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Saturday, December 22, 2007

Magician and Fire/Poison Wizard FAQ


==>Magician Guide List <==




TABLE OF CONTENTS
--------------------------------------------------------

SECTION A - MAGICIAN CLASS
A1 - Introduction
A2 - Character Stats
A3 - How to effectively level prior to Level8
A4 - Magician Skills and Spells
A5 - Skill Distrubtion Guide
A6 - Levelling Guide for Magicians


SECTION B - BECOMING A FIRE/POISON WIZARD
B1- Requirements to become a Fire/Poison Wizard
B2- Where and to become a Wizard (or Cleric)
B3- The Advancement Test
B4- Become a Fire/Poison Wizard


SECTION C - SKILLS AND ABILITIES
C1- General Fire/Poison Wizard Skills
Subcategories:
B1a- Offensive Spells
B1b- Passive/Active Spells
B1c- Miscellaneous
C2- Skill Point Allocations
B2b- About Poison
C3- Abilities
C4- Formulas


SECTION D- TRAINING AND LEVELING GUIDE
D1- Training and Levelling Guide
D1a- Monster Stats/Drop (for monsters weak to fire)
D1b- Levelling Guide

SECTION E - THIRD JOB ADVANCEMENT (note 1)
E1- General Skills of the Fire Mage
E2 – Opinions/Discussions of Skills
E3 – A Suggested Skill Build


Note - I have included Skill builds and third jobs which is
now available, but not a levelling guide for the third job
as you probably know better than I do. I did include L30-
70 training guide for Ossyria as well as Victoria combined
in one.

Version Information:

1.90 Hopefully my final update. I’ve fixed multiple errors,
added more third job stuff, added third job skill builds,
and a few small sections for better searching. Levelling
guide for Ossyria has also been included.

1.80 Due to numerous requests, I added a
Magician guide to my Wizard guide and
renamed the whole faq.
Quite a big section if you ask me.

1.70 Opinions on Third Class spells added.
Changed some paragraphs around.
Blah, blah, etc

1.60 Both second job and third job Skills revamped,
outline organized, layout changed a bit.
Corrected all references to Ossyria.
1.51 Minor Typo and spelling mistakes fixed
1.50 Typo's fixed, stat information updated,
third job skills combined into one section,
Skill Build changed, mistakes involving
monsters fixed.
1.35 Third Job Skills Added, with base damage and MP
Consumption
1.3 Poison Information added, Mage damage formula
included
, MP Regen formula added.
1.2 Skill Allocation Errors Fixed, Skill allocation edited,
typos fixed, brief information added in a few sections
1.1 Skills allocation changed, typos and errors
corrected
1.0 FAQ Finalized!
0.9 Added a Third Job Advancement Section
0.8 Categorized the Fire/Poison Wizard Skills and
added a lot of information
0.7 Added a 'monster's weak to fire' drop list
0.6 Added a levelling guide
0.5 Created the FAQ

----------------------------------------------------
SECTION A - THE MAGICIAN CLASS
----------------------------------------------------

---
A1 - Introduction
---

Magcians are not a melee class, They do no rely on brute
strength to survive, but instead rely on magic.
For this, they require the stat INT, and a bit of LUK.
The path of a magician is quite rocky.
They start off extremely difficult, doing 1-2 damage until
at least level 8.
Then when they hit 15/20s they become unbelievably
strong.
They are then known as the "ksers" of the 4 classes.
They remain strong for awhile (maybe L50-60?) and then
the other classes catch up and outdamage the mage by
far.
The mages are left behind, permanently.

Think carefully before choosing this class.

---
A2 - Character Stats
---
Still around, eh? Well it's time to create a new character
Customize its looks and roll the dice.
You should roll a 4 in both DEX and STR. A 5's sufficient
too, but 4’s are better.
This is because you don't need these two stats as mages.

When you first start off you'll be level 1. Each time you
level
you'll get 5 Stat points and (when you advance) 3 skill
points.
It should be allocated as follows (stat/ability points)

Luk= your level +3 (to wear equipment, that much is
required) and the remaining points into INT.

Eg. Level 10 - 13 LUK uh..40? INT

---
A3 - How to level effectively prior to advancement
---

The job advancement for the magician is at level 8.
Since you have no STR, you'll be doing very little melee
damage.
You'll have to bear with it for 8 levels.
Train on GREEN SNAILS until you become 8.
If you have a good friend who's low level like you, party
with
them and leech. Return the favour after you become
strong.

LEAVE MAPLE ISLAND WHEN YOU HIT LEVEL 8.
Head to "Ellinia". Press "W" on your keyboard and look
for it.
Go right to the top and talk to Grandel the really old.
If you are level 8 and have 20 INT, he'll advance you.
You'll have one skill point.
You can also (and should) take the taxi to Ellinia. In Lith
go to the bottom left and talk to the guy in that booth
and taxi to Ellinia for a discount price because you’re a
beginner.

---
A4 - MAGICIAN SKILLS AND SPELLS
---

```
Improving MP Recovery
```

Maxes at Level 16
Description: Recover/Regen more MP every 10 secs. The
amount that you regen is dependant on your level and
the amount of INT you have (the formula is in my later in
my FAQ)

```
Improving Max MP Increase
```

Maxes at Level 10
Pre-requisite: Improving MP recovery Lv. 5
Description: Gain more MP when you level. The higher
level
the spell the more you gain. Max this ASAP

```
Energy Bolt
```

Maxes at Level 20
Description: Attack an enemey with a blob of magic.

Level 1: MP -7; Basic attack 17, mastery 15%
Level 10: MP -7; Basic attack 35, mastery 35%
Level 20: MP -14; Basic attack 55, mastery 60%

```
Magic Claw
````

Maxes at Level 20
Pre-requisite: Energy Bolt Lv. 1
Description: Attack an enemy twice simultaneously with
MP.

Level 1: MP -10; Basic attack 6, mastery 15%
Level 10: MP -10; Basic attack 20, mastery 35%
Level 20: MP -20; Basic attack 40, mastery 60%

```
Magic Guard
```

Maxes at Level 20
Description: Temporarily directs some damage to MP,
instead of having it all to HP (Mages have high MP, low
HP). Having this mean you won’t die in one hit from
strong monsters.

Level 1: MP -6; Replace 4% of HP damage to MP for 30
secs
Level 10: MP -6; Replace 40% of HP damage to MP for
300 secs
Level 20: MP -12; Replace 80% of HP damage to MP for
600 secs


Magic Armor
Maxes at Level 20
Pre-requisite: Magic Guard Lv. 3
Description: Temporarily boosts weapon defense
(Useless)

Level 1: MP -8; Weapon Def. +2 for 20 seconds.
Level 10: MP -8; Weapon Def. +20 for 200 seconds.
Level 20: MP -16; Weapon Def. +40 for 400 seconds.

---
A5 - STAT DISTRUBUTION
---

There are two general ways to distribute stats.
One is the way most humans take, because it's less time-
consuming.
The second one is almost exactly the same, but you
delay getting Energy bolt until you max MP increase.
That's insane, because you'll be smacking for 1-2
damage until Level 12. Unless you have a person to leech
from, it isn’t recommended.

===
A - RECOMMENDED
===

Level 8 - 1 Energy Bolt
Level 9 - 3 MP Recovery
Level 10 - 2 MP Recovery, 1 MP Increase
Level 11 - 3 MP Increase
Level 12 - 3 MP Increase
Level 13 - 3 MP Increase (Maxed)
Level 14 - 3 MP Recovery
Level 15 - 3 MP Recovery
Level 16 - 3 MP Recovery
Level 17 - 2 MP Recovery, 1 Magic Claw (MP Recovery
Maxed)
Level 18 - 3 Magic Claw
Level 19 - 3 Magic Claw
Level 20 - 3 Magic Claw
Level 21 - Save your points to max Magic Claw all
in one go, to save MP because it doubles after level 10. If
you don't want
to, just spend it after one or two levels of saving
Level 22 - Save
Level 23 - 9 Magic Claw
Level 24 - 1 Magic Claw, 2 Magic Guard (Magic Claw
Maxed)
Level 25 - 3 Magic Guard
Level 26 - 3 Magic Guard
Level 27 - 3 Magic Guard
Level 28 - 3 Magic Guard
Level 29 - 3 Magic Guard
Level 30 - 3 Magic Guard (Magic Guard Maxed)


THIS LEAVES YOU WITH:
16 MP Recovery
10 MP Increase
1 Energy Bolt
20 Magic Claw
20 Magic Guard


If you want to go the hellish way, put your first point into
MP Recovery, and put a max MP Increase when you have
five MP Recovery (it's a pre-requisite). After that put one
into E. Bolt and Max Regen, Claw and Magic Guard.


---
A6 - Training Guide
---

Level 1-8 GREEN SNAILS, It's almost a must. They can
be found anywhere almost.

Level 8-13 Upgrade and attack Blue snails, or maybe
Shrooms or Red Snails.
The map one West of Henesys is effective,
although it's quite laggy.

Level 13-18
Start doing Slimes, or Orange Mushrooms.Slimes are
located one west of Henesys, or a few maps South and
North of Ellinia. Orange Mushrooms are one map west of
Kerning, or at
Hidden Street: Mushroom Garden, a few maps west of
Henesys. Consult a Hidden Street FAQ for instructions
how to get there.

L18-21 You can stay at Orange Mushrooms, or venture
away and start doing Dark Stumps and Pigs. Pigs are
located at Hidden Street: Pig Beach.

Level 21-30 Party Quest. Mages are in their prime now
and mages are in highdemand. Hard to get in, but fast
EXP and nice prizes at the end. If you don't want to, stay
at Pig Beach for this duration. You can also start doing
Green Mushrooms, Horny Mushrooms and maybe Zombie
Mushrooms when you approach Level 30 if you want.


----------------------------------------------------
SECTION B - BECOMING A FIRE/POISON WIZARD
----------------------------------------------------

*Note* Hines is "Grandel the Really Old".
That's a stupid name, I think. I hope they change
it back to Hines.

---
B1- Requirements to become a Fire/Poison Wizard
---

In order to become a Wizard of Fire and Poison, you
must have advanced as a mage and be at the Level of
30. That's basically all you need to advance to the next
job.

---
B2- Where and how to become a Wizard (or Cleric)
---

After you've fulfilled that requirement, head to
Ellinia (or that's where we'll start). Go to the mage first
Level advancement NPC (Hines), and talk to him. He'll
comment on how much stronger you've been and give
you a 'Letter' that you must give to the Wizard
Advancing NPC. Exit Hines's house.

Go all the way to the top left exit portal in the
town and leave Ellinia. You'll be one map north of Ellinia.
Proceed to the middle left of the map and leave that
portal.
In the next map, head to the left, exit the portal and
you'll
now be in a large (vertically) map. Walk left, and enter
the
first tree dungeon you see. This dungeon has no
monsters.
Jump all the way to the top, and you'll pass "Ronney"
(keep
in mind that this character is needed for a Level 30 VIP
Sauna Quest) and you'll pass one portal (don't enter it).
After all the jumping to the dungeon, exit at the top
portal.
You'll be at the same map, but a lot higher in
elevation than you were before. Jump up on the rope,
and head
to the top. There will be another rope, go up on that as
well. To the right of the ledge (after going up on the
previous rope) there will be the Wizard Advancement
NPC. Talk
to him, give him the letter, and he'll send you to a new
map.

---
B3- The Advancement Test
---

In this new map, you must collect 30 dark marbles by
defeating monsters. Monsters will randomly drop
marbles. I believe the rate of black marbles dropping is
around 1 in 3 monsters. Keep in mind that there is NO
potion
shop in the map, so if you die before collecting all
thirty, you'll lose experience as usual, and be sent back
to
Ellinia. The monsters that you must defeat are Curse
Eyes,
and Horny Mushrooms. These monsters do NOT give
experience,and do NOT drop any items other than
marbles. After collecting 30 marbles, talk to the NPC
that's in the
map and you'll be given an item that you must give to
Hines
in Ellinia.

---
B4- Become a Fire/Poison Wizard
---

In Ellinia, head to Hines (in the top of the map)
and give him the item. He'll ask you what kind of job you
want to advance to. For this FAQ's purposes, you'll be
choosing the Wizard of Fire and Poison (duh). Your HP
and MP
will be increased, and you'll be given a skill point to
spend.


--------------------------------------------------------
SECTION C - SKILLS AND ABILITIES
--------------------------------------------------------


---
C1- General Fire/Poison Wizard Skills
---

I will briefly describe and list stats for all the
Skills available to the Fire/Poison Wizards.

---
Offensive Spells
---

```
Fire Arrow-Maxes out at 30
```

Very similar to archers' arrows,
this offensive spell fires an arrow with a fire element
(duh). This arrow curves strangely toward monsters, but
cannot go through walls. The range for Fire Arrow is quite
good (I'd say around 60-70% of the screen).

Stats:
Level 1- 33 Spell Attack, 15% Built in Mastery.
Consumes 14MP until L16, where mana usage is doubled.

Level 30- At max spell level (30), the spell attack
Becomes 120, with 60% built in mastery.

Each point applied into Fire Arrow will increase its
Base spell attack by 3 (damage is notable increased),
and
Mastery increases every 3 levels.

```
Poison Brace- Maxes out at 30
```

Uncommon spell, but offers promising results. A
"blob" of poison is cast out, and has a chance of
poisoning a
target.
At each skill level up, the chance of poisoning and
Damage goes up, along with a longer interval of
poisoning.

Stats:
Level 1: MP -10 Base attack 12, mastery 15%
31% success rate, poison for 4 sec (if successful)

Level 15: MP -10 Base attack 40, mastery 35%
45% success rate, poison for 20 sec (if successful)

Level 30: MP -20 Base attack 70, mastery 60%
60% success rate; poison for 40 sec (if successful)

---
Passive/Active Skills:
---

```
Meditation - Maxes out at 20
```
Pre-Requisite- 3 MP Eater

Stats:
Level 1: MP -10; M Attack +1 for 10 seconds
Level 10: MP -10; M Attack +10 for 100 seconds
Level 20: MP -20; M Attack +20 for 200 seconds

```
MP Eater - Maxes at 20 Levels
```
This is a passive skill that automatically drains MP
from the monster that you attack and adds the amount
drained
to your MP, if successful. There is a blue animation that is
displayed when MP Eater successfully drains from a
monster.

Stats:
Level 1: 11% success rate, absorb 21% of enemy's
Maximum MP
Level 10: 20% success rate, absorb 30% enemy's
Maximum MP
Level 20: 30% success rate, absorb 40% enemy's
Maximum MP

```
Slow- Maxes at Level 20
```

This seemingly useless spell is quite useful. It
Decreases surrounding monsters speed and time
(increased as
spell level increases). A useful party skill and solo, if
used properly.

Stats:

Level 1: MP -8; Monster's Speed -2 for 2 seconds
Level 10: MP -8; Monster's Speed -20 for 20 seconds
Level 20: MP -16; Monster's Speed -40 for 40 seconds

Every point put into 'Slow' will decrease the
monster's speed by 2 more and lasts 2 seconds longer.


---
Miscellaneous
---

```
Teleport - Maxes out at 30
```

A spell that teleports a set amount of distance in
The direction that you choose. You only teleport when
your ledge is within range, otherwise you'll teleport but
stay where you are. The name is quite misleading, as you
aren't teleporting as far as you think do (or at least I
thought I'd be teleporting quite far).

Level 1: MP -60; 130 distance (pixels?)
Level 10: MP -33; 130 distance
Level 20: MP -13; 150 distance

--------------------------------------------------------
C2- SKILL POINT ALLOCATIONS
--------------------------------------------------------


A generalization has been assumed for the spells and
skills of the Fire/Poison Wizard. Fire Arrow and
Meditation are the must-have spells, with Teleport
following behind. Slow is quite useful for fighting mobs.
MP Eater is not really that useful at this stage but will
become more useful in the third job when you get mob
attacks, and Poison is underpowered. Meaning you
shouldn’t put points into it until you have nothing else to
put.

From level 30-70 (second job) you will have a total
of 121 points to spend. I will have a few different
selections for you to choose from or you can choose
what you feel is right. Keep in mind that Meditate
requires 3 MP eater.

A- (recommended)
Fire Arrow - 30
Meditate - 20
Teleport - 20
MP Eater - 20 (maxed because 3rd job gives the Wizards
Mob attacks)
Slow - 20
Poison - 11

B- (maxed poison, if you want to go that build)
Fire Arrow - 30
Meditate - 20
Teleport - 19
MP Eater - 12
Slow - 10
Poison - 30

C- (variation of A, but points allocated to Poison)
Fire Arrow 30
Meditate 20
Teleport 15
MP Eater 20
Slow 16
Poison 20

---
Distribution
---

This is for the 'A' Build

L30- 1 MP Eater (or Teleport)
L31- 1 Teleport (or MP Eater if you did Teleport at L30),
2 Fire Arrow
L32- 3 Fire Arrow
L33- 3 Fire Arrow
L34- 3 Fire Arrow
L35- 3 Fire Arrow
L36- 3 Fire Arrow
L37- 3 Fire Arrow
L38- 3 Fire Arrow
L39- 3 Fire Arrow
L40- 3 Fire Arrow
L41- 1 Fire Arrow (Fire Arrow maxed) 2 MP Eater
L42- 3 Meditate
L43- 3 Meditate
L44- 3 Meditate
L45- 3 Meditate
L46- 3 Meditate
L47- 3 Meditate
L48- 2 Meditate, 1 Teleport (Meditate maxed)
L49- 3 Teleport
L50- 3 Slow
L51- 3 Slow
L52- 3 Slow
L53- 3 Slow
L54- 3 Slow
L55- 3 Slow
L56- 2 Slow 1 Teleport (Slow is Maxed)
L57- 3 Teleport
L58- 3 Teleport
L59- 3 Teleport
L60- 3 Teleport
L61- 2 Teleport, 1 Eater (Teleport Maxed)
L62- 3 MP Eater
L63- 3 MP Eater
L64- 3 Mp Eater
L65- 3 MP Eater
L66- 3 MP Eater
L67- 1 MP Eater, 2 Poison (MP Eater Maxed)
L68- 3 Poison
L69- 3 Poison
L70- 3 Poison (Level 11 Poison)

Or use 11 points to do something else.
EG Fix your MG that you might not have maxed.

An additional note (Added on February 07th, 2005):
MP Eater, Teleport, Fire Arrow and Meditate are the skills
that will be maxed in almost all builds.
Where problems/changes may occur is in the distribution
towards Slow and Poison. You could choose to max one
and dump
the remaining in the other, but that’s ineffective (since
you
probably won’t know which one you like more).
If you’re one of these indecisive people, I’d suggest you
put
10 into slow, and 10 into poison.
That will leave you with 11 remaining points. At this point
you should have a preference of one spell, and either:

a) spend the remaining 10 points on slow, last one on
poison/any first class spell (maxed slow, 1 Poison)
b) spend the remaining 11 points on Poison (L21
poison, 10
slow)

---
C2 b
---
Poison has its own magical damage, but does minimal
damage.
Its main power lies in that it can Poison a target for
damage
every second. Some monsters however can't be
Poisoned, and
others
take very little damage from Poison.

From katydid (Sleepywood)

Confirmed unpoisonables: Green Mushroom, Curse Eye,
Tauromacis, Mushmom
Suspected unpoisonables: Taurospear, Jr Balrog
Poisonable: Anything else

I believe the Jr Balrog and the spear can't be poisoned,
but
has not been completely confirmed. Iron Hogs take very
little damage from poison damage, but takes proper
poison damage.

---
C3- ABILITIES
---

This section is just a section that says how you
Should distribute your AP's, but by now you should
already
know how to allocate it. What you should have is 4 STR,
4
DEX, LUK being your current level + 3, and the rest into
INT.
Some people level up and distribute 4 to INT, and 1
into LUK. However since INT ups your damage more than
LUK, I recommend Pumping INT, and then when you
level up to the
level that you require LUK for equipment, put enough
into
LUK. For example, if you're at L30, and your next equip
is L33, pump 5 INT at L31, 5 INT at L32, and sufficient
LUK
at 33 for your EQ, and the rest into INT.

---
C4
---

The Magician damage formula is as follows:

{[(Magic x 0.8) + (LUK/4) ] /25} x Spell's Magic Attack

Magic is your INT+weapon magic+armour's stat
upgrades.
Magic is displayed in your Ability menu.

Spell magic Attack is the spell magic attack of the
attacking
spell. Fire arrow is 120, Poison is 60


The MP Regen is as follows:

(level x (mp regen lvl/10)) + 3

MP regen level is the level of your skill, which is usually
Maxed (16).

----------------------------------------------------
SECTION D- TRAINING AND LEVELING GUIDE (Wizard)
----------------------------------------------------

---
D1- Training and Levelling Guide
---

In this section I will list monsters that are weak
to fire, or monsters that you will find useful for a fast
levelling rate.

Ice, and Wood type monsters are weak to fire. It
appears the only type resistant to Fire, is Fire itself. For
some strange reason, fire attacks on water have a 100%
(no
bonus or resistance).

When a monster is weak to your elemental attack,
damage is increased by 50%, and decreased by 50%
(half) when
you attack a monster that has a resistance to your
attack.

Monsters that are weak to fire ON VICTORIA include:
Ligators, Jr. Wraiths, and Cold Eyes.

Note: It has been confirmed (by me) that Wraiths (and
croko's) are NOT weak to Fire, even though they are
direct cousins of the Jr. Wraiths/Ligator's, who ARE weak
to Fire.


Monsters on Ossyria that ARE weak to Fire include: Ice
Sentinel (L30) Leaty (L32) , Jr. Grupin (L33), Jr. Pepe
(L35), Nependeath (Level 42), Jr. Yeti (Level 50), Grupin
(Level 53), White Pang (Level 58), Pepe (Level 60), Yeti
(Level 65) , Jr. Yeti (Transformed) (Level 65), Yeti &
Pepe (Level 78) , Lycanthrope (Level 80)


---
D 1A
Stats/Drops on those monsters (you'll be training on
Those monsters for maximum levelling rate).
---

Ligators- Level 32, 1200HP, 40 MP
Gives 60 EXP, and a range from 56-84 for mesos drop
Commonly located in the swap (centre sewer entrance
from the sewer)
ETC Drops: Ligator skin, Ore of Mithril, Ore of
Aquamarine

USE Drops: White/Blue Potions

Equipment drops: Plunger, Horseman's, Mikhail
Buckler, Green Lamella (F), Green Lamella Skirt (F),
Brown
Asian General's Armour (F), Brown Korean General's
Armour
Skirt (F),Green Hunter Boots, Green Enus Chain mail (M),
Reef
Crow, Gephart, Khaki Shadow (M), Two-Handed Axe

Jr Wraith- Level 35, 1200 HP, 80 MP
Gives 70 EXP, and 56-84 Mesos
Commonly located: Subway Depot B2

ETC Drop: Tablecloth, Green No. 9, Red No. 8, Yellow
Candy Canes, Ore of Adamantium, Ore of Opal

Use Drop: White Potion, Mokbis, Scroll for Helmet HP
(10%), Scroll for Pet Equip. for Speed (10%), Scroll for
Pet Equip for Speed (60%), Scroll for Dagger for Atk
(60%),
Scroll for Pet Equip for Speed (100%)

Equipment Drops: Illoon, Wood Buckler, Asian
General's Armor (M), Brown Korean General's Armour
Pants (M),
Red Asian General's Armour (F), Red Korean General's
Armour
Skirt (F), Dark Shoulder mail Pants (F), White Doros
Robe
(M), Brown Doroness Robe (F), Red Jack Boots, Bronze
Woodship, Light Scorpio (M), Light Scorpio Pants (M)

Cold Eye- Level 40, 2000 HP, 50 MP
Gives an average of 106 EXP, and drops from 96-144
Mesos
Commonly Located: Another Path

ETC Drop: Cold Eye's Tail, Monster Card, Ore of
gold, and Ore of steel

Use Drop: White Potion, Blue Potion, Mokbi Throwing-
Star, Icicles, Scroll for Helmet Def (60%)

Equipment Drop: Joosting, Silver Mail (F), Pink Moon
Conehead, White Guiltian, Ocean Mesana, Blue Starlight
(M),
Brown Starlight (M), Dark Crappe, Blue Legollesse(F),
Blue
Legollesse Pants (F), Red Luimari (F), Red Choro(F), Dark
Burglar, Bloody Manthis (F), Bloody Manthis Pants(F)


Wraith- Level 48, 2800 HP, 80 MP
Gives around 150 EXP, and drops from 176-264 Mesos
Commonly Located: Subway Depot B3

ETC Drops: Medicines with Weird Vibes, Monster
Card,Ore of
Steel, Ore of Garnet

Use Drops: White potion, Blue Potion, Elixir

Equipment drop: Red Whip, Black Bandana, White
Napoleon's,
Emerald Earrings, Black Asian General's Armour (F),
Black
Korean General's Armour Skirt (F), Red Trandot (F), Red
Trandot Skirt (F), Red Maro, Blue Maro, Red China (M),
Red
China Pants (M), Red Moon (F), Red Moon Pants (F)


Croko's - L52, 3800 HP, 75 MP
Gives around 212 EXP, and from 224-336 Mesos
Commonly Located in: Dangerous Croko

Etc. drop: Croco Skin, Ore of Bronze, Ore of Opal

Useable drop: White Potion, Blue Potion, Elixir

Equipment drop: Jacker, Traus, Crescent, Knuckle
Mace, Green Serapis, White Calas (M), Orange Calas (M),
Dark
Calas (M), Red Moonlight (F), Brown Moonlight (F), Dark
Moonlight (F),Dark Piettra (M), Dark Piette Pants (M),
Green
China(M),Green China Pants (M)

---
D1 B LEVELLING GUIDE
---

As those monsters range in levels, you'll have to be
focusing on one monster for a LONG time, if you want to
levelling at a rate that you believe is possible. Variations
may be made, but my guide is just a general guideline.

Level 30- Party Quest, do it until you level,
Unless, by the time you read this, hack users have taken
over
the PQ (Auto clickers, crashing channels, etc).

You should now be 31, and as you realize, from what
I typed out earlier, that all the monsters are too high
level for you, your fire arrow is obviously too weak. As a
level 31, you have a few options: train on blue shrooms,
or
go ahead of the game and do wild boars. I suggest you
do
shrooms until 34-35. At that time go train on Wild boars
(located in Land of the Wild Boar), which is accessible by
entering the first wooden door you see, when you leave
Perion
via the North-eastern exit. Train on wild boars until you
feel your fire arrow is powerful enough (at least L20).
-
Keep in mind that you don't have to train on these
monsters, these ones just give the most experience for
your
MP usage(usually should be one hit). You can choose to
train on fire boars (I did that for a few levels), but you
won't be able to use your fire arrow, since your damage
will
be halved.
-
Once you feel your arrow is strong enough, its time
to move on to ligators, or Jr wraiths, depending if you
want
to jump Shumi's B2 to fight the Jr wraiths.
Ligators are located in the middle pipe entrance (by
the PQ area).

Jr Wraiths are only common in one spot: Shumi's B2.
You can get there by going to the subway entrance, then
jumping b2. At the end of it there will be a subway with
Jr
wraiths in it. As of now (hack users roaming all over the
place) you should expect either: a) a cleric botting b) a
hunter botting c) a jump hacker. Let's hope this gets
resolved soon. If there are botters, continue to fight, just
stay on the other side of the train and you should be fine.
You'll be doing Jr wraiths for a LONG time, as (when
you max fire arrow) you'll be killing Jr wraiths in one hit,
giving you 70 EXP. I'd suggest doing Jr wraiths until 48-
50,
and then move onto Cold eyes, located in the map
'another
path', which is deep in the dungeon. The only annoying
thing
about this map is the geysers that come out often, taking
150
HP each time it hits you.

For the lazy: a simple chart:

L30 PQ, Horny Mushrooms, Zombie Mushrooms
L31-35 Horny Mushrooms, Wild Boars, Sentinels
L35-40 Wild Boars, Ice Sentenels, Leaties
L40-50 Jr Wraiths, Leaties, Jr. Grupins
L50-60 Cold Eyes, Golems, Copper/Green Drakes, Jr.
Pepes, Nependeath, Jr. Yetis, Grupins
L60-70 Dark Golems, Cargos , Tauromacis, Drakes, White
Pang, Pepe, Yeti

--------------------------------------------------------
SECTION E- THIRD JOB ADVANCEMENT
--------------------------------------------------------

---
E1- General Skills of the Fire Mage (L70 Job
Advancement)
---

Even though Ossyria is implemented, I am nowhere close
to
the proper level to be giving level guides etc for Fire
mages.
I seriously doubt I'll ever be able to make it that far in
Official release, as I've lost interest in the game, after
pretty much being forced to restart.
All I'll ever be able to give is others' opinions and
better descriptions of spells/skills (also probably from
others).

```
Partial(Elemental?) Resistance:(Max Level:20).
```

Resistance to Fire and Poison will increase.

Level 1: 23% resistance against fire/poison attacks
Level 10: 50% resistance
Level 20: 70% resistance

```
Element Ampflication:(Max Level:30).
```

Increases the MP consumption of your Fire and
Poison spells while Amplifying their powers.

Level 1: MP -105%; Magic attack +102%
Level 15: MP -170%; Magic attack +120%
Level 30: MP -200%; Magic attack +135%

```
Explosion:(Max Level:30).
```
Generate a large explosion around yourself to inflict
fire damage on up to 6 enemies at once.

Level 1: MP -21 Base ATK 60, mastery 15%, attack range
110%
Level 15: MP -35 Base ATK 94, mastery 35%, attack
range 150%
Level 30: MP -50 Base ATK 120, mastery 60%, attack
range 200%

```
Poison Mist: (Max Level:30).
```
Generate a poisonous fog around yourself.
Any enemies in range are afflicted and slowly lose HP.

Level 1: MP -21 Base ATK 32, Skill mastery 15%
attack range 110%, 41% of poisoning

Level 15: MP -35 Base ATK 60, Skill mastery 35%
attack range 150%, 55% of poisoning

Level 30: MP -50 Base ATK 90, Skill mastery 60%
Attack range 200%, 70% of poisoning

```
Seal: (Max Level:30).
```

Silence enemies in range for a set time, preventing them
from casting magic.

Level 1: MP -12; 38% success rate for 10 seconds
Level 10: MP -18; 65% success rate for 15 seconds
Level 20: MP -30; 95% success rate for 20 seconds


```
Magic Booster: (Max Level:20).
```
Increases the casting speed of your magic, but
your HP and MP slowly decrease.

Level 1: HP -53, MP -58; Casting speed +1 for 10
seconds
Level 10: HP -35, MP -40; Casting speed +1 for 100
seconds
Level 20: HP -25, MP -30; Casting speed +2 for 200
seconds

```
Magic Composition: (Max Level:30)
```
Attack one Enemy with Fire and Poison at the same time.

Level 1: MP -14; Base ATK 80, Skill mastery 15%
41% of poisoning.

Level 15: MP -18; Base ATK 124, Skill mastery 35%
41% of poisoning.

Level 30: MP -14; Base ATK 150, Skill mastery 60%
70% of poisoning.

---
E2 - Opinions!
---

Partial Resistance - I don't like it much, why do we need
resistance to it when magicians have a large amount of M
Def?
It's okay but only resistant to Fire and Poison is bad.
Why would a Fire/Poison Mage TRAIN on fire/poison
monsters?

Elemental Amp - It's okay and all, but not worthy of a
third
class spell. MP -200%; Magic attack +135% when
maxed? not goodenough, in my opinion. The damage is
noticeable but twice the MP will make that extra damage
costly.
Nevertheless it's still good, but could be better.

Explosion - A decent spell, but the fire is confined to you,
so
essentially you'll have to walk up to the monster and
then cast
Explosion (200% range).
Doesn't necessary replace Fire Arrow.

Poison Mist - Finally a BETTER Poison spell, but like
above, the
range doesn't seem good enough.

Seal – I’ve changed my views on this spell. It still isn’t
the best spell out there, but it’s okay. As a lot of
monsters use magic attacks on you, sealing them will
prevent their usage and force them to attack you
physically. It doesn’t work with bosses though.

Magic Booster - Good spell, but isn't it a BIT too late for
this?
Every other class gets it at the second job.

Magic Composition - Seems to be the only competant
spell in the bunch. It does high damage and poisons at
the same time.
However the drawback to it is the fact that it’s both
poison and fire element based, so training on monsters
weak to fire will only have 1.25x the damage. The
damage of Composition can divided into too (150/2 = 75
fire element and 75 poison). A monster weak against fire
will receive 112.5 (75x1.5) from the fire part of the spell,
and 75 from the poison for a total of 187.5 base damage.
A monster strong against fire will receive 75x0.5 (
resistance to fire) + 75 = 112 base damage. Monsters
strong against poison however, will receive 75 (from fire)
and 0 from poison meaning a mere 75 base damage.



AS MOST PEOPLE KNOW, MAGES ARE UNDERPOWERED
AT THE THIRD CLASS.
Every other class gets stronger spells, while the mages
are
inadequate. That's what they get for being overpowered
in the
first and majority of the second classes.

---
E3 - Skill Build
---

As I never actually MADE it to the third job, this build is
just my knowledge from reading billions of guides,
listening to high levels, reading FAQs, watching videos
and my personal experience.

Max Magic Composition
*(Note 1)Level 1 Partial Resistance
Max Magic Amplification
**Level 11 Magic Booster
Max Fire Explosion
Max Poison Mist
Level 10 Seal

Uh..,where does that leave us? Dump the remaining
points into Partial Resistance or Seal if you like.

* Note 1 - I’ve read that there is a glitch involving that
monsters that do Fire Damage and Poison damage do 0
damage to you if you have level 1 partial resistance. Try
it out and if it confirms let me know.

** Note 2 - Booster becomes Casting Speed +2 at L11
where it REALLY becomes noticeable. Speed is +1 from
L1-10.


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


==>Magician Guide List <==

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