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Monday, December 31, 2007

Ice/Lighting Mage Guide


==>Magician Guide List <==


Complete Ice/Lightning Mage Guide







Table of Contents



Part 1

- Starting Out (read this if you're new to the game)



Part 2

- Magician

- Second Job Advancement



Part 3

- Ice/Lit Wizard

- Third Job Advancement



Part 4

- Ice/Lit Mage



Part 5

- F.A.Q.



Part 6

- Money-Making Tips



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Part 1 - Starting Out



I'm not going to go into too much detail here. The information in this section, while vital, is pretty much non-debatable. If you really want to know why I give a particular instruction, PM me or post. I'll be happy to explain.



When you create your character, you want to reroll the stats until your STR and DEX are both 4. The INT and LUK don't matter. Example:







Now that you have your character, train on Maple Island until you reach level 8. Do not leave until you are level 8; you can't come back, and Victoria Island is much more difficult for a beginner.



Suggested Training Grounds:

Snail Hunting Ground 1 - Snails (1-8)



You'll primarily want to kill snails for exp. They have extremely low defence and only 8 HP. Since your STR and DEX are so low, you'll only be dealing 1-3 damage. Quests are also a good way to gain exp here. Some quests, such as Biggs' Collection of Items, may be too difficult for a beginning mage, but many provide a good amount of exp and money.



Every time you level up, put all your points into INT. Since you're going to be a mage, your damage will come from your INT stat. You may be tempted to put points into STR, but don't. You'll regret it later on. Also, NEVER put any points into HP or MP. Those stats will go up naturally as you level up, and points you put there will decrease your attack power.



Once you reach level 8, head to Southperry and board the boat to Victoria Island. Sit back and enjoy the cinematic journey!



Oh, you're back. That was a fast boat ride o_O Well now that you're at Victoria Island, there are a few things you should do. First off, find the potion shop. It's on the bottom level, and pretty hard to miss. Get a Return Scroll to Lith Harbor there. You'll be coming back later, and using scrolls is faster and cheaper than walking or taking a taxi. Next, find Olaf near the shop. He'll tell you more about becoming a magician, and give you a quest.



Now check your money. If you've got at least 4120 mesos, go to the upper level of town, find the weapon shop, and buy a Stolen Fence. It's a decent shield that'll save you a bunch of money on potions. Don't buy anything else right now, you can't afford it. Go back to the boat where you entered Victoria, and talk to the man in the ticket booth. Have him take you to Ellinia (the magician town.)



In Ellinia, you'll first want to find the weapon shop. It's near the top of town, on the right side. Buy a Wooden Wand there and sell your old weapon. You're about to become a magician, which means you'll be needing magic attack. Now go to the very top of the town and find Grendel the Really, Really, Really Old. Talk to him, complete Olaf's quest, and make your advancement. Congratulations! You're a Magician.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Part 2 - Magician



Note: From here on out, I assume you're experienced with the game.



Magician Skills



Improving MP Recovery - Master level 16

Recovers more MP every 10 seconds. The higher the character level and the skill level, the more MP is recovered.



Improving Max MP Increase - Master level 10

Increases the MP gained after a level up or when AP are applied.



Magic Guard - Master level 20

Replaces some of the HP damage taken with MP damage.



Magic Armor - Master level 20

Increases weapon defence.



Energy Bolt - Master level 20

Uses MP to attack an enemy.



Magic Claw - Master level 20

Uses MP to attack an enemy twice.



Skill Builds



1. The Cheap Build



8 - Energy Bolt (1)

9 - Improving MP Recovery (3)

10 - Improving MP Recovery (2), Improving Max MP Increase (1)

11 - Improving Max MP Increase (3)

12 - Improving Max MP Increase (3)

13 - Improving Max MP Increase (3)

14 - Improving MP Recovery (3)

15 - Improving MP Recovery (3)

16 - Improving MP Recovery (3)

17 - Improving MP Recovery (2), Magic Claw (1)

18 - Magic Claw (3)

19 - Magic Claw (3)

20 - Magic Claw (3)

21 - Magic Claw (3)

22 - Magic Claw (3)

23 - Magic Claw (3)

24 - Magic Claw (1), Magic Guard (2)

25 - Magic Guard (3)

26 - Magic Guard (3)

27 - Magic Guard (3)

28 - Magic Guard (3)

29 - Magic Guard (3)

30 - Magic Guard (3)



2. The Fast Build (don't follow this plan if this is your first character)



8 - Energy Bolt (1)

9 - Improving MP Recovery (3)

10 - Improving MP Recovery (2), Improving Max MP Increase (1)

11 - Improving Max MP Increase (3)

12 - Improving Max MP Increase (3)

13 - Improving Max MP Increase (3)

14 - Magic Claw (3)

15 - Magic Claw (3)

16 - Magic Claw (3)

17 - Magic Claw (3)

18 - Magic Claw (3)

19 - Magic Claw (3)

20 - Magic Claw (2), Improving MP Recovery (1)

21 - Improving MP Recovery (3)

22 - Improving MP Recovery (3)

23 - Improving MP Recovery (3)

24 - Improving MP Recovery (1), Magic Guard (2)

25 - Magic Guard (3)

26 - Magic Guard (3)

27 - Magic Guard (3)

28 - Magic Guard (3)

29 - Magic Guard (3)

30 - Magic Guard (3)



3. The Hybrid Build (balance of power and cost) [thank you krazydragond]



8 - Energy Bolt (1)

9 - Improving MP Recovery (3)

10 - Improving MP Recovery (2), Improving Max MP Increase (1)

11 - Improving Max MP Increase (3)

12 - Improving Max MP Increase (3)

13 - Improving Max MP Increase (3)

14 - Improving MP Recovery (3)

15 - Improving MP Recovery (2), Magic Claw (1)

16 - Magic Claw (3)

17 - Magic Claw (3)

18 - Magic Claw (3)

19 - Magic Claw (3)

20 - Magic Claw (3)

21 - Magic Claw (3)

22 - Magic Claw (1), Improving MP Recovery (2)

23 - Improving MP Recovery (3)

24 - Improving MP Recovery (1), Magic Guard (2)

25 - Magic Guard (3)

26 - Magic Guard (3)

27 - Magic Guard (3)

28 - Magic Guard (3)

29 - Magic Guard (3)

30 - Magic Guard (3)



Suggested Training Grounds:

Dungeon, Southern Forest 1 - Slimes (8-17)

Mushroom Garden - Orange Mushrooms (15-20)

Pig Beach - Pigs & Ribbon Pigs (18-25)

Kerning Subway - Bubblings (22-27)

Dungeon, Southern Forest 4 - Green Mushrooms, Horned Mushrooms (22-30)

Land of Wild Boar 2 - Wild Boars, Dark Axe Stumps (28-30)



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Now that you're a Magician, it's time to start killing something other than snails. Make sure you put that first point in Energy Bolt, then assign it to a hotkey. The best monster to kill at this point is Slimes. Take the bottom portal out of Ellinia, then proceed two maps to the left. In this huge area, enter one of the leftmost trees. This tall, narrow map is a great place to kill for a while. There are lots of Slimes, but make sure you bring potions to recover your HP and MP.



Speaking of which, you'll notice that your MP will quickly run out. If this is your first time playing, you won't have enough money to buy potions, so just exit the tree and stand still to recover, then go back to training. If you've built up a nice bank of money, however, it's better to purchace blue potions from the Ellinia potion shop, and use them when your MP is gone.



The first skill you'll want to max out is Improving Max MP Increase. This skill will increase the amount of MP you receive every time you level up. Much later on, you'll have hundreds more MP, which means you can go longer without healing. The next skill depends on how much money you have. Again, if this is your first time, you'll want to max Improving MP Recovery next. This will let you recover your MP faster, so you can train longer and spend less time resting. If you're funded, go ahead and get Magic Claw. You'll have to spend more money on potions, but Claw is a powerful skill, and you'll be able to train on more difficult monsters sooner.



As for equipment, early magician gear just plain sucks. With the exception of wands, don't buy any items from Ellinia's weapon and armor store until level 18. The beginner items in Lith Harbor's store are cheaper, and give more defence. Get them when you're the appropriate level.



Also, as you level up, you'll want to start putting a few points into your LUK. Magicians need LUK to equip their items, and the usual formual is LUK = Your level + 3. Make sure you have 15 LUK at level 13 so you can use the Hardwood Wand, then just follow the LUK formula from that point.



Once you reach level 15, you'll notice that Slime exp is slowing down. By level 17 you'll want to move on to Orange Mushrooms, and Pigs soon after that. There are some excellent hidden maps with these monsters, which are found by following the links above.



When you reach level 18, you'll want to pick up the Split Piece and Split Pants from the Ellinia armor store. These items combined have more defence than the level 23 and 28 robes, so you'll be using them for a while. Also, don't buy any of the hats in that store. The Metal Gear, found in Lith's armor store, is a better helmet until level 25, when you can use a Bamboo helmet.



Once you're level 21, you'll be able to take part in the Kerning City Party Quest. This is an event where a party of four players completes 5 levels in order to gain experience and prizes. I suggest you don't attempt this until level 24, however. By then you should be able to handle all the enemies in this quest. Note, though, that only one party can attempt the quest in each channel. Thus, unless you play in the early hours of the morning, it can take a long time to get in. Unless you really want the prizes (which may include hats, earrings, or even scrolls) it's usually faster to train as you normally have.



Second Job Advancement



So you've reached level 30, and you want to become an Ice/Lightning Wizard, you say? Well then, head on back to Ellinia and talk to Gandal... I mean Grendel. He'll send you on a little mission to prove your worth. You have to go see your second job instructor, who'll teleport you into a special map with Curse Eyes and Horned Mushrooms, where you have to collect 30 Dark Marbles. What, you didn't think it'd be THAT easy, did you?



I suggest you bring around 50 White Pots and Mana Elixirs. You won't need them all, but it's better to be safe. The second job instructor is three maps north of Ellinia. When you're there, go into the tree on the very bottom and climb all the way to the top. Go outside, climb up the ropes, and find the instructor, who seems to have lost his marbles (Get it? He lost his... oh never mind.) Once he sends you to the special map, start killing. These monsters are weaker than their regular counterparts, but they give no exp, and only drop the marbles. I can't give any real suggestions here. Just kill, kill, kill until you've got 30, then see the instructor again. Go back to Grendel and choose to become the Ice/Lightning Wizard. Congratulations and welcome!



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Part 3 - Ice/Lit Wizard



Wizard Skills



MP Eater - Master level 20

Absorbs an enemy's MP when attacking until it runs out.



Meditation - Master level 20

Increases magic attack.



Teleport - Master level 20

Use the arrow keys to teleport across the map a set distance.



Slow - Master level 20

Slows down up to six enemies around you.



Cold Beam - Master level 30

Attacks and freezes one enemy.



Thunderbolt - Master level 30

Attacks up to six enemies around you.



Skill Builds



1. The Money-Making Build (recommended)



30 - Teleport (1)

31 - Cold Beam (3)

32 - Cold Beam (3)

33 - Cold Beam (3)

34 - Cold Beam (3)

35 - Cold Beam (3)

36 - Cold Beam (3)

37 - Cold Beam (3)

38 - Cold Beam (3)

39 - Cold Beam (3)

40 - Cold Beam (3)

41 - MP Eater (3)

42 - Meditation (3)

43 - Meditation (3)

44 - Meditation (3)

45 - Meditation (3)

46 - Meditation (3)

47 - Meditation (3)

48 - Meditation (2), Thunderbolt (1)

49 - Thunderbolt (3)

50 - Thunderbolt (3)

51 - Thunderbolt (3)

52 - Thunderbolt (3)

53 - Thunderbolt (3)

54 - Thunderbolt (3)

55 - Thunderbolt (3)

56 - Thunderbolt (3)

57 - Thunderbolt (3)

58 - Thunderbolt (2), Teleport (1)

59 - Teleport (3)

60 - Teleport (3)

61 - Teleport (3)

62 - Teleport (3)

63 - Teleport (3)

64 - Teleport (3)

65 - MP Eater (3)

66 - MP Eater (3)

67 - MP Eater (3)

68 - MP Eater (3)

69 - MP Eater (3)

70 - MP Eater (2), spare point



Result:

30 Cold Beam

20 Meditation

30 Thunderbolt

20 Teleport

20 MP Eater



This is the usual build. Cold Beam is maxed first so you can train on fire-based monsters, and since it freezes you can take on more powerful monsters early. You max Meditation next so your attack deals more damage; usually it's better to have one strong attack than two weak ones. Thunderbolt is maxed next so you have more options for training. We end with Teleport and MP Eater. Teleport is maxed first since reducing the MP cost will save your more money than the draining ability of MP Eater (you will be teleporting A LOT) and the added distance is nice.



2. The Fast, Expensive Build (don't attempt if this is your first character)



30 - Teleport (1)

31 - Thunderbolt (3)

32 - Thunderbolt (3)

33 - Thunderbolt (3)

34 - Thunderbolt (3)

35 - Thunderbolt (3)

36 - Thunderbolt (3)

37 - Thunderbolt (3)

38 - Thunderbolt (3)

39 - Thunderbolt (3)

40 - Thunderbolt (3)

41 - MP Eater (3)

42 - Meditation (3)

43 - Meditation (3)

44 - Meditation (3)

45 - Meditation (3)

46 - Meditation (3)

47 - Meditation (3)

48 - Meditation (2), Cold Beam (1)

49 - Cold Beam (3)

50 - Cold Beam (3)

51 - Cold Beam (3)

52 - Cold Beam (3)

53 - Cold Beam (3)

54 - Cold Beam (3)

55 - Cold Beam (3)

56 - Cold Beam (3)

57 - Cold Beam (3)

58 - Cold Beam (2), Teleport (1)

59 - Teleport (3)

60 - Teleport (3)

61 - Teleport (3)

62 - Teleport (3)

63 - Teleport (3)

64 - Teleport (3)

65 - MP Eater (3)

66 - MP Eater (3)

67 - MP Eater (3)

68 - MP Eater (3)

69 - MP Eater (3)

70 - MP Eater (2), spare point



Result:

30 Thunderbolt

20 Meditation

30 Cold Beam

20 Teleport

20 MP Eater



This is not the build for the empty of purse. With this build you'll be training at Lorangs early, which means you'll be taking lots of damage, teleporting often, and casting Thunderbolt repeatedly (40 MP per cast isn't cheap.) Unless you've got at least 1.5 million mesos for potion costs, I strongly advise against this build. You can build this character unfunded, but it's hard to take advantage of this plan's speed without the financial backing. Besides, you're reading this guide to make money, right?



3. The Uber-Cheap Build (for those who hate potions)



30 - Teleport (1)

31 - Cold Beam (3)

32 - Cold Beam (3)

33 - Cold Beam (3)

34 - Cold Beam (3)

35 - Cold Beam (3)

36 - Cold Beam (3)

37 - Cold Beam (3)

38 - Cold Beam (3)

39 - Cold Beam (3)

40 - Cold Beam (3)

41 - MP Eater (3)

42 - Meditation (3)

43 - Meditation (3)

44 - Meditation (3)

45 - Meditation (3)

46 - Meditation (3)

47 - Meditation (3)

48 - Meditation (2), Teleport (1)

49 - Teleport (3)

50 - Teleport (3)

51 - Teleport (3)

52 - Teleport (3)

53 - Teleport (3)

54 - Teleport (3)

55 - Thunderbolt (3)

56 - Thunderbolt (3)

57 - Thunderbolt (3)

58 - Thunderbolt (3)

59 - Thunderbolt (3)

60 - Thunderbolt (3)

61 - Thunderbolt (3)

62 - Thunderbolt (3)

63 - Thunderbolt (3)

64 - Thunderbolt (3)

65 - MP Eater (3)

66 - MP Eater (3)

67 - MP Eater (3)

68 - MP Eater (3)

69 - MP Eater (3)

70 - MP Eater (2), spare point



Result:

30 Cold Beam

20 Meditation

20 Teleport

30 Thunderbolt

20 MP Eater



This is the build I followed, so you have the benefit of my experience. And let me tell you, you really don't want to follow this plan unless you're adamant about saving money. By maxing out Teleport earlier you'll be able to train at Red Drakes without using many potions. Unfortunately, you'll pretty much be stuck at Red Drakes from level 50 to level 64. Thus, you'll both get really bored after a few levels, and have trouble training during peak hours (everyone wants them Steelies.) If you can endure these difficulties, however, you'll probably be rich by 70.



4. The Diverse Build [thank you L3gNo]



30 - Teleport (1)

31 - Thunderbolt (3)

32 - Thunderbolt (3)

33 - Thunderbolt (3)

34 - Thunderbolt (3)

35 - Thunderbolt (3)

36 - Thunderbolt (3)

37 - Thunderbolt (3)

38 - Thunderbolt (3)

39 - Thunderbolt (3)

40 - Thunderbolt (3)

41 - Cold Beam (3)

42 - Cold Beam (3)

43 - Cold Beam (3)

44 - Cold Beam (3)

45 - Cold Beam (3)

46 - Cold Beam (3)

47 - Cold Beam (3)

48 - Cold Beam (3)

49 - Cold Beam (3)

50 - Cold Beam (3)

51 - MP Eater (3)

52 - Meditation (3)

53 - Meditation (3)

54 - Meditation (3)

55 - Meditation (3)

56 - Meditation (3)

57 - Meditation (3)

58 - Meditation (2), Teleport (1)

59 - Teleport (3)

60 - Teleport (3)

61 - Teleport (3)

62 - Teleport (3)

63 - Teleport (3)

64 - Teleport (3)

65 - MP Eater (3)

66 - MP Eater (3)

67 - MP Eater (3)

68 - MP Eater (3)

69 - MP Eater (3)

70 - MP Eater (2), spare point



Result:

30 Thunderbolt

30 Cold Beam

20 Meditation

20 Teleport

20 MP Eater



I don't like this build, but some others swear by it. Here you get both your attack skills early so you have many more places to train. However, without Meditation your skills aren't as powerful as they could be, resulting in slower overall training. If you find yourself getting bored after a full level of the same monster, go ahead and follow this build. If you're serious about leveling up quickly though, I'd look somewhere else.



5. The Slow Build (NOT recommended)



30 - Teleport (1)

31 - Cold Beam (3)

32 - Cold Beam (3)

33 - Cold Beam (3)

34 - Cold Beam (3)

35 - Cold Beam (3)

36 - Cold Beam (3)

37 - Cold Beam (3)

38 - Cold Beam (3)

39 - Cold Beam (3)

40 - Cold Beam (3)

41 - MP Eater (3)

42 - Meditation (3)

43 - Meditation (3)

44 - Meditation (3)

45 - Meditation (3)

46 - Meditation (3)

47 - Meditation (3)

48 - Meditation (2), Thunderbolt (1)

49 - Thunderbolt (3)

50 - Thunderbolt (3)

51 - Thunderbolt (3)

52 - Thunderbolt (3)

53 - Thunderbolt (3)

54 - Thunderbolt (3)

55 - Thunderbolt (3)

56 - Thunderbolt (3)

57 - Thunderbolt (3)

58 - Thunderbolt (2), Teleport (1)

59 - Teleport (3)

60 - Teleport (3)

61 - Teleport (3)

62 - Teleport (3)

63 - Teleport (3)

64 - Teleport (3)

65 - Slow (3)

66 - Slow (3)

67 - Slow (3)

68 - Slow (3)

69 - Slow (3)

70 - Slow (3)



Result:

30 Cold Beam

20 Meditation

30 Thunderbolt

20 Teleport

18 Slow

3 MP Eater



Ice Wizards don't need Slow; they freeze almost everything that moves anyway. Also, as a Mage you'll want to gather large groups of monsters together for quick killing, and Slow makes this process, well... slow. If you absolutely have to get this skill, though, you'll have to give up MP Eater for it. Your other skills are essential to max out, while MP Eater really only saves you money. Of course, I'd rather save money than get a skill I'd almost never use.



Suggested Training Grounds (Ice first):

Land of Wild Boar 2 - Wild Boars (31-35)

Burnt Land 2 - Fire Boars (36-40)

Garden of Red 1 - Jr. Cellions (41-50)

Garden of Yellow 1 - Jr. Lioners (41-50)

Ludibrium Party Quest (35-50)

Garden of Red 2 - Cellions (50-60)

Garden of Yellow 2 - Lioners (50-60) [thank you 3CupJai]

Dangerous Valley 2 - Red Drakes (52-70)

Lorang and Clang - Lorangs, Clangs (58-70)

Hot Sand - Clangs, Torties (65-70)



Suggested Training Grounds (Lightning first):

Land of Wild Boar 2 - Wild Boars (31-38)

Damp Forest - Octopi (35-38)

Cave of Evil Eye 1-4 - Evil Eyes (38-45)

Lorang Lorang Lorang - Lorangs (40-65) [thank you vincom2]

Ludibrium Party Quest (35-50)

Dangerous Valley 2 - Red Drakes (58-70)

Hot Sand - Clangs, Torties (60-70)



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



So now that you're a Wizard, you're going to have a lot more options in the monsters you kill. Both of your new attacks are more powerful than Magic Claw, and each has a special effect that will make your time spent easier and more enjoyable. Cold Beam freezes monsters, and deals extra damage to fire-based monsters. With the freeze effect, you can train on more difficult monsters, as they won't be able to strike back. However, you only deal half damage to ice-based monsters, and you can't freeze bosses.



Thunderbolt, on the other hand, is weaker than Magic Claw against one monster, and has a nasty MP cost of 40. However, it has the ability to hit up to six nearby foes at once. This makes it, in a mob, the most powerful of all magician skills. Unfortunately, it really requires fighting in the midst of mobs to be worthwhile, so you'll be taking a lot of hits. This, combined with the high MP cost, means you'll be spending a lot of money on HP and MP potions in order to train speedily. Thunderbolt deals extra damage to water-based enemies, but half damage to thunder-resistant ones.



When you make your advancement, you're given an extra skill point. Rather than start on your attack skills, I suggest putting that into Teleport. Level 1 Cold Beam only freezes for one second, which isn't really worthwhile, while level 1 Thunderbolt has the massive attack power of 2. 1 MP Eater doesn't drain much or often, and 1 Meditation lasts for a mere 10 seconds. Teleport is really the only useful skill with 1 point, and it'll serve you well.



Even after you've got a few points in your new attack, it's not really going to be strong enough to take on more powerful foes. You'll be spending a few more levels at low-level monsters (namely boars) before you're tough enough to move on. Once you're level 35, if you've got Cold Beam, you can kill Fire Boars in one or two hits, so move on there. If you're getting Thunderbolt, though, you're going to have to stay where you are, or perhaps try Octopi (they're weak to lightning.)



At 40 you get to move on to tougher stuff. Ice wizards get kitties in Orbis (if you've never been there, go to Ellinia, find the portal marked "Sixtopia," and board the ship) while Lightning wizzes get Lorangs at Florina Beach (talk to Pason in Lith Harbor to get there.) You're going to be at these maps for quite some time, so try to learn spawn patterns and work out how to train most effectively. A note to Ice wizards: kitties love to drop White Potions. If you train without Magic Guard on, you'll barely need to buy any HP or MP potions, so the mesos you find will be pure profit. You lightning wizards, on the other hand, will be taking lots of hits from Lorangs, so you'll pretty much be constantly losing money.



Also around level 40, you may want to try your hand in the Ludibrium Party Quest. This is similar to the Kerning City Party Quest, except it requires 6 players in the party, there are more rooms, more monsters, and much better prizes (including the rare 100% glove attack scroll.) Like the Kerning PQ, however, it's extremely popular and extremely crowded. Unless you really want the prizes, it's almost always faster to just train normally. A complete PQ guide can be found here.



At level 50, you Ice wizards get to move on to the fabled Red Drakes, where you can find circlets, anakamoons, and even (gasp!) steelies. The Lightning folk, unfortunately, just get more crabs. Brown ones. Whee. This is where the grind really begins. The exp will slow down every level you gain and there's nothing you can do about it. This is the part where a lot of people either quit the game or move on to other characters. Keep pushing though: level 70's just on the horizon, and believe me, it's worth it.



By level 60 you know what you're doing. Train wherever's best for you. Train where you have fun. Train with friends, train alone, but whatever you do, don't quit! You've come too far to throw it away. The journey will be hard, but I know you can make it. Good luck.


Third Job Advancement



At level 70 you finally get to advance to your third job: the Ice/Lightning Mage. Be warned though: this task is much more difficult than the second job test. You'll have to fight a clone of Grendel, then take a quiz to prove your experience with Maple Story.



Begin by reporting to Robeira in El Nath. She can be found here:







She'll direct you to Grendel in Ellinia. Go back to Victoria and talk to him, who'll ask you to fight his clone. He can be found in the second Malady map; if you haven't been there before, go two maps south of Ellinia, climb to the top, and enter the portal. Go several maps to the right and you'll find a Door of Dimension. That's your way to the battle.



The job instructor isn't easy. He's got 80k HP, attacks with third job skills, seals you, and summons Tauromacis. You've also got a 20-minute time limit to defeat him. Make sure you bring plenty of potions, as well as Holy Waters to cure seal. Hit him with Cold Beam, and Teleport often to dodge his attacks. When he summons tauros, you can either take them out with Cold Beam, or ignore them and focus on Grendel's clone. Either way, keep up the attack until he falls and drops the Black Charm. Use the crystal in the room to get out and report back to Grendel. He'll congratulate you with the Necklace of Strength. Now go back to Robeira in El Nath.



The next part of the advancement isn't physically demanding, but can be the most frustrating. You have to take a refined Dark Crystal to the Holy Stone in a hidden map in El Nath, which can be found here.



Double-click on the Holy Stone and begin the quiz. You must answer a series of five questions about items, monsters, NPCs, and other miscellaneous details about the game. Most of the questions shouldn't pose too much of a problem; if you aren't sure about an answer, however, you can either look it up on http://www.hidden-street.net/ or ask on these forums. Don't guess however: if you get one wrong, you have to spend another Dark Crystal to begin the quiz over.



Once you answer all five correctly, return to Robeira again. She'll finally advance you to the rank of Ice/Lightning Mage, and give you five AP. Congratulations!



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Part 4 - Ice/Lightning Mage



Mage Skills



Partial Resistance - Master level 20

Increases your resistance to enemies' Ice and Lightning magic.



Element Amplification - Master level 30

Increases your magic damage, but also increases your attacks' MP costs.



Ice Strike - Master level 30

Hits and freezes up to six nearby enemies.



Thunder Spear - Master level 30

Fires an extremely powerful lightning spear.



Seal - Master level 20

Prevents up to six nearby enemies from using skills.



Spell Booster - Master level 20

Increases magic attack speed.



Element Composition - Master level 30

Fires an ice- and lightning-based arrow which freezes its target.



Skill Builds



1a. Ice Strike Build w/ Seal (recommended)



70 - Element Amplification (1)

71 - Element Amplification (2), Ice Strike (1)

72 - Ice Strike (3)

73 - Ice Strike (3)

74 - Ice Strike (3)

75 - Ice Strike (3)

76 - Ice Strike (3)

77 - Ice Strike (3)

78 - Ice Strike (3)

79 - Ice Strike (3)

80 - Ice Strike (3)

81 - Ice Strike (2), Element Amplification (1)

82 - Spell Booster (3)

83 - Spell Booster (3)

84 - Spell Booster (3)

85 - Spell Booster (2), Element Composition (1)

86 - Element Composition (3)

87 - Element Composition (3)

88 - Element Composition (3)

89 - Element Composition (3)

90 - Element Composition (3)

91 - Element Composition (3)

92 - Element Composition (3)

93 - Element Composition (3)

94 - Element Composition (3)

95 - Element Composition (2), Partial Resistance (1)

96 - Element Amplification (3)

97 - Element Amplification (3)

98 - Element Amplification (3)

99 - Element Amplification (3)

100 - Element Amplification (3)

101 - Element Amplification (3)

102 - Element Amplification (3)

103 - Element Amplification (3)

104 - Element Amplification (2), Thunder Spear (1)

105 - Thunder Spear (3)

106 - Thunder Spear (3)

107 - Thunder Spear (3)

108 - Thunder Spear (3)

109 - Thunder Spear (3)

110 - Thunder Spear (3)

111 - Thunder Spear (3)

112 - Thunder Spear (3)

113 - Thunder Spear (3)

114 - Thunder Spear (2), Seal (1)

115 - Seal (3)

116 - Seal (3)

117 - Seal (3)

118 - Seal (3)

119 - Seal (3)

120 - Seal (3)



Result:

30 Ice Strike

30 Element Composition

30 Element Amplification

30 Thunder Spear

11 Spell Booster

19 Seal

1 Partial Resistance



This is the build I'd recommend. The first skill you max out is Ice Strike, since it's the most powerful skill when fighting six monsters. Once you've got at least 16 points in it, you can train effectively at Death Teddies in Ludibrium, which will boost your training speed significantly. After that you'll want to get 11 points in Booster, to highly increase your attack speed. Some might suggest to max out Amp after that, but I don't like that build. Maxed Amp doubles the MP cost of your attacks, and a 100 MP Ice Strike will put a serious burden on your potions.



Comp will be useful at Vikings, Bains, and pretty much anywhere else. It replaces Cold Beam when fighting one-on-one, and is even useful when fighting ice- or lightning- resistant monsters. Finally you'll want maxed Amp (the increased damage is worth the cost at this point) and Thunderspear. You won't use Spear often as it's extremely slow, but it has its uses at Gigantic Spirit Vikings. One point in Partial Resistance is useful when fighting Tauromacis, but you won't be fighting many enemies with ice or lightning attacks. Seal is extremely useful; almost all high-leveled monsters have magic attacks, and this makes this incredibly easy to kill them.



1b. Ice Strike Build w/ Maxed Booster (not recommended)



115 - Seal (3)

116 - Seal (3)

117 - Seal (3)

118 - Spell Booster (3)

119 - Spell Booster (3)

120 - Spell Booster (3)



Result:

30 Ice Strike

30 Element Composition

30 Element Amplification

30 Thunder Spear

20 Spell Booster

10 Seal

1 Partial Resistance



This build isn't bad. Maxing out Booster will make it cheap to cast and last as long as Meditation. You'll still have ten points in Seal, so it'll usually take two or three casts to fully work. If you don't plan to use Seal often, you may want to follow this build.



2. Element Composition Build



70 - Element Amplification (1)

71 - Element Amplification (2), Element Composition (1)

72 - Element Composition (3)

73 - Element Composition (3)

74 - Element Composition (3)

75 - Element Composition (3)

76 - Element Composition (3)

77 - Element Composition (3)

78 - Element Composition (3)

79 - Element Composition (3)

80 - Element Composition (3)

81 - Element Composition (2), Element Amplification (1)

82 - Spell Booster (3)

83 - Spell Booster (3)

84 - Spell Booster (3)

85 - Spell Booster (2), Element Amplification (1)

86 - Element Amplification (3)

87 - Element Amplification (3)

88 - Element Amplification (3)

89 - Element Amplification (3)

90 - Element Amplification (3)

91 - Element Amplification (3)

92 - Element Amplification (3)

93 - Element Amplification (3)

94 - Element Amplification (1), Partial Resistance (1), Ice Strike (1)

95 - Ice Strike (3)

96 - Ice Strike (3)

97 - Ice Strike (3)

98 - Ice Strike (3)

99 - Ice Strike (3)

100 - Ice Strike (3)

101 - Ice Strike (3)

102 - Ice Strike (3)

103 - Ice Strike (3)

104 - Ice Strike (2), Thunder Spear (1)

105 - Thunder Spear (3)

106 - Thunder Spear (3)

107 - Thunder Spear (3)

108 - Thunder Spear (3)

109 - Thunder Spear (3)

110 - Thunder Spear (3)

111 - Thunder Spear (3)

112 - Thunder Spear (3)

113 - Thunder Spear (3)

114 - Thunder Spear (2), Seal (1)

115 - Seal (3)

116 - Seal (3)

117 - Seal (3)

118 - Seal (3)

119 - Seal (3)

120 - Seal (3)



Result:

30 Element Composition

30 Element Amplification

30 Ice Strike

30 Thunder Spear

11 Spell Booster

19 Seal

1 Partial Resistance



This build isn't as fast as the Ice Strike build, but you'll have a lot more places to train. First max out Comp. This will become your main attack for some time, so you'll want Booster and Amp next to boost its speed and power. With maxed Amp and Comp, you can often kill Zombies and Red Drakes in one hit. I'm not sure where the best place to train here is; try pretty much anything that freezes. Partying with a Priest will also greatly increase your exp rate.



After Amp get Ice Strike and Thunder Spear. At this point you'll be identical to the Ice Strike build, and likely training at Gigantic Spirit Vikings.



3. Ludibrium Build [thank you TaVo]



70 - Ice Strike (1)

71 - Ice Strike (3)

72 - Ice Strike (3)

73 - Ice Strike (3)

74 - Ice Strike (3)

75 - Ice Strike (3)

76 - Ice Strike (3)

77 - Ice Strike (3)

78 - Ice Strike (3)

79 - Ice Strike (3)

80 - Ice Strike (2), Element Amplification (1)

81 - Element Amplification (3)

82 - Spell Booster (3)

83 - Spell Booster (3)

84 - Spell Booster (3)

85 - Spell Booster (2), Thunder Spear (1)

86 - Thunder Spear (3)

87 - Thunder Spear (3)

88 - Thunder Spear (3)

89 - Thunder Spear (3)

90 - Thunder Spear (3)

91 - Thunder Spear (3)

92 - Thunder Spear (3)

93 - Thunder Spear (3)

94 - Thunder Spear (3)

95 - Thunder Spear (2), Partial Resistance (1)

96 - Element Amplification (3)

97 - Element Amplification (3)

98 - Element Amplification (3)

99 - Element Amplification (3)

100 - Element Amplification (3)

101 - Element Amplification (3)

102 - Element Amplification (3)

103 - Element Amplification (3)

104 - Element Amplification (2), Element Composition (1)

105 - Element Composition (3)

106 - Element Composition (3)

107 - Element Composition (3)

108 - Element Composition (3)

109 - Element Composition (3)

110 - Element Composition (3)

111 - Element Composition (3)

112 - Element Composition (3)

113 - Element Composition (3)

114 - Element Composition (2), Seal (1)

115 - Seal (3)

116 - Seal (3)

117 - Seal (3)

118 - Seal (3)

119 - Seal (3)

120 - Seal (3)



Result:

30 Ice Strike

30 Thunder Spear

30 Element Amplification

30 Element Composition

11 Spell Booster

19 Seal

1 Partial Resistance



This build is specifically designed for training in Ludibrium. You'll get Ice Strike first, before any points in Amp, so you can train at Death Teddies sooner. After Booster you'll get Thunder Spear, since it's much stronger than Comp at lightning-weak Vikings. Follow that with Amp to increase your training speed, and Comp for versatility. This is a great build if you want to train in Ludibrium alone (which really is the best place for you anyway.)



Suggested Training Grounds (Ice Strike first):

Hot Sand - Clangs, Torties (70-74)

Forgotten Path of Time 3 - Death Teddies (75-84)

Warped Path of Time 4 - Spirit Vikings (85-94)

Cave of Trial 3 - Cerebes, Bains (90+)

Twisted Time - Gigantic Spirit Vikings (95+)



Suggested Training Grounds (Element Composition first):

Hot Sand - Clangs, Torties (70-80)

Forest of Dead Trees 1-4 - Coolie Zombies (76-90)

Dangerous Valley 2 - Red Drakes (80-90)

Forgotten Path of Time 3 - Death Teddies (80-90)

Warped Path of Time 4 - Spirit Vikings (85-100)

Cave of Trial 3 - Cerebes, Bains (100+)

Twisted Time - Gigantic Spirit Vikings (100+)



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So now that you're a Mage, it's time to start acting like one. I'm not giving too many details here, as you don't need them. You'll start with three points in Amplification. These will increase the damage of your current attacks, making your initial training faster while you raise your first attack skill.



I'd recommend Ice Strike first; as it's a mob skill you'll train much more quickly than you would with Comp. Once it's level 16 its freeze will last for two seconds, making this an ideal time to move to Death Teddies at Ludibrium. Even though they aren't ice-weak, and take over 20 hits to kill, the 1300 exp you receive is well worth it. Remember that you can stand on safe platforms and snipe them from above.



Stay there for around ten levels, until Booster is level 11. At that point it's probably a good time to move on to Spirit Vikings. These have even better exp than Death Teddies, as well as some incredible drops (Black Scarabs and Ilbis, anyone?) At this point you'll be raising Comp, which will be very useful when fighting Vikings one-on-one (they're weak to lightning).



At 95, once Comp is maxed, move on to Gigantic Spirit Vikings, which, until we get more maps, is your best training ground. They have great exp, though their drops may leave you wanting. You can also try Bains, which are weak to Ice. The spawn and layout of the map, however, will probably make them slower training than Gigs.



If you decided to get Comp first, however, you're going to have to wait until it's nearly maxed until it'll be useful for training. You can then use it at Zombies or Red Drakes, which you kill in two hits, and after Amp is maxed, one. Unfortunately, by that point you'll want to be killing Death Teddies in Ludi. Since you've only got Thunderbolt as a mob attack, which doesn't have nearly the range Ice Strike does, you'll train more slowly. However, it's much cheaper than IS, so you'll make quite a bit more money with it.



Part Five - F.A.Q.



Why should I get Improving Max MP Increase first?

- This skill increases the MP you gain when leveling up. This results in hundreds extra MP at higher levels. If you put off maxing this skill, you're missing out on some of this MP.



Magic Claw? Why not Energy Bolt?

- At level 20, Energy Bolt hits once with 55 attack. Magic Claw hits twice for 40 attack each, for a total of 80 attack. Also, Claw hits enemies behind walls, and isn't stopped by platforms.



What's so great about Magic Guard?

- When it's maxed, you only take 20% of normal damage to your HP; the other 80% is subtracted from your MP. This is essential at higher levels, since you won't have very much HP. The enemies you fight in Ludibrium are actually capable of killing you in one hit if you don't have this skill.



Okay, but why not Magic Armor?

- Magic Armor only increases your weapon defence by 40 points. This means, when you touch enemies, you'll take about 20 less damage. This does nothing to save your life when monsters hit you for over 1000 damage.



I don't understand MP Eater. How does it work, exactly?

- When you hit an enemy with a spell, you have a chance of draining some of its MP (this is determined by the level of MP Eater.) Each monster has a set amount of MP, and you can't drain more than what it has. If you hit multiple enemies at the same time, MP Eater checks them one at a time. You can't drain from more than one enemy per attack. Note that monsters don't use MP when using special attacks.



Why should I max Teleport?

- Level 1 Teleport costs 60 MP. Level 20 costs 13. This alone should convince you, but after level 10, Teleport also increases its distance. Once maxed, you can teleport through Red Drakes and Death Teddies without taking a hit.



I like Slow. Why shouldn't I get it?

- Slow can be a fun skill, but it's not very useful. After all, why slow down a monster when you can freeze it? Also, at higher levels you'll get most of your EXP from mobs, and if you slow them down, mobs take longer to gather up.



How do I telecast?

- Telecasting is the technique of casting a spell and teleporting at the same time. It's really not very difficult. Just use an attack, then while attacking, use teleport. This can be useful to freeze monsters and avoid their slide, or become much more mobile when training with Thunderbolt. Once you've mastered the technique, it'll become second nature.



Can I jump-attack?

- Sure you can. It's not as easy as it is for Warriors and Thieves, but mages can jump attack. You have to press both the jump and attack buttons at exactly the same time. Since you can telecast, it's not a very useful technique, but it can be fun.



3 Amp? WTF?

- The first four points of Amp increase the damage by 2% each; subsequent points only raise damage by 1%. These points are very useful for speeding up your training in the early 70s, while you're beginning an attack skill.



So why 3? Why not 4?

- I initially believed four points to begin were more useful, but then I remembered mastery and range. If you begin Ice Strike or Comp one point sooner, you'll increase their mastery (and Ice's range) a level sooner. This, in my opinion, is more important than 2% more damage.



11 Booster? Why 11?

- Booster for mages works a bit differently than booster for other classes. From levels 1-10, the speed increase is very small. At levels 11-20, though, the increase is much more noticable. You don't need more than 11 points, though, as other skills require those points.



How is Comp's damage calculated?

- Comp is a little weird. Half of its damage is ice-based, and half of its damage is lightning-based. For example, maxed Comp has 140 attack. 70 of this is ice damage, and 70 is lightning. If you're fighting an ice-weak monster, the ice part of the attack is increased, while the lightning part is unchanged. Likewise, if you're fighting a thunder-resistant foe, the thunder part is reduced while the ice part stays the same.



Partial Resistance or Seal?

- I highly recommend Seal over Partial Resist. Resist lowers the damage you take from ice and lightning attacks, but you won't be encountering those outside of Zakum. Seal, however, lets you easily kill Lycanthropes, Vikings, Bains, Phantom Watches... the list goes on. Since they can't use special attacks, their only way to hurt you is to touch you.



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Part 7 - Money-Making Tips



Hey, you came here because you're a cheap bastard, right? Here are just a few tips to help you make millions.



1. Pump your INT; only raise LUK when you need it. [thank you Kurorat]

You get most of your magic damage from INT, and some accuracy as well. If your INT is higher, you can kill monsters in fewer hits, spending less MP and using fewer pots. Also, you may be able to train on stronger monsters sooner, so you'll get better drops.



2. Don't use Magic Guard unless you need to.

Magic Guard is a very useful skill, but in many situations it just results in massive MP loss. Enemies like Boars, kitties and Fire Boars take many hits to kill you with MG off, and since HP potions are much cheaper than MP pots, there's really no reason to use it. Also, Fire Boars and kitties love to drop White Potions, so it's possible to train there without spending a dime.



3. Don't buy equipment for every level.

So you reached level 48 and you want to buy that fancy new Calas. Whoa, hold on there cowboy! Look at that price tag: about 2 million mesos! Is that worth a few more defence points than a Starlight (which you got for free from Grandpa Clock)? Many equips just aren't worth buying, since the price can be high but the gains few. This is also true at higher levels: there's no point dishing out 30m+ for an Evil Wings if you've got a well-scrolled Thorns.



4. Buy LUK gear.

This is one of my favorite techniques for saving money. You need a certain amout of LUK to equip your items. Of course, it doesn't matter whether that LUK comes from your stat points or your equipment. Using LUK overalls lets you put more stat points in your INT, so you've got the same amount as if you had INT armor. However, LUK items cost pennies compared to the equivalent INT ones.



Note: An item cannot support itself. That means, if you need 80 LUK to equip that Enigmatic but you've only got 75, you can't use it. If you use other items to raise your LUK, but remove them after you don the armor, it'll fall off too.



5. Quest.

Yeah, some of those quests are boring, and give craptastic rewards. Others, however, can give you equipment you need, or scrolls you can sell for a lot of money. If you want to check out the quests to find the worthwhile ones.



6. Hold off on scrolling.

For much of the game, there's really no point in scrolling your equipment. Sure you can power up your Wizard Wand, but you're going to replace it in five levels anyway. Also, one point of INT or magic attack adds very little to your damage (unlike weapon attack.) The first weapon you really should scroll is either a Cromi or a Thorns. I'd wait even longer before I got started on earrings, armor or capes.



7. Use Cold Beam, not Thunderbolt.

Yes you'll train more slowly, but you'll save tons of money. Cold Beam has a lower MP cost, and you don't get hit very often when using it. Since you're training more slowly, you'll have more time to pick up mesos and monster pieces that drop. This tip is more for those who aren't as concerned about hardcore training, and just want to make a little extra money.



8. Pick up EVERYTHING.

I mean everything. Those Drake Skulls don't look that appealing at a 50 meso NPC price, but when you sell stacks of 200 for 10k, the profits really add up. Of course, feel free to drop arrows. Arrows suck.




==>Magician Guide List <==

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