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Sunday, December 23, 2007

Archer Bowman Guide


==>Bowman Guide List<==


Archer Bowman Guide





Table of Contents



1. Born as a Beginner (LVL 1-10)

-Creating the Ideal Archer

-Your Ability Points

2. Living as an Archer (LVL 10-30)

-The Basics of a Bowman

-Skill Tables

-Skill Analysis

-Sample Skill Builds

-Training Spots

-Equipment

3. The Road as a Hunter/Crossbower (LVL 30-70)

-Job Advancement Test

-Hunter or Crossbower?

-The Way of the Hunter/Everything On Crossbow

-Skill Tables

-Skill Analysis

-Sample Skill Builds

-Training Spots

-Equipment

4. The Path of a Ranger/Sniper (LVL 70-120)

-Job Advancement Test

-Your Ability Points

-Path of the Ranger/Sniper's Scope

-Skill Tables

-Skill Analysis

-Sample Skill Builds

-Training Spots

-Equipment

5. Tips

-General Tips

-Quest Help

-Ludibrium Party Quest

6. Frequently Asked Questions





--------------------------------

Born as a Beginner

--------------------------------
CREATING THE IDEAL ARCHER

When you create a new character, you are presented with numerous options on your

character's appearance. Really the only thing that makes any sort of difference

is your starting weapon, but even then if doesn't make too much of a difference.

The sword has the most narrow range of damage, while the hand axe and wooden

has a higher maximum and lower minimum damage than the sword. I went with the

hand axe - DEX raises your minimum damage with a melee weapon, and as an archer,

you will naturally have high DEX, so you should have decent damage. In the end,

the starting weapon will not matter because you will only wield it for 8 levels

tops
.



On the right side of the screen, you can name your character and generate stats.

The name is whatever you want that's unique, and has to be 4-12 characters in

length, consisting of only letters and numbers - no spaces, underscores, or

symbols.



Now this is the most important part in making the ideal archer - generating

stats. You want to click on the dice to randomize stats over and over until the

INT and LUK are both 4. STR and DEX can be anything, but no matter what, INT and

LUK must be 4 each. This may take as little as one minute, or as long as an hour

or two. It may be tedious, but in the end, it is worth it.



Others will argue that getting a 4 and 5 will suffice. If you don't want to

spend up to a few hours clicking the dice, then you may opt to settle for a 4

and 5. Being a perfectionist, I strongly advise you to keep rolling that dice

until two fours show up for INT and LUK
.



YOUR ABILITY POINTS (not to be confused with Skill Points)

Luckily, archers have the easiest time increasing damage at lower levels. Why?

For archers, the only equipment that require STR are:

-most bows

-most crossbows

-all hats from level 25-40

-all shoes from level 15-25

-all Bennis equipment

If you are lazy and don't want to worry about exploiting damage increase at

lower levels, then the general rule of thumb is:



FOR HUNTERS: STR = LVL + 5

FOR CROSSBOWERS: STR = LVL




With this rule, you should only be putting AP into STR when you need it. For

example, for bow users, you need 25 STR when you are level 20. At level 25, you

need 30 STR. So leave STR at 25 from level 20-24, and when you hit level 25,

pump all 5 AP at level 25 into STR. This makes you have more damage earlier,

even though later on, the damage will be the same. Hey, anything to help you

level faster, ehh? Whenever you are not putting AP into STR, put it into DEX.

You always want to try to maximize DEX. You will also notice that you can add

AP to HP and MP. You should NEVER do this because you get a boost to HP and MP

with every level
.



This rule will hold for your entire career as an Archer. Never forget how to

raise your AP.




So when you start on Maple Island, go ahead and put all AP for the next few

levels into STR until STR 25. After that, put all your AP into DEX. The reason

for this is so that your melee damage will be high, helping you train with ease

until level 18-20. At level 20, you can continue the normal AP distribution.



At level 10, your stats should look like this:

STR 25

DEX 37

INT 4

LUK 4

To become an archer, you must be level 10 and have more than 25 DEX. Shouldn't

be a problem if you've been following my guide. Leave Maple Island, travel to

Henesys, and locate Athena Pierce. She is in the rightmost building in the

Mushroom Park, which is a portal in the middle of the city.



--------------------------------

Living as an Archer

--------------------------------
THE BASICS OF A BOWMAN

I will now cover the skills of an archer, and add my comments.

ML = max/mastered level



The Blessing of Amazon (ML 16) - Increases accuracy

---

This is a passive skill that adds accuracy. This is quite useless to archers

because Archers naturally have high accuracy. This is something that warriors

would love to have, but unfortunately don't. This skill should never exceed

level 3. But do note that Blessing increases ACC for all weapons.



Critical Shot (ML 20) - Allows you to perform a critical attack with a certain

success rate

---

In other words, free extra damage. When maxed, normal shots do double damage.

Contrary to popular belief, Critical Shot only adds 100% damage to the current

attack multiplier, it does not double damage
. Because of this, Arrow Blow is

rather inferior to Double Shot. Also, Critical Shot also makes archers' damage

really unstable, even with mastery in the second job. Regardless, all archers

should max this skill.



The Eye of Amazon (ML 8) - Increases the range of attack for both bows and

crossbows

Pre-Requisite - Level 3 The Blessing of Amazon

---

Not a real necessity until you actually use a class-specific weapon around

level 18-20. But this is the skill that makes the archer the unique class that

it is. Even claw thieves can't out-range you when you max this skill. You want

to max this skill before the second job starts.



Focus (ML 20) - Focussing to temporarily increase accuracy and avoidability

Pre-Requisite - Level 3 The Blessing of Amazon

---

The accuracy bonus is negligible (see comments under Blessing), but the bonus

avoidability can really come in handy. Archers who choose not to use Final

Attack in the second job would want to max this skill LATER. That is, don't put

SP into Focus until the late 20's. Note that 4 DEX = 1 EVA. That means that

maxed Focus is the same as gaining 80 DEX's worth of EVA.



Arrow Blow (ML 20) - Fires an arrow with authority. Applies more damage than

usual

---

A nice skill that helps to make higher level monsters flinch. Yes, there are

monsters that do not flinch when attacked - the first monster you may encounter

that doesn't flinch is a Bubbling. You won't really see that high damage until

you have mastery in the second job (2.6 * 30 = low damage). This skill is

considered inferior to Double Shot because with Critical Shot, the multiplier

is 360%, while Double Shot will have 230% * 2. Crossbowers may find utility in

Arrow Blow because the crossbow's higher damage makes for extremely high damage

output, which is generally used to show off those high numbers. In general,

Arrow Blow's usefulness is only limited to flinching/knocking back monsters.

Just remember: killing faster is better than stalling one monster.



Double Shot (ML 20) - Fires two arrows at once to attack an enemy twice

Pre-Requisite - Level 1 Arrow Blow

---

Without Critical Shot, Double Shot has the same damage multiplier as Arrow Blow.

But when you get Critical Shots, you get two hits of 230%. Also, the lower

multiplier allows for consistent damage, while Arrow Blow's damage is rather

unstable. The usefulness of Double Shot doesn't really shine until you get

mastery in the second job - seeing two 1's on a monster is very disappointing.

Also, don't worry about Double Shot using up two arrows - this problem is solved

with Soul Arrow in the second job. Hunters love Double Shot, but that's not to

say that Crossbowers don't benefit from Double Shot. Every archer should max

this skill
.



SKILL TABLES

n = Skill level



The Blessing of Amazon

Additional ACC: +n

---

Level 1 - +1 ACC

Level 2 - +2 ACC

Level 3 - +3 ACC

Level 4 - +4 ACC

Level 5 - +5 ACC

Level 6 - +6 ACC

Level 7 - +7 ACC

Level 8 - +8 ACC

Level 9 - +9 ACC

Level 10 - +10 ACC

Level 11 - +11 ACC

Level 12 - +12 ACC

Level 13 - +13 ACC

Level 14 - +14 ACC

Level 15 - +15 ACC

Level 16 - +16 ACC



Critical Shot

Success rate %

Level 1-10: 2 * n + 10

Level 11-20: n + 20

Additional damage %: 5 * n + 100

---

Level 1 - 12% success rate, critical damage 105%

Level 2 - 14% success rate, critical damage 110%

Level 3 - 16% success rate, critical damage 115%

Level 4 - 18% success rate, critical damage 120%

Level 5 - 20% success rate, critical damage 125%

Level 6 - 22% success rate, critical damage 130%

Level 7 - 24% success rate, critical damage 135%

Level 8 - 26% success rate, critical damage 140%

Level 9 - 28% success rate, critical damage 145%

Level 10 - 30% success rate, critical damage 150%

Level 11 - 31% success rate, critical damage 155%

Level 12 - 32% success rate, critical damage 160%

Level 13 - 33% success rate, critical damage 165%

Level 14 - 34% success rate, critical damage 170%

Level 15 - 35% success rate, critical damage 175%

Level 16 - 36% success rate, critical damage 180%

Level 17 - 37% success rate, critical damage 185%

Level 18 - 38% success rate, critical damage 190%

Level 19 - 39% success rate, critical damage 195%

Level 20 - 40% success rate, critical damage 200%



The Eye of Amazon

Additional attack range: 15 * n

---

Level 1 - Range of attack for bows and crossbows +15

Level 2 - Range of attack for bows and crossbows +30

Level 3 - Range of attack for bows and crossbows +45

Level 4 - Range of attack for bows and crossbows +60

Level 5 - Range of attack for bows and crossbows +75

Level 6 - Range of attack for bows and crossbows +90

Level 7 - Range of attack for bows and crossbows +105

Level 8 - Range of attack for bows and crossbows +120



Focus

MP usage

Level 1-5: 8

Level 6-10: 10

Level 11-15: 13

Level 16-20: 16

Additional ACC/EVA: +n

Duration: 10 * n + x

Level 1-5: x = 60

Level 6-10: x = 70

Level 11-15: x = 85

Level 16-20: x = 100

---

Level 1 - MP -8, ACC/EVA +1, lasts 70 seconds

Level 2 - MP -8, ACC/EVA +2, lasts 80 seconds

Level 3 - MP -8, ACC/EVA +3, lasts 90 seconds

Level 4 - MP -8, ACC/EVA +4, lasts 100 seconds

Level 5 - MP -8, ACC/EVA +5, lasts 110 seconds

Level 6 - MP -10, ACC/EVA +6, lasts 130 seconds

Level 7 - MP -10, ACC/EVA +7, lasts 140 seconds

Level 8 - MP -10, ACC/EVA +8, lasts 150 seconds

Level 9 - MP -10, ACC/EVA +9, lasts 160 seconds

Level 10 - MP -10, ACC/EVA +10, lasts 170 seconds

Level 11 - MP -13, ACC/EVA +11, lasts 195 seconds

Level 12 - MP -13, ACC/EVA +12, lasts 205 seconds

Level 13 - MP -13, ACC/EVA +13, lasts 215 seconds

Level 14 - MP -13, ACC/EVA +14, lasts 225 seconds

Level 15 - MP -13, ACC/EVA +15, lasts 235 seconds

Level 16 - MP -16, ACC/EVA +16, lasts 260 seconds

Level 17 - MP -16, ACC/EVA +17, lasts 270 seconds

Level 18 - MP -16, ACC/EVA +18, lasts 280 seconds

Level 19 - MP -16, ACC/EVA +19, lasts 290 seconds

Level 20 - MP -16, ACC/EVA +20, lasts 300 seconds



Arrow Blow

MP usage

Level 1-4: 6

Level 5-7: 7

Level 8-9: 8

Level 10-11: 9

Level 12-13: 10

Level 14-15: 11

Level 16-17: 12

Level 18-19: 13

Level 20: 14

Damage multiplier %: 5 * n + x

Level 1-4: x = 136

Level 5-7: x = 139

Level 8-9: x = 142

Level 10-11: x = 145

Level 12-13: x = 148

Level 14-15: x = 151

Level 16-17: x = 154

Level 18-19: x = 157

Level 20: x = 160

---

Level 1 - MP -6, damage 141%

Level 2 - MP -6, damage 146%

Level 3 - MP -6, damage 151%

Level 4 - MP -6, damage 156%

Level 5 - MP -7, damage 164%

Level 6 - MP -7, damage 169%

Level 7 - MP -7, damage 174%

Level 8 - MP -8, damage 182%

Level 9 - MP -8, damage 187%

Level 10 - MP -9, damage 195%

Level 11 - MP -9, damage 200%

Level 12 - MP -10, damage 208%

Level 13 - MP -10, damage 213%

Level 14 - MP -11, damage 221%

Level 15 - MP -11, damage 226%

Level 16 - MP -12, damage 234%

Level 17 - MP -12, damage 239%

Level 18 - MP -13, damage 247%

Level 19 - MP -13, damage 252%

Level 20 - MP -14, damage 260%



Double Shot

MP usage

Level 1-4: 8

Level 5-7: 9

Level 8-9: 10

Level 10-11: 11

Level 12-13: 12

Level 14-15: 13

Level 16-17: 14

Level 18-19: 15

Level 20: 16

Damage multiplier level %: 2 * n + x

Level 1-4: x = 74

Level 5-7: x = 76

Level 8-9: x = 78

Level 10-11: x = 80

Level 12-13: x = 82

Level 14-15: x = 84

Level 16-17: x = 86

Level 18-19: x = 88

Level 20: x = 90

---

Level 1 - MP -8, damage 76%

Level 2 - MP -8, damage 78%

Level 3 - MP -8, damage 80%

Level 4 - MP -8, damage 82%

Level 5 - MP -9, damage 86%

Level 6 - MP -9, damage 88%

Level 7 - MP -9, damage 90%

Level 8 - MP -10, damage 94%

Level 9 - MP -10, damage 96%

Level 10 - MP -11, damage 100%

Level 11 - MP -11, damage 102%

Level 12 - MP -12, damage 106%

Level 13 - MP -12, damage 108%

Level 14 - MP -13, damage 112%

Level 15 - MP -13, damage 114%

Level 16 - MP -14, damage 118%

Level 17 - MP -14, damage 120%

Level 18 - MP -15, damage 124%

Level 19 - MP -15, damage 126%

Level 20 - MP -16, damage 130%



SKILL ANALYSIS

Here I will analyze how efficient some skills are compared to each other.



*Double Shot* vs. *Arrow Blow*

Recall the main info for each skill:



Double Shot: 130% + 130%

Arrow Blow: 260%



Let's look at these two skills without Critical Shot. Remember that skills with

a lower damage multiplier is usually more stable than a skill with a higher

damage multiplier. The latter usually does one hit, while the former does

multiple hits, like a Bandit's Savage Blow. Test the skills, and you will see

that Double Shot does more consistent damage than Arrow Blow.



Alright, now let's factor Critical Shot into the skills. Recall that Critical

Shot adds 100% to the damage multiplier, not double it. Now look at the skills

with critical:



Double Shot: (130 + 100)% + (130 + 100)% = 230% + 230%

Arrow Blow: (260 + 100)% = 360%



Technically, Double Shot does 460%, which is 28% stronger than Arrow Blow. But

you don't always get Critical Shots. Factor in the percents to get:



Double Shot, both shots added

For # criticals, % chance

0 - 36%

1 - 48%

2 - 16%

Double Shot average damage per single hit with critical

130*0.6+230*0.4 = 170%

Double Shot average damage of both hits to 1 monster with maxed critical

260*0.36+360*0.48+460*0.16 = 340%

Arrow Blow average damage per single hit with critical

260*0.6+360*0.4 = 300%



In the end, Double Shot will outdamage Arrow Blow and be more consistent. But

what about MP usage? At a ratio of 14:16, it's clear to see that Arrow Blow is

more MP efficient than Double Shot. The ratio of 300:340 is higher, meaning that

Arrow Blow gives you more for your MP's worth. However, the inconsistency of

Arrow Blow and low average damage make it an inferior skill compared to Double

Shot
.



*Blessing of the Amazon* vs. *Focus* vs. *Arrow Blow*

Some have argued over the use of the last 9 SP in the first job. There are three

skills that the last 9 SP can go to: Blessing, Focus, and Arrow Blow. Of these

skills, Focus is the one most often chosen.



The argument for Focus is that it grants EVA. Archers don't have as much natural

EVA as Thieves do, so having a skill that adds EVA is helpful. It may cost MP

and have a duration, but being more of a defensive skill, it is activated during

training only.



There have been debates about Focus not working. That is, when Focus is active,

sometimes Archers still get damaged even though a MISS appeared
. I have never

experienced this glitch, while some have. Archers who have experienced this

glitch will argue against the use of Focus. Also, with the release of Puppet,

some Archers have associated this Focus glitch with Puppet. Some Archers have

experienced the Focus glitch more when Puppet is active.



So if not Focus, what else? There are two choices left then: Arrow Blow or

Blessing.



Main argument against getting Arrow Blow: you will hardly ever use it. Its only

real purpose is for knocking back monsters. However, if Double Shot can kill it

faster, there's no point holding a monster back when you could be killing it.



So that leaves Blessing. It's passive accuracy. This accuracy works for all

weapons, including melee or the other Archer weapon you didn't master
. The main

problem here is that Archers have the most amount of accuracy out of all the

classes. Having more accuracy is nice, but not necessary. Because it's passive,

you never need to consume MP for more ACC. But when will you ever need more ACC?

The only times I ever needed more ACC was to fight bosses or snipe higher level

monsters. Because you won't always need more ACC, having Focus is nice because

you can choose when you want more ACC
. With Blessing, you always have more ACC,

whether you need it or not. This is why the last 9 SP is better spent elsewhere.



My recommendation: go with Focus. Having more EVA is great. If you ever need

more ACC for bosses or high level monsters, you have Focus. And if you're

experiencing the MISS glitch, just deactivate Focus.



SAMPLE SKILL BUILDS

These are tables of how archers may want to spend their SP. However, do not feel

you have to follow these charts - you are totally free to spend your SP however

you'd like.



These are the overviews of the first job. Use the build number to match with a

build's detail below as noted by the parentheses following the build's name
.

Build 1

3 Blessing

8 Eye

20 Critical

9 Focus

1 Arrow Blow

20 Double Shot



Build 2

3 Blessing

8 Eye

20 Critical

0 Focus

10 Arrow Blow

20 Double Shot



Build 3

12 Blessing

8 Eye

20 Critical

0 Focus

1 Arrow Blow

20 Double Shot



The Standard "Cookie cutter" Build (1)

Level SP

10 +1 Blessing 11 +2 Blessing, +1 Eye 12 +3 Eye 13 +3 Eye 14 +1 Eye, +2 Critical 15 +3 Critical 16 +3 Critical 17 +3 Critical 18 +3 Critical 19 +3 Critical 20 +3 Critical 21 +1 Arrow Blow, +2 Double Shot 22 +3 Double Shot 23 +3 Double Shot 24 +3 Double Shot 25 +3 Double Shot 26 +3 Double Shot 27 +3 Double Shot 28 +3 Focus 29 +3 Focus 30 +3 Focus








More range earlier saves you money on HP potions because you will be farther

from monsters when attacking. However, you will probably be fighting with a

melee weapon, so it's not a huge deal. And of course, Critical Shot is maxed at

level 20, which is when you will probably start to use a bow unless you started

to use a crossbow at level 18. Last 9 SP goes into Focus so that maxing it in

the second job will be easier on the SP.



Dual Attack Build (2)

Not used by many archers anymore, but it's put here for reference.

Level SP

10 +1 Blessing 11 +2 Blessing, +1 Eye 12 +3 Eye 13 +3 Eye 14 +1 Eye, +2 Critical 15 +3 Critical 16 +3 Critical 17 +3 Critical 18 +3 Critical 19 +3 Critical 20 +3 Critical 21 +1 Arrow Blow, +2 Double Shot 22 +3 Double Shot 23 +3 Double Shot 24 +3 Double Shot 25 +3 Double Shot 26 +3 Double Shot 27 +3 Double Shot 28 +3 Arrow Blow 29 +3 Arrow Blow 30 +3 Arrow Blow








The only difference is that you get Arrow Blow instead of Focus. Some may argue

that at really high levels (like 100+) 20 EVA won't make much difference because

really high level archers have so much DEX to negate the 20 EVA bonus. With this

build, Arrow Blow may be maxed later during the second job.



Non-Focus Build (3)

For those against casting Focus for extra EVA.

Level SP

10 +1 Blessing

11 +2 Blessing, +1 Eye

12 +3 Eye

13 +3 Eye

14 +1 Eye, +2 Critical

15 +3 Critical

16 +3 Critical

17 +3 Critical

18 +3 Critical

19 +3 Critical

20 +3 Critical

21 +1 Arrow Blow, +2 Double Shot

22 +3 Double Shot

23 +3 Double Shot

24 +3 Double Shot

25 +3 Double Shot

26 +3 Double Shot

27 +3 Double Shot

28 +3 Blessing

29 +3 Blessing

30 +3 Blessing








This build is introduced for those who believe in the Focus glitch. This build

works out best for FA Archers because non-FA Archers will have to dump remaining

SP on either Blessing or Arrow Blow.



No-PQ/Really Unfunded Build (1)

This build is for archers not wanting to PQ until the late 20's, or not at all.

Level SP 10 +1 Blessing

11 +2 Blessing, +1 Eye

12 +3 Eye

13 +3 Eye

14 +1 Eye, +2 Critical

15 +3 Critical

16 +3 Critical

17 +3 Critical

18 +3 Critical

19 +3 Critical

20 +3 Critical

21 +3 Focus

22 +3 Focus

23 +3 Focus

24 +1 Arrow Blow, +2 Double Shot

25 +3 Double Shot

26 +3 Double Shot

27 +3 Double Shot

28 +3 Double Shot

29 +3 Double Shot

30 +3 Double Shot








You get a defensive skill earlier because you won't be using Double Shot to

train until the second job. You may also choose to put SP into Focus at level 24

through 27 and Double Shot at level 21 if want an attack skill first. Archers

wanting to PQ need to max Double Shot ASAP, which is why this is a no-PQ build.



Funded Archers Build (1)

This build doesn't tie in with the theme of this guide (for new archers), but

it's here anyways.

Level SP

10 +1 Critical

11 +3 Critical

12 +3 Critical

13 +3 Critical

14 +3 Critical

15 +3 Critical

16 +3 Critical

17 +1 Critical, +1 Arrow Blow, +1 Double Shot

18 +3 Double Shot

19 +3 Double Shot

20 +3 Double Shot

21 +3 Double Shot

22 +3 Double Shot

23 +3 Double Shot

24 +1 Double Shot, +2 Blessing

25 +1 Blessing, +2 Eye

26 +3 Eye

27 +3 Eye 28 +3 Focus/Arrow Blow

29 +3 Focus/Arrow Blow

30 +3 Focus/Arrow Blow








You get critical first to give you more damage, then Double Shot for even more.

You get eye later, then you choose between Focus or Arrow Blow (see above

builds). With this build, you will be consuming many potions: HP potions because

you have low range, MP potions because you'll be using Double Shot to train.



My Personal Build (1)

This is just to show that you are free to add your SP any way you'd like.

Level SP

10 +1 Blessing

11 +2 Blessing, +1 Eye

12 +3 Critical

13 +3 Critical

14 +3 Critical

15 +3 Critical

16 +3 Critical

17 +3 Critical

18 +2 Critical, +1 Arrow Blow

19 +3 Eye

20 +3 Eye

21 +1 Eye, +2 Double Shot

22 +2 Double Shot

23 +3 Double Shot

24 +4 Double Shot

25 +2 Double Shot

26 +4 Double Shot

27 +3 Double Shot

28 +3 Focus

29 +2 Focus

30 +4 Focus










I got the Battle Crossbow at level 18, so I wanted Critical to be maxed. Level

1 Arrow Blow is pretty good in the first job without mastery. All those strange

numbers around Double Shot is because of the way MP usage changes at level up.

If MP usage isn't a big deal to you, then just add the 3 SP per level.



TRAINING SPOTS

Whenever applicable, I'll add in a SNIPING SPOT. This is a training spot where

you can attack monsters with your class-specific weapon without fear of being

hit. Also, because you are safely attacking, you may conserve MP and just attack

normally. Using attack skills from Sniper Spaces is optional.

In the summary of each section, the starred ( * ) monster is the recommended one

to train on.



Level 1-5

Most likely you will get to level 5 as you travel from Mushroom Town to Amherst.

Don't forget to speak with Maria and do her favor for a free headpiece.



Level 5-9

Your STR should be 24/25 by now, and all other AP should go into DEX. Start

taking on Orange Mushrooms around Amherst. You need the caps for Bigg, who will

give you a new weapon. Save 10 Spores and 40 Caps for a quest later.



Level 8-10

Stay on the screen with Maria and fight the snails and shrooms. There are many

safe spots to idle-heal, and you should take down monsters with ease.



Level 10-15

Stay on the first floor of the Henesys Hunting Ground. You may get into

conflicts with other players training, but do your best. Or try the map that is

one screen east of Henesys. Remember, you are using a melee weapon to conserve

arrows, which is probably the weapon Bigg gave you.



Once in a while, feel free to ascend to the second floor to take on Slimes. They

may do some good damage to you, so don't linger around there too long. If a Blue

Snail dropped level 11 clothes, you can take a few more hits from those Slimes.



Henesys Hunting Ground is usually full, so if you're feeling adventurous, try

the Field Up North of Ellinia. There are Slimes and Stumps here, both of which

drop items for quests. These do quite a bit of damage without decent armor, so

do try to avoid attacking multiple monsters at once. Save 120 Squishy Liquids,

100 Tree Branches, and 30 Slime Bubbles for quests. Sell the rest, or keep some

branches for Processed Wood.



SUMMARY: Snail, Blue Snail, Red Snail, Shroom, Slime*, Stump



Level 15-18/20

By this point, you should have a decent melee weapon. I recommend a Metal Axe or

Leather Purse.



Travel to the Tree That Grew, which is a map two screens north of Ellinia. There

should be A LOT of Slimes there, which should do 1 damage per hit now.



If there are too many players there for you to train peacefully, go to Southern

Forest I
. From Ellinia, go south 3 screens, and enter the leftmost tree. There

should be A LOT of Slimes here as well. There is only one safe spot to idle-heal

here, and you should be able to find it because lots of players will be standing

there.



Another alternative is Mushroom Garden. Two screens west of Henesys is a large

map with pigs in it. Climb up to the top floor, and on the right platform are

three little mushroom huts. Enter the middle hut to find yourself in the garden,

which has Red Snails, Shrooms, and Orange Mushrooms.



I stayed at the Field Up North of Ellinia because I still needed branches for

Processed Wood.



SNIPING SPOT: In Henesys Hunting Ground I, on the left side of the map are some

platforms to the side. You can stand on those and attack Mushrooms to the right.

Beware, some Slimes from below can jump up to your position, so pay attention to

those.

maplestory



SUMMARY: Shroom, Red Snail, Stump, Slime*, Orange Mushroom



Level 18/20-25

By now you should have a class-specific weapon, so you can attack from afar.



SNIPING SPOT: A good monster to attack would be Green Mushrooms. Around Ellinia,

you will find trees you can enter. Some of these trees contain Green and Horned

Mushrooms. These trees have platforms where you can safely attack mushrooms

without fear of getting hit by one. I trained here for 4 levels.

maplestory




Another place to train would be Pig Beach. However, this place is very

unfriendly to archers, and I myself never trained there as an archer. Still, you

may want to pay a visit there because Ribbon Pigs drop Stiff Feathers which you

need to make arrows with. If Pig Beach doesn't suit you, go 2 screens east of

Henesys. This small map houses Pigs of both kind. Because it's small, it may be

difficult to train here because of others around you. But since it's flat, using

a class-specific weapon to train here is rather efficient. It would behoove you

to spend some time here to collect Stiff Feathers.



Blue Mushroom Forest is a very archer-friendly place. In the Forest East of

Henesys, go to the top platform and look for a woodpost on the left side. Hit up

there to enter Blue Mushroom Forest. The Blue Mushrooms here are great training.

Unfortunately there are many other weaker monsters around to block shots.



I went to Perion Street Corner and circled the map. Every monster drops an item

you need, whether it's for quests or Processed Wood. This is no place for a

melee weapon, so make sure you bring a class-specific weapon!



At level 22-24, you might want to start hunting monsters that correspond to any

quests you may have activated. It takes a while to find everything to complete

every quest available, but you get good money and EXP for it. At level 24, I

even went to Deep Ant Tunnel II to get Evil Eye Tails.



SUMMARY: Pig, Ribbon Pig, Dark Stump, Axe Stump, Green Mushroom*, Horned

Mushroom*, Blue Mushroom



Level 25-30

Your damage output should be high with all new equipment. There aren't many new

places to train; I myself stayed at the mushroom trees until level 30.



At this point, most players will begin accepting you into their parties for the

PQ. Make sure you have the best equipment available, otherwise you will have a

harder time getting into a party.



While hanging around Kerning City, head into the Subway. Two monsters here are

good training: Bubblings and Stirges. Watch out for clusters of monsters though.



You can now train at Ant Tunnel without fear of dying. However, mages love this

place, and they will probably steal your kills here.

SNIPING SPOT: In Ant Tunnel I, near the portal to Ant Tunnel II are two small

platforms. Stand on the right platform, face left, and start attacking. You can

hit most monsters from here, and you're relatively safe from Zombie Mushrooms.

maplestory



The top floor of Burnt Land I holds many Dark Axe Stumps, which drop the level

35 armors, among other good items. Once in a while, a Fire Boar may spawn up

there, and it's rather powerful for your level, so be careful. To get here, go

2 maps south of Perion, then look for a cave with a sign reading "Burning Zone"

on top. The Burning Zone consists of five maps; however, only the first two are

alright for training. Don't go to the second map until level 35.



Try a map called Over The Wall, which has many stump-type monsters. They are

slow, there are platforms for you to attack from, and they drop the level 35

armors for males.



If you have spare money to burn, load up on arrows and travel to Ossyria. Right

inside Orbis Tower are Jr. Sentinels. These last a long time before dying, but

do very little damage for their level. Keep in mind that you cannot make arrows

in Orbis.



Aqua Road contains some training areas, but getting there at this point would be

too tough because of the monsters on the way there. I suggest not going to Aqua

Road for a few more levels.



There is one place in Ludibrium that can possibly work for training. In EOS

Tower
, there is a great sniping spot on the 71st floor. Right by the bottom door

are three Trixters. Stand by the door and fire away. They will keep respawning,

so be careful when collecting your loot. The biggest problem is not only getting

here alive, but getting back alive.



SUMMARY: Kerning City PQ*, Green Mushroom, Horned Mushroom, Bubbling, Stirge,

Zombie Mushroom, Axe Stump, Dark Axe Stump, Jr. Sentinel, Trixter



EQUIPMENT

Probably the main reason why I made this guide, this is the section on how to be

efficient with spending while still having good equipment. If you are funded,

skip this section.



Level 1-10



Be sure to do Maria's quest to snag a free hat. Do not buy anything from the

shops on this island. Potions are NOT necessary - if your HP is below 40 and you

need health, just die and revive with 50 HP since you don't lose EXP.

For Bigg's quest, don't hunt Orange Mushrooms until STR is 24/25. Once you

complete Bigg's quest, you can open up shop... literally. Start fighting Orange

Mushrooms for their caps, and you could sell the caps to other beginners

(especially mages and thieves; I sell caps at 20 mesos each). If you got a Fruit

Knife, then congrats; if you got a Razor... well continue on - it's still better

than your first weapon.



Once you hit level 10, shank your way to Victoria (no pun intended?). You are

going to walk to Henesys to advance as an archer. Why pay for transportation

when Henesys is the easiest town to reach from Lith Harbor of the other 4 towns?


When you reach "A Hill West of Henesys," don't be afraid to die to Pigs. Not

only do you not suffer EXP loss, but you will respawn in Henesys. If, however,

you don't die, then props to you.



So you've met Athena, and she jazzed you up as an archer. I'll bet you're

itching to start shooting your bow off at the snails that have been haunting you

for the past 10 levels. But judging from your resources, you probably can't even

afford a weapon, much less armor. However, armor is your best bet, since you

just got a good weapon from Bigg. The armors at level 15 are much better. If you

must buy one thing, purchase a Winter Hat. It's cheap and adds +1 EVA. I don't

suggest buying a top or bottom yet because all it does is add little defense
.



As for your weapon, continue to use the weapon Bigg gave you. As you train, you

may get lucky with drops. Most notably, hunt Red Snails and Slimes, which drop

Wooden Swords and Metal Axes, respectively. If you have sufficient funds, buy a

Metal Axe or Wooden Mallet
, and use that until you find a better one from a

Slime. You can buy one from the Kerning or Perion Weapon stores.



Level 11-16



At level 11, travel to Kerning City and purchase a Gomushin, color doesn't

matter. The +2 SPD is more handy than you think.



If defense is important and you can afford it, buy a level 11 shirt from Lith

Harbor
.



Do not make the Basic Archer Gloves because Nella will give you a Blue Diros for

her quest. At level 15, do not buy a new hat yet.



MALE: Buy the Leather Hoodwear at level 15. The color doesn't matter because

that one point of STR or DEX added makes a very little difference at such a low

level.

For pants, buy something from Lith Harbor. Grey Thick Sweat Pants, Sand-Blasted

Jeans, Ice Jeans, it doesn't really matter what you get. I bought the Sand-

Blasted Jeans for my archer.

FEMALE: Buy a top and a bottom from Henesys at level 15. The top provides DEX,

the bottom provides MP.



As for weapon, stick with whatever you can get. Hopefully, a Red Snail or Slime

dropped something you can use by now.



Level 18-22



At level 20, there's not much else to buy. Buy a Robin Hat. Keep in mind which

color adds HP or MP. The level 20 armors for males and females provide the same

stat bonuses that the level 15/16 armors did. Spending a lot more for just a few

extra WDEF is not very efficient. That and the level 20 armor for males is butt-

ugly. So don't buy a top or bottom at level 20.



If you did Nella's quest, then congrats on a free Blue Diros. Try upgrading it

to Green Diros for a sexy +2 DEX bonus. This should last until the Gold Scalers

that John gives to you at level 30. This requires 2 Emeralds, which is 20 ores.

If you can't afford the ores, then just keep it unupgraded. 2 DEX makes little

difference at this level anyways.



For Crossbowers, buy the Battle Crossbow at level 18, then the Balanche at level

22. For bowers, try making the Hunter's Bow, which requires 50 Red Snail Shells

and 30 Processed Woods (300 branches or 150 firewood). If you're too lazy to get

the materials, just buy it. I went ahead and just bought it because I needed the

Processed Woods for making arrows.



Level 25-26



The one thing every level 25 archer must have is a Green Bamboo Hat. Try earning

one through a PQ, or buy one from another player, but do not pay more than 15k

for one
. This hat will last for a very long time.



Buy the complete Bennis Chainmail set now, the pants and the top. These provide

the same DEX boost as the level 30 armor, but cost way less.



Buy a pair of Whitebottom Shoes from Henesys for more speed.



Keep the Diros from before (if you got it).



Complete Winston's and Dr. Betty's quests to receive a Leaf Earring. This

earring is awesome sauce. Getting the Weighted Earrings required for the quest

will either cost time at Wild Boars or money for buying it. Don't pay more than

15k for a Weighted Earrings.



Complete the Niora Hospital quest for an Old Raggedy Cape that adds 10 EVA. The

quest is easy and good training.



Level 28-30



By this point, you should be buying your weapons, either a Battle Bow or a

Mountain Crossbow. Hunting for your next weapon may not be practical as monsters

that drop them are tough so that you have to be above the level of the weapon

you are trying to hunt.



Do your best to try to get a Ryden. Ryden prices are significantly greater than

Battle Bow prices. If you are unable to obtain a Ryden, stick with the Battle

Bow. It gives you more speed over some power.



At level 30, the armors are way too expensive and they provide the same DEX

bonuses as the Bennis set. The Green Bamboo Hat is still better than a Hawkeye.

The Green Diros still rocks. Are you buying anything at level 30? No. Doing

Nella's quest should give you a Green Hunter's Boots though, but the

Whitebottoms are still just so much better than 1 DEX. Don't make gloves because

you get free Gold Scalers from John.



Money challenge: try to complete Mr. Wetbottom's quest at level 30 for a Sauna

Robe. If you complete it, buy ten 100% Overall DEX scrolls from Tulcas in the

Swamp of Despair II and add it to the Sauna Robe. This will last at least 20

levels.



--------------------------------

The Road as a Hunter/Crossbower

--------------------------------
JOB ADVANCEMENT TEST

Once you are level 30, you will be able to take Athena Pierce's test to advance

to the second job. Bring a handful of White/Orange and Blue Potions. I say bring

at least 25 of each. Also, your equipment should be up-to-date. Nothing should

be below level 20. In terms of stats, your STR/DEX distribution should be like

so: Hunters should have 35/127, Crossbowers should have 30/132.



Once you have gathered your supplies, go speak with Athena in Henesys. She will

give you a letter and instruct you to see her correspondant nearby Henesys. Take

this to Road to the Dungeon, which is the top right exit of Henesys. At the top

right of the map, above a pit of Blue Mushrooms, is the Bowman Job Instructor,

decked out in a Blue Feather Hat and Blue Able Skirt. Talk to her, and you will

be transported to Ant Tunnel For Bowman.



Your objective: Kill monsters and collect 30 Dark Marbles.



You will spot two monsters in here: Zombie Mushrooms and Evil Eyes. Don't worry,

these are not the same ones you find inside the real Ant Tunnel. They have been

adjusted to not award EXP nor drop anything except for Dark Marbles. Both being

level 35, their stats are as follows (as taken from the Sauna):



Zombie Mushroom

HP: 600

Accuracy: 50

Avoidability: 15

Weapon attack: 110

Weapon defense: 30



Evil Eye

HP: 800

Accuracy: 50

Avoidability: 18

Weapon attack: 110

Weapon defense: 50



From my experience, Zombie Mushrooms take 2 DS to kill, while Evil Eyes take 2-3

DS to kill. That is, only if you get upper tier damage. The drop rate is roughly

1 drop out of 2 kills. Once you have your 30 Dark Marbles, speak with the job

instructor to exit, then report back to Athena. Before you talk with her, stand

on the side of the screen so you can see the cool animation you get for job

advancing. Congratulations!



HUNTER OR CROSSBOWER?

This question is asked many times over. Remember the key difference is speed vs.

power
. Hunters attack faster than Crossbowers, while Crossbowers do more damage.

Many prefer speed over power (that is why there are so many Assassins), so most

choose the Hunter. There is no worse class, it just depends on how others

perceive the class. I enjoy using both classes because gameplay is so much

different. You wouldn't believe how different playing both classes are.



As a reference, here is how damage is calculated for bows and crossbows:

Bow:

WATK * (DEX * X * 3.4 * M + STR) / 100

Crossbow:

WATK * (DEX * X * 3.6 * M + STR) / 100

X = 1 for maximum damage, x = 0.9 for minimum damage

M = 1 for maximum damage, M = current mastery for minimum damage

*Mastery is converted to a decimal

So as you can see, Crossbows will do more damage per hit no matter what. Also

note that Crossbows require less STR than bows, so Crossbowers will almost

always have more DEX than Hunters.



Another key difference is the skills. In the second job, only Arrow Bomb and

Iron Arrow separate the classes. The third job skill that separates the classes

are Inferno and Blizzard. Blizzard alone makes Crossbows look very appealing.

However, the release of third jobs has also pushed up the Spearmen population,

so Crossbow items are still cheap as ever.



THE WAY OF THE HUNTER/EVERYTHING ON CROSSBOW

I will now cover the skills of a second job archer, and add my comments.

ML = max/mastered level



Bow/Crossbow Mastery (ML 20) - Increases the bow/crossbow mastery and accuracy.

It only applies when a bow/crossbow is in hand.

---

Every class has some sort of mastery. What is Mastery? Mastery is a skill that

increases your minimum damage. Notice how sometimes you do hundreds of damage

with one shot, while other times you hit 1? Your mastery of your class-specific

weapon prevents you from hitting very low damage on monsters. Getting a Critical

Shot with a base 30 damage isn't very exciting, but when mastery is high,

getting a Critical Shot with a base 150 damage is noticable. Also note that

using Arrow Blow without mastery may result in 260% of 10 damage... pitiful.

Mastery is another reason why Double Shot is preferred over Arrow Blow -

consistent damage. Mastery should not exceed level 19 because you get your full

mastery of 60% there. Level 20 only adds 1 point of accuracy, so that last SP is

better spent elsewhere. Also, the accuracy given by increasing Mastery only

affects the weapon that Mastery gives
.



Final Attack: Bow/Crossbow (ML 30) - With a certain success rate, another attack

follows after performing an attacking skill. Only works with a bow/crossbow in

hand.

Pre-Requisite - Level 3 Mastery

---

This skill is difficult to explain. After you use an attack skill (AB/DS/Bomb/

IA), there is a chance that a second, more powerful arrow will come out at no

expense other than one arrow. It comes out at random, but it costs no MP. Like

Critical Shot, it's basically free extra damage. On the plus side, Final Attack

allows all Archers to flinch higher level monsters when Double Shot won't quite

reach the minimum damage needed to flinch. This also speeds up training

drastically. The biggest downside is that it takes time to fire, about a half

second more. This could mean life or death when fighting high level monsters,

especially bosses. Many Archers today agree that the 30 SP needed to max Final

Attack is better spent elsewhere because Final Attack does NOT work with third

job skills
. However, there are still some Archers today who choose to max Final

Attack. Maxing it or not is all a matter of preference. More on Final Attack

below in the Skill Analysis section.



Bow/Crossbow Booster (ML 20) - Uses HP and MP to temporarily boost up the

attacking speed of the bow/crossbow. It only works with a bow/crossbow in hand.

Pre-Requisite - Level 5 Mastery

---

You attack faster. Do I need to argue more? Booster is generally not maxed until

higher levels because there are other second job skills that are more important

than Booster. As important as Booster is, it's good to get some SP into Booster

early on, along with Soul Arrow. After maxing the other important skills, turn

back to maxing this and Soul Arrow. Remember that all levels of Booster adds the

same amount of speed (with the exception of the Battle Crossbow), so you don't

need to put too much SP into Booster early, but just some.



Power Knock-Back (ML 20) - Improves the success rate of knocking back the

enemies far when swinging the bow/crossbow. The higher the level, the higher the

number of enemies the character can knock down.

---

This is a fun attack. It's more of a support skill than attack. Power Knock-Back

(PKB) increases your chance to push monsters back when swinging your weapon at

some MP cost. Also, PKB is multi-targetting. Maxed PKB is similar to a Warrior's

Slash Blast. PKB is an essential skill that all Archers should max because you

will eventually need to push monsters away to gain room to attack. PKB only adds

to the current weapon's rate of pushback; if PKB fails to push monsters back,

then the same rate is used in making the monsters flinch. The only real downside

is that PKB is NOT passive. You have to set it to a button to activate it. You

might accidentally do a second PKB after pushing the monsters back and end up

hitting air.



Soul Arrow: Bow/Crossbow (ML 20) - Temporarily allows the character to fire

bow/crossbow arrows without using up the arrows. Only works with a bow/crossbow

in hand.

Pre-Requisite - Level 5 Booster

---

When you use Soul Arrow, your bolts are replaced by a large golden lance. You

can't see this when using other skills except for Double Shot, where you get two

large golden lances. This is cool in itself. Soul Arrow free up inventory space,

allowing you to carry more potions and scrolls, allowing for longer training

sessions. The only problem with Soul Arrow is that it does not take the attack

bonus of stronger arrows, like Bronze and Steel
. If it did, Archers would be too

imbalanced. Get a decent level Soul Arrow that lasts a while. Level 10 is fine,

but nothing is stopping you from maxing it.



Arrow Bomb: Bow (ML 30) - Fires arrows with bombs attached to it. If struck

cleanly, the bomb explodes on the enemy, knocking out some of the enemies around

with a certain success rate. Can't attack more than 6 at once, and it only works

with a bow in hand.

---

This is the Hunter's main multi-hit attack. It's a ranged area-of-effect attack.

If you see a group of monsters near each other, shoot some bombs at them. In

addition to damage, Arrow Bomb can stun monsters. This stun is overrated yet

underestimated. There are times when you don't want to stun monsters, like when

you are trying to herd them together. Also, Arrow Bomb seems to have fixed

accuracy, because sometimes your bombs will MISS completely. Being an attack,

this skill should definitely be maxed.

Also, it is worth mentioning that the damage for Arrow Bomb is completely unique

in terms of damage and how it is applied. This will be covered fully below.



Iron Arrow: Crossbow (ML 30) - The arrow that's fired will go through a monster

and attack another one behind it. The damage decreases for every monster the

arrow goes through. Can damage up to 6 monsters at once.

---

This is the Crossbower's main multi-hit attack. You fire an arrow in a straight

line, piercing all monsters. Because it goes in a straight line, you can't hit

monsters above or below your Y-axis. You will almost always miss Jr. Neckis. On

the plus side, Iron Arrow flies through walls, just like a Magician's Magic

Claw. This is beneficial in maps with monsters behind walls like Gollems or

Chronos. Though damage decreases with each monster hit, the decrease is barely

noticable, not to mention that you may get a critical hit. Max it because no

other classes get something like this in the second job.



SKILL TABLES

Unlike the first job, the second job skills are much more simple to understand.

n = skill level



Bow/Crossbow Mastery

Mastery %: (n / 2) * 5 + 10

(n / 2) is always rounded up

Additional accuracy: +n

---

Level 1 - mastery 15%, ACC +1

Level 2 - mastery 15%, ACC +2

Level 3 - mastery 20%, ACC +3

Level 4 - mastery 20%, ACC +4

Level 5 - mastery 25%, ACC +5

Level 6 - mastery 25%, ACC +6

Level 7 - mastery 30%, ACC +7

Level 8 - mastery 30%, ACC +8

Level 9 - mastery 35%, ACC +9

Level 10 - mastery 35%, ACC +10

Level 11 - mastery 40%, ACC +11

Level 12 - mastery 40%, ACC +12

Level 13 - mastery 45%, ACC +13

Level 14 - mastery 45%, ACC +14

Level 15 - mastery 50%, ACC +15

Level 16 - mastery 50%, ACC +16

Level 17 - mastery 55%, ACC +17

Level 18 - mastery 55%, ACC +18

Level 19 - mastery 60%, ACC +19

Level 20 - mastery 60%, ACC +20



Final Attack: Bow/Crossbow

Success rate %: n * 2

Final Attack damage %: 100 + n * 5

---

Level 1 - success rate 2%, damage 105%

Level 2 - success rate 4%, damage 110%

Level 3 - success rate 6%, damage 115%

Level 4 - success rate 8%, damage 120%

Level 5 - success rate 10%, damage 125%

Level 6 - success rate 12%, damage 130%

Level 7 - success rate 14%, damage 135%

Level 8 - success rate 16%, damage 140%

Level 9 - success rate 18%, damage 145%

Level 10 - success rate 20%, damage 150%

Level 11 - success rate 22%, damage 155%

Level 12 - success rate 24%, damage 160%

Level 13 - success rate 26%, damage 165%

Level 14 - success rate 28%, damage 170%

Level 15 - success rate 30%, damage 175%

Level 16 - success rate 32%, damage 180%

Level 17 - success rate 34%, damage 185%

Level 18 - success rate 36%, damage 190%

Level 19 - success rate 38%, damage 195%

Level 20 - success rate 40%, damage 200%

Level 21 - success rate 42%, damage 205%

Level 22 - success rate 44%, damage 210%

Level 23 - success rate 46%, damage 215%

Level 24 - success rate 48%, damage 220%

Level 25 - success rate 50%, damage 225%

Level 26 - success rate 52%, damage 230%

Level 27 - success rate 54%, damage 235%

Level 28 - success rate 56%, damage 240%

Level 29 - success rate 58%, damage 245%

Level 30 - success rate 60%, damage 250%



Bow/Crossbow Booster

HP/MP usage: 30 - n

Duration: 10 * n

---

Level 1 - HP/MP -29, lasts 10 seconds

Level 2 - HP/MP -28, lasts 20 seconds

Level 3 - HP/MP -27, lasts 30 seconds

Level 4 - HP/MP -26, lasts 40 seconds

Level 5 - HP/MP -25, lasts 50 seconds

Level 6 - HP/MP -24, lasts 60 seconds

Level 7 - HP/MP -23, lasts 70 seconds

Level 8 - HP/MP -22, lasts 80 seconds

Level 9 - HP/MP -21, lasts 90 seconds

Level 10 - HP/MP -20, lasts 100 seconds

Level 11 - HP/MP -19, lasts 110 seconds

Level 12 - HP/MP -18, lasts 120 seconds

Level 13 - HP/MP -17, lasts 130 seconds

Level 14 - HP/MP -16, lasts 140 seconds

Level 15 - HP/MP -15, lasts 150 seconds

Level 16 - HP/MP -14, lasts 160 seconds

Level 17 - HP/MP -13, lasts 170 seconds

Level 18 - HP/MP -12, lasts 180 seconds

Level 19 - HP/MP -11, lasts 190 seconds

Level 20 - HP/MP -10, lasts 200 seconds



Power Knock-Back

MP usage

Level 1-10: 8

Level 11-20: 15

Knock-back rate %: 2 * n

Damage %: 100 + n * 5

# of monsters hit: ((n - 1) / 5) + 2

((n - 1) / 5) is truncated except for level 20

---

Level 1 - MP -8, knock-back +2%, damage 105%, push 2 monsters back

Level 2 - MP -8, knock-back +4%, damage 110%, push 2 monsters back

Level 3 - MP -8, knock-back +6%, damage 115%, push 2 monsters back

Level 4 - MP -8, knock-back +8%, damage 120%, push 2 monsters back

Level 5 - MP -8, knock-back +10%, damage 125%, push 2 monsters back

Level 6 - MP -8, knock-back +12%, damage 130%, push 3 monsters back

Level 7 - MP -8, knock-back +14%, damage 135%, push 3 monsters back

Level 8 - MP -8, knock-back +16%, damage 140%, push 3 monsters back

Level 9 - MP -8, knock-back +18%, damage 145%, push 3 monsters back

Level 10 - MP -8, knock-back +20%, damage 150%, push 3 monsters back

Level 11 - MP -15, knock-back +22%, damage 155%, push 4 monsters back

Level 12 - MP -15, knock-back +24%, damage 160%, push 4 monsters back

Level 13 - MP -15, knock-back +26%, damage 165%, push 4 monsters back

Level 14 - MP -15, knock-back +28%, damage 170%, push 4 monsters back

Level 15 - MP -15, knock-back +30%, damage 175%, push 4 monsters back

Level 16 - MP -15, knock-back +32%, damage 180%, push 5 monsters back

Level 17 - MP -15, knock-back +34%, damage 185%, push 5 monsters back

Level 18 - MP -15, knock-back +36%, damage 190%, push 5 monsters back

Level 19 - MP -15, knock-back +38%, damage 195%, push 5 monsters back

Level 20 - MP -15, knock-back +40%, damage 200%, push 6 monsters back



Soul Arrow: Bow/Crossbow

MP usage

Level 1-10: 15

Level 11-20: 20

Duration: n * 30

---

Level 1 - MP -15, lasts 30 seconds

Level 2 - MP -15, lasts 60 seconds

Level 3 - MP -15, lasts 90 seconds

Level 4 - MP -15, lasts 120 seconds

Level 5 - MP -15, lasts 150 seconds

Level 6 - MP -15, lasts 180 seconds

Level 7 - MP -15, lasts 210 seconds

Level 8 - MP -15, lasts 240 seconds

Level 9 - MP -15, lasts 270 seconds

Level 10 - MP -15, lasts 300 seconds

Level 11 - MP -20, lasts 330 seconds

Level 12 - MP -20, lasts 360 seconds

Level 13 - MP -20, lasts 390 seconds

Level 14 - MP -20, lasts 420 seconds

Level 15 - MP -20, lasts 450 seconds

Level 16 - MP -20, lasts 480 seconds

Level 17 - MP -20, lasts 510 seconds

Level 18 - MP -20, lasts 540 seconds

Level 19 - MP -20, lasts 570 seconds

Level 20 - MP -20, lasts 600 seconds



Arrow Bomb: Bow

MP usage

Level 1-15: 14

Level 16-30: 28

Stun duration: (((n - 1) / 10) + 1) * 2

((n - 1) / 10) is truncated

Success rate %: 30 + n

Damage %: 70 + 2 * n

---

Level 1 - MP -14, stun for 2 seconds at 31% success rate, damage 72%

Level 2 - MP -14, stun for 2 seconds at 32% success rate, damage 74%

Level 3 - MP -14, stun for 2 seconds at 33% success rate, damage 76%

Level 4 - MP -14, stun for 2 seconds at 34% success rate, damage 78%

Level 5 - MP -14, stun for 2 seconds at 35% success rate, damage 80%

Level 6 - MP -14, stun for 2 seconds at 36% success rate, damage 82%

Level 7 - MP -14, stun for 2 seconds at 37% success rate, damage 84%

Level 8 - MP -14, stun for 2 seconds at 38% success rate, damage 86%

Level 9 - MP -14, stun for 2 seconds at 39% success rate, damage 88%

Level 10 - MP -14, stun for 2 seconds at 40% success rate, damage 90%

Level 11 - MP -14, stun for 4 seconds at 41% success rate, damage 92%

Level 12 - MP -14, stun for 4 seconds at 42% success rate, damage 94%

Level 13 - MP -14, stun for 4 seconds at 43% success rate, damage 96%

Level 14 - MP -14, stun for 4 seconds at 44% success rate, damage 98%

Level 15 - MP -14, stun for 4 seconds at 45% success rate, damage 100%

Level 16 - MP -28, stun for 4 seconds at 46% success rate, damage 102%

Level 17 - MP -28, stun for 4 seconds at 47% success rate, damage 104%

Level 18 - MP -28, stun for 4 seconds at 48% success rate, damage 106%

Level 19 - MP -28, stun for 4 seconds at 49% success rate, damage 108%

Level 20 - MP -28, stun for 4 seconds at 50% success rate, damage 110%

Level 21 - MP -28, stun for 6 seconds at 51% success rate, damage 112%

Level 22 - MP -28, stun for 6 seconds at 52% success rate, damage 114%

Level 23 - MP -28, stun for 6 seconds at 53% success rate, damage 116%

Level 24 - MP -28, stun for 6 seconds at 54% success rate, damage 118%

Level 25 - MP -28, stun for 6 seconds at 55% success rate, damage 120%

Level 26 - MP -28, stun for 6 seconds at 56% success rate, damage 122%

Level 27 - MP -28, stun for 6 seconds at 57% success rate, damage 124%

Level 28 - MP -28, stun for 6 seconds at 58% success rate, damage 126%

Level 29 - MP -28, stun for 6 seconds at 59% success rate, damage 128%

Level 30 - MP -28, stun for 6 seconds at 60% success rate, damage 130%



Iron Arrow: Crossbow

MP usage

Level 1-15: 14

Level 16-30: 28

Damage %: 60 + 4 * n

---

Level 1 - MP -14, damage 64%

Level 2 - MP -14, damage 68%

Level 3 - MP -14, damage 72%

Level 4 - MP -14, damage 76%

Level 5 - MP -14, damage 80%

Level 6 - MP -14, damage 84%

Level 7 - MP -14, damage 88%

Level 8 - MP -14, damage 92%

Level 9 - MP -14, damage 96%

Level 10 - MP -14, damage 100%

Level 11 - MP -14, damage 104%

Level 12 - MP -14, damage 108%

Level 13 - MP -14, damage 112%

Level 14 - MP -14, damage 116%

Level 15 - MP -14, damage 120%

Level 16 - MP -28, damage 124%

Level 17 - MP -28, damage 128%

Level 18 - MP -28, damage 132%

Level 19 - MP -28, damage 136%

Level 20 - MP -28, damage 140%

Level 21 - MP -28, damage 144%

Level 22 - MP -28, damage 148%

Level 23 - MP -28, damage 152%

Level 24 - MP -28, damage 156%

Level 25 - MP -28, damage 160%

Level 26 - MP -28, damage 164%

Level 27 - MP -28, damage 168%

Level 28 - MP -28, damage 172%

Level 29 - MP -28, damage 176%

Level 30 - MP -28, damage 180%



SKILL ANALYSIS



*Double Shot* vs. *Arrow Bomb*

Recall the main info for each skill:



Double Shot

16 MP

130% + 130%, 1 target only



Arrow Bomb

28 MP

130%, up to 6 targets



For now, let's ignore Critical Shot.

You want to aim to attain 260% per 16 MP. Arrow Bomb costs 75% more MP than

Double Shot. 260% * 1.75 = 455% per 28 MP. If Arrow Bomb can deal at least 455%

per usage, it is more effective than Double Shot. How do you obtain 455%?



455% ÷ 130% = 3.5



Basically, if you can hit at least 4 monsters with Arrow Bomb, you're getting

more for your MP than by using Double Shot to take them out individually. Using

Arrow Bomb on 3 monsters or less will result in lost MP.



But this is without critical shot. Now let's factor critical shot in.



Recall the percent chance to get a critcal hit with Double Shot.

For # criticals, % chance

0 - 36%

1 - 48%

2 - 16%



Now what are the chances of getting criticals with Arrow Bomb? Assuming you hit

6 monsters...

For # criticals, % chance

0 - 4.67%

1 - 18.66%

2 - 31.10%

3 - 27.65%

4 - 13.82%

5 - 3.69%

6 - 0.41%



For the sake of simplicity (and because I'm lazy), we will average the chance to

score a critical hit among all outcomes possible.



Double Shot average damage per single hit with critical = 170%

Arrow Bomb average damage per single hit with critical = 182%



Now a new variable has to be factored in, number of hits.



Double Shot average damage of both hits to 1 monster with maxed critical

260*0.36+360*0.48+460*0.16 = 340%

Arrow Bomb total average damage of all 6 hits in a 6-hit shot with maxed

critical

36.426+164.208+304.78+298.62+163.076+47.232+5.658 = 1020%

Arrow Bomb average damage to 1 target in a 6-hit shot with maxed critical = 170%



Six hits with Arrow Bomb is equal to three Double Shots. When you factor

critical shot in, you must hit at least 3 monsters with Arrow Bomb to get your

MP's worth
.



*Arrow Bomb*

There is one more unsolved issue that needs to be addressed: impact damage.

Recall that Arrow Bomb is split into two damage calculations: impact and bomb.

When you fire a Bomb, the first monster that gets hit takes impact damage. Any

nearby monster will take damage from the explosion, the bomb damage. The problem

is that the impact damage is significantly lower than bomb damage. The actual

damage caused by the impact damage is unknown at the time, but is estimated to

be about 40%
. The above calculations will assume that impact damage is the same

as bomb damage. Calculating the damage with the impact damage factored in leads

to many times more calculations because each hit has to calculated individually.



Also, there is one more thing that makes Arrow Bomb so unique. It appears that

Arrow Bomb is the only skill that factors Critical Shots differently. Instead of

the usual +100% from Critical, Arrow Bomb's damage actually doubles, not adds
.

So Critical Shots for Arrow Bomb are *2, not +100%. This means that impact

damage on critical will do 80%, while the bomb damage does 260%.



Average damage of Arrow Bomb with Critical Shot for # monsters hit:

1 - 0.56

2 - 2.38

3 - 4.2

4 - 6.02

5 - 7.84

6 - 9.66

In other words, the average damage for hitting 6 monsters is 966%.

If Arrow Bomb wasn't completely different like so, Arrow Bomb would have a much

higher average damage. But weak impact damage paired with unique critical

damage makes Arrow Bomb weaker than other multi-hit skills, like Arrow Rain.



*Double Shot* vs. *Iron Arrow*

Using the same calculations as presented before, the results show that you must

hit at least 2 monsters with Iron Arrow to get your MP's worth
thanks to Iron

Arrow's higher damage multiplier.



*Iron Arrow*

The amount of damage that Iron Arrow reduces by is unknown at the time. Whether

the damage is subtracted or multiplied away is debatable. There are two ways

that the damage reduces:

-For each monster hit: damage -10%

-For each monster hit: damage *0.9

The modifiers are unknown, but these are the two ways that Iron Arrow might

reduce damage per hit.



*Final Attack*

So what is Final Attack (FA) really? Explaining what FA really is requires deep

understanding. In a nutshell, FA gives you a chance to release another arrow

immediately following a skill with a certain rate and fixed damage that can take

a critical hit. This arrow costs no MP, but requires a split second extra to

fire. In terms of efficiency, FA is the best in the entire game. FA itself does

not consume MP
, but you have to use a MP-consuming skill to trigger it.



For example, let's take level 30 Final Attack. There is a 60% chance that after

a skill is used, another arrow will fire sequentially with a 250% damage

modifier. This arrow costs nothing and can also strike critical, resulting in a

whopping 350% arrow.



An Archer with Final Attack is powerful early on. With Double Shot, you're

dealing at least 510% damage (130% + 130% + 250%), and that turns to 810% if

Critical Shot kicks in three times
. FA allows Archers to train on bigger tougher

monsters earlier than most other players can.



Keep in mind that this final arrow can come out randomly and out of any of the

four attacking skills: Arrow Blow, Double Shot, Arrow Bomb, Iron Arrow. The use

of Final Attack when used with each skill differs. When used with the solo-

targetting skills (AB/DS), FA is wonderful because it's pure power against the

monster being attacked. However, introduce FA to the multi-targetting skills and

you create some problems
.



An Archer's FA is not the same as a Warrior's. When a Warrior uses Slash Blast

with Final Attack, the damage from Final Attack is spread among all the monsters

hit. Archers don't have an attack like Slash Blast that hits multiple monster.

Archers' multi-target skills are unique. When an Archer uses a multi-target

skill, FA comes out as one arrow. That arrow will strike the monster closest to

the Archer. If an Archer is using a multi-target skill to tame a mob of

monsters, if FA comes out, the extra time that FA needs to fire will allow all

the other monsters that didn't get the final arrow to keep running toward the

Archer. FA is a burden to multi-target skills because it does not spread the

damage evenly among all the monsters
like Warriors can.



The main argument against Final Attack is that extra split second required to

fire the arrow
. That extra time hurts when using multi-target skills. It's even

worse when taking on bosses, because Archers use hit-and-run tactics against

most bosses. If FA triggers, it makes running after attacking more difficult.



Final Attack is based on the player's style of training. Mobbers will want to

stay away from Final Attack. Archers who use Double Shot to train might want to

max Final Attack to have something to knock back with. Final Attack is an

all-or-nothing skill: either you max it or don't touch it. Also note that FA

will not trigger if the Archer is not grounded. If you jumpshoot or fall off a

ledge while attacking, FA won't come out.



SAMPLE SKILL BUILDS

The notation of "Bomb/IA" will be used for the class-specific skill.



Build 1

11 Focus

20 Mastery

0 Final Attack

20 Booster

20 Power Knock-Back

20 Soul Arrow

30 Bomb/IA



Build 2

1 Focus

20 Mastery

30 Final Attack

15 Booster

20 Power Knock-Back

5 Soul Arrow

30 Bomb/IA



Build 3

11 Focus

19 Mastery

30 Final Attack

8 Booster

20 Power Knock-Back

3 Soul Arrow

30 Bomb/IA



Build 4

1 Blessing

11 Focus

19 Arrow Blow

20 Mastery

0 Final Attack

15 Booster

20 Power Knock-Back

5 Soul Arrow

30 Bomb/IA



Build 5

9 Focus

19 Arrow Blow

19 Mastery

0 Final Attack

18 Booster

20 Power Knock-Back

6 Soul Arrow

30 Bomb/IA



Standard No-FA build 1 (1)

Level SP

30 +1 Bomb/IA

31 +3 Mastery

32 +3 Mastery

33 +3 Mastery

34 +3 Mastery

35 +3 Mastery

36 +3 Mastery

37 +1 Mastery, +2 Booster

38 +3 Booster

39 +1 Booster, +2 Soul Arrow

40 +1 Power Knock-Back, +2 Bomb/IA

41 +3 Bomb/IA

42 +3 Bomb/IA

43 +3 Bomb/IA

44 +3 Bomb/IA

45

46

47

48

49 +15 Bomb/IA

50 +3 Power Knock-Back

51 +3 Power Knock-Back

52 +3 Power Knock-Back

53

54

55 +9 Power Knock-Back

56 +1 Power Knock-Back, +2 Booster

57 +1 Soul Arrow, +2 Booster

58 +1 Soul Arrow, +2 Booster

59 +1 Soul Arrow, +2 Booster

60 +1 Booster, +2 Focus

61 +3 Focus

62 +3 Focus

63 +3 Focus

64 +2 Soul Arrow, +1 Booster

65 +2 Soul Arrow, +1 Booster

66 +2 Soul Arrow, +1 Booster

67 +2 Soul Arrow, +1 Booster

68 +2 Soul Arrow, +1 Booster

69 +3 Soul Arrow

70 +2 Soul Arrow, +1 Mastery










The typical build for Archers choosing not to touch Final Attack. After mastery,

Bomb/IA is obtained to have a new skill to use in training. PKB is essential.

After that, Booster, Soul Arrow, and Focus can be maxed in any order. I simply

chose to mix it all up. This is assuming you got 9 Focus in the first job. The

next build is the same as this one, but in a different order.



Standard No-FA build 2 (1)

Level SP

30 +1 Bomb/IA

31 +3 Mastery

32 +3 Mastery

33 +3 Mastery

34 +3 Mastery

35 +3 Mastery

36 +3 Mastery

37 +1 Mastery, +2 Booster

38 +3 Booster

39 +1 Booster, +2 Soul Arrow

40 +3 Power Knock-Back

41 +3 Power Knock-Back

42 +3 Power Knock-Back

43 +1 Power Knock-Back, +1 Bomb/IA

44

45

46 +10 Power Knock-Back

47 +3 Bomb/IA

48 +3 Bomb/IA

49 +3 Bomb/IA

50 +3 Bomb/IA

51 +1 Bomb/IA

52

53

54

55 +14 Bomb/IA

56 +1 Bomb/IA, +2 Soul Arrow

57 +1 Soul Arrow, +2 Booster

58 +3 Booster

59 +3 Booster

60 +3 Booster

61 +3 Booster

62 +3 Soul Arrow

63 +3 Soul Arrow

64 +2 Soul Arrow

65 +2 Soul Arrow

66 +2 Soul Arrow

67 +3 Focus

68 +3 Focus

69 +3 Focus


70 +2 Focus, +1 Mastery










You get PKB first this time. I don't recommend this because you will be lacking

a good attacking skill for some time. However, this build is perfect for those

who will be PQing in Ludibrium during the level 40-50 stage because you will

have maxed PKB to assist in the boss stages. Lack of a mob skill may hurt, but

Bomb/IA is really only needed in two stages. Again, the buffs can be maxed in

any order you want.



Standard FA build (2)

Level SP

30 +1 Bomb/IA

31 +3 Mastery

32 +3 Mastery

33 +3 Mastery

34 +3 Mastery

35 +3 Mastery

36 +3 Mastery

37 +1 Mastery, +2 Booster

38 +3 Booster

39 +1 Booster, +2 Soul Arrow

40 +3 Final Attack

41 +3 Final Attack

42 +3 Final Attack

43 +3 Final Attack

44 +3 Final Attack

45 +3 Final Attack

46 +3 Final Attack

47 +3 Final Attack

48 +3 Final Attack

49 +3 Final Attack

50 +3 Power Knock-Back

51 +3 Power Knock-Back

52 +3 Power Knock-Back

53 +1 Power Knock-Back

54

55 +8 Power Knock-Back

56 +2 Power Knock-Back, +1 Bomb/IA

57 +3 Bomb/IA

58 +3 Bomb/IA

59 +3 Bomb/IA

60 +3 Bomb/IA

61 +1 Bomb/IA

62

63

64

65 +14 Bomb/IA

66 +1 Bomb/IA, +2 Booster

67 +3 Soul Arrow

68 +3 Booster

69 +3 Booster

70 +1 Booster, +1 Mastery, +1 Focus










It's safe to say that the first ten levels will remain the same. PKB is like a

compliment to Final Attack, so it should be maxed right after. Again with the

buffs, they can be built in any order.



FA/Focus build (3)

Level SP

30 +1 Bomb/IA

31 +3 Mastery

32 +3 Mastery

33 +3 Mastery

34 +3 Mastery

35 +3 Mastery

36 +3 Mastery

37 +1 Mastery, +2 Booster

38 +3 Booster

39 +1 Booster, +2 Soul Arrow

40 +3 Final Attack

41 +3 Final Attack

42 +3 Final Attack

43 +3 Final Attack

44 +3 Final Attack

45 +3 Final Attack

46 +3 Final Attack

47 +3 Final Attack

48 +3 Final Attack

49 +3 Final Attack

50 +3 Power Knock-Back

51 +3 Power Knock-Back

52 +3 Power Knock-Back

53 +1 Power Knock-Back

54

55 +8 Power Knock-Back

56 +2 Power Knock-Back, +1 Bomb/IA

57 +3 Bomb/IA

58 +3 Bomb/IA

59 +3 Bomb/IA

60 +3 Bomb/IA

61 +1 Bomb/IA

62

63

64

65 +14 Bomb/IA

66 +1 Bomb/IA, +2 Booster

67 +1 Soul Arrow, +2 Focus

68 +3 Focus

69 +3 Focus

70 +3 Focus










You shorten Booster and Soul Arrow for more Focus. I don't see the usefulness of

such a build, but I met someone with this build before.



Skill Hybrid build (4 & 5)

Level SP

30 +1 Bomb/IA

31 +3 Mastery

32 +3 Mastery

33 +3 Mastery

34 +3 Mastery

35 +3 Mastery

36 +3 Mastery

37 +1 Mastery, +2 Booster

38 +3 Booster

39 +1 Booster, +2 Soul Arrow

40 +1 Power Knock-Back, +2 Bomb/IA

41 +3 Bomb/IA

42 +3 Bomb/IA

43 +3 Bomb/IA

44 +3 Bomb/IA

45

46

47

48

49 +15 Bomb/IA

50 +3 Power Knock-Back

51 +3 Power Knock-Back

52 +3 Power Knock-Back

53

54

55 +9 Power Knock-Back

56 +1 Power Knock-Back, +2 Booster

57 +1 Soul Arrow, +1 Booster, +1 Arrow Blow

58 +3 Arrow Blow

59 +3 Arrow Blow

60 +3 Arrow Blow

61 +3 Arrow Blow

62 +3 Arrow Blow

63 +3 Arrow Blow

64 +3 Booster

65 +3 Booster

66 +2 Soul Arrow, +1 Focus

67 +3 Focus

68 +3 Focus

TWO CHOICES:

Build 4

69 +3 Focus

70 +1 Focus, +1 Mastery, +1 Blessing

Build 5

69 +2 Focus, +1 Soul Arrow

70 +3 Booster










Instead of maxing your buffs, you now max a first job skill. This is so you get

the ability to flinch monsters with that high damage multiplier. The problem is

that you get is late, so you solve this by using the Non-Focus build presented

in the first job section. In the end, you can sacrifice 2 SP from Focus into

extending your buffs, or max Focus and get 2 extra accuracy. It's your choice.

Arrow Blow can be maxed right after Mastery, then push everything else back.



My personal build

Level SP

30 +1 Bomb/IA

31 +3 Mastery

32 +2 Mastery, +1 Booster

33 +3 Booster

34 +1 Booster, +2 Soul Arrow

35 +1 Soul Arrow, +2 Mastery

36 +3 Mastery

37 +3 Mastery

38 +3 Mastery

39 +3 Mastery

40 +2 Bomb/IA, +1 Booster

41 +3 Bomb/IA

42 +3 Bomb/IA

43 +3 Bomb/IA

44 +3 Bomb/IA

45

46

47

48

49 +15 Bomb/IA

50 +3 Booster

51 +3 Booster

52 +3 Booster

53 +2 Soul Arrow, +1 Power Knock-Back

54 +3 Power Knock-Back

55 +3 Power Knock-Back

56 +3 Power Knock-Back

57 +2 Booster

58

59

60 +10 Power Knock-Back

61 +3 Booster

62 +3 Soul Arrow

63 +3 Soul Arrow

64 +3 Soul Arrow

65 +3 Soul Arrow

66 +3 Soul Arrow

67 +3 Focus

68 +3 Focus

69 +3 Focus

70 +2 Focus, +1 Arrow Blow










I love Soul Arrow so much that I get it ASAP. After that, I follow a build

similar to the Standard No-FA build 1. I like buffs better than PKB, so I got

more buffs before maxing PKB. Why the last SP to Arrow Blow? I felt that one

point of accuracy wouldn't make a big difference. Also, Arrow Blow's low MP cost

coupled with a higher damage multiplier than one of Double Shot's hit has led me

to replace my normal attack with Arrow Blow.



TRAINING SPOTS



Level 31-35

A number of areas have opened up to you. You might still be training in Ant

Tunnel
for a while longer.

SNIPING SPOT: In Ant Tunnel I, near the portal to Ant Tunnel II are two small

platforms. Stand on the right platform, face left, and start attacking. You can

hit most monsters from here, and you're relatively safe from Zombie Mushrooms.

maplestory




Over The Wall is still a good choice. The drops aren't that great anymore.



Wild Boars is tough, but possible. If you can, wait until level 35 for these.



In Orbis, you can definitely do Jr. Sentinels now.

If you descend the tower, the Leatties at the bottom are good snipable monsters.



Now is a good time to explore Aqua Road. Right when you enter though, the

monsters might be tough. Try not to attack these monsters as you make your way

to the Aquarium. Go east from the Aquarium until you reach warm water (the water

will be green, not blue), a map called Blue Seaweed Road. All monsters from this

point are what you are looking for to train on. Krappis, Cicles, and Cicos won't

fight back when attacked, but Pinbooms attack when approached. Shouldn't be a

problem since you have range, so just attack from a good distance away. Keep in mind that your HP

will decrease steadily while underwater without Air Bubbles, which is an extra

fund. If you are low on money, you should not train here because of having to

deal with the HP loss.



In Ludibrium, Trixters are nice and snipable. I was at Trixters for this period.

You can now try Ratz or Brown Teddies. They are slower versions of Fire Boars.

The Chirppies outside of EOS Tower is nice because you have the range to keep

hitting them. Be aware that they are fast and do quite a bit of damage.



SNIPING SPOT: In EOS Tower Floor 71, drop down to the bottom, right next to the

portal. There are two Trixters and a Green Trixter on the other side from the

portal. Stand on the screw closest to the portal, face right, and attack.

maplestory




SUMMARY:

VICTORIA: Horned Mushroom, Zombie Mushroom, Wild Boar, Dark Axe Stump

OSSYRIA: Jr. Sentinel*, Cicle, Cico, Krappi, Pinboom

LUDIBRIUM: Ratz, Trixter, Green Trixter



Level 35-40

Ant Tunnel is still good, but the EXP may be slowing down unless you are able to

constantly fight Zombie Mushrooms without the Horned Mushrooms.



Most Archers will go to Wild Boars now. It takes just one Double Shot or Arrow

Blow to kill one. Either Wild Boar Land will do.



If Wild Boars are too weak, head over to Fire Boars. Watch out here because you

may get mobbed, so prepare your multi-hit skill. Burnt Land I or II is good.



In Orbis, Dark Leatties are the place to be. I was here for 4 levels. The 3rd

floor
has the best spawn. However, though slow, it doesn't drop anything

worth much.



If you don't like getting no drops from Leatties, try your luck at kittens. They

are closer to Orbis than El Nath, but they move fast and tend to travel in mobs.

They don't do much damage, compared to Leatties.



SNIPING SPOT: In Orbis Tower Floor 1, there are three places you can snipe Jr.

Pepes from. At the top of the map, by the portal going up, there is a ledge on

the left with Jr. Pepes that you can snipe from the nearby platform. At the

bottom of the map by the portal going out, there is a ledge right above the

portal with a small ledge to the left you can snipe from. Finally, above that

is another ledge on the left that you can snipe from.

maplestory

maplestory


maplestory




On the way to Aqua Road, you will encounter Scuba Pepes in Orbis Tower Floor B2.

Unlike Jr. Pepes, these are just a tad bit tougher. However, you now have the

advantage of being able to attack without getting hit because you can swim, and

Scuba Pepes are grounded monsters.



In Aqua Road, the same monsters are still good training from the previous level

range. Blue Seaweed Road and beyond works great, but now you can add two more

monsters to your training. Two maps prior contain Flowerfish and Bubblefish.

Slightly stronger than Evil Eyes, but they are much easier to kill because they

don't mob up like Evil Eyes do and you have a lot of space to attack from. Sand

Castle Playground
or Big Fish Playground are both nice maps. I personally prefer

the prior.



Ludibrium has many monsters available for training now. Almost anything here is

training material.

Inside EOS Tower, Ratz, Black Ratz, Trixters, and Green Trixters are good

training. Outside EOS Tower, Chirppies, Hellies, and Drum Bunnies are slow and

easy training. Bloctopusses are not a good idea, so stay away if you can.



The Toy Factory presents more monsters to train on. Brown Teddies and Pink

Teddies are easy training. Roloducks and Toy Trojans are a little harder, but

easily snipable. You probably can't take on Panda Teddies yet.



Ludibrium Party Quest: you can do this as soon as level 35. However, you will

most likely be too weak to be of real use to stronger parties. You can try to

find others below level 40 and form a farming party. This is a party that goes

through the quest until the boss, because the boss is too strong. The party will

leave at the final stage, then attempt to get back in. This is the fastest EXP

for this level period, but results in absolutely NO money made.



SUMMARY:

VICTORIA: Horned Mushroom, Zombie Mushroom, Wild Boar*, Fire Boar

OSSYRIA: Jr. Sentinel, Leatty, Dark Leatty, Jr. Pepe, Scuba Pepe, Pinboom, Cico,

Cicle, Krappi*, Flowerfish, Bubblefish

LUDIBRIUM: Ratz, Black Ratz, Trixter, Green Trixter, Chirppy, Helly, Drum Bunny,

Brown Teddy, Pink Teddy, Roloduck



Level 40-45

You will probably be at the same monsters from the last five levels. Fire Boars

are definitely the way to go... if you're in Victoria. Good drops, fast spawn,

but too many people here. Burnt Land II is the best map for Fire Boars.



Another alternative is Ligators. Ligators are slower but stronger and tougher

than Fire Boars. They reward the same amount of EXP, but the drops aren't that

great. The Jr. Neckis mobbing on the ground floor are a nice bonus for the skins

to sell.



While still near Kerning, you can train on Jr. Wraiths in the Subway. They are

a little powerful at first, so you might need to get stronger before coming here

to steal the monsters from Clerics and Fizards. I recommend waiting a few levels

to tackle Jr. Wraiths.



SNIPING SPOT: In The Tunnel That Lost Light II, head to the highest ledge on the

left wall. From the edge, face right to find Drakes and Cold Eyes. You can snipe

monsters from this perch without fear of getting hit.

maplestory




When you head for Ossyria, your choices are the same from the last five levels.

Dark Leatties are still okay with the good EXP and good drops. However, the

spawn rate is slow, and having to climb up and down a vertical map takes time.



The best place to train is at kittens. With a new weapon, it takes one Double

Shot plus a normal shot to kill a kitten. The drops are okay, the EXP is awesome

here. Be prepared to share maps though. I was at kittens for 4 levels.



If you have a high attack weapon and an attack glove, give Star Pixies a chance.

Watch out for their magic attack though. A Blue Moon from an Orbis quest will

help with the added MDEF.



In Aqua Road, Flowerfish and Bubblefish are one-hit kills. Other monsters to pay

attention to are Krips and Mask Fish. Fortunately, you can find both of these

monsters at the Seaweed Tower. Both should be near one-hit kills.

If you can consistently one-hit kill Mask Fishes, go to Forked Road: West Sea,

where only Mask Fish spawn.



Closer to Orbis Tower, you will find such monsters as Scuba Pepes, Jr. Seals,

Poopas, and Poison Poopas. The former are two-hit kills, while the Poopas may

require more than two hits. My recommendation is Ocean I.C., since this map has

three of the previously mentioned monsters (no Poison Poopas). Know that Poopas

will attack back once aggravated, but their range is short, so it shouldn't get

close to you unless you attack more than one.



Ludibrium is brimming with monsters for the 4X period. You can train on any of

the monsters in the Terrace maps. I recommend Pink Teddies and Roloducks. If you

fight Ticks, you'll have to share the map with Tick-Tocks, which are annoying

because of high defense.



At the EOS Tower, Ratz and Black Ratz are good, but it starts to slow down. Go

snipe some Chirppies and Hellies out of the air. Fight some Drum Bunnies too,

because they drop good stuff.



Ludibrium Party Quest: With decent equipment, you might make it into boss

parties. Try to find boss parties, as this is where you make your money. If you

aren't strong, then you'll have to stick to farming parties. I recommend being

at least level 42 to be in boss parties.



Level 40 is the minimum level I recommend before you head down to Omega Sector.

The weakest monster here is equivalent to a Nependeath. Mateons in the first

map outside of Omega Sector are 2-hit kills. The map is very nice because it is

long and flat. You'll want to consider training here because you'll need many

Mateon Tentacles. The map is called Off Limits, and it's right outside the town.



There is another map in Omega Sector with weaker monsters. The problem is that

you might die getting there. In a hidden street further from Omega Sector, there

are many Barnard Grays with the occasional Chief Gray. Barnard Grays are just a

little weaker than Mateons, but their special attack is harder to evade. To get

to the hidden street, follow the bottom path from Off Limits, and at the third

map, enter the rock at the bottom middle of the map.



SUMMARY:

VICTORIA: Fire Boar, Jr. Wraith, Ligator

OSSYRIA: Kittens*, Dark Leatty, Star Pixie, Flowerfish, Bubblefish, Krip, Mask

Fish*, Scuba Pepe, Jr. Seal, Poopa, Poison Poopa

LUDIBRIUM: Pink Teddy, Roloduck, Toy Trojan, Tick, Tick-Tock, Ratz, Black Ratz,

Chirppy, Helly, Drum Bunny, Propelly, Mateon, Barnard Gray



Level 45-50

FA Archers will want to head to Stone Gollems now. The extra pow from Final

Attack will allow you to flinch them. Gollem's Temple II is the best map.



Still near Perion, Copper Drakes become an option. In Dangerous Valley I, you

will find these monsters with Fire Boars. This is a map designed for parties. If

you plan on soloing this map, good luck. Do your best to find a party though.



In Victoria, Jr. Wraiths are now 1-hit kills. The Subway maps to find these are

Line 1 Area 2, and Line 2 Area 1. The latter contains Jr. Neckis as well, so you

might want to spend time there.



If you need another monster, Curse Eyes might be okay. There isn't a good map

for Archers to train in, so you might want to hold off on Curse Eyes. If

anything, try Forest Up North IX for Curse Eyes.



Florina Beach is finally possible to train at. With a solid new skill, fighting

here will be a breeze. Watch out for wary Lightning Wizards.



SNIPING SPOT: In The Tunnel That Lost Light II, drop all the way to the bottom

left corner. There is a small rock you can stand on that's just left of the

leftmost geyser. Clear out the monsters nearby, then face right and shoot. You

can hit Wild Cargos from this spot.

maplestory



A few more monsters are available for this level period in Ossyria. Nependeaths

is now good training (since when has it never been good since you can outrange

them?). Stick to Strolling Path I.



Lunar Pixies are tough, but drop great stuff. Cloud Park IV is the best map.



Jr. Pepes are annoying, but people need fish. And they drop level 40 weapons.

Have some fun with the Fizards here. Be careful around Jr. Pepe because they do

over 100 damage, move fast, and do not flinch without Arrow Blow or Final Attack

(by the time you can flinch them, you'll kill them). You should snipe them from

mini platforms in the 1st floor of Orbis Tower.



SNIPING SPOT: By some Red Bean Porridges and potions, because you'll need them.

Travel east from El Nath until you reach Ice Valley I. From the entrance, climb

to the first ledge on the left wall. If there are too many monsters on that

level, change channels. Try to clear out the left ledge first, then focus on the

right side. You can shoot facing right from the left ledge through that platform

in the middle, attacking White Pangs and Yetis with ease. Just watch out for any

that spawn on your ledge.

maplestory


Higher up in Ice Valley I is another sniper spot. From the previous spot, look

at the mini-map to see a tiny platform without a tree at the top middle. Get

there, clear out the ledge above you so that they don't jump on you, then attack

to the left. Don't stand too close to the left because a Yeti can still hurt you

from there.

maplestory




At this point, you will be training mostly west of the Aquarium in Aqua Road. My

map of choice is Forked Road: West Sea. Here you will find Freezers and

Sparkers
. Both are nearly identical in stats, taking two Double Shots to kill.

Be sure to complete Nanuke's quest while training here.

All monsters west of here are good training too. They include Scuba Pepes, Jr.

Seals, Poopas, and Poison Poopas.



Ludibrium presents a few more monsters to train on.

The strongest monster in the Terrace, Toy Trojans, are your next target. Don't

expect good drops though.



In the toy factory, Panda Teddies are now good training. These are like kitten

replacements. Tobos are okay, but their high defense makes it an effort to kill.



The new popular place to train is at Platoon Chronos. They are slow and easy to

fight, and they drop expensive items. Don't expect to find an empty map though.

The lesser version, Chronos, are just as good, but don't drop expensive stuff.

Gold and DEX ores are nice to have.



The EOS Tower only adds a few more monster to train on - Bloctopuses. They move

like Boars, but unfortunately don't drop anything good. Outside the tower, any

of the various flying monsters are good. All of them don't have a minimum damage

to flinch, so hitting them is simple. Keep in mind that Tweeters drop the best

ores - Black Crystal and DEX.



Ludibrium Party Quest: it gets better as you get stronger. Parties will easily

add you for the stages that require ranged characters. In fact, I recommend that

you join parties for this until level 51.



In Omega Sector, you can fight Mateons and Barnard Grays. The next level of the

respective monsters can be taken out in two hits as well. Plateons do not have a

special attack like Mateons, so fighting them might be easier. Zeta Grays can

fly, so fighting them can be difficult. These should be 2 hit kills, so try to

isolate one from a group.



SUMMARY:

VICTORIA: Stone Gollem, Fire Boar, Copper Drake, Jr. Wraith, Curse Eye, Lupin,

Lorang

OSSYRIA: Kittens, Nependeath, Star Pixie, Lunar Pixie*, Jr. Pepe, Scuba Pepe,

Jr. Seal, Poopa, Poison Poopa, Freezer*, Sparker*

LUDIBRIUM: Ludibrium PQ*, Toy Trojans, Panda Teddy, Robo, Chronos, Bloctopus,

Tweeter, Planey, Mateon, Plateon, Barnard Gray, Zeta Grey



Level 50-55

Level 50 marks a huge landmark. A number of training spots have now opened up.



FA Archers will now want to move on to Dark Stone Gollems and Mix Gollems. By

this point, FA should be maxed, and PKB should be able to push Gollems back.



Deeper into Ant Tunnel are Drakes. The first Drake map, Drake Hunting Ground,

has many Drakes and the occasional Jr. Boogie. Here, Jr. Boogies are your

friends! These should now be one-DS kills, resulting in an easy 150 EXP! The

Drakes themselves should take 2-3 Double Shots to kill.



A monster that is rarely hunted is Crocos. Unfortunately, Crocos do not single

spawn, so you have to deal with other monsters. Dangerous Croco II has Slimes

and Jr. Neckis, so you can give that a try. Crocos take about three Double Shots

to kill. Since the maps have been improved, Crossbowers can now utilize Iron

Arrow here. Croco drops are expensive due to lack of people training here.



If you are still near Kerning, head deep into the Subway to find Wraiths. You

will find them at the end of the lines. Subway Line 2 Area 3 is the map that

contains only Wraiths. These should take two Double Shots to kill.



One more Victoria spot is available: Clangs and Torties. You can find these at

Hot Sand. This is a popular map for Lightning Wizards, but don't be discouraged.

The bottom is long and flat, easy to attack from. Both monsters take 2-3 Double

Shots to kill. If you aren't strong enough, come back in a few levels.



SNIPING SPOT: Delve down to Sanctuary Entrance III. To the left of the edge of

the cliff is a stone pillar that you can stand on. Face right, and you can snipe

Taurospears. Stand directly in the middle of the pillar because they have a

ranged attack that can hit you if you stray too far right. Also, Cold Eyes spawn

on the arch to your left, and when they jump down, they will tackle you if you

stand too far left.

maplestory




Ossyria now presents a new area to explore for those level 50 and over.

Previously, you were not allowed to enter the map beyond Ice Valley II if you

weren't level 50 or above. But now you can.



If you don't have snowshoes, you should avoid El Nath. A great place to train is

the end of Cloud Park. The last two maps of Cloud Park house Luster Pixies.

Luster Pixies are a favorite among Bowmen and Assassins because they can be

sniped easily, especially at Cloud Park VI. The bottom floors of both maps allow

for easy mobbing. Luster Pixies drop lots of mesos, good items, and their own

leftover, a Piece of Sun. What's best is that Magicians can't effectively hurt

Luster Pixies, and the leftovers can be exchanged for an item they need. Cloud

Park VI is highly recommended for this level period and beyond. Luster Pixies

take usually three Double Shots to kill, while Lunar Pixies take two.



If you have maxed Bomb/IA and you have snowshoes, head for El Nath. The east

exit out of town leads to Jr. Yetis. This is a popular training area for all

classes, so finding an empty map is difficult. The method here is to herd a

group together using Bomb/IA, then blast them all once the mob is made. It is

recommended to have a solid PKB to use here.



SNIPING SPOT: Climb to the top of Sharp Cliff II. Directly below the portal to

Wolf Territory I is a bridge where half of it is built with a fallen tree. Here

the monsters can walk left over the bridge, but not right. Stand right of the

bridge and attack the Dark Yetis and Dark Pepes to the left. Beware, Dark Jr.

Yetis can jump over that gap, so lure them to the left before attacking; that

way, if it transforms, it can't reach you.

maplestory




This may be the last time you train in Aqua Road until the sunken ship is

released. The strongest monsters are Freezers and Sparkers. They are definite

two-hit kills, with an occasional one-hit. The EXP may be slow, so don't spend

too much time here.



Ludibrium places are limited to just a few places now. Chronos and Platoon

Chronos
are one-DS kills. However, the terrain is bad because of the climbing

around. You should consider heading to Ossyria or going down to Omega Sector.



There is a hidden street that contains many Toy Trojans. The main problem is

lack of sniping spots, so you'll be taking damage. The advantage of this map is

the great mobbing potential. To find this map, go to the toy factory and locate

Rocky the Repairman. Head east one map, climb up the first platform, then the

next. There should be a box on this platform. Break it to be warped to Secret

Factory
. There are no monsters in this map until you break one of the many toy

boxes scattered in the room. Each box releases many Toy Trojans, so once you

break a box, escape then start using Bomb/IA!



In Omega Sector, every monster is training material now. Everything except the

bosses should be 2 hit kills. The training now includes Mecateons and Ultra

Grays
. Feel free to take on MT-09 or Chief Gray if you see one.



SUMMARY:

VICTORIA: Stone Gollem, Dark Stone Gollem, Mix Gollem, Drake, Croco, Clang,

Tortie, Wraith

OSSYRIA: Lunar Pixie, Luster Pixie*, Jr. Yeti, Freezer, Sparker

LUDIBRIUM: Chronos, Platoon Chronos, Toy Trojan, Mateon, Plateon, Mecateon,

Barnard Gray, Zeta Gray, Ultra Gray



Level 55-60

No real changes. Hot Sand is looking better now that you're stronger. So is

Cloud Park VI.



Ossyria adds one place to train to this period. Hectors are 3-DS kills at this

point. You'll want to head to Cold Field I to find a lot of Hectors.



SUMMARY:

VICTORIA: Dark Stone Gollem, Mix Gollem, Drake, Croco, Clang, Tortie

OSSYRIA: Luster Pixie*, Jr. Yeti, Hector

LUDIBRIUM: Chronos, Platoon Chronos, Mateon, Plateon, Mecateon, Barnard Gray,

Zeta Gray, Ultra Gray



Level 60-70

This is it! Ten more levels until the third job! Some new training areas have

opened up to you.



Dark Stone Gollems are decent for all Archers now, FA or not. The spawn isn't

that great though, since there is a lot of climbing involved and too many lesser

monsters spawn too.



With good magic defense, you can try Red Drakes. You can only find these in

Dangerous Valley II. These should be 3-4 DS kills. Watch out for Ice Wizards and

Assassins here, as they are searching for Steelies.



FA Archers should have Bomb/IA maxed by this point. Dark Stone Gollems are still

okay, but there's a better place to go. Descend down Ant Tunnel, past the Tunnel

That Lost Light to arrive at the Wild Cargo's Area. You need PKB and Bomb/IA

maxed to clear out the wayward Cold Eyes to make room to attack Wild Cargos.

These take about 2-4 Double Shots, depending on FA triggering.



Further down in the dungeon is the Sanctuary Entrance. Here are mobs of Cold

Eyes and some Tauromacis. The Tauromacis are not to be taken lightly - their

magic attack does upwards of 700 damage. Sanctuary Entrance II is very Bomb/IA

friendly. The map terrain allows for great mobbing when the Tauromacis aren't in

your way. PKB is a must to create some room to attack the masses of Cold Eyes.

PKB is also necessary when fighting Tauromacis.



Ossyria holds many places for this level period. Many places from the previous

training period still hold up, though you can now kill them in less hits.



For a map of all Yetis, head to Icy Cold Field. Yetis are slow and tough. They

don't flinch easily, and if they get too close, they'll pound the ground,

causing a quake attack. You can outrange the quakes, so sniping is great here.



SNIPING SPOT: Go to the top of Ice Valley II, where Glibber is. Climb down the

rope, and there might be a Yeti & Pepe there. Run to the right side, then jump

up to the rock ledge, then snipe away.

maplestory




Dark Jr. Yetis have a higher transform chance than normal Jr. Yetis. At Sharp

Cliff I
, you will find many Jr. Yetis of both kinds. An occasional Dark Yeti may

spawn, and since their drops are so rare, they can be very profitable.



White Pangs are now decent training. Think of these as a Coolie substitute, but

with a slower spawn rate. At Wolf Territory V, you will find nothing but White

Pangs. These should take about 3 Double Shots to kill.



SNIPING SPOT: Go to Wolf Territory I from Sharp Cliff II. On the level right

above the portal is the Small Tomb with a Werewolf looming over it. That

Werewolf cannot pass the tree bridge. Clear out the Hectors and White Pangs,

then you have a clear shot at the Werewolf.

maplestory




This is the absolute lowest level if you want to go train at Coolie Zombies.

This place is not for the weak. Coolies are the most populated training areas.

The further you go, the more people you will find. If you get lucky, you can

solo a map. But don't count on it. Coolie Zombies should be 2-3 DS kills for a

good amount of EXP. The EXP-to-HP ratio is why so many people train here.



If Coolie Zombies are too much for you to handle, try Minor Zombies. These are

just like Coolie Zombies, but they do less damage and walk faster. The thing

about Minor Zombies is that they do not spawn anywhere as fast as Coolie Zombies

do... in fact, they spawn way slower. Dead Mine II is my map of choice because

of the sniping potential. Lingering Flyeyes are one hit kills.



SNIPING SPOT: Jump down to The Cave of Trial III, where Bains live. Make your

way to the small platforms over the third lava pit. Be careful because Bains can

kill you in one hit. Once over the third lava pit, get on the center platform,

which should be lower than the other two. Face left, and you can attack Bains

without getting hit. You can get hit if you attack right though.

maplestory




In Ludibrium... still no good places to train. Platoon Chronos are 1-DS kills.

Master Chronos might be too.



Omega Sector is starting to slow down now. You should consider going to Ossyria

now to train. If you like being able to 1 hit kill some of the weaker monsters,

then by all means stay in Omega Sector.



SUMMARY:

VICTORIA: Dark Stone Gollem, Mix Gollem, Red Drake, Cold Eye, Wild Cargo,

Tauromacis

OSSYRIA: Luster Pixie, Jr. Yeti, Hector, Dark Jr. Yeti, Yeti, White Pang, Coolie

Zombie*, Minor Zombie

LUDIBRIUM: Platoon Chronos, Master Chronos, Mateon, Plateon, Mecateon, Barnard

Gray, Zeta Gray, Ultra Gray



EQUIPMENT

Now that you are in your second job, things are becoming different now. I'll

show you what you need, and how to save money while doing it. Instead of going

level-by-level as in the first job, I'm breaking it up into equipment type.



HAT

When you reach level 30, you should be wearing a Green Bamboo Hat. It gives 3

DEX, which is something you won't be getting until level 50, or level 40 if you

find an above average Distinction. The defense lost to a Hawkeye or Pole-Feather

Hat is negligible
, only resulting in about 4 damage taken more.



At level 40, you have the option of changing to a Distinction. You lose 1 DEX,

but gain 12 defense, which is 5 damage reduced. From level 40-50, 1 DEX is about

3-5 damage added, depending on your weapon attack. So this is your choice:

5 more damage applied, or 5 less damage taken? Note that Distinctions cost more.



Beginning at level 50, you should be wearing your specific hat: Maro,

Polyfeather Hat, then Patriot. Any one with an above average stat can be used to

skip the next hat if desired. For example, a 4 DEX Black Maro can skip the

Polyfeather Hat.



Also, you never need to scroll your hats. There aren't any good helmet scrolls

anyway.



EARRING

Earrings are irrelevant. You can either wear a Leaf Earring for 50 MP, or just

wear an earring that you think looks good.



OVERALL/TOP/BOTTOM

If you get lucky in the Kerning City PQ and make lots of money, try to complete

Mr. Wetbottom's quest to obtain a Sauna Robe. Once you have this, use

combinations of 100% and 10% Overall DEX scrolls on it. Aim for a robe with at

least 10 DEX on it
. To be safe (and save money), use ten 100% scrolls. If you

got 10% scrolls from the PQ, then you are free to try your luck.



If you can't afford a DEX Sauna Robe, then you'll have to stick with normal

armors. Do NOT buy level 30 armors. It's a waste of money for just 7 defense

more. Read the FAQ for an explanation.



You'll want to buy a Legolier/Legolia set. Green, Red, and Dark all add DEX.

Blue and Brown add STR, so you'll have to not add STR at that level to

compensate for the extra STR. If you don't want to go through that trouble, then

just get a DEX set. The total green set adds all DEX, while the red set matches

best with a Red Viper. The choice is yours.



At level 40, get the Piette/Piettra set. Females get a White set that adds DEX,

while males get a Brown set that adds DEX. Both get a Dark set that adds DEX.

Don't bother with the STR armor now.



Beginning at level 50, start buying overalls and scrolling them with Overall DEX

scrolls
. The safest route is to use 100% scrolls, but you are free to use 10% if

you'd like. Males go Kismet > Tai > Linnex, females go Lumati > Choro > Lineros.

At level 70, you may consider using 10% Overall DEX scrolls as well.



SHOES

You'll be happy to know that you don't ever need to synthesize shoes. Stick with

the Whitebottom shoe from Henesys until you can afford Green Snowshoes from El

Nath. What you want to do is scroll these for Shoe Jump. These scrolls add DEX

to shoes. Ironically, Shoe DEX scrolls don't add DEX. Use 10% and 60% Shoe Jump

scrolls on snowshoes for a shoe that adds DEX for your damage. Aim to get at

least 5 DEX on it. The reason why to scroll snowshoes is explained in the FAQ.

Level 50 is the perfect time to begin this project.



GLOVE

Stick with your Diros until level 35, then switch to a Gold Scaler from John's

level 35 quest. After this, you will want to invest in glove scrolls. If you

aren't that rich, buy Glove DEX scrolls. For the rich, go with glove attack.

Once you have your scrolls, start collecting lots of Leather. These are for

making Work Gloves from JM in Kerning. The plan is to scroll Work Gloves with

whatever you have. An explanation on why is in the FAQ. For a DEX glove, aim for

at least 4 DEX. For glove attack, try to get at least 5 ATK. A perfect time to

start this project is level 50.



CAPE

The Old Raggedy Cape is your only option until level 42. At level 42, wrap up

the last of Icarus' quest, and he'll give you an Icarus Cape that adds either

EVA, Speed, or Jump. The Speed cape is worth the most, while the EVA and Jump

capes are worth very little. Hope that you get EVA or speed, because I think

that jump is useless.



At level 50, Napoleons are available. Wear one only if you didn't do Icarus'

quests. Since Napoleons are so cheap now, you want to try to scroll these with

Cape DEX scrolls. Use 10% and 60% Cape DEX scrolls for a decent DEX cape. Aim

for a cape with at least 7 DEX. Remember that Black Napoleons match with any

outfit. A high-DEX cape is better than the speed cape.



WEAPON

This goes without saying that you should be getting every weapon available to

your specific class. With the addition of the Ludibrium PQ, things are a little

different now. You no longer have to scroll level 40/42 weapons to train. In

fact, you can get by with the respective Fast weapon, Red Viper or Heckler,

unscrolled. This means that you will be doing no training, just PQs until level

50 when you can get your next weapon.



Beginning at level 50, you should be getting every weapon available to you and

scrolling them with 60% scrolls. Keep in mind the rarity of weapons so that you

can get an above average weapon from the previous level tier. For example,

Asianic Bows are rarer than Hinkels, so try to get a great Olympus and scroll it

well. In case you reach level 60 and can't find or afford an Asianic Bow, at

least you will have a decent Olympus.



--------------------------------

The Path of a Ranger/Sniper

--------------------------------
JOB ADVANCEMENT TEST

At level 70, you will be able to take the third job advancement test, as long as

you have used all your SP gained up to this point. Before you proceed to take

the test, you will need to prepare yourself, as there will be fighting involved.

Aside from the usual Unagis and Pure Waters, bring some Warrior Pills, Drake's

Bloods, Speed Pills, Bronze/Steel Arrows, and Tonics. All your necessary

equipment should be scrolled too; specifically, your weapon, overall, glove,

shoe, and cape should all be scrolled to your benefit.



**For every time you take this test, you will need a refined Dark Crystal**



To begin, head to the Chief's Residence in El Nath, which is the house on the

hill above Jade. Speak with Rene and ask to take the third job advancement test.

Next, travel back to Henesys and speak with Athena Pierce. Now head to Sleepy

Dungeon V and locate the Door of Dimension, which will transport you to the Dark

Realm. Since you are in this realm, you will have 30 minutes until you will be

sent back outside. Continue through the hall to arrive at the Other Dimension.

At the bottom, you will encounter a familiar person.



Athena Pierce's Clone

Experience: 2,400

HP: 120,000

MP: 510

Accuracy: 210

Avoidability: 25

Weapon attack: 260

Weapon defense: 260

Knockback: 1,500



With that knockback, don't expect to make her flinch unless you've got Final

Attack or Arrow Blow. You will need to utilize all your items and skills to

defeat her. The terrain is generally flat, with just a small hill in the middle.



Athena has four skills. Her main attack is just to fire an arrow at you, a la

Arrow Blow. This arrow is very slow, but over twice as powerful as bumping into

her. Like monsters with projectile skills (like Pixies), she will keep running

for you, stopping to shoot when you get in front of her. Her support skill is

Attack-UP level 2. She can inflict Weaken on you, so make good use of the Tonics

I mentioned to bring. Lastly, when she gets to below half health, she may summon

Tauromacis
. It is suggested that you ignore these when they are summoned because

after you defeat Athena, they will still attack you
.



After you defeat Athena, pick up the Black Charm, then exit via the Sparkling

Crystal. Return to Athena, then head to El Nath and speak with Rene. Next, go to

Sharp Cliff II, climb to the stop, then spot the wooden door across from the

portal leading to Wolf Territory I. Drop to the bottom to find the Holy Stone.



When you click on the Holy Stone, it will consume your Dark Crystal. The Holy

Stone will ask you questions in a quiz, just like some of the Beginner's quests.

They are questions based on the game, so it shouldn't be hard. Should you

struggle to answer, make sure you have a Red Bean Porridge on so you can ask for

help somehow (you can't talk while taking the quiz). You cannot answer any

questions incorrectly
.



**If you get one question wrong, you will need another Dark Crystal**



When you complete the quiz, return to Rene, and she will advance you to the next

job! Congratulations!



YOUR ABILITY POINTS

As your level grows, you will have limited equipment. You will also notice that

most equipment now add DEX and STR. You may need to accomodate for the extra STR

by adding less AP. Your STR and DEX bases will differ depending on what you wear

for your overall and hat, and sometimes shoes and gloves.



For example, at level 70, if you wear a Green Linnex and Green Patriot, the

combined STR bonus is 3. You can keep STR at 72 if you're a Ranger, then you

will have 75 STR total for a Hinkel.

Another example, at level 70, you have a Beige Lineros and a Beige Patriot. The

total STR bonus is 7. Keeping your STR at 63 is enough STR needed for a Gross

Jaeger.



With the release of AP Reset Scrolls, you are free to build your SP however you

would like. Just remember that level 80 weapons are the highest to obtain, so

you should adjust your AP according to the weapon you wield and your armors.

Though level 90 weapons have been released, these are extremely rare, so you may

not need to add more STR after level 80.



PATH OF THE RANGER/SNIPER'S SCOPE

Most skills are shared between the classes. I will point out any differences.



Thrust (ML 20) - Boosts up the moving speed

---

This is a passive skill that adds speed. Sounds useful, but it isn't as useful

as it sounds. The reason being is that you can get speed elsewhere. You can use

speed items like potions and pills to add speed. You can also scroll armors for

speed. The point is, you shouldn't waste SP on something that everyone else can

get
(and that is speed), espeicially third job SP.



Mortal Blow (ML 20) - For a certain rate, allows you to fire arrows even at a

very close range. Even kills a monster with one shot every once in a while.

---

This is a passive skill that gives you a chance to shoot an arrow instead of

swing your weapon at close range. With this skill, you don't go shooting at

melee range. Think of Mortal Blow as a defensive skill that protects you if a

monster gets too close while you're shooting
. When maxed, it's a very useful

skill to have because it will save you if a monster gets too close. It cannot be

compared to PKB because PKB has a different use - to push monsters away. Mortal

Blow just helps if monsters get close, so Mortal Blow is a defensive skill. The

instant kill rate is a bonus to having Mortal Blow. Some may choose not to max

it, but it's totally preference. The one hit kill thing is just an added bonus.



Puppet (ML 20) - Summons a puppet (your other self) for a certain amount of

time. While the puppet is around, the monsters will attack the puppet, not you.

---

In other words, a decoy or distraction. Monsters you attack will be lured to the

puppet you set up. The puppet has high defense, much higher than you will ever

have. More SP increases the timer and HP of the puppet. This becomes useful once

you max it and start training in Ludibrium or on the high level monsters of El

Nath. Remember that monsters won't be lured to the puppet until AFTER you attack

them. At least level 6 is recommended.



Inferno (ML 30) - Uses fire-based arrows to attack up to 6 monsters at once.

Only works when equipped with a bow.

---

This is a Ranger exclusive skill. Think of this as a stronger Arrow Bomb with an

element and without the stun. Because of this change, many Rangers do not choose

to have Inferno. There aren't many monsters weak to fire in high levels. Also,

because it cannot stun, it is looked down on. However, it does decent damage to

mobs of fire-weak monsters, and it can critical, unlike Blizzard.



Blizzard (ML 30) - Uses ice-based arrows to attack up to 6 monsters at once.

Only works when equipped with a crossbow.

---

This is a Sniper exclusive skill. Think of this as Arrow Bomb, without the stun,

but with the power to freeze. This freezing ability makes Blizzard great even at

level 1. Most Snipers get level 1 Blizzard early to get the power to freeze. The

damage is nothing to be proud of, and Blizzard cannot critical
. The weak damage

of Blizzard causes most Snipers to leave Blizzard at level 21, where Blizzard

freezes monsters for 3 seconds.



Arrow Rain (ML 30) - Fires a number of arrows into the sky, attacking upto 6

monsters at once on its way down. Only available when equipped with a bow.

Arrow Eruption (ML 30) - Fires a number of arrows into the ground, attacking

upto 6 monsters at once on its way up. Only available when equipped with a

crossbow.

Pre-Requisite - Level 5 Mortal Blow

---

Arrow Rain/Eruption are essentially the same skill with different names and

appearances. This is an area of effect attack skill that hits up to 6 monsters

around the user. Arrow Rain/Eruption is not a ranged attack, but rather a close

combat skill. Because of this, there is no minimum range, so you don't have to

worry about swinging your weapon. This is like a Cleric's Heal or Fire Mage's

Explosion. Arrow Rain/Eruption is melee-range mob killing, and should not be

skipped.



Silver Hawk (ML 30) - Summons a silver hawk. The hawk will be hovering around

you, attacking monsters nearby.

Golden Eagle (ML 30) - Summons a golden eagle. The eagle will be hovering around

you, attacking monsters nearby.

Pre-Requisite - Level 5 Puppet

---

Similar to Arrow Rain/Eruption, Silver Hawk and Golden Eagle are the exact same

skill with appearance changes. This skil summons a bird that hovers above you

and attacks nearby monsters. You can't control it, but since it stays near you,

you can sort of guide it. The damage is pitiful, but the stun rate is awesome.

For Snipers who lacked a method to stun, this skill will be a pleasure. It also

attacks automatically, so it's more protection for your back. It is recommended

to have at least level 21, the more the better.



Strafe (ML 30) - Fires 4 arrows at an enemy.

---

This is the main skill of choice. It will replace AB and DS from the first job.

Shooting 4 arrows means 4 chances of critical hits, and that is pure power. Also

know that Strafe comes out much faster than normal skills, almost one weapon

speed up. Max it ASAP.



SKILL TABLES

The third job skills do not have an equation to go by.

n = skill level



Thrust

---

Level 1 - Speed +2

Level 2 - Speed +4

Level 3 - Speed +6

Level 4 - Speed +8

Level 5 - Speed +10

Level 6 - Speed +12

Level 7 - Speed +14

Level 8 - Speed +16

Level 9 - Speed +18

Level 10 - Speed +20

Level 11 - Speed +21

Level 12 - Speed +22

Level 13 - Speed +23

Level 14 - Speed +24

Level 15 - Speed +25

Level 16 - Speed +26

Level 17 - Speed +27

Level 18 - Speed +28

Level 19 - Speed +29

Level 20 - Speed +30



Mortal Blow

---

Level 1 - 32% success rate, damage 110%, 1% instant kill chance at <20% HP

Level 2 - 34% success rate, damage 120%, 1% instant kill chance at <23% HP

Level 3 - 36% success rate, damage 130%, 2% instant kill chance at <23% HP

Level 4 - 38% success rate, damage 140%, 2% instant kill chance at <26% HP

Level 5 - 40% success rate, damage 150%, 3% instant kill chance at <26% HP

Level 6 - 42% success rate, damage 160%, 3% instant kill chance at <29% HP

Level 7 - 44% success rate, damage 170%, 4% instant kill chance at <29% HP

Level 8 - 46% success rate, damage 180%, 4% instant kill chance at <32% HP

Level 9 - 48% success rate, damage 190%, 5% instant kill chance at <32% HP

Level 10 - 50% success rate, damage 200%, 5% instant kill chance at <35% HP

Level 11 - 52% success rate, damage 205%, 6% instant kill chance at <35% HP

Level 12 - 54% success rate, damage 210%, 6% instant kill chance at <38% HP

Level 13 - 56% success rate, damage 215%, 7% instant kill chance at <38% HP

Level 14 - 58% success rate, damage 220%, 7% instant kill chance at <41% HP

Level 15 - 60% success rate, damage 225%, 8% instant kill chance at <41% HP

Level 16 - 62% success rate, damage 230%, 8% instant kill chance at <44% HP

Level 17 - 64% success rate, damage 235%, 9% instant kill chance at <44% HP

Level 18 - 66% success rate, damage 240%, 9% instant kill chance at <47% HP

Level 19 - 68% success rate, damage 245%, 10% instant kill chance at <47% HP

Level 20 - 70% success rate, damage 250%, 10% instant kill chance at <50% HP



Puppet

---

Level 1 - MP -23, lasts 5 seconds, has 500 HP

Level 2 - MP -23, lasts 5 seconds, has 600 HP

Level 3 - MP -23, lasts 10 seconds, has 700 HP

Level 4 - MP -23, lasts 10 seconds, has 800 HP

Level 5 - MP -23, lasts 10 seconds, has 900 HP

Level 6 - MP -26, lasts 20 seconds, has 1000 HP

Level 7 - MP -26, lasts 20 seconds, has 1200 HP

Level 8 - MP -26, lasts 20 seconds, has 1400 HP

Level 9 - MP -26, lasts 30 seconds, has 1600 HP

Level 10 - MP -26, lasts 30 seconds, has 1800 HP

Level 11 - MP -29, lasts 30 seconds, has 2000 HP

Level 12 - MP -29, lasts 40 seconds, has 2400 HP

Level 13 - MP -29, lasts 40 seconds, has 2800 HP

Level 14 - MP -29, lasts 40 seconds, has 3200 HP

Level 15 - MP -29, lasts 50 seconds, has 3600 HP

Level 16 - MP -32, lasts 50 seconds, has 4000 HP

Level 17 - MP -32, lasts 50 seconds, has 4500 HP

Level 18 - MP -32, lasts 60 seconds, has 5000 HP

Level 19 - MP -32, lasts 60 seconds, has 5500 HP

Level 20 - MP -32, lasts 60 seconds, has 6000 HP



Inferno

---

Level 1 - MP -20, damage 50%

Level 2 - MP -20, damage 55%

Level 3 - MP -20, damage 60%

Level 4 - MP -20, damage 65%

Level 5 - MP -20, damage 70%

Level 6 - MP -20, damage 75%

Level 7 - MP -20, damage 80%

Level 8 - MP -20, damage 85%

Level 9 - MP -20, damage 90%

Level 10 - MP -20, damage 95%

Level 11 - MP -25, damage 100%

Level 12 - MP -25, damage 103%

Level 13 - MP -25, damage 106%

Level 14 - MP -25, damage 109%

Level 15 - MP -25, damage 112%

Level 16 - MP -25, damage 115%

Level 17 - MP -25, damage 118%

Level 18 - MP -25, damage 121%

Level 19 - MP -25, damage 124%

Level 20 - MP -25, damage 127%

Level 21 - MP -30, damage 130%

Level 22 - MP -30, damage 133%

Level 23 - MP -30, damage 136%

Level 24 - MP -30, damage 139%

Level 25 - MP -30, damage 142%

Level 26 - MP -30, damage 144%

Level 27 - MP -30, damage 146%

Level 28 - MP -30, damage 148%

Level 29 - MP -30, damage 149%

Level 30 - MP -30, damage 150%



Blizzard

---

Level 1 - MP -20, damage 100%, freezes for 1 second

Level 2 - MP -20, damage 102%, freezes for 1 second

Level 3 - MP -20, damage 104%, freezes for 1 second

Level 4 - MP -20, damage 106%, freezes for 1 second

Level 5 - MP -20, damage 108%, freezes for 1 second

Level 6 - MP -20, damage 110%, freezes for 1 second

Level 7 - MP -20, damage 112%, freezes for 1 second

Level 8 - MP -20, damage 114%, freezes for 1 second

Level 9 - MP -20, damage 116%, freezes for 1 second

Level 10 - MP -20, damage 118%, freezes for 1 second

Level 11 - MP -25, damage 120%, freezes for 2 seconds

Level 12 - MP -25, damage 122%, freezes for 2 seconds

Level 13 - MP -25, damage 124%, freezes for 2 seconds

Level 14 - MP -25, damage 126%, freezes for 2 seconds

Level 15 - MP -25, damage 128%, freezes for 2 seconds

Level 16 - MP -25, damage 130%, freezes for 2 seconds

Level 17 - MP -25, damage 131%, freezes for 2 seconds

Level 18 - MP -25, damage 132%, freezes for 2 seconds

Level 19 - MP -25, damage 133%, freezes for 2 seconds

Level 20 - MP -25, damage 134%, freezes for 2 seconds

Level 21 - MP -30, damage 135%, freezes for 3 seconds

Level 22 - MP -30, damage 136%, freezes for 3 seconds

Level 23 - MP -30, damage 136%, freezes for 3 seconds

Level 24 - MP -30, damage 137%, freezes for 3 seconds

Level 25 - MP -30, damage 137%, freezes for 3 seconds

Level 26 - MP -30, damage 138%, freezes for 3 seconds

Level 27 - MP -30, damage 138%, freezes for 3 seconds

Level 28 - MP -30, damage 139%, freezes for 3 seconds

Level 29 - MP -30, damage 139%, freezes for 3 seconds

Level 30 - MP -30, damage 140%, freezes for 3 seconds



Arrow Rain/Eruption

---

Level 1 - MP -18, damage 60%

Level 2 - MP -18, damage 65%

Level 3 - MP -18, damage 70%

Level 4 - MP -18, damage 75%

Level 5 - MP -18, damage 80%

Level 6 - MP -18, damage 85%

Level 7 - MP -18, damage 90%

Level 8 - MP -18, damage 95%

Level 9 - MP -18, damage 100%

Level 10 - MP -18, damage 105%

Level 11 - MP -23, damage 110%

Level 12 - MP -23, damage 113%

Level 13 - MP -23, damage 116%

Level 14 - MP -23, damage 119%

Level 15 - MP -23, damage 122%

Level 16 - MP -23, damage 125%

Level 17 - MP -23, damage 128%

Level 18 - MP -23, damage 131%

Level 19 - MP -23, damage 134%

Level 20 - MP -23, damage 137%

Level 21 - MP -28, damage 140%

Level 22 - MP -28, damage 143%

Level 23 - MP -28, damage 146%

Level 24 - MP -28, damage 149%

Level 25 - MP -28, damage 152%

Level 26 - MP -28, damage 154%

Level 27 - MP -28, damage 156%

Level 28 - MP -28, damage 158%

Level 29 - MP -28, damage 159%

Level 30 - MP -28, damage 160%



Silver Hawk/Golden Eagle

---

Level 1 - MP -32, attack +23, stun rate 50%, lasts 103 seconds

Level 2 - MP -34, attack +26, stun rate 53%, lasts 106 seconds

Level 3 - MP -36, attack +29, stun rate 56%, lasts 109 seconds

Level 4 - MP -38, attack +32, stun rate 59%, lasts 112 seconds

Level 5 - MP -40, attack +35, stun rate 62%, lasts 115 seconds

Level 6 - MP -42, attack +38, stun rate 65%, lasts 118 seconds

Level 7 - MP -44, attack +41, stun rate 68%, lasts 121 seconds

Level 8 - MP -46, attack +44, stun rate 71%, lasts 124 seconds

Level 9 - MP -48, attack +47, stun rate 74%, lasts 127 seconds

Level 10 - MP -50, attack +50, stun rate 77%, lasts 130 seconds

Level 11 - MP -52, attack +53, stun rate 80%, lasts 133 seconds

Level 12 - MP -54, attack +56, stun rate 82%, lasts 136 seconds

Level 13 - MP -56, attack +59, stun rate 84%, lasts 139 seconds

Level 14 - MP -58, attack +62, stun rate 86%, lasts 142 seconds

Level 15 - MP -60, attack +65, stun rate 88%, lasts 145 seconds

Level 16 - MP -62, attack +68, stun rate 90%, lasts 148 seconds

Level 17 - MP -64, attack +71, stun rate 91%, lasts 151 seconds

Level 18 - MP -66, attack +74, stun rate 92%, lasts 154 seconds

Level 19 - MP -68, attack +77, stun rate 93%, lasts 157 seconds

Level 20 - MP -70, attack +80, stun rate 94%, lasts 160 seconds

Level 21 - MP -71, attack +82, stun rate 95%, lasts 162 seconds

Level 22 - MP -72, attack +84, stun rate 95%, lasts 164 seconds

Level 23 - MP -73, attack +86, stun rate 96%, lasts 166 seconds

Level 24 - MP -74, attack +88, stun rate 96%, lasts 168 seconds

Level 25 - MP -75, attack +90, stun rate 97%, lasts 170 seconds

Level 26 - MP -76, attack +92, stun rate 97%, lasts 172 seconds

Level 27 - MP -77, attack +94, stun rate 98%, lasts 174 seconds

Level 28 - MP -78, attack +96, stun rate 98%, lasts 176 seconds

Level 29 - MP -79, attack +98, stun rate 99%, lasts 178 seconds

Level 30 - MP -80, attack +100, stun rate 99%, lasts 180 seconds



Strafe

---

Level 1 - MP -26, damage 52%

Level 2 - MP -26, damage 54%

Level 3 - MP -26, damage 56%

Level 4 - MP -26, damage 58%

Level 5 - MP -26, damage 60%

Level 6 - MP -26, damage 62%

Level 7 - MP -26, damage 64%

Level 8 - MP -26, damage 66%

Level 9 - MP -26, damage 68%

Level 10 - MP -26, damage 70%

Level 11 - MP -26, damage 72%

Level 12 - MP -26, damage 74%

Level 13 - MP -26, damage 76%

Level 14 - MP -26, damage 78%

Level 15 - MP -26, damage 80%

Level 16 - MP -32, damage 82%

Level 17 - MP -32, damage 84%

Level 18 - MP -32, damage 86%

Level 19 - MP -32, damage 88%

Level 20 - MP -32, damage 90%

Level 21 - MP -32, damage 91%

Level 22 - MP -32, damage 92%

Level 23 - MP -32, damage 93%

Level 24 - MP -32, damage 94%

Level 25 - MP -32, damage 95%

Level 26 - MP -32, damage 96%

Level 27 - MP -32, damage 97%

Level 28 - MP -32, damage 98%

Level 29 - MP -32, damage 99%

Level 30 - MP -32, damage 100%



SKILL ANALYSIS

This time, I am only looking at one skill, because you will mostly be using one

skill your entire third job. Then I will compare Strafe to other skills.



*Strafe*

For 32 MP, shoot 4 normal arrows



For # criticals, % chance

0 - 12.96%

1 - 34.56%

2 - 34.56%

3 - 15.36%

4 - 2.56%



In other words, your chances of getting 4 critical hits are slim.

So on average, how much damage does Strafe do? We must factor in chances to get

a critical hit in order to do so.



4.0 * 0.1296 = 0.5184

5.0 * 0.3456 = 1.7280

6.0 * 0.3456 = 2.0736

7.0 * 0.1536 = 1.0752

8.0 * 0.0256 = 0.2048

+ ______

5.6000










So on average, maxed Strafe with Critical Shot will deal about 560% damage. The

meat of the damage comes from the ghigh chance of getting two critical hits.



*Strafe* vs. *Double Shot*

This is a pointless argument, but here I will explain why.



Recall the average damage of both skills with critical hits factored.



Strafe

32 MP, 560% damage



Double Shot

16 MP, 340% damage



Just doubling Double Shot will result in 32 MP, 680% damage. Though Double Shot

is more MP efficient, there is more to it: attack speed. Remember that Strafe

is a special skill that comes out much faster than any old attacks. In the time

you shoot two Double Shots, a third Strafe is just beginning. Strafe is used

for its time saving capability.



*Strafe* vs. *Arrow Rain/Eruption*

Borrowing some elements from the Arrow Bomb debate, we will see how to attain

better MP efficiency between these two skills.



Recall the main info for each skill:



Strafe

32 MP

100% + 100% + 100% + 100%, 1 target



Arrow Rain/Eruption

28 MP

160%, up to 6 targets



You want to reach 400% damage in 32 MP. Since Arrow Rain/Eruption costs less,

the MP to damage ratio can be reduced to 350% per 28 MP. Now let's add Critical

Shot in:



Strafe

For # criticals, % chance

0 - 12.96%

1 - 34.56%

2 - 34.56%

3 - 15.36%

4 - 2.56%



Arrow Rain/Eruption

For # criticals, % chance

0 - 4.67%

1 - 18.66%

2 - 31.10%

3 - 27.65%

4 - 13.82%

5 - 3.69%

6 - 0.41%



Remember that Strafe's average damage is 560%. If we reduce the damage to

reflect the MP to damage ratio, we get 490% in 28 MP for Strafe. Now it's time

to calculate the total damage for Arrow Rain/Eruption.



Damage from # critical in total damage over 6 hits

0 - 0.44832

1 - 1.97796

2 - 3.60760

3 - 3.48390

4 - 1.87952

5 - 0.53874

6 - 0.06396

+ _______

12.00000










Arrow Rain/Eruption total average damage to 6 monsters: 1200%

Arrow Rain/Eruption average damage to 1 monster: 200%



Two hits from Arrow Rain/Eruption is less than a Strafe, while three exceeds

Strafe's damage. Attacking three or more monsters with Arrow Rain/Eruption is

more MP efficient than using Strafe alone.



*Arrow Rain* vs. *Arrow Bomb*

Recall the average damage for Arrow Bomb:



Average damage of Arrow Bomb with Critical Shot for # monsters hit:

1 - 0.56

2 - 2.38

3 - 4.2

4 - 6.02

5 - 7.84

6 - 9.66



Average damage of Arrow Rain with Critical Shot for # monsters hit:

1 - 2.0

2 - 4.0

3 - 6.0

4 - 8.0

5 - 10.0

6 - 12.0



Remember that Arrow Rain's damage is the same across all hits, whereas Arrow

Bomb has two ways to damage. Arrow Rain's consistency gives it a higher average

damage, and no matter how many monsters are hit, Arrow Rain always does more

damage than Arrow Bomb.



SAMPLE SKILL BUILDS

Alright, here's the thing: since Archers have so many great skills in the third

job, there is no definitive skill build. There is no such thing as a good skill

build, but there are some no-nos to look out for.



The bare minimum to have for each skill:

Thrust: 0

Mortal Blow: 20

Puppet: 6

Inferno: 0

Blizzard: 21

Arrow Rain/Eruption: 30

Hawk/Eagle: 21

Strafe: 30



After that, alott the remaining SP to the skill of your choice.

Is there a specific order to add SP? No! Like I said, there is no definitive

skill build for third job Archers. Everybody has their own skill builds. I can

provide some suggestions:

-The first SP goes into Strafe. No questions asked

-Strafe gets maxed ASAP. Sometime in the level 80's period is fine

-Sometime while maxing Strafe, shove a level 1 Blizzard in there

-5 Mortal Blow unlocks Arrow Rain/Eruption, which should then be maxed

-Get some Puppet in there. Level 6 is good enough



TRAINING SPOTS

Training spots are quite limited in the third job. Much more limited than the

second job.



Level 70-75

So you've just gotten Strafe. You have a level 1 power skill. Guess what? Double

Shot still outpowers it for a few more levels. Wherever you choose to train, you

must choose whether or not you want to use Strafe or Double Shot, because Strafe

costs 10 MP more for about the same damage as Double Shot.

Because of this, you will be training in the same locations as the previous

level period.



The Forest of Gollem has monsters that are 2 hit kills. I don't recommend Red

Drakes
until Strafe gets stronger. You also shouldn't be picking fights with

Wild Cargos yet either.



If you still like to mob monsters, all mobbing spots are still available. Pixies

are still great mobbing. Jr. Yetis are good mobbing. Cold Eye mobbing starts to

slow down, so I don't recommend it.



For most players, DS or Strafe will be the skill of choice. The best places to

use solo-target skills are Coolie Zombies, Mecateons, or Ultra Grays. Zombies

are still 2 hit kills, while the Omega Sector monsters are now 1 hit kills,

especially with Strafe. Since Strafe is about the same as Double Shot, you want

to aim for MP efficiency. Double Shot is best used against Zombies, while Strafe

is best used against Omega Sector monsters.



SUMMARY:

VICTORIA: Dark Stone Gollem, Mix Gollem, Cold Eye

OSSYRIA: Luster Pixie, Jr. Yeti, Hector, Dark Jr. Yeti, Yeti, White Fang, Coolie

Zombie*, Minor Zombie

LUDIBRIUM: Platoon Chronos, Master Chronos, Mateon, Plateon, Mecateon, Barnard

Gray, Zeta Gray, Ultra Gray



Level 75-80

Now your Strafe should be much stronger, if not equal to two Double Shots. You

are looking for monsters whose HPs are near the average damage of Strafe.



Probably the best place to go for 1-Strafe kills is Coolie Zombies. At this

level, Coolie Zombies are the most efficient EXP monsters for your damage.



If the Coolie Zombie maps are all full, consider hunting Hectors. Strafe does

the same damage to Hectors, but give less EXP.



Other monsters that should perish to one Strafe: Croco, Luster Pixie, Cellion,

Lioner, Grupin, Stone Gollem, Malady, and Dark Jr. Yeti.

The problem with all these monsters is that they all spawn with another monster

in their respective maps. Because you're either using normal shots to kill them

or using Strafe and wasting MP, these monsters aren't so effective.



SUMMARY:

VICTORIA:

OSSYRIA: Hector, Coolie Zombie*, Minor Zombie

LUDIBRIUM:



Level 80-85

With Strafe maxed, a couple of options open up.



Coolie Zombies are guaranteed 1-Strafe kills now. This is the place you want to

be if you still want to make some money while training. Though it will be boring

for another five levels, it's the most efficient place.



If Zombies don't float your boat, take a boat ride to Ludibrium. The monster you

are looking for are Death Teddies. The Death Teddy map has some sniping spots

that are just out of their attack ranges. Expect 6-8 Strafes to kill one though,

meaning that you will lose money from potions for the sake of training faster.



Once you have some Puppet and Arrow Rain/Eruption, you may venture to your new

home for the next 30-40 levels. On the other side of the clock tower from Death

Teddies are Spirit Vikings, not to be confused with Ghost Pirates. It is

suggested that you do not take on Vikings until the next level tier.



SUMMARY:

VICTORIA:

OSSYRIA: Coolie Zombie

LUDIBRIUM: Death Teddy*, Spirit Viking



Level 85+

From here on out, there is only one place you should be training, and that is

Spirit Vikings.



Spirit Vikings are huge. Don't count on making one flinch unless you're using

maxed Arrow Blow or Final Attack. They are slow and do a lot of damage. If you

are still low leveled, you might not survive a hit from a Viking. Fortunately

their special attack is direct: just a projectile that can be avoided, like

Pixies.



So why are Vikings so popular? The sniping potential. The Spirit Viking map has

many sniping spots for both Strafe and Arrow Rain/Eruption. Using Puppet only

makes things better if used to lure. Spirit Vikings also drop nice items, so you

will be making good money depending on your luck with drops.



If you ever find that you are losing money because of potion funds, then you

should go back to Coolie Zombies. They may be boring, but you will make money

slowly here.



SUMMARY:

VICTORIA:

OSSYRIA: Coolie Zombie

LUDIBRIUM: Spirit Viking*



EQUIPMENT

It goes without saying that you will want to have the best equipment available.

Beginning at level 80, start looking for the best equipment available. Your

level 70 equipment needs to be good enough to last you ten levels, but you don't

have to spend a fortune on it.



HAT

If you were lucky enough to find an above average Maro or even Polyfeather, then

you can stick with it at level 70. Patriots, the level 70 hat, adds 4 stats as

well as 15 MP. The hats that add less DEX are more common because they drop from

a weaker monster than the one that drops the hats that add more DEX. Patriots

look nice... not as nice as the Maro, but they look good for the level. It is

suggested to buy a Patriot.



Falcons, the level 80 hat, are the first hat to have 5 stats on average. Look

for a Falcon with 6 or 7 stats, as that will be your permanent hat. Unfortunate

that Falcons look like buckets on your head.



The level 90 hats, Arlic Helmets, are the last hats released in Global MS. The

Dark color is currently unavailable. They also add 5 stats like the Falcon. As

this is the last hat your will get, try to secure one for level 90 unless you

have a 6-7 stat Falcon.



EARRING

Consider getting earrings for the added magic defense that you will need for

fighting higher level monsters. You don't really need a good earring until level

80 though.



OVERALL

Get a level 70 overall and play around with 10% Overall DEX scrolls. If you

can't afford the scrolls or don't want to risk it, just use 100% scrolls.



All overalls from level 80 on should be scrolled with 60% Overall DEX scrolls.

If your budget allows, try some 10% scrolls out.



SHOES

You should have a Snowshoes scrolled with Shoe Jump scrolls. If it has 8 DEX or

more, keep it. Otherwise, consider synthesizing level 80 boots and scrolling

with 60% Shoe Jump scrolls. Get at least three scrolls to work.



GLOVES

You should have some Work Gloves scrolled with either ATK or DEX. If you have a

DEX glove, synthesize either level 70 or 80 gloves. Blue Eyes are quite cheap to

come by, so you can upgrade it and scroll it for ATK. If you have an ATK glove,

keep it or make the level 70 glove and scroll that.



A final option is to synthesize the level 80 glove. Dark Cordons add 6 stats, 2

more than Dark Eyes. However, these are very expensive to make, and a scrolling

mistake will cost a lot. If you have one, scroll it with 60% Glove ATK and aim

for at least 8 ATK on it, because it will be your last glove.



CAPE

If you scrolled an Icarus Cape for DEX, you may keep it. Another option is to

get a higher level cape and scroll that for DEX. The highest level cape released

in Global MS is the Seraph Cape for level 75. Scroll that one for DEX, and aim

for 8 DEX or greater.



WEAPON

The level 70 weapon should be scrolled with 60% scrolls, no quetions asked.



The level 90 weapons are the highest weapons released in Global MS, but is

dropped so rarely that it is less costly to scroll level 80 weapons. You need to

have luck with 10% scrolls on these. For Arunds, get one with 87 ATT or greater

so that a 10% scroll success would give it a chance to be at least 100 ATK.

Ravens are easier to get to 100, so just find an average one and get a 10%

scroll on there. Since these are the highest weapons out, 100 ATK is the goal.



Of course, this is all based on your budget. Using 10% scrolls requires more

money, as more failures will happen, leading to more weapons being NPC'd.



--------------------------------

Tips

--------------------------------
General Tips

-Before level 50, you want to try to wear equipment that increase your max MP.

This is because you might be using higher MP potions. For example, if you have

786 MP at one point, a Leaf Earring that adds 50 MP will give you enough MP for

you to be able to use Pure Waters. Once you are set with whatever MP potion you

will use, then you don't have to focus on having more MP.



-On that note, from level 50 on, you should try to make getting more max HP a

concern. Having more HP will allow you to take a few more hits before dying.



-NEVER apply AP to HP or MP.



-Know where to find the cheapest potions. Ellinia sells cheaper MP potions than

other towns. Jane sells the cheapest healing items on Victoria. Ludibrium sells

all potions cheaper than Ossyria or Victoria, but the cheapest potions are sold

in Omega Sector
.



-Most quests are useful for the level given. Some quests are musts because of

the rewards. That said, you should try to do every quest you can, no matter how

minuscule it is.



-Vicious is useless. With the exception of making arrows, you really shouldn't

ever need to make anything else from him.



-If you are entering a new area for the first time, make sure you know if you

can survive being in the area. Don't be afraid to ask others how tough the local

monsters are. Pack some useable items in case the going gets rough.



-If you are doing a quest that requires you to kill monsters, you can complete

the quest while in a party. You will get credit for the quest even if your party

member(s) do all the work. This works out especially if you find someone else

who needs to do the same quest.



-If you buy a Cash Shop weapon, you can only wear it if and only if you are

holding the appropriate weapon. So if you're wielding a bow with a Slingshot and

you want to switch to a Red Whip, you have to open the Equipment window and

remove the Slingshot first, then you can change to the Red Whip. Personally, I

feel that this wastes time, so I don't recommend getting Cash Shop weapons.



-There is a pet upgrade in-game. You have to be at least level 30, and your pet

has to be at least level 15. Once this is reached, complete the Kenta's Advice

quest. The pet upgrade makes your pet have the same speed and jump as you, so

your pet will be able to keep up with you if you move faster than it.



-There is a speed glitch with the Battle Crossbow, the level 18 Crossbow. When

used normally, the speed is slightly faster than normal Crossbows, but slower

than fast Crossbows like Hecklers. When used with Booster though, it becomes as

fast as a boosted Heckler. Few weapons in the game have Booster glitches, but

since this is a low level weapon, nobody has really bothered to check it out.



-A Bandit with Steal makes ranged characters completely useless in the Ludibrium

Party Quest. Stolen passes can be used to skip stages where range is needed.



Quest Help

This section is to provide some tips specific to Archers in some quests. This is

not a complete quest guide, it is here just to help some Archers get through the

questing phase.



Dollhouse

What you are looking for is a dollhouse with a 3D handle. Pay attention to the

handlebar on top of the dollhouses, and you will find one with a handle that

appears 3D. That's the one you're looking for.



Mr. Wetbottom's Secret Book

For a level 30 quest, the items you have to gather are difficult to get.

-1 Diamond: Get some from the Kerning PQ. Otherwise, you're stuck having to buy

these ores.

-5 Pig Heads: You should have saved these from your training on Pigs ten levels

ago. Hopefully you did save some.

-50 Curse Eye Tails: Luckily you can hit them at level 29. Find Tree Dungeon,

Forest Up North IX, a map full of Curse Eyes. They take a long time to kill, but

fortunately this isn't the hardest item to gather.

-50 Lupin Bananas: You can hit them at level 29, but the problem is killing them

fast enough before they kill you. As soon as you hit one, it attacks back with

an unavoidable attack. The best map to find Lupins sparse is Sleepy Dungeon I.



Food Hunting for Moppie

Head to Orbis Tower Floor 1. There are three spots where you can kill Jr. Pepes

in safety.

1. At the top of the map, by the top portal

2. From the bottom, climb up two ropes to the small ledge

3. At the bottom, the ledge by the first rope

Remember that you need 600 fish total.



Kenta's Advice

Though Kenta says that there are papers near the sunken ship, you don't have to

go down there. All five papers can be found in Aqua Road, though the last few

papers you find will take a while, no matter which ones they are. Also, papers

only come out of treasure chests, not clams. In other words, don't go beyond Big

Fish Valley.



Special Taste of Florina Beach

For a level 35 quest, the monsters are hard to fight. I suggest waiting until at

least level 50 to start on this.



Rowen the Fairy And The Cursed Dolls

The best advice I have is to gather 2300 exchange items, like Solid Horns, and

offer to trade someone for the Cursed Dolls. I did this with 2300 Nependeath

Seeds.



Protect Nero!

This quest does not keep track of your kills, so you have to somehow keep track

yourself. What I did was collect 50 Solid Horns from the three gardens. Not

every kill will give you a Solid Horn, so by getting 50, that means you'll have

killed more than 50. Also, since the quest requires that you give 50 Solid

Horns, you will have 100 leftover, which you can use to exchange.



Peace at EOS Tower

Find a channel that you think has been uninhabited for some time. Kill just one

monster, then climb up to the second from top platform. If you don't see Rombot,

change channels or wait it out.



Ready for Revival

Can't find Shammos? He is in the basement of the Chief's Residence of El Nath.

After talking to Manji, go back and start fighting Zombies, either Coolie or

Minor. Being a quest item, the Contract won't take long to drop. Keep in mind

that by completing the quest, you lose 2 fame.



Quests you don't need to do (because it's not worth your time)

There are some quests that you should never do. Sometimes it's because the

rewards aren't worth it, or the time you spend on it outweighs the EXP made.



Any Part II quest of "The Rememberer"

Part I quests are easy if they are part of training. Part II quests require

killing 999 monsters, which take a very long time. The final rewards aren't

worth the time.



Maya And The Weird Medicine, Reward: Brown Bamboo Hat

You get very little EXP, and the reward sells for less than you can make by

selling the Leaves and Charms for the quest.



Luke The Security Guy, Reward: random refined jewel, no Black Crystal

You can sell the Jr. Necki Skins for a lot more than the reward sells for.



Arwen And The Glass Shoe, Reward: Piece of Ice -or- Fairy's Wing

Well the reward is absolutely useless to Archers. It's made even more useless

by the fact that the reward isn't even needed to make higher level equipment

anymore.



Nella & Kerning City Citizen's Request (2), Rewards: Bronze & Steel Plate,

level 30 shoe (Green Hunter Boots)

Part 2 requires harder to get items, and the rewards aren't worth it.



Eliminating the Drumming Bunny, Reward: level 35 hat (Green Pole-Feather Hat)

This quest will drive you insane. Drum Bunnies do not spawn much. Consider that

you need to collect 1000 leftovers for this quest, which will take days. And the

reward is just a level 35 hat. Avoid this quest by all means.



Hughes' Weird Invention, Reward: Oxygen Tank (CANNOT BE TRADED)

Steel and Screws cost a lot, especially if you're going to use it for a quest

that gives you a reward that you cannot sell or trade. You might as well use the

money you save from not buying Steel and Screws on Air Bubbles.



The Chaos behind Alfonse Green and the Nependeath Juice, Reward: Bone Helm

With this quest, the reward is worth a lot. However, one required item, the

Nependeath Honey, costs more than the reward itself. The chances of finding your

own honey is less than finding other expensive items, like Steelies.



Manji's Ragged Gladius, Reward: Skull Earrings -or- Hero's Gladius

This quest has been made useless thanks to Ludibrium. The rewards are worth very

little, while the quest items cost over ten times as much.



A Spell that Seals Up a Critical Danger II, Reward: 30 Power Elixirs

Part I is simple because Cold Eyes spawn in masses. However, the monsters you

fight for part II are too difficult to fight without a Cleric and Spearman.

Also, the reward isn't worth the trouble.



Collecting For Maya, Reward: random level 60 shoe

Wastes too much time for very little EXP, and the final reward isn't worth much.



Ludibrium Party Quest

This is a section that tells how useful Archers are during the Ludibrium Party

Quest.



STAGE 1

Your role is the same as Warriors': kill monsters and pick up passes. To finish

this stage, a Magician with Teleport or a person with high Speed and Jump is

required; a Thief with good Haste can fix the latter. Though you can attack any

monster here, you can't necessarily reach the passes.



STAGE 2

Your role here is the same as everyone else's.



STAGE 3

You should have a small advantage in this stage. Bloctopusses will mass up at

the bottom of the stage, allowing for easy 6-hit attacking. Hunters can stand on

the screw and shoot Bombs, while Crossbowers have to be level to shoot Irons.



STAGE 4

Only two doors have physical-weak monsters, but with Critical, any door is

possible. The monsters require 200 damage to flinch, and that's where Critical

and Booster will come into play. If you can successfully flinch in succession,

as long as you attack while the monster is in its flinched stage, it will never

retreat to the darkness. With Critical, even the magic-weak monsters will flinch

to Double Shot.



STAGE 5

You have to do normal doors, so you have no advantage here.



STAGE 6

All roles are shared.



STAGE 7

Here is where your range is needed. While the rest of the party gather at the

bottom, you have to kill monsters above that only Archers and Assassins can

reach. For a strong party, kill all three in one go. For weaker parties, kill

one at a time, dropping down to assist the party with the mini-boss between

kills above. A Bandit with Steal allows the party to skip this stage, rendering

ranged characters completely useless.



STAGE 8

All roles are shared.



FINAL STAGE

Once again, range is needed. However, a Magician, Spearman, or Bandit can take

care of that as well. Once that part is over, Alishar will appear. Being able to

apply high damage from afar is a definite advantage. For best results, stand on

the perch where the NPCs are. From up here, you will be hitting Alishar instead

of the Chronos summoned.



BONUS STAGE

You have the same advantage as Warriors, which is none. Ask a Thief to Haste you

to make this stage better.



IMPORTANT: Many believe that Archers or Assassins are needed to complete the PQ.

However, a Bandit with Steal can completely take care of all areas where range

is needed. With at least 4 passes stolen, Stage 7 can be skipped. One pass at

the final stage can be dropped on the platform above, as long as someone in the

party has high Jump.



--------------------------------

Frequently Asked Questions

--------------------------------
Q: How do I advance from a Beginner to an Archer?

A: To become an archer, you must be level 10 and have more than 25 DEX.

Shouldn't be a problem if you've been following my guide. Leave Maple

Island, and travel to Henesys from Lith Harbor, which is where you are when

you land from the boat from Maple Island. You may either pay up 80 mesos to

be transported there instantly, or walk. Henesys is easy to reach from Lith

Harbor - just head due east. Don't worry about dying - in fact, if you die

because of a pig, chances are you will respawn in Henesys. Once inside, find

the portal to Henesys Park, which is a portal in the middle of the city.

Go to the rightmost building in Henesys Park, a large tree with a door. You

will find Athena Pierce inside. Speak with her, and she will advance you as

an archer.



Q: What is EVA?

A: EVA, or evasion, is the game's way of abbreviating avoidability.



Q: What inventory expansions do Archers get?

A: At the first job advance, Archers get 4 more slots to the Equip and Use tabs.

At the second job advance, Archers get 4 more slots to the Etc tab.



Q: Why you do recommend skipping armor at level 30?

A: IMO getting the level 30 armors is for the perfectionists of the game who

insist on getting every single thing upon level up. Stat-wise, the difference

between the level 25 armor and level 30 armor is very small. Price-wise, you

end up paying for a large difference. Looking at just the pants and top, at

level 25, you get 40 WDEF and +3 DEX for 28k mesos. At level 30, you get 45

WDEF and +3 DEX for 94k mesos. So you are paying 66k more mesos for 5 WDEF,

which is about 2 HP damage reduction. Being an archer, you are attacking from

far away - having 5 extra WDEF is meaningless. You can buy level 35 armor at

that price from other players anyway.

Let's look at another situation - Green Diros versus Dark Savata. Both gloves

provide +2 DEX, the difference being only 2 WDEF. Now let's see the resources

used to make each glove. Green Diros requires some common ores like Steel and

Emerald. Dark Savata requires expensive ores like Gold and Black Crystal. Do

you believe 2 extra WDEF is worth the price of those expensive ores?

Shoes are a different situation. You can buy shoes that provide SPD bonuses

for a low price. Level 25 and 30 archer shoes provide +1 DEX. However, Nella

gives you level 30 shoes as a reward for her quest, so synthesizing shoes is

unnecessary. If you didn't complete Nella's quest, the Whitebottom Shoes from

Henesys is just as good.



Q: Why should I scroll a Sauna Robe instead of getting armor?

A: The Sauna Robe is an overall. Unlike tops and bottoms, overalls can be

scrolled with more than just defense. Adding ten 100% Overall DEX scrolls

basically adds two levels' worth of damage. Though it could be argued that

Sauna Robes have less defense, but offense > defense. Oh, and Sauna Robes add

10 EVA anyways. Though the quest and scrolls are expensive, the robe will be

used for at least 20 levels, making up for the money you would have spent on

armor between then.



Q: Why should I scroll Snowshoes instead of higher level shoes that add DEX?

A: The Green Snowshoes, which is the color snowshoe for Archers, come with seven

available upgrades, like all snowshoes. This allows for greater scrolling

opportunities. It could be argued that scrolling higher level shoes produces

the same results, but you wouldn't have as much jump or speed as scrolling

snowshoes. The cheap price of snowshoes also allows for easy 10% scrolling.

Also, snowshoes are necessary for training at El Nath.



Q: Why scroll Work Gloves? Wny not scroll higher level gloves?

Two reasons: 1) Work Gloves can be used by every class, so it has awesome

resell value, and 2) the level requirement is low, so you can take advantage

of the benefits of scrolls at a low level. If you are rich at a high level,

you are free to scroll a high level glove for attack. The recommended glove

for glove scrolling is the level 80 glove, the Dark Cordon.



Q: You seem to prioritize offense over defense. Why?

A: Offense is always more important than defense. Why sit around and take damage

when you can be the one dishing the damage? Offense is even more important to

a ranged character. Melee characters need defense since they fight up close.

Being ranged, your role is to attack from afar, killing monsters before they

reach you. And if your offense is high, you can kill them quickly before they

reach you.



Q: What is a "PQ"?

A: PQ stands for Party Quest. Currently in Global MS, there are two PQs, one for

level 21-30 characters, and one for level 35-50 players. As the name implies,

this is a quest that requires players to be in a party in order to

participate in it. The reason why this is so popular is because for each

successful PQ, each player earns great amounts of EXP in addition to prizes

for completing it. Most of the prizes are worth the wait to PQ, as there are

numerous players trying to enter a PQ with only 20 channels available. These

PQs are the reason for low prices on the prizes available.



Q: I want to make gloves from Vicious, but the materials are too expensive to

get! Where can I get gloves for cheap?

A: Gloves are expensive because they can be upgraded with stats other than

defense, like weapon attack and DEX. That and they look good. Many players go

broke because they get gloves every 5 levels, which wastes precious resources

that can be used for better things. For example, the level 25 glove, Dark

Savata, uses up Gold Plates and a Black Crystal. Those expensive ores can be

used to make higher level gloves. The Green Diros not only looks good, but is

cheap to make and provides the same DEX bonus.



Q: The Blue Diros is hard to make! Steel ores are expensive! How do I get a pair

for free?

A: In essence, it's not totally free, but it saves you some ores. You have to

speak with Nella in Kerning City. She is by the hair salon, in the center of

the city, above JM From Tha Streetz. Pay her 1,000 mesos, then do all her

favors. After the third favor, she will give you a Blue Diros!



Q: I want to make shoes from Chrishrama, but the materials are hard to get!

A: As with gloves, shoes provide good stat bonuses, and can be upgraded with DEX

stats like speed and jump. The first shoes that can be synthesized come at

level 25, but then the Whitebottom Shoes are just as good for the +3 speed.

You can do Nella's quest at level 25 to get free level 30 shoes.



Q: Are Bronze Arrows worth it?

A: IMO no. One Bronze Plate is not worth having only 900 arrows just for +1 to

weapon attack. And they do not work with Soul Arrow. And they can't be

recharged at armor stores like stars can. Even at third job, Strafe will eat

up countless arrows.



Q: How do you deactivate buffs like Focus or Meditate?

A: Simply right-click on the icon of the buff you want to deactivate at the top

right corner.



Q: Crossbower? That's not even a word! Why don't you say Crossbowman?

A: Because not all Crossbowmen are "men." They could be girls. Besides, it's

rare to find a Crossbowman who is actually a man, so they are all boys.



Q: Why do you call it "flinch"? It's called knockback!

A: I can call it whatever I want to.


==>Bowman Guide List<==

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