letter
2: Dr. Kim's Comments
3: Supplying the Robotic Parts
4: Retrieving the Robotic Parts
5: Hoony's Toothache
Hmm, I wonder how OMEGA SECTOR can be misread as HENESYS. Dumb postman.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
1: Sealed Letter
2: Blueprint machine (Might be received in exchange for the Laser Gun)
20 Space Food > Laser Gun (Why can't WE use it >_<)
3: Box of Parts #1
Box of Parts #2
Box of Parts #3 (Use one box, dammit!)
4: Same as No.3 (except you need to retrieve from Plateon, Mecateon and
Mateon
fields respectively)
5: Pain Reliever
Reward:
24600 experience
19500 mesos
2 Fame
10 Command Center Warp Capsule
10 Ludibrium Warp Capsule
3 60% Scroll for Pet Speed
This is a big quest rolled together, and you can do it all at the same time.
So
I suggest you do so ^_^. Quest 1 starts at Henesys, and goes to Omega (If
you
didn't know, Dr Kim is in the Command dome - go into the big main building
atop
the cliff, then enter and us the far left tube thing as a warp). The second
is
started by Dr. Kim, and goes through the 3 helmet-less mesorangers. The
third
starts at Omega, goes to Ludi and comes back to Omega. The 4th stays at
Omega.
The 5th also stays at Omega. Good luck, and happy questing with this one.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Killing Aliens - Lv37, lv40, Lv41, Lv43
1: Eliminating Grays
2: Eliminating Aliens
3: Eliminating Mateon
4: Eliminating Plateon
5: Eliminating Plateon and Mecateon
6: Eliminating Chief Gray
Kill kill kill. Fun, eh? Cool background music too (coolest in Maple).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
1: Kill 30 Barnard Gray
2: Kill 5 MT-09
3: Kill 100 Mateon
4: 100 Plateon's Helmet
5: Kill 200 Plateon
150 Mecateon Laser Guns
6: 3 Note (dropped by Chief Gray AFTER accepting the quest)
Reward:
Blue Arten
Blue Moon (again?)
100 Mana Elixir Pill
50 Orange Juice (Mmm...OJ)
34000 experience
45000 mesos
Not a bad quest, especially since you get the glove (I chose to remain with
my
Dark Noel, since I think the Artens are ugly) and all those Mana restoring
pots
(as well as the exp and mesos). The Blue Moon should be a copy of the one
you
got from Fairy Horn Flute (If you haven't done it, then keep this one). Not
to
mention all the exp gotten from annihilating those aliens. A good one to do.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Trouble at the Factory - Lv33, Lv34, Lv36, Lv38, Lv39, Lv40
1: A Delivery to a Lost Time
2: The Clocktower Headache
3: Rocky's Parts
4: Assembling a Toy
5: The Alarm Clock
6: Assembling the Alarm Clock
7: Delivering the Alarm Clock
8: The Clock Worker's Batteries
9: Mac the Mechanic's Maintenance Manual
The factory manufactures monsters. So THAT'S where they come from...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
1: Finished Toy Soldier's Walnut (Lv25)
Finished Dollhouse (Lv25)
Pendulum (from Dollhouse, received after accepting quest)
All-Purpose Clockspring (Tick Tocks drop AFTER talking to Grandpa Clock)
2: Kill 100 Tick
3: 30 Screw
50 Cog
4: 20 Cheap Battery
20 Mechanical Heart
30 Cog
5: 20 Table Clock
6: 10 Table Clock
10 Cog
2 Special Battery
7: Super Alarm Clock (gotten after completing No. 6)
8: 200 Cheap Battery
9: Maintenance Manual
Reward:
60% Scroll for Staff/Wand Magic Attack
3 Toy Robot Sack (YEAH!)
5 Toy Soldier Sack
3 Command Center Warp Capsule
3 Ludibrium Warp Capsule
Red Starlight/Moonlight
50 Dried Squid
50 Fat Sausage (good for you? I doubt it)
120 Blue Pill
30 Speed Pill
42500 experience
This is a long series of quests, and I recommend doing them all at once. If
you
are impatient or simply too lazy to level to that level fast, do them in the
order I put them in. The 1st is a must-do. The others should be done at your
leisure. It's good to do them all pretty fast, as MapleGlobal quests are
pretty
easy now (Look at Manji's Ragged Gladius >_<). The rewards are much better
too.
The 2nd quest is pretty easy, if a little slow. Ticks should be a constant
2HKO
and are found in the first purple section of the factory. The third is
simple
and most of the items are buyable/easy to get. Kill Chronos for the Cogs,
and
if you need steel, you can either buy it in the FM or train on Brown Teddies
(which is what you should be doing anyway). Bronze can be bought. The 4th
quest
is well worth it. Remember back in Kerning when you were innocently shouting
"J>PQ Lv27 Mage very exped @@@..." and somebody let loose a barrage of
robots,
aliens or funny toy soldier things? No? Well, you musn't have PQed much
then.
You get sacks which let you unleash the latter on unsuspecting noobs, afkers
or
best of all, PQ leaders. Easy fun, easy fun. The next few just involve
making
an alarm clock. Oh, and don't bother collecting everything before going down
-
the Special Battery drops only from Master Robo AFTER the quest commences.
You
have to go back up anyway, so you might as well just get 20 Table Clocks
once
(You could get everything except the batteries, but that would make going
back
up not really worth it - I believe in economic values). The next is pretty
tedious - kill, kill, kill. The enemy you have to kill is quite uncommon in
most areas that it appears, and nobody sells the drops (I've never seen it).
The reward is nice - your Lv38 armour. The 9th is pretty worthwhile - all
you
have to do is hit the box on the top level to the left of Mac, hit more
boxes
in the hidden street, then kill the spawned Trojans, hoping for a manual.
You
get the fabulous Toy Soldier Sack from this - the funny horseback riders.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Pretty long, eh?
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bunny Troubles - Lv31
1: The Ore of Dark Crystal
2: Where's the Power of Origin?
3: Terminating the Dark Force
4: The Drumming Bunny
5: ELIMINATING (T.T) the Drumming Bunny
Adorable little evil horrid possessed beasts. Odd.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
1: 20 Dull Crystal
2: Gray's Document
3: 30 Dull Crystal
10 Dark Crystal Ore (!)
4: 100 Toy Drums
5: 1000 (NOT a typo) Toy Drums
Reward:
Brown Matty (-_-")
10/60% Scroll for Overall DEX/LUK/INT
15500 experience
40000 mesos
Dang, they are cute. I found it hard to kill them (not technically, but
because
of cuteness). Anyway, all these quests (excepting No.2) require you to
massacre
hordes of these evil beast...bunnies. The first, once accepted, will make
Drum
Bunnies drop Dull Crystals. Collect 20 to initiate the next (they're as rare
as
Slime Bubbles, so not that rare). The next has you hitting boxes (beware of
flying aliens >_<). The next has you going back for more bunny killing (if
you
plan to do the quest the right way, you'll be there for a week or so). You
have
to collect TEN Dark Crystal Ores from them. I killed for 2 days and found 2.
Good luck. There's also Dull Crystals, which are slightly rarer than before.
Now for the other two (they can be done before the first 3 or after (or mix
'em
around). You need a total of 1100 drums. That's right, a four-digit number.
Screaming difficult. Anyway, I'm going to skip the boring parts (which is
the
best part of a MONTH) and cut to the economic value. Considering the pots
spent
killing the bunnies, the money gained from this series of quests is nowhere
near enough (unless you sell the Overall scroll you got). I suggest leaving
the
elimination quest for a time where you can 1HKO them with Energy Bolt
(That's a
long while away, folks).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Korean Folk Town Crisis - Lv35, Lv37, Lv45, Lv55, Lv57, Lv60
1: Pot With A Hole
2: Tae Gong's Love For His Wife
3: Grandma Yeon's Pot
4: Extracting Artemesia
5: The Wooden Hoe That Snapped
6: Mr. Shim's Request
7: The Brother's Stack of Rice 1 - 4
8: Brotherly Love
9: The Lost Seed
10: Opening Hongbu/Nolbu's Gourd
11: The Kids That Became The Sun And The Moon
12: The Story of Axes
13: Judging the Axe
14: Tiger Hunting
15: The Fox Hunt
16: Kong Ji's Rice Wine
17: Chil Sung's Roasted Pork
18: Chil Nam's Buckwheat Paste
19: Preparing to Eliminate Goblins
20: Eliminating Goblins
Everything about this world defies realism in every possible way. Seriously.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
1: New Pot
2: 20 Shrimp Meat
3: 5000 mesos
4: 12 Artemesia
5: Steel Hoe
6: 300 State-Held Rice
7: Sack Of Rice
8: Finished The Brother's Stack of Rice 1 - 4
9: Magic Seed
10: Magic Seed, Treasure Box/Warrant of Attachment
11: 20 Tough Rope
1 Slippery Oil
12: Tree Cutter's Steel Axe
13: Axe (etc. drop), The Story of Axes (No. 12) activated
14: 10 Tiger Skin
15: 333 Three-tailed Foxtail
16: 3 Three-tailed Foxtail
1000 mesos
The Wooden Hoe That Snapped (No. 5) completed
17: 5 Pounder
1000 mesos
Brotherly Love (No. 8) Completed
18: 4 Tiger Stamps
1000 mesos
Brotherly Love (No. 8) Completed
19: 1 Roasted Pork
1 Buckwheat Paste
1 Rice Wine
20: 1 Goblin Cap
1 Goblin Bat
1 Goblin Cape
Reward:
213700 experience (NO TYPO, more than 200k exp)
5 Rice Wine (4 after quests)
1 Roasted Pork (none after quests)
2 Buckwheat Paste (1 after quests)
Scary Monster Hat OR \
Menacing Bat OR > Choice from Eliminating Goblins
Scary Monster Cape OR /
100 All Cure Potion
Mithril Hildon Boots OR \ Choice from Hongbu's Gourd
Green Goni Shoes OR \
Blue Gold Winded Shoes OR /
Brown Steel Tip Boots / Choice from Nolbu's Gourd
Storybook: Brotherly Love
Storybook: Hongbu And Nolbu
Storybook: Kong Ji And Pat Ji
Storybook: The Kids That Became The Sun And Moon
Storybook: Mr. Shim Chung
Storybook: The Story of Axes
Storybook: The Goblin Tale
With this guide, I assume lv37 at least to start with. It's a long guide. If
you want to skip it, Ctrl+F and type in Book Breakout, which brings you to
the
next quest.
Whew. That's a lotta quests, and a lotta reward. 200k+ experience. That
alone
is enough to make you want to do this. Also, it's very interesting, really.
But
you have to do this over time, as the lowest level is 35, whereas the
highest
is 60. I was lv57 when it came out, so I completed most of them easily.
Here's
a step-by-step guide to them. The first quest is with Kong Ji, the poor
looking
girl to the right of the Helios entrance. Talk to her and accept the quest.
Now
go to the well and press up to end up in a well, falling. You're next to an
Aqua Road portal. Use it. Now keep going left until you see a boat floating
at
the top of the screen. Jump in, and you've reached Tae Gong's Ferry. Talk to
the old man, and he wants 20 Shrimp Meat. Go get them. The big lobster
things
are your target. Shouldn't be too hard, freeze 'em and keep freezing 'em.
Now
take the shrimp to the old lady nearby Kong Ji (the poor girl). She's
Grandma
Yeon. Talk to her and fulfil quest number 2. 19 to go. Now talk to her and
buy
her pot offa her for 5k. Another quest fulfilled. 18 to go. Now talk to Kong
Ji
and give her the pot for quest number 3 (or 1). 17 more. Now talk to Kong Ji
again. She'll want some weird plant, Artemesia. You have to go get it. Go to
the right of KFT. You're at a big mountain. Climb the mountain and go up
using
the portal to wind up in another map called Black Mountain, you being on the
bottom. Climb up the top and use the portal. NOTE: The plant you're looking
for
grows in a lot of places, but this is the most abundant place. It's a small,
weedlike shrub which flinches when hit. You should find it easily. They'll
drop
several things when weeded - flowers, potions or the Artemesia you're
looking
for - it's green all over, so it should be easy to recognise. Get 12. Now
you
got them, go back to Kong Ji. That's 4 quests. Now, the next quest is also
from
Kong Ji, getting a hoe. By that I mean the tool. By that I mean equipment.
Now
that I've sorted that issue out, back to actually getting it. You have to
hunt
Blins, which are these funny blue flames. When killed (they're weak to ice),
they become blocky freaks, which are a lot stronger and more powerful. If
you
are unconfident, wait until you've maxed Cold Beam or at least know how to
telecast. They'll drop the Steel Hoe quite quickly (my 2nd kill). You'll
find
them deep in the mountain, to the far right of it, to be precise. Lug it
back
to Kong Ji. 5 quests done, 15 to go. Now for the best one (IMO). Talk to Mr.
Shim, who wants 300 bags of rice. How do you carry that many?!? Anyway,
they're
dropped by...RETZ! That's right, Retz. Li-zards, your time to shine. It may
take a while, but the experience gained during (not to mention the numerous
ore
and equip findings) is worth it. Also, the rice drops every 1 in 3, maybe 4,
so
stock up on your preferred pots and get to it. Once you have 300, go back to
Mr. Shim and cash in. 6 done, 14 left. Now...for the lamest quest in Maple.
The
Brothers Stack of Rice. Talk to Chil Sung (on the far left, I think), and
you
get a bag 'o' rice. Lug it ALL THE WAY over to the other side, and talk to
the
other brother. You get exp. Now talk to the brother you're next to. You get
ANOTHER bag 'o' rice. Lug it over. Repeat two more times, and the two will
realise how stupid they are in forcing you to do it and reward you with exp
and another storybook, which you'll notice you have several of by now
(assuming
you followed this guide). What to do with them? See the next bundle of
quests.
I put a break in so you wouldn't get lost. Now, onto quest 9. What happened
to
8? You just completed it. If you really need a guide, just talk to the first
one you talked to, then the other one. Anyway, quest 9. The Lost Seed, which
is
ridicuously easy. No more running like a moron. Anyways, talk to the Swallow
near the Black Mountain entrance. He wants his seed (or she). Go hunt the
bunny
monsters in the next map until you see an item (which, by the way, is two,
not
one seeds). Return it for the one of the easiest 10k exp you'll ever get. Up
to
quest number 10, for those counting. You now have a choice. Either give the
seed to Hongbu or Nolbu. I picked Nolbu, because he was closest. Anyway, the
rewards differ between them. It's a lv50 shoe. For the mage show, pick
Nolbu,
but if for some reason you want another warrior or archer shoes, pick
Hongbu.
Nolbu also has thief shoes. That's 10 down, 10 to go. Halfway! Now for a bit
of annoyance. Talk to the little man standing to the left of the shops
called
Haenim. Cool name. Anyway, now you have to hunt Tough Rope and a Slippery
Oil.
The oil is easy. Go to Aqua (how to is detailed near the start) and hunt
Cicos,
which are seahorses. Not sure which colour though. Once you have it (no big
deal, it's easy), you have a chore ahead. Seen those four legged tigers
around?
(I KNOW ALL TIGERS ARE FOUR LEGGED. SHUT UP.) They run on four legs, anyway.
They also drop Tiger Stamps. They are a pain to kill, even for lv60s. This
is
because of their insane evasiveness, probably 40+. Keep shooting and hope it
freezes. Alternatively, try Magic Claw for a better chance of hitting. It's
a
really long job, and once you're done, breathe a sigh of relief. The ropes
don't drop often, maybe one in 5 if you're lucky. Got them? Good job. Take
them
to Haenim for your well-deserved reward. 9 more quests to go. But before you
go
on, you have two paths possible. One, level to 45 and do the Axe Story, or
2,
do the food gathering for quest 20 first, and wait until later to complete
the
quests.
This is for gathering the food. You need to have helped out the two brothers
and Kong Ji. Talk to them all, they will ask for certain common items to
create
foods with. They are Tiger Stamps, Pounders and Three-tailed Foxtail, which
drop from Hodoni (the tigers you killed for Tough Rope), Moon Bunnies
(rabbits)
and Samiho (three tailed foxes). Get those items and 3k in mesos, and you're
set. Yay, three quests done! 6 to go. By the way, have you returned the
story-
books yet? If not, go do it for an exp boost and luscious cheese. Yeah, I'm
serious.
Level 45 yet? No? Get there or stop reading. Yes? Keep reading on...anyway,
you
can now do the Axe Story. Go to the God of Mountains at A Small Well, which
is
where I directed you for Artemesia (hitting the weeds). He wants Axe,
dropped
from Dark Axe Stumps. There are plenty around, kill them and get the Axe.
Talk
to him and judge it. If it's anything but Tree Cutter's Steel Axe (Steel Axe
for Tree Cutters just doesn't cut it (HAHAHAHAHAHAHAHAHAHAHAHAHA pun) for
some
reason) then throw it away. If it is, congratulations. It may take you 20 or
so
axes to find it. Now go to Tiger Forest II, which you find by getting to
Around
The Pond (2 screens to the right of KFT), taking the portal directly above
you,
then taking the one directly below you. He's in the top right of the screen.
2
quests done in this paragraph. 4 to go.
You need to be lv60 to do all of these (lv55 minimum for Tiger Hunting). Now
talk to the elder, Chumji. He wants you to exterminate tigers (the two
legged
ones (by that I mean walking on two legs, not possessing two legs)). Go to
Tiger Forest II (most plentiful) and ice away. I think they're weak to ice,
so
it's easy. Get ten of their pelts (Tiger Skin). You're done. I think you
have
to kill 10 of them too, but getting the pelts grants you that by default.
The
next quest requires lv57. Talk to Chumji and start The FoX Hunt. Go and slay
333 of the mystical kitsunes (Samihos in MS) and take their tails. You'll
need
to kill more than just 333 though (unless you're insanely lucky). For some
reason I had a glitch and I only needed 33. Anyway, get them and return for
ridiculous exp and 100 All Cures. 2 quests left!
Finally, the Goblin Hunting. You need the three food items gotten a couple
of
paragraphs above (3, actually). It's started and ended at Chumji (the
elder).
Once that's done, take those items and go to the deepest depths of the
forest -
the Haunted House. CREEEEEPY. Anyway, once you're there, I think you need to
drop the items in particular places. According to Hidden Street, it's pork
in
front of a rockpile, rice wine in front of a lantern and buckwheat paste in
a
tree hollow above the ground. This spawns King Goblins. They're about as
tough
as Mushmom, so treat them as such. Don't spawn them all at the same time,
I'm
quite sure you'll die. Actually, there's a cheap and foolproof way to win
win
win. Spawn them all, lure them to the middle, where you enter, and
spam...guess
what? THUNDERBOLT! BAM! Anyway, get the stuff they drop, and you're
victorious!
Return to Chumji and redeem your goods. I suggest either the club or the
hat.
They add relevant stats, and look cooler than the cape IMO. That's
everything
done! Hallelujah!
^^^^^^^^^^^^^^^^^^^^^^^^^^^ Christ, that's a lotta text
^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Book Breakout! - Lv35, Lv37, Lv45, Lv60
1: Retrieving the Storybook: Brotherly Love
2: Retrieving the Storybook: Hongbu And Nolbu
3: Retrieving the Storybook: Kong Ji And Pat Ji
4: Retrieving the Storybook: The Kids That Became The Sun And Moon
5: Retrieving the Storybook: Mr. Shim Chung
6: Retrieving the Storybook: The Story of Axes
7: Retrieving the Storybook: The Goblin Tale
What an inspirational title. *vomits at own idiocy*. Also, typing those
quests
was absolute hell. You try it, see how you feel.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Required:
1: Storybook: Brotherly Love
2: Storybook: Hongbu And Nolbu
3: Storybook: Kong Ji And Pat Ji
4: Storybook: The Kids That Became The Sun And Moon
5: Storybook: Mr. Shim Chung
6: Storybook: The Story of Axes
7: Storybook: The Goblin Tale
Finished Set of Quests Korean Folk Town Crisis (above)
Reward:
35000 experience
210 Melting Cheese
Right after completing Korean Folk Town Crisis, you'll see you have a whole
load of storybooks that apparently have no use. Well...give them to Wiz the
Librarian at the bottom of Helios Tower and you'll reap a lot of experience
as
well as 210 Melting Cheeses. Yum.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(6: How Thunderbolt works
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This details some basic mechanics and examples of how to train effectively
with
Thunderbolt.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunderbolt is a mob attack. It is the only 2nd job mob attack which
utilizes
the 'cloud coverage' range. All the other classes will either have no mob
move
at all or a 'straight-ahead' range move. Thunderbolt, instead of hitting a
few
enemies in a row, hits all enemies AROUND the caster, making for a very
easy-to
-use mob attack. Thunderbolt has about half of Magic Claw's range as its
radius
of effect, so use that presumption as a thought. The damage isn't very high
though, and the MP consumption is sky-high in comparison. Here's the
charting.
Lv 1: MP - 20, Basic attack 2, mastery 15%
Lv 2: MP - 20, Basic attack 4, mastery 15%
Lv 3: MP - 20, Basic attack 6, mastery 15%
Lv 4: MP - 20, Basic attack 8, mastery 20%
Lv 5: MP - 20, Basic attack 10, mastery 20%
Lv 6: MP - 20, Basic attack 12, mastery 20%
Lv 7: MP - 20, Basic attack 14, mastery 25%
Lv 8: MP - 20, Basic attack 16, mastery 25%
Lv 9: MP - 20, Basic attack 18, mastery 25%
Lv 10: MP - 20, Basic attack 20, mastery 30%
Lv 11: MP - 20, Basic attack 22, mastery 30%
Lv 12: MP - 20, Basic attack 24, mastery 30%
Lv 13: MP - 20, Basic attack 26, mastery 35%
Lv 14: MP - 20, Basic attack 28, mastery 35%
Lv 15: MP - 20, Basic attack 30, mastery 35%
Lv 16: MP - 40, Basic attack 32, mastery 40%
Lv 17: MP - 40, Basic attack 34, mastery 40%
Lv 18: MP - 40, Basic attack 36, mastery 40%
Lv 19: MP - 40, Basic attack 38, mastery 45%
Lv 20: MP - 40, Basic attack 40, mastery 45%
Lv 21: MP - 40, Basic attack 42, mastery 45%
Lv 22: MP - 40, Basic attack 44, mastery 50%
Lv 23: MP - 40, Basic attack 46, mastery 50%
Lv 24: MP - 40, Basic attack 48, mastery 50%
Lv 25: MP - 40, Basic attack 50, mastery 55%
Lv 26: MP - 40, Basic attack 52, mastery 55%
Lv 27: MP - 40, Basic attack 54, mastery 55%
Lv 28: MP - 40, Basic attack 56, mastery 60%
Lv 29: MP - 40, Basic attack 58, mastery 60%
Lv 30: MP - 40, Basic attack 60, mastery 60%
If you look carefully, you'll notice that two Lv15 Thunderbolts are equal to
a
single Lv30 Thunderbolt, which is why many people don't add points to this
move
until they have 15 saved. Personally, I don't care because your MP is always
increasing as well. I get 9 points, then put them in for a fairly powerful
technique. Why don't you keep Thunderbolt at Lv15? I debated that a lot,
then
realised speed is money (or in this case, time is exp), so getting
Thunderbolt
to Lv30 rather than 15 is akin to doubling casting speed. Here are some
example
situations of when Lv15 Thunderbolt is good and when it isn't (pretty much
all
the time).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vs. Slimes in 'The Slime Tree'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NOTE: I assume Lv45's ordinary INT, an average Arc Staff and 10 extra INT.
Lv15 - 1HKO
(Assuming every cast hits an average of 4 slimes)
10 casts
40 killed - 150 MP used - 400 exp
Lv30 - 1HKO
(Assuming every cast hits an average of 4 slimes (This is universal)
10 casts
40 killed - 300 MP used - 400 exp
Verdict: Obviously Lv15 is better, but that's because you're fighting
monsters
with 50 HP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vs. Horny Mushrooms in Ant Tunnel I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv15 - 2HKO
10 casts
20 killed - 150 MP used - 700 exp
Lv30 - 1HKO
10 casts
40 killed - 300 MP used - 1400 exp
Verdict: Lv30 wins outright in efficiency.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vs. Lorangs at Lorang Lorang Lorang
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv15 - 4-5HKO
10 casts
7-9 killed - 150 MP used - 560-720 exp
Lv30 - 2-3HKO
10 casts
18-25 killed - 300 MP used - 1440-2000 exp
Verdict: An obvious difference here.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There's why Lv30 is FAR better than Lv15.
Now onto the training advantages VS. disadvantages. I'm including a
pros/cons
list on straight-ahead training too.
Cloud Coverage PROS
You can hit enemies above and below you
You can 'vac' enemies towards one area for easier killing
You're closer to enemies, so dodging and countering is easier
Can hit enemies to both your left and right, leaving no room for getting hit
Can wipe a whole platform with one quick barrage
Closer to battle spoils ^_^
Cloud Coverage CONS
Can't escape too well in an emergency
Allows enemies to get very close
Can take damage just by getting in position
Can't blindside enemies
Straight-ahead PROS
Allows a fast escape/dodge route
Most S-A abilities stop enemies from getting any closer
Straight-ahead CONS
Can't hit many different platforms at once (max is 2)
Can't dodge without leaving vantage spot while attacking
Can't Overattack with ease
There's MY verdict. If you want to add anything, email me. I intend to
improve
this guide - it's my best so far.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(7: Tips 'n' Tricks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Class-common Techniques
Blindsiding
This is when you hit an enemy to make them go in one direction, then get to
the
other side and attack from there. It puts distance between you and the enemy
since they take a while to realise you're not there anymore. Use ladders, a
jump and teleporting to aid the use of this technique (you can climb down a
ladder instead of up as well).
Cornering
This is when you strike an enemy and make them rush into a corner. Then you
can
repeatedly hit it, knowing it will rebound against the 'wall' and run right
back into your attack.
Mob-cornering
The same as Cornering, except you hit multiple enemies, group them in the
corner then launch a mob assault.
Invunerability Usage
Not really 'invincibility' as such, but Invunerability is when you are hit
by
an enemy and your character flashes. Use this time to get past enemies,
start a
new assault or flee. You can use this strategically too - in maps with
strong
and weak enemies, walk into a weak enemy, then walk past a strong enemy.
Some
examples are in the Dangerous Valley II, where there are Red Drakes and Fire
Boars. At the time you train there, you should take 300 or so damage from a
Red
Drake and 70 or less from a Fire Boar. Which do you choose? Easy. Also, in
the
Sanctuary Maps, there are Tauro-enemies and Cold Eyes. Walk into a Cold Eye
to
prevent heavy damage. Simple.
Jump-attacking
For Archers, Melee and Magicians only (Sins can jump shoot already). Press
the
attack button in unison with the jump button to attack then jump. But this
is
done simutaneously, so you attack like you're on the ground, but you're
really
in the air.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This teaches you how to become a skilled magician, both in tactics and
agility.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(1: Evading enemies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
An eye for an eye, that's how it goes. Hit an enemy and they rush at you. We
have to try avoid that, because we magicians can't sustain a great many
hits.
There are a few ways to do that.
1: Jumping
Your basic dodging manuever. Jump over an enemy to avoid their charge. This
only works with enemies who can't use special abilities. Some enemies have
techniques which can only be dodged by jumping, like the King Slime's Tremor
technique. Certain enemies are too big to hop over, like Taurospears or
Drakes.
They can be dodged by...
2: Teleporting
Teleporting is a key skill in a lightning wizard's career. But we'll only
discuss the evasive properties in this section. First, you can teleport in
any
direction, given there's a platform that you can reach. When teleporting,
you
don't need to always teleport left or right. Bear that in mind. The easiest
and
most obvious way of escaping any enemy is teleporting away from them. A more
risky way is teleporting through them. If you master that, you'll be able to
continually blindside them. Remember, if the enemy's damage to your mana
(with
Magic Guard) is less than the cost of teleport, let them hit you and take
advantage of your temporary invulnerability.
3: Backpeddling
Retreat is always an option. Don't get caught up in your
'I-will-finish-what-I-
start' ideal if it means you'll die. Use teleport in your retreat, and
having a
supply of Speed Pills is always a good thing.
4: Tele-casting
If the enemy is too close and coming too fast, telecast away and then keep
attacking. This only works if you can knockback the enemy. If you don't know
what Tele-casting is, then read on.
5: Freezing
Freeze them with Cold Beam. You can't get any more elementary than that.
Note
which enemies are resistant to frost (Ice based enemies, (Sub) bosses, etc).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2: Battle Strategies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Never go in unprepared. You must always have a main plan and several backups
to
...well...back up the main plan.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1: Survey the Grounds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you see there's one Lorang instead of fourteen, don't rush in and spam
your
Thunderbolt-telecasting abilities. Just take it out with Magic Claw/Cold
Beam.
Modify your tactics according to the number of enemies - there's no use
having
a thousand archers lauch a barrage when there's 2 enemy knights in range -
it's
just wasting arrows (Yay for medieval tactics examples).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2: Strategic Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2a: Tele-casting
This is an extremely valuable skill. Basically, cast a spell, and in the
time
it takes from button-press to execution, teleport. You'll hit the enemy as
if
you were standing where you cast the spell, but you'll physically be
somewhere
else. You can cast and teleport backwards too (you'll still be facing the
same
way though). Use it wisely. You can combo Teleport-Thunderbolt Telecast into
a
mob of enemies with ease, and with practice you won't even lose health. Use
the
skill as you see fit, but don't abuse it...MUWAHAHAHAHAHAHAHAHAHAHA enough
of
that now.
2b: Jump-casting
Jump-casting is nothing like tele-casting. It can be used with any ability
at
all with any class. Just press the attack/skill button at the same time as
the
jump button. Your character will jump and attack, and the attack will hit as
if
you were still on the ground. Very useful, and lets you keep mobility during
Thunderbolt barrages.
2c: Road-potting
I refer to it as road-potting. It doesn't even require skill. It is a very
good
thing to keep in mind while on a map by yourself though. Basically, after
clearing out one area, you generally move to another. During this
transition,
use some pots to get you battle-ready. This is not only useful for
Magicians,
but also Archers, Thieves and especially Warriors.
2d: Retreat when Neccesary
If the going gets tough, you have little chance of recovering by pots alone
and
you're up against a large amount of enemies, run. You don't 'lose' anything
by
fleeing - you can return and blindside enemies easily.
2e: Friends
If you're partying with a few friends, make use of the times you run into
one
another. If you're fighting a bunch of Platoon Chronos and your Spearman
friend
comes, get them to refresh your Hyper Body and help kill the mob. If a
Cleric
friend appears, get him/her to heal you. Easy as that.
2f: Grouping
If there's a really wide stretch where enemies spawn, you can get them all
into
one area. Flying enemies work best, if you ask me. Anyway, what you do is
that
you run across, jump-lightninging everything you see, and running like hell.
Get all enemies into one corner/area, wait (on a rope is preferable), then
once
they're all there, unleash Thunderbolt. Good places (I've discovered) are
the
Omega Sector, Florina Beach and Chronos.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3: Battle Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vs. Single/Double enemies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Magic Assaulter
This is a version of the Chief Bandit's move, but less powerful and free.
You
need at least one point in Teleport. Go up to an enemy, then telecast
THROUGH
them to the other side. Turn around and telecast back to your original side.
Repeat for heavy destruction and next to no chance of taking HP damage (You
do
waste a lot of MP though). Alternatively, you can M-Assault once, then
attack
from that side.
Jump-Approach
This stuns the enemy and lets you get closer to them. It's best with Cold
Beam,
but Magic Claw or even Energy Bolt will do. Jump attack the enemy, but
instead
of a vertical jump, jump towards them. Do it repeatedly. The enemy will be
stuck there due to the knockback and you'll be advancing forward. Not really
advantageous, just a good skill when you have to run from another enemy at
the
same time.
Enemy Walling
A magician only technique, walling is a fairly difficult thing to do until
you
are EXTREMELY confident with Tele-casting. When trapped between 2 enemies,
stun
one with continued attacks and let the other approach. Then, when they're
within range, telecast through the approaching enemy to get both enemies on
the
same side. Works best with Cold Beam.
Doublesider (only works with two people)
Have your friend/party member go on the other side of the monster, then both
attack. If you do it well, you'll keep the enemy trapped in the middle,
unable
to move. The barrage continues until the enemy is dead. Very effective.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vs. Mob (4+) enemies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Timestop
That is a really bad name. You Cold Beam a bunch of enemies till they all
stand
still. You can now either kill them off or smile and screenshot.
Bounce-attacking
This is very difficult to master, and even when mastered, requires luck to
pull
off. We all know that Jump-attacking a single enemy is pretty simple. But
the
move I've christened 'Bounce-attacking' is basically bouncing back and forth
while attacking, so you eliminate a mob and minimize damage (to do that, you
have to maximise air time). Jump equips help (scrolled snowshoes, Icarus 3).
Tele-placing
Place yourself in the middle of a mob with teleport. Really simple. Then go
nuts with Thunderbolt.
Tele-dodging
This requires a platform below or above (or simply out of the enemy's reach)
nearby and teleportable. Telecast onto that platform with Thunderbolt for a
riskless hit-and-run attack. They'll even flock at you, trying to attack.
Works
best with enemies who don't have special attacks.
Strategic Jumps
This is where you get a bunch of enemies to one area (eg. the side of a
plat),
climb up to a higher point, then jump behind or into the mob. It will turn
out
to be exceedingly useful due to the fact enemies must spend valuable time
turning around, and by then, you would have frozen/zapped them.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vs. Anything
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ladders
Ladders are objects which can really help. By ladder, I mean vine, rope,
pipe
or climbable object. There are several manuevers you can perform with the
ladder.
First, ladder-hopping. This is where you jump and grab a ladder to avoid the
enemy's charge, then jump off to the other side to attack from there.
Second, ladder-ducking. This is the same as ladder-hopping, but you climb
down,
then back up.
Third, Luring. Hit a bunch of enemies (preferably with Thunderbolt, then
jump
on a ladder and wait. They'll all come and swarm around the area. Now you
can
mob them with ease.
The Relaxer
The most awesome item since...whatever item you deem fantastic. It recovers
a
freakish 50 Hp per 10 seconds, and a grand increase of Mp recovery too. You
can
use it on any flat surface, which is cool. Also, it's the only Set-up/etc
item
that can be hot-keyed!
Sky-Blue Wooden Chairs work too.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(8: A Guide To Training Efficiently
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This section is an innovative bit which tests hypothesises - against
'*insert
number*' here enemies. Possible obstacles and interuptions included. It also
tests my ASCII skills to the limit.
---
/___\
L||I||K
|---------|
|___|-|___|
J____ |D|
| |___E_ |-|
|_________||-|
|-|
|-| _____
|-| ____H__| |
|-| |___________|
|-|
|-| /-\
____ |-| C |A|
| |___G__ |-| ___ |-----|
|__________||-| \_/ |_|-|_|
M |-| |-|
|-|
F B
_______________________________________
A = Entry point
C = Rest Point
I = Entry into Garden of Red II
L + K = Rest Points + Strategic Jump Points
Some of you may recognise this as the Jr. Celion map in Orbis (Garden of Red
I)
which is profitable training for 40-50s. The letters are strategic points (I
love using the word strategic. In fact, I'll put it into ALL CAPS whenever I
use it). On to the STRATEGIC strategies. These strategies will require you
to
have read the above bits - I will refer to those techniques.
From A, you have 2 paths. Climb down the ladder, or leap off. Whenever
possible
you should climb a bit down the ladder, then leap off. This lets you get a
splitsecond scouting in, then allow you the speed of jumping down. You
should
always try this, unless you're so sure of your chances. Jr. Kitties aren't a
threat, so you could leap off. Taurospears in the Sanctuary, however...
Anyway, always note the rest points in a map. If you train there
consistently,
you'll find them eventually, but any platform where monsters aren't spawned
could be a rest point. If you're on a ladder, always go a ways up, so you
can't
be hit by jumpers/magickers. Points where you can Group enemies include B,
H,
G, E and F. This is because those points have ladders where you can stay so
the enemies group around you. A STRATEGIC jump or two later, fried kitties.
You can M-Assault half the plats, but it's not really worth it. If you
actually
intend to train here, follow this method. From F, climb to D, then jump onto
platform E. Kill all the enemies, then jump off via J, landing on the
platform
beneath. Kill them all, then jump down to the bottom via M. Kill your way
back
to F, then climb up to platform H and kill, then jump down to A. Jump to B
and
kill back to F. Rinse and repeat. Look for patterns like this, and note ways
you can get to the bottom/top quickly (eg. jumping, warps, teleportable
plats).
Now for some example fights.
Assumed: Lv60, full Meditation
At point G, vs. 3 Jr. Celions
Here you have 2 choices. You can:
(A: 3 Cold Beams for 72 MP
(B: 2 Thunderbolts for 80 MP
You'll see that Cold Beam is cheaper, but slower. Obviously you'll want to
use
Thunderbolt, since it's a lot faster and it's only 8 MP extra. Also, more
time
means more time to get hit by the surviving kitties.
At point G, vs. 2 Jr. Celions
Another two choices.
(A: 2 Cold Beams for 48 MP
(B: 2 Thunderbolts for 80 MP
Cold Beam is much better, unless the kitties are on both sides of you. In
that
case you may want to use Thunderbolt.
At point F vs. 9 Jr. Celions
There are three choices.
(A: 9 Cold Beams (>_<) for obscene MP
(B: 3-4 Thunderbolts for 120-160 MP
(C: 2-3 Thunderbolts, Cold Beam to the rest, 120 + ? MP
The fastest choice is Thunderbolt all the way. Full stop.
In other words, training here is best served by Thunderbolting every time
there
are more than 2 enemies (3+).
Now I'll add some more maps and how to go about them.
---
Dangerous Valley II - Red Drakes
A = Entry Point
B,C,D = Rest Points
E,F,G = Good mobbing points (Ice Strike)
H,I = Points of interest
J,K = Possible Grouping points
L,M = Escape Routes to the bottom
There are many ways to go about this. The spawn is fairly inconsistent, so I
just go up and down as much as I can, using ladders and jumps, killing along
the way. If you wanna get technical, you can do the following:
A is the entry point to the map. Start from here by going either left or up
the
ladder. My designated way is going up the ladder to E, killing everything,
heading left to F, killing up to L, going down to D, possibly resting,
killing
on platform G, heading down to K (Or B if I need to heal), hunting back to
A,
then repeating. Alternately, you can head left to K, go up to G, up to F,
via D
and right to E. Down to I and further down to A. This is a good map for
killing
and running, due to all the rest points. If you're in a bad way up the top,
use
L or M to get the heck outta there. Red Drakes tend to congregate just left
of
E and at F.
At point K, vs. 4 Red Drakes + 1 Copper Drake
Only two plausible choices.
(1: 14 Cold Beams for 336 MP
(2: 5 Cold Beams for 120 MP, then Thunderbolt
Cold Beam is a lot slower and stronger, and Thunderbolt is a lot faster. Get
the best of both, by Cold Beaming, then Thunderbolting. Probably the best
way.
---
Lorang Lorang Lorang - Best Lorang place
Note: Bottom is curved and much longer
A = Entry Point, Rest Point
B,C = Rest Points
D,E,F,G = Mobbing Points
H,I = Far longer than they look, Great Mobbing places
* = Don't rest here, you can get hit
This is easy. Move from the bottom up, killing everything as you go.
Alternate
jumping off from the left and right in order to get every enemy you can. For
the best training, remember the golden rule = Never go out of your way to
kill
an enemy you'll kill later. It wastes precious seconds. I was told this by
some
major Maple freak, who's probably lv300 by now. I don't have the hours
required
to utilise this rule, but you might. Anyway, another note is that, while
you;re
resting, the crabs will jump to the bottom, meaning rest for 10 minutes
(toilet
or 'get away from comp' break) will drag ALL the Lorangs to the bottom,
giving
a nice 0.2 or so of experience (lv60 or so). Best place for jump-mobbing,
and
M-Assaulter is great here (with Lightning, not Ice).
---
Garden of Red II - Celions
A = Entry Point
B = Exit Point, Rest Point
C = Rest Point
D,E,F,G,H,I,J = Strategic Points
Slightly less popular than the Dangerous Valley, the Garden of Red II is
home
to Celions, who you should be killing well at lv60 or so. This is the only
garden you should be at, since you happen to have two elements either strong
or
neutral to the inhabitants. The path is (hard to decipher) from A, move left
to
D, killing along the way. Up to E, kill everything, teleport or jump to F,
kill
back to D, up to C, over to G (jump off), kill H, off via I, to J. Repeat.
---
Ant Tunnel I
This is mainly to explain how to go about formulating a path, not actually
for
proper training.
A = Entry point
B = Exit point
C,D,E,F,G,H,I,J = Good training platforms
J* = Probably the best place to train
K,L,M,N,O = Resting areas
O* = Zombie Mushrooms can hit you here
Whew. Anyway, this is the perfect example for a trainable map. Plenty of
areas
have such a diverse range of smaller areas - eg. Cloud Park, Crossroads of
Time
(for the Tick-Tock quests), etc etc. Basically, you'll want to claim
yourself a
section with good spawn, and control that area. For instance, the lower
part,
from platform H downwards, is probably the most populated place, by mages
and
warriors mostly, because mages OHKO well, and warriors can mob in 1st job.
Also
note that this place is perfect for explaining - there are three areas to
split
the map into. A and D, E and F and G, H downwards. Here's the deal. A+D is
good
for mages because only Horned Mushrooms spawn, which have no magic defense.
The
E+F+G area is best for ranged units due to several platforms where you can
hit
other platforms from. The bottom is best for melee or mages, because they
can
hit from a close range, and all the range classes (except mages) can't hit
at
a close range. This is because the monsters group together at J*, the best
spawning platform. Also, this is a perfect party map. You can never really
hope
to train on the whole map by yourself, unless you have Flash
Jump/Haste/Tele,
and by then you'll either be too high to bother training here, have to be in
a
party, or spend too much MP for it to matter. Train in one area, and if you
can, have friends or others train in a party in those other areas. It's a
map
you can't solo in.
If you really must solo, note that getting down is always, and I mean
always,
faster than getting up (unless there's a warp, like in Wild Boar Land I). Do
the following (I hypothesise, I'd never try soloing a map like this). To
cover
every platform from A, go down to D via the ladder, kill everything, jump to
K,
down to E, kill everything, down to F, kill everything, jump down J*, kill
everything, up to I, kill everything, up to H, kill everything, up to M,
(kill
everything you come across), across to G, across to E, up to the plat right
of
C, back to A. And repeat. But training in just one area would be faster (if
more pot consuming). If you're poor, take the whole map. Travelling restores
mana.
---
Formulating your own plan
Always start from the top, and jump down as fast as you can, avoiding all
the
platforms you can kill on your way back up. Small places are easier, except
Tree Dungeons. For those, just climb up and down, killing all the way.
The Golden Points:
~~ Put off until later what will be done later. ~~
Basically don't kill unless it's on your way. Always kill as much as
possibly
on the way up. Avoid all the platforms you'll come across on the way up when
on
your way down. That means there's more spawn on the way up.
~~ Major Monster Clearance! ~~
Kill everything on every platform you come across. Elminate the most
dangerous
enemies first. Why? Well, put it this way. If a Taurospear and two Cold Eyes
were in your target area, you'd aim for Mr. Tauro first. Why? One: He's big,
scary and dangerous. Two: He'll own you if you keep trying to Magic Claw the
Cold Eyes. And Three: The Cold Eyes are invulnerability fodder. Simple
simple.
~~ Bite off less than you can chew. ~~
Yeah, you should really cover as small an area as possible. It's faster, you
don't spend time moving, and you get used to the area. It's like
Pokemon...more
experience = better killing power.
(9: Credits and History
History
13/8 (I'm in Australia, day before month)
Started the guide. Wrote My Story, added the first History =)
22/8
Continued, got a bit of the Why Lightning bit done, started Builds
1/9
Finished Why Lightning, continued Builds to the actual Builds part
14/10
Really long break, the computer broke down. Did Lv10-30 Equipment (male)
16/10
Did some more equipment
25/10
Skipped most of the Equipment section, went onto the Quests bit in levelling
26/10
Did some more Quests, wrote up the grinding section
29/10
Did the WHOLE Tips 'n' Tricks bit
12/11
More equipment, decided to give it a rest and just play Maple
2/1
Started going again - spellchecked and added various sections
4/1
Finished How Thunderbolt Works (not very long)
12/1
Gonna try submit it in a bit, just to see if it works - I'll update later
(the
female equips (sorry))
It's pretty incomplete - the main sections are done, and the unfinished is
findable on Hidden Street anyway.
18/1
Did some bits and filled in some stuff. It's my birthday in 3 days, and
we're
going away, so not many updates that soon.
21/1
My birthday! ^_^ =) ^^ =} =] ;)
23/1
Completed some more Tips n Tricks, another quest done, some other stuff.
20/2
It's been ages. I added whatever I could be bothered to in the Recommended
section, not much else.
26/3
Massive break. I corrected grammar, added the Orbis PQ and Sky Blue Chair
info.
Realised I'm a lazy procrastinating idiot yet ^_^? I don't have much free
time
(I'm still in high school).
2/4
Well, I did the Female equips. Finally. I did it the cheap way, copy and
pasted
the Male equips and modded the result. Anyway, it's done. Also, I fixed up
some
missing stuff (earrings and capes and stuff) in the same section.
8/6
Started writing again, because I finally found a working proxy site at
Clunes,
which is our school special education program. Just to clarify, I cannot
access
Maple here, so don't bother trying to message me.
14/6
Completed the Korean Folk Town Quest. If you've seen it, you'll know how big
it
is. It was harsh.
8/8
Inspiration strikes! I added Third Job Skills. Yeah.
15/8
Whew, map navigating and ASCII up. I like the shells in Lorang x 3 best.
3/9
Checkthrough. You should always read through quickly to check you still
agree
with your own writings, and to correct errors. I don't read precisely, but I
still read close enough to determine errors.


