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Wednesday, January 16, 2008

Magician Guide FAQ

==>All Maplestory Guide List <==


==>Magician Guide List <==



Magician Guide and FAQ






Section 0

0) Copyright

0a) Version history



Section 1 - Written by Squeek

1) General Magician Questions

1a) Skill Points

1b) Where to level



Section 2 - Written by Squeek

2) The 2nd Job Advancement (choices)



Section 3 - Written by Minrad (IN TEH FUTURE LOLS)

3) Fire/Poison Wizard Questions

3a) Skill guide

3b) Skill Points

3c) Where to level



Section 4 - Written by Minrad

4) Ice/Lightning Wizard Questions

4a) Skill guide

4b) Skill Points

4c) Where to level



Section 5 - Written by Squeek

5) Cleric Questions

5a) Skill guide

5b) Skill Points

5c) Where to level



Section 6
- Placeholders

6) Fire/Poison Mage 3rd job Questions



Section 7
- Written by Minrad

7) Ice/Lightning Mage 3rd job Questions

7a) Skill Guide

7b) Skill build



Section 8 - Written by Squeek

8) Priest 3rd job Questions



Section 9 - Written by Minrad

9) Elemental weaknesses and enemies

9a) Ice weak enemies

9b) Thunder weak enemies

9c) Fire weak enemies

9d) Holy weak enemies

9e) Heal weak enemies

9f) Elementally resistant enemy list



Section 10


10) Credits and Contact information, etc.



===============================================



Section 0



This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any other web site or otherwise distributed publicly without written permission of Squeek or Minrad. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.



All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.



===============================================



Section 0a



Version 0.01 (09/07/05) Yar, first version Imma post. Just the cleric section and some stuff I'm splicing in and out from my own guide, and a better format. For now, however, mostly just Squeek. >.> And as a note, 3rd job sections are mostly there for placeholders. I won't be adding Fire/Priest 3rd job guides until 3rd is out. Ice Mage, however, I have enough info on to do (eventually)



Version 0.02 (09/09/05) Oh snap. Made some more Ice Mage and Fire Wizard questions. If anybody has a specific question not answered under one of the guides ask it and I or Squeek'll do our best to answer it and place it in the guide.



Version 0.1 (1/5/06) Minrad had his posts cleared. The guide went MIA. We managed to salvage it and append new data. We as in just me.



Version etc. Stuff happened. I quit playing and Ludi came out. Lack of updates. Sorry.



I SO look forward to managing this huge thing alone.



~Squeek



===============================================



Section 1




General Magician Questions



1) Should I max Magic Guard or Magic Armor?



You should max Magic Guard. Many enemies in Ossyria and enemies you will be leveling on in the later level deal a lot of damage, and magicians are known for having low health. While it may not seem useful at lower levels, it is quite necessary. In fact, you cannot proceed to level on Zombies in Ossyria without having Magic Guard to get there.



Magic Armor is never useful. Do not try to justify this. You cannot.



2) Should I max Energy Bolt or Magic Claw?



This is a preference, but I will break down the statistics for you. Magic Claw is two hits of base 40, while Energy Bolt is a single hit of base 55. Therefore, Magic Claw on an enemy without Magic Defense will do a base 80 amount of damage. Even so, Magic Claw outdamages Energy Bolt on every enemy in the game. In fact, Magic Claw outdamages Holy Arrow (a Cleric skill) and that skill has a base attack of 70. Magic Claw also attacks through walls, so you are sometimes able to “snipe” some enemies from a safe hiding place behind a wall. “Projectile” attacks are somewhat limited in this sense because they cannot travel through walls. You’ll soon learn how annoying this is.



3) Does the attack speed of the wand or staff affect the casting speed?



In the first and second job for Wizards, no. For Clerics, never. Apparently the weapon speed is affected by Booster. I’ll update this more once I get more data on it.



4) How much more MP do you get from leaving Energy Bolt's first point to level 13?



It’s been tested, and the result is about 6-10 more MP. It’s totally not worth it. Just do that first point into Energy Bolt and plan out your Luk-requirements beforehand to have the most Int you can at any given time.



5) Which is better to have: Int or Magic Attack?



Int. Int will add +1 Magic Attack and +1 Magic Defense. Int is also your accuracy as a magician.



6) Should I put Dex / Str / HP / MP Ability Points into my Magician at early levels?



No. In fact, do not ever put anything other than Int and Luk into your magician. Doing so will lower your magic damage substantially. It’s tough to level without doing a lot of damage on Maple Island, but you’ll quickly realize that you’re much better off in the long run.



7) How do I jump-cast / Tele-cast?




Jump-casting is when you press the skill key and the jump key at the same time (On some keyboards or different keysettings, you have to delay the taps. Find out what works for your setup). You do not actually cast in the air, but you are airborne when attacking, so attacks like the King Slime’s and Mushmom’s earthquake attack do not hit you. Tele-casting is when you use an attack skill, then use Teleport sometime after it. If you Teleport "through" an enemy (really past it), you will attack it and deal damage, but be behind it to prevent it from attacking you. Kinda a sneak attack if you will. Take knockback into consideration, because you don’t want to knock it back into your new location.



8) Skill-canceling? What is that?



Introduced in Patch 0.16, the ability to cancel skills! No more will we be forced to logout to drop off Magic Guard! Just right-click the skill icon in the top-right corner and it goes away. Be careful not to accidentally remove something worthwhile when moving your cursor up there.



===============================================



Section 1a



Magician Skill Points



Skill Points for a Magician are pretty much along four paths for you to choose from.



*Note* as of patch 0.16, skills increase in MP usage as SP is placed into it. They do not increase at the halfway point anymore. So, don't save points. It's a waste.



Path #1 - Uses slightly more potions to level than build #2, but levels the fastest.



8 - Energy Bolt 1

9 - MP Recovery 3

10 - MP Recovery 5, MP Increase 1

11 - MP Increase 4

12 - MP Increase 7

13 - MP Increase 10 (Maxed)

14 - Magic Claw 3

15 - Magic Claw 6

16 - Magic Claw 9

17 - Magic Claw 12

18 - Magic Claw 15

19 - Magic Claw 18

20 - Magic Claw 20 (Maxed), MP Recovery 6

21 - MP Recovery 9

22 - MP Recovery 12

23 - MP Recovery 15

24 - MP Recovery 16 (Maxed), Magic Guard 2

25 - Magic Guard 5

26 - Magic Guard 8

27 - Magic Guard 11

28 - Magic Guard 14

29 - Magic Guard 17

30 - Magic Guard 20 (Maxed)



Path #2 - Balance of power and potion use.



8 - Energy Bolt 1

9 - MP Recovery 3

10 - MP Recovery 5, MP Increase 1

11 - MP Increase 4

12 - MP Increase 7

13 - MP Increase 10 (Maxed)

14 - Magic Claw 3

15 - Magic Claw 6

16 - Magic Claw 9

17 - Magic Claw 10, MP Recovery 7

18 - MP Recovery 10

19 - MP Recovery 13

20 - MP Recovery 16 (Maxed)

21 - Magic Claw 13

22 - Magic Claw 16

23 - Magic Claw 19

24 - Magic Claw 20 (Maxed), Magic Guard 2

25 - Magic Guard 5

26 - Magic Guard 8

27 - Magic Guard 11

28 - Magic Guard 14

29 - Magic Guard 17

30 - Magic Guard 20 (Maxed)



Path #3 - Immediate reduction of potion use without much power.



8 - Energy Bolt 1

9 - MP Recovery 3

10 - MP Recovery 5, MP Increase 1

11 - MP Increase 4

12 - MP Increase 7

13 - MP Increase 10 (Maxed)

14 - MP Recovery 8

15 - MP Recovery 11

16 - MP Recovery 14

17 - MP Recovery 16 (Maxed), Magic Claw 1

18 - Magic Claw 4

19 - Magic Claw 7

20 - Magic Claw 10

21 - Magic Claw 13

22 - Magic Claw 16

23 - Magic Claw 19

24 - Magic Claw 20 (Maxed), Magic Guard 2

25 - Magic Guard 5

26 - Magic Guard 8

27 - Magic Guard 11

28 - Magic Guard 14

29 - Magic Guard 17

30 - Magic Guard 20 (Maxed)



Path #4
- Want 8 more MP?



8 - MP Recovery 1

9 - MP Recovery 4

10 - MP Recovery 5, MP Increase 2

11 - MP Increase 5

12 - MP Increase 8

13 - MP Increase 10, Energy Bolt 1.



After this, just choose one of the three paths from above and continue from 14. If you're crazy and you want to prolong attack skills even further, leave that first point in Energy Bolt alone and start going for MP Recovery.



If you honestly think you have a better working skill guide, then feel free to post it. If I think it’s worthy, I’ll add it. If it includes Magic Armor or Energy Bolt past level 1, I won’t.



That's all for the Magician Skill Build section.



===============================================



Section 1b



Hunting Grounds: Level 1-30



These are the places I and many others recommend as the places to train your magician.



1-8: Stay in the very first room of enemies on Maple Island. Doing 1-3 damage will not net you good experience on Red Snails, which have 45 health. You don't even want to be in the same room as those punks, so don't be. Eventually you’ll be level 5 and be able to get a new hat, so do so. Fastest way to do this is to die right at level 5. You can run there if you want; it’s only 3 screens away. Do the letter trade and boom new hat. Back to the first room until level 7. You spend this level jump-killing Orange Mushrooms. 10 Mushroom tops + 30 Blue Snail Shells = new weapon for level 8 in Southperry.



---

(Mini-guide: Become a Magician)

To become a Magician, go to Ellinia and go to the top of the town and inside the building. Click on Hines (Grendel the Really Old) and talk to him until he upgrades you to magician. You need a minimum of 20 Int for the advance, but if you followed the guide correctly earlier you should have more in the range of 35 Int and 11 Luk.

---



8-17
: These are the "torture" levels where you have to rely on leeching or level 1 Energy Bolt. If you've chosen the latter, continue to defeat Blue Snails until you feel you are ready to tackle Slimes. Remember, two hits on a slime to kill it is better than killing two Blue Snails with 1 bolt each.



Blue Snails: One room outside Lith / Henesys Hunting Grounds.



Slimes: Three rooms west of Ellinia / Four rooms east of Henesys. Furthest left tree.




Quote:







Originally Posted by Minrad

Minrad comments: You know, kind of off-topic, but I just now realized: Why don't the first 5 levels of being a mage don't scare more people off? They're a HUGE pain compared to a warrior or even archers/sins.





Quote:







Originally Posted by Squeek

Squeek comments: i duno rofl




17-23
(10 Magic Claw): Assuming you've begun Magic Claw, it has 10 points in it now and you are either saving up the rest to max it, or you are putting the leftovers into Recovery. Either way, you're leveling on Pigs. Always one-hitting a regular Pig for 15 EXP and almost always one-hitting a Ribbon for 20 will level you quickly.



Pigs: Two maps west of Henesys / Pig Beach (look it up).



23-30 (20 Magic Claw): You should have Magic Claw maxed at this point. If your Magic Claw was maxed earlier, you should move onto this phase now. You are going to want to level on Horned and Green Mushrooms. Recently, I've discovered a pleasant alternative should you find the Horned Mushroom Tree (as it is dubbed) too crowded a place to level. Stirges are an enemy that mages specialize in killing due to their flight. They are also well-known for their potion drop-rate. Consider going there if you don't mind the EXP going from 26 & 35 to 32.



Green / Horn: Same room with the slimes, but the furthest RIGHT tree. A bunch of trees three west (north) of Ellinia are good too.



Stirges: Fifth room in the Ant Tunnel.



So, at this point you are going to be choosing your class. Let us move on to the next section.



===============================================



Section 2



Level 30: The Second Job Advancement



To begin the Second Job Advancement, you must fulfill these requirements:



- Reach Level 30

- Use every Skill Point earned thus far.



Once that is complete, drop by Hines (Grendel the Really Old) and have a chat with him. He will give you his letter to take to his assistant. Travel 3 screens north of Ellinia and you will be in one of the largest maps in the game. Go into the portal at the bottom of the map (dubbed "Ronnie's tree") and make your way to the top. There are two ropes at the top here once you leave Ronnie’s Tree, and you'll want to begin your long journey to the top on the left side. Once up, you will see the Magician Job Instructor. Talk to him and he should let you go inside.



Once inside, your objective is to collect 30 Dark Marbles. The enemies here are Horned Mushrooms and Curse Eyes. The Curse Eyes are made weaker and the Horned Mushrooms are made stronger, but they both should take you two hits to kill. They do not yield EXP, so just collect your Dark Marbles and get out. I would recommend using Magic Guard here as each of them deal 70+ damage. You might want to bring along some potions, too, since you can't leave once you’re in there.



Once you have at least 30 marbles, talk to the Instructor again and you will be taken outside. Thankfully, you are taken to the bottom floor, so you don't have to climb / jump down. Head back to Hines (Grendel the Really Old) and he will congratulate you on your success (it sure was hard wasn’t it) then give you 3 options. This is where this section comes into play.



1) Which class should I choose?



Which class is the most fun?



Nobody can really answer this question for you, because nobody knows what your definition of "fun" is. Fortunately, I have compiled a "fun-checker" to see if you really will find it "fun" to play as one class over another.



Fire / Poison Wizard - Fire Wizards get to go to Ossyria early and stay there for practically their entire career. They do the most single-hit damage of any magician class in the second job with Fire Arrow. If you enjoy seeing huge numbers come up as you own fire-weak enemies in Ossyria, choose a Fire Wizard. If you choose to max Poison Brace (mentioned later), you can also play around with stronger enemies by damaging them with your Poison, then running away to kill them later, when their health is down to 1.




Quote:







Minrad comments: Fire wizards also have the largest variety of enemies with worthwhile exp to fight since they have the strongest singular attack, and I frankly find this their biggest strongpoint. Go for Fire Wizard if you can't stand fighting the same enemy for more than 2-3 days in a row (Hell, by level 60 there's about 5 different enemies with good exp/hp and drops that you can level on)




Ice / Lightning Wizard - Ice Wizards have an attack much like Fire Arrow but it is 20 base damage weaker. However, the advantage it has is the ability to freeze most enemies solid for a few seconds. Ice is not as beneficial as Fire since there are very few enemies that are actually weak against Ice when compared to the amount of enemies weak to Fire. Another difference between the classes is the second choice of attack: Thunderbolt. This is the only 6-hitting attack of any of the three choices of 2nd job advancing. With this, you can expand your leveling enemies even further.




Quote:







Minrad comments: Ah, true true. In addition, the freeze from ice makes it much easier to hunt enemies like Werewolves and Dark Yeti later on, as they have high knockback numbers and aren't fire weak. However, the number of enemies with 'good exp' (See: things thunder/ice weak) are relatively limited. Even with ludibrum, the selections don't get much better, only adding in 2 ice weak and 2 thunder weak enemies that are in the level 8x+ range




Cleric - Clerics are the support characters of the game. Their skills in the second job may not be enough proof to most, but the third job skills are. Pick a Cleric if you like to help others, because there are going to be many people asking for your help. Whether it be a free Heal or a free Bless, or just a leveling partner, your help is necessary at times. When not in parties, Clerics can level solo with their multi-attack, Heal. Heal hits 6 targets, but one of them is always yourself.




Quote:







Minrad comments: Yeah, clerics are sort of limited on what they can fight until they get Shining Ray in third job. If you don't like partying, don't pick this class. Once you get to the third job, clerics get holy symbol and will NEVER EVER EVER solo enemies unless they're the last person alive on MS or they're bored. Holy symbol increases exp by 150%, but only 110% if you're solo.




Which class does the most damage?



Fire Wizards. The base damage on Fire Arrow is 120. When leveling on fire-weak enemies, that base damage increases to 180. An Ice Wizard gets 100 base normally and 150 when on ice-weak enemies. A Cleric's Heal base damage is unknown, but Holy Arrow is 70 normally and 105 when on holy-weak enemies.




Quote:







Minrad comments: Not so, Squeek. Thunderbolt, at around level 50, can do around 900 or so damage to lorangs 6 times. 900 x 6 is greater than firearrow's max of 2.5k or so to jr yetis. Thunderbolt is, technically, the strongest attack of second job. Of course, it still sucks against anything that's not mobby and rather weak... ie: you won't be fighting yetis with it. Ever. Unless you're insane.





Quote:







I meant single-hit damage foo -.- YOU KNEW WHAT I MEANT.




Which class levels the fastest?



While this should not be a reason for you to pick a class, but the answer is Clerics. Lightning Wizards at Lorangs and Clangs come in a close second, but the single-hit attacks of Cold Beam and Fire Arrow cannot compete with a multi-attack like Heal, even with Meditation.




Quote:







Minrad comments: NOT SO FAST THAR COWBOY. Thunder wizards, infact, level faster than clerics, they just don't get the job done so terribly cheaply. Infact, thunder wizards can kill wraiths faster than clerics since heal only hits 5 enemies max, and thunder's damage is more consistent. Of course, heal and thunderbolt are both far faster at leveling than cold beam and fire arrow.




Which class earns the most money?



At first, the answer is Clerics. Since Clerics don't have to use HP Potions and rarely use MP Potions when MP Eater is maxed, they can save money and make more from drops early on. However, once other classes move onto harder enemies, Clerics will still be gaining about the same income. Ice Wizards can obtain sets of Steely Throwing-Stars from Red Drakes which will net them eight to ten million. Fire Wizards can get a drop from practically any enemy in Ossyria, so it gets better and better. Clerics will at best get Red Whips rarely from B3 runs as their major drop, which only sells for about 1.5 million mesos nowadays. The drops from Zombies are already selling for a terribly low amount of money. Best you can hope for in a party as a Cleric is a cut of the profits from selling some nice item you got while partying. Make sure your partymate doesn’t cheat you out of a good deal before partying them.



---



As a general note, choose the class you think will be the most fun. You should not choose a class that you hear is the "best" simply because they do the most damage or make the most money. The choice is yours and yours alone, so do some careful thinking before selecting your 2nd job.






General Fire / Poison Wizard Questions



1. Is Poison Brace worth getting?



'Fraid not. Hell, I'm spending my last 11 points on magic armor instead of Poison brace. It's utterly worthless as far as training is concerned especially once you have Poison Myst. Heck, even Magic Composition inflicts poison status, making Poison Brace that much more worthless. Kind of like how Magic Composition replaces Fire Arrow, and Fire Arrow replaces Magic Claw.



Of course, you may just have the nerve to ask "Well why not ditch fire arrow too since it gets replaced?" Duh. You need SOMETHING to train from level 40-75... and fire arrow does that waaaay better than poison brace ever could.



2. I still want to get Poison Brace though. Which should I drop: Meditate, MP eater, or slow?



Ugh... this is a tough one. Meditate's extra damage and Slow's freeze-like effect are the two things that help fire wizards take less damage from enemies like an Ice Wizard's freeze does. I would personally go with MP eater. Why? MP eater works great with area of effect spells since it has 6 40% chances to absorb MP 1 time from 1 enemy. With single hit spells, which is what you'll be using 99% of the time as Fire Wizards and Mages,



Fire Wizards never really get into the AOE business... not enough to compete with Ice Wizards anyway. But that's more third job related, so I'll get into that later on.



3. Pure int Fire Wizard?



Nah. It's not really worth it, unlike Ice mage which has the "Cheap account rushed to level 45 to hunt fire drakes like a level 55 mage" appeal, there's not that much for pure int fire wizards aside from Jr Yeti (Which aren't that great.) It's still possible, however, there's just no bonuses from it.



4. What should I get after meditate?



Personally, I picked slow. MP eater's not too great as I explained earlier since fire wizards hit one time and it's put to best use on a character with a multi attack.



===============================================



Section 3a



Fire / Poison Wizard Skill Guide



MP Eater (20 levels) - Same thing as I explained earlier, pretty much. MP eater's good with multi hit spells since it gets 6 chances to drain. (albeit one drain, but it still means you drain MP almost every time you cast the spell.) Don't bother getting this until you have Meditate and Fire Arrow maxed atleast.



Passive Skill, always active.



Level 1
- 21% of enemy MP drained - 11% chance of working

Level 10 - 30% of enemy MP drained - 20% chance of working

Level 20 - 40% of enemy MP drained - 30% chance of working





Meditation
(20 levels, requires level 3 MP eater) - This is a great skill. At its maximum level you'll be gaining about 250 damage per fire arrow. Most people max it directly after maxing fire arrow.



Costs 10 MP per cast from level 1-10. Costs 20 MP from level 11-20.



Level 1 - Adds +1 Magic Attack for 10 seconds.

Level 10 - Adds +10 Magic Attack for 100 seconds.

Level 20 - Adds +20 Magic Attack for 200 seconds.





Teleport
(20 levels) - Invaluable skill. Should be your most used skill after fire arrow once you're around level 50+. You can also tele-cast, which involves casting a spell then pressing a direction and the teleport button. You'll still be in the casting stance, but your character will teleport to where you specify. Good idea to max this after fire arrow and meditate, along with slow.



Level 1 - -60 MP per cast, 130 distance

Level 10 - -33 MP per cast, 130 distance. (Note: from level 11-20 it'll decrease by 2 mp and gain 2 distance per level.)

Level 20 - -13 MP per cast, 150 distance.





Slow
(20 levels, requires level 5 Teleport) - The Fire Wizard's answer to freeze; depending on how you play you might use this more than teleport. Makes slow enemies slow to a crawl, (Golems, Yetis) makes tough enemies/bosses easier to handle, (Jr Balrog, Werewolves) and makes fast enemies outrunnable. (Pepes and Lorangs)



Costs 8 MP from level 1-10, 16 MP from level 11-20.



Level 1 - Decreases enemy speed by 2 for 2 seconds.

Level 10 - Decreases enemy speed by 20 for 20 seconds.

Level 20 - Decreases enemy speed by 40 for 40 seconds.





Fire Arrow (30 levels) - The staple attack of Fire Wizards. While some do choose to get poison brace instead, it's not a recommended plan in the least. Keep in mind Fire Arrow works like Energy Bolt, in that it fires a projectile to hit its opponent, unlike cold beam and magic claw. And of course, does 1.5x damage on ice enemies.



Gains 3 M. Attack every level, 5 mastery every 3 levels.

Uses 14 MP from level 1-15, Uses 28 MP from level 16-30.



Level 1 - Base Damage: 33; Mastery: 15%

Level 10 - Base Damage: 60; Mastery: 30%

Level 20 - Base Damage: 90; Mastery: 45%.

Level 30 - Base Damage: 120; Mastery: 60%



Fire Arrow Damage Formula (At level 30)

Max Damage: {[(MAG*0.8) + (LUK/4)]/19} * 120

Min Damage:{[(MAG*0.8) + (LUK/4)]/19} * 120 * 0.6





Poison Brace (30 levels) - Ew... no. Crappy damage and only effective on high HP enemies. But the fact that the poison percentage never gets better means eventually fire arrow will outdamage it easily. And it's so superbly outclassed by Magic Composition and Poison Myst.



Note on Poison's damage: Once Poison Brace is level 30 it will do either 70 HP damage a second, or 2.5% of the enemy's max HP damage. Whichever is better.



Two common examples of this would be Iron Hog and Golems, two of the pure poison wizard's best training locations. Iron Hog will take 70 hp damage per second, while a golem will take 100 damage.



Secondary Note on Poison: Poison cannot kill a monster, only bring it down to 1 hp. Poison Brace, the attack, however, can kill anything so long as it brings the enemy's HP down to 0. This means, 1 hit enemies excluded, you only have to cast poison brace twice on anything to kill it. It's faster to continue casting while an enemy is poisoned, however.



Poison length increases by 3 seconds every 3 levels, and gains 1% chance of poisoning the enemy every level.

Uses 10 MP from level 1-15, and 20 MP from level 16-30.

Gains 2 MATK every level.



Level 1
- Base Damage: 12; Mastery: 15%

Level 10 - Base Damage: 30; Mastery: 30%

Level 20 - Base Damage: 50; Mastery: 45%

Level 30 - Base Damage: 70; Mastery: 60%



Poison Brace Damage Formula (At level 30)

Max Damage: {[(MAG*0.8) + (LUK/4)]/19} * 70

Min Damage:{[(MAG*0.8) + (LUK/4)]/19} * 70 * 0.6



===============================================



Section 3b




Fire / Poison Wizard Skill Points



Honestly, I apologize to all the Fire Wizards. I swear I’ll get this done somehow.



===============================================



Section 3c




Fire / Poison Wizard leveling locations



Fire Wizard Training SubGuide ~ (Donation to Squeek's and Minrad's guide)



by: sillouette





NOTE1: This subguide only covers levels 30 to 60. I have not reached level 70 and probably will not. If anyone would like to add where to train from levels 60-70, feel free to do so.



NOTE2: This subguide is only for the use of this enormous guide. It may not be used anywhere else, unless this is rejected T.T



NOTE3: This subguide was also made because I have not seen any fire WIZARD (there are poison and fire mage) training areas/guides stickied and I would like one to be here (seeing as I have read this guide and the fire wizard area is on the weak side).



NOTE4: My MS has been blocked on my upstairs computer, and I am limited to playing on a very laggy downstairs computer which is why my levelling has been hindered.



NOTE5: In case you want to know, my current stats are:

Fire Arrow: 30 Poison Brace: 15 (my fun factor, I like green) Slow: 3 Meditation: 20 MP Eater: 7 Teleport: 16.



NOTE6: There will not be much information on Ludibrium or the PQ.



Many thanks to my friends who introduced me to this *addicting* game and allowing me to go through the experiences. Thanks to Sleepywood forums for having these forums in the first place and thanks to HiddenStreet for providing me a plethora of information. Lastly, thanks to the game itself.



~Enjoy. This subguide is a tribute to my times in MapleStory as a FIRE WIZARD.



Things to know: Have courtesy when playing this game. If you accidentally kill steal someone, apologize. If someone asks you to change channels, do so to avoid conflict. You’ll just be depleting your own amount of time to play or level plus you will get frustrated. Also, learn how to telecast and jump cast, it will be extremely important when training. It helps save you HP pots if you can avoid monsters successfully.

Also, my friend taught me this. She told me not to tell anyone but… If you want to cancel power ups such as magic guard. Right click the icon at the top right corner.

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

Congratulations on becoming a Fire Wizard!!!

LEVELS 30-34

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

You have just become a fire wizard, and must be feeling great. Good job, you’ve passed a great milestone. Between the levels 30-35 you should have points in just Fire Arrow and MP Eater OR Teleport. I personally chose teleport because it serves as a great escape route despite its costly MP cost.



RECOMMENDED MONSTERS:

Horny Mushrooms and Zombie Mushrooms are your best bet. Stick to the 1hit knock out rule (the highest amount of EXP per 1hko). EXP GAINS: 35, 42.

OTHER CHOICES:

Boars (same EXP as Zombie Mushrooms).

FUN CHOICES:

Golems (will take a while).

LOCATIONS:

Ant Tunnel 1 and Ant Tunnel 4 have the best spawns of those two types of monsters. Boars can be found at Land of the Wild Boar I and II. Finding spots may be difficult.

NOTICEABLE DROPS:

Brown, Pink, and Blue Jester, White and Blue Chaos Robe, and Red and Brown Guiltian.



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

It’s time to explore and at last head to Ossyria!

LEVELS 35-39

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

*There will not be any detailed information on the Ludibrium PQ (I was level 55 when it came out T.T)

Fire Arrow should be at its halfway point and later maxed. Not much else to say except to save your points (can someone confirm about the gradual change in MP cost?)



RECOMMENDED MONSTERS:

Jr.Grupins and more of them. Two Fire Arrows, 1 Fire Arrow and a Magic Claw, or just one Fire Arrow should do the trick will be able to kill these monsters. EXP GAINS: 65 You can also exchange horns for 500 exp and some pots.

I had just thought of it. At level 35, Jr.Grupins can be killed in two Fire Arrows. However, two magic claws can kill a HornyMushroom for a total worth of 70 exp resulting in what should technically be “faster leveling”. You may choose to stay at the Ant Tunnels. Personally, I think that’s tedious since you might’ve been there for a loonnnnng time.

OTHER CHOICES:

Horny Mushrooms, Zombie Mushrooms, and Boars. You can explore Ossyria but take caution about the tower.

FUN CHOICES:

Golems and Pixies. The tower is NOT fun, it gets boring after a while.

LOCATIONS:

Garden of Green 1, Ant Tunnels 1 and 4, Land of the Wild Boars I and II.

NOTICEABLE DROPS:

Brown, Pink, and Blue Jester, White and Blue Chaos Robe, Red and Brown Guiltian, Kumbis, Blue Umbrella, Cat Eyes, 60% Wand Scroll.



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I’m tired. >.> Off Ossyria/Victoria training

LEVELS 40-44

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You’re Fire Arrow is maxed and it should be time to start on Meditation. Ludibrium PQ is an option (if you’re in Scania or Bera, it would be quite difficult to get in; your choice).



RECOMMENDED MONSTERS:

Jr.Grupins until level 42 and then Jr.Wraiths. EXP GAINS: 65, 70.

Jr.Grupins should be a 1hko by now and if you have Meditation, Jr.Wraiths should be able to be killed at level 42. ALSO, because the subways have changed, I do not know how good spawn will be there for Jr.Wraiths. I recommend you to get really good at jumping B2 because at the end, there’s a good infinite spawn of Jr.Wraiths there. Make sure you loot though or else you might miss a drop. There will also be a Jr.Boogie from time to time, but don’t worry about it. Fire Arrow SHOULD kill it in two hits.

OTHER CHOICES:

Jr.Pepes. I don’t like them because they’re at the bottom of the tower and will deal about 105+ damage to you. You probably won’t even be able to 1hko them until about level 45. Magic guard will be sapping a lot of MP. There are also not too many people training there or willing to share a spot, so it’s annoying climbing up and down to make spawn. Drakes and Cold Eyes are also an option but they are inefficient. I was looking for Green Jester at Drakes but didn’t find one. I found 3 sets of Kumbis instead ^^.

FUN CHOICES:

You can explore dungeons and actually kill a few things there now if you wish to do so. I went with a Tauromacis party at level 45 and it was great! Lots of Cold Eyes there which are Fire weak.

LOCATIONS:

Garden of Green 1, Construction Site B2, Orbis Tower <1>.

NOTICEABLE DROPS:

Same drops that Jr.Grupins give, 60% Dagger Scroll, 60% Staff Scroll, Mokbis.



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Ossyria Training

LEVELS 45-49

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Meditaiton should be maxed by now. I had level 15 poison because poison (in my opinion) looks really funny when you make everything green.



RECOMMENDED MONSTERS:

Jr.Pepes and Jr.Wraiths. EXP GAINS: 75, 70.

As mentioned above, I don’t like the spawn rate of Jr.Pepes but if there are people it is worth it.

Jr.Wraiths will begin to get a bit boring. Jr.Pepes will be able to be 1hko. As mentioned above, I don’t like the spawn rate of Jr.Pepes but if there are people it is worth it. Also, you cannot exchange fish. However, because of the new quests, people will be coming by from time to time asking for fish. You can sell it to them.

OTHER CHOICES:

Jr.Yetis. You will be missing them quite a bit until level 50 which is when it is recommended you go there. In two hits you will gain 135 exp.

FUN CHOICES:

You can explore around El Nath now but don’t bother killing Yetis and Pepes XD. You have to be level 50 to get into the dungeon.

LOCATIONS:

Orbis Tower <1>, Construction Site B2, Watch out for Icy Path I.

NOTICEABLE DROPS:

Same as the levels 40-44 drops. I am not including Jr.Yetis here because you will be there full time for the next set of levels.



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CONGRATULATIONS ON BECOMING LEVEL 50!

LEVELS 50-54

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Horray! The next milestone! You can finally explore the El Nath Dungeon! I recommend to start putting points into Teleport as an escape route and to save more MP per Teleport cast.



RECOMMENDED MONSTERS:

Jr.Yetis only. In two hits you’ll receive 135 exp. The spawn rate there is EXCELLENT when there are people. I recommend either buy a lot of MP pots if you are going to Magic Guard or a lot of HP pots if you are not. (I chose HP pots). Also, you will now be in the cold, so if you wish to buy Red Bean Soup, go ahead. I wouldn’t recommend it though because you will be losing HP when you get hit.

Also, once in a while, a Jr.Yeti will transform into a big Yeti. Cast Magic Guard if you haven’t. To avoid its Earth quake attack you can teleport away from the Yeti, jump at the same time as the Yeti, or jump cast (for me it’s between the buttons ALT and spacebar).

OTHER CHOICES:

Jr.Pepe’s. My brain rotted at Jr.Pepe’s (yes I despise them a lot). Nependeaths are viable and now they don’t attack as much. I am not sure whether or not if they’re good enough to train on. I think spawn is crap there. (confirmation?)

FUN CHOICES:

EXPLORE EXPLORE EXPLORE!!! I’d recommend exploring the El Nath dungeon when you just leveled because you might OR will die a lot. Go with a party and have fun!

LOCATIONS:

Watch out for Icy Path I, Orbis Tower <1>, Strolling Path?

NOTICEABLE DROPS:

I will not be including Nependeath drops or Pepe drops. 60% Glove ATT scroll, Blue and Red Ankamoon/Ankarune.



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Power upp!!

LEVELS 55- 60

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From here on you’ll be quite powerful dealing 1000 damage+ to none fire weak monsters and 2000-a bit above 3000 damage to fire weak monsters.



RECOMMENDED MONSTERS:

Jr.Yetis until level 58, and then move onto BIG GRUPINS! Even though you will be capable of killing Grupins in two hits at around level 55, they will do a considerable amount of damage to you. Once again, it’s your choice on whether or not you wish to MagicGuard. You will be consuming a lot of HP or MP pots. At level 58, you will have more defence and it’ll be better to level. HOWEVER, if you wish to go to Grupins earlier it is your choice. I just remembered that I was leveling on Grupins at level 57 so choose between Jr.Yetis or Grupins.

As a side note, to make spawn at Grupins, you will have to climb up ladders, cross a large platform and then go down on to another platform where there will also be Grupins. It is annoying but it will make good spawn at the bottom. If you’re willing to share maps you should share with three people. One at each elevation. Here is when courtesy comes into play. Many people wish to have the map to themselves and will ask you to change channels (CC). I recommend that you CC before anything happens.

OTHER CHOICES:

Golems at level 60 take 2-3 hits to kill. 2 Fire Arrows and 1 Magic Claw. Pangs also take 2-3 hits for more EXP. You can go to Cold Eyes because you will 1hko them. I would recommend you go to the Tauromacis area though for a good spawn of Cold Eyes. However, the Tauros will be a bit of a nuisance. Bring pots if you go there. Almost every monster on Victoria and Ossyria can be killed now.

FUN CHOICES:

You can also go Werewolf hunting at level 60. Telecast a lot and bring elixirs or else party with a cleric. I tried killing Yeti and Pepe (YnP) but I missed a lot and they do a lot of damage. Going back and forth throughout the El Nath dungeon will be fun. Also, you can explore the Ludibrium dungeon. You will be able to kill some monsters. However, getting to Thanatos and the GateKeeper may be a bit difficult if a lot of Vikings and Phantoms block your way.

LOCATIONS:

Watch out for Icy Path I, Garden of Green II.

NOTICEABLE DROPS:

Same Jr.Yeti drops as mentioned above, Tobis, Icicles, Crystal Flower Earrings.




Ice / Lightning Wizard Questions



1. Should I get Thunderbolt or Cold beam first?



Well, personal preference aside, this comes down to a matter of money. If this is your first mage and you can't easily afford a lot of pots, you may want to go Cold beam first. You can get an insane amount of money at fire boars, but the EXP is not as fast as it would be if you put your first 30 points into thunderbolt. Let me put it this way:



Level 40, Cold beam - 2 hits to kill 2 fire boars. At 60 exp each, that's 120 exp and 200 mesos. Most likely, you weren't hit, or were hit 1 time max. You probably use 1 HP pot for every 15 or more fire boars killed. You shouldn't be using any MP pots since you can one hit fire boars and use up very little MP with your regen. I myself gained about 3 or 4 million total just from picking up mesos and NPCing crappy drops from level 30-45.



Level 40, Thunderbolt - 2 hits to kill 6 evil eyes. At 50 exp each, that's 300 exp and 200~300 mesos. Most likely, you were hit 2 or 3 times to kill only 6 evil eyes. At ~50 damage each, you're going to really see the pots tick down. Not to mention that Thunderbolt has a higher MP cost, and you may want to use magic guard since Evil Eyes can kill you quite easily. Quite an expensive way to train, especially if you find few drops.

But MUCH faster, exp wise.





2. Should I get MP eater or Slow?




This is really up to you, like most choices. However, this seems to be the most frequent question I get. It really depends what you want to do. If you're planning to stick around Hot Sand and Lorangs X 3 to power level a lot, MP eater would be quite worthless since lorangs have something like 4 mp. Same for Clangs. Then you can use the slow around level 85ish in conjunction with thunder spear to own ossyria monsters (Thunder Spear has this huge delay, so you have to use it in conjunction with slow or magic booster to keep from getting raped after casting it)



If, however, you plan to do fire drakes a lot, you may want to get MP eater. Freeze makes the slow pretty worthless, and fire drakes have a ton of MP so you can fight them and actually make it possible to have NO meso loss on pots.



In short...



Get Slow if:

You plan to power level at hot sands, lorangs x 3, and other low MP enemies using thunderbolt a lot.

You want to train on ice type enemies in Ossyria using Thunder Spear.



Get MP eater if:

You plan to do slow training against enemies like fire drakes to make a lot more mesos and save tons on pots.

You don't really care about fighting the ice type enemies in Ossyria.





3. Is pure int Ice Wizard worth it?



While not exactly a common question, this is the class that makes pure int wizards most useful, thanks to the fact it can help you fight fire drakes almost 10 levels earlier. While I hear lots of people dissing pure int wizards, I think it's a really great plan to use until around level 50, while most people think it's bad since they consider it as if it is used until level 70+.



Look at it this way: If you get a yellow umbrella, in addition to having 40 more int than a normal mage at level 40, you'll have something like a 30-40 matk bonus. While this advantage slowly slips away at later levels, it can allow you to fight fire drakes with little or no misses at level 45. Imagine if your wizard was 10 levels more powerful than others; quite a useful advantage, eh?



However, lack of common class matk items later on makes the pure int mage less valuable, and infact weaker at higher levels. Indeed, once third job is in the fact that umbrellas can't have booster use on them makes them utterly worthless past level 80.



This is why I believe you can make a pure int wizard up until level 50, then start raising luck. By level 50 you'll be as powerful as a level 60 wizard, and at level 65 you'll be able to use an evil wings like any normal mage. However, thanks to your pure int, you'll have had a much easier time at lower levels.



Note: Magic Booster doesn't work with umbrellas, so really, only make a pure int ice wizard if you intend to convert to luk later or only want to reach 45 and hopefully get a steely to fund an assassin or warrior.



4. Are Ice Wizards that much weaker than Fire Wizards?



Not... exactly. Cold Beam is weaker than Fire Arrow, of course, but thunder bolt does around 1k damage to 6 enemies at the same time fire arrow gets close to doing 3k damage to one enemy. Last I checked, 6k was bigger than 3k. ;)



5. Should I get meditate after Cold Beam/Thunderbolt?



It's up to you. One of the limiting things of ice wizards is the lack of training places from level 30-60, and getting both cold beam and thunderbolt right away solves that problem. If, however, you can hack limited training locales like fire drakes only from 50-60 or lorangs only from 50-60, then by all means, max meditate directly after your first attack skill of choice.



6. Is it a good idea to put points into Cold beam and Thunderbolt at the same time?



No, it's a very bad idea. At level 40, instead of a strong ice attack or a good area attack, you'll be left with two severely weakened attacks that can't be used for training. It's better to max one skill first before starting on the other.



===============================================



Section 4a



Ice / Lightning Wizard Skill Guide



MP Eater (20 levels) - I don't care for this skill much. You're gonna wanna put atleast 1 point into it, but I don't find putting anymore SP into it very useful. You're gonna need 3 to get meditate, however. On a side note, other people claim this skill can save them large amounts of MP later on, but I'd rather put the SP into Slow.



Passive Skill, always active.



Level 1
- 21% of enemy MP drained - 11% chance of working

Level 10 - 30% of enemy MP drained - 20% chance of working

Level 20 - 40% of enemy MP drained - 30% chance of working





Meditation
(20 levels, requires level 3 MP eater) - This is a great skill. At its maximum level you'll be gaining about 100-200 attack per casting. Most people max it after gaining one of the two attacking spells before getting the other.



Costs 10 MP per cast from level 1-10. Costs 20 MP from level 11-20.



Level 1
- Adds +1 Magic Attack for 10 seconds.

Level 10 - Adds +10 Magic Attack for 100 seconds.

Level 20 - Adds +20 Magic Attack for 200 seconds.





Teleport
(20 levels) - VERY useful skill. You can cover ground faster than a sin with maxed haste, and you can tele-cast, which allows you to attack and then dodge, say, a fire drake fireball or a lorang speeding at you. To do it, just attack then press a direction and hit the teleport direction. You can attack and then teleport near simultaneously if you do it correctly. I'd suggest you make the 2nd or 3rd SP you use go into this skill. Later on, it's a good idea to max it to cut down on MP use.



Level 1
- -60 MP per cast, 130 distance

Level 10 - -33 MP per cast, 130 distance. (Note: from level 11-20 it'll decrease by 2 mp and gain 2 distance per level.)

Level 20 - -13 MP per cast, 150 distance.





Slow
(20 levels, requires level 5 Teleport) - Something of a controversial skill for Ice Wizards. Most people suggest maxing out MP eater instead of this, but I prefer having skill for hunting strong enemy mobs ( Say a couple taurospears ) or anything that's ice resistant ( Lycanthropes, Yeti+Pepe, Yeti ) or on bosses ( Mushmom, Jr. Balrog, Crimson Balrog, etc. ) Enemies can get slowed to a dead crawl with this.



Costs 8 MP from level 1-10, 16 MP from level 11-20.



Level 1 - Decreases enemy speed by 2 for 2 seconds.

Level 10 - Decreases enemy speed by 20 for 20 seconds.

Level 20 - Decreases enemy speed by 40 for 40 seconds.





Cold Beam
(30 levels) - Ah, yes. Your strongest attack. You'll be using this for fighting fire types, ( Of course ) and anything else that doesn't come in mob form until the 3rd job advance. It's easily overshadowed by magic composition and thunder spear, however. But those are a good 40 levels away, so keep dreaming, pal.



Costs 12 MP per cast from level 1-15, then 24 MP per cast from level 16-30.

Freeze lasts for 1 second from levels 1-15, then 2 seconds from levels 16-30.



Gains 3 M. Attack every level, 5 mastery every 3 levels.

Level 1 - Base Damage: 13; Mastery: 15%; Freeze lasts for 1 second.

Level 10 - Base Damage: 40; Mastery: 30%; Freeze lasts for 1 second.

Level 20 - Base Damage: 70; Mastery: 45%; Freeze lasts for 2 second.

Level 30 - Base Damage: 100; Mastery: 60%; Freeze lasts for 2 seconds.





Cold Beam Damage Formula (At level 30)

Max Damage: {[(MAG*0.8) + (LUK/4)]/19} * 100

Min Damage:{[(MAG*0.8) + (LUK/4)]/19} * 100 * 0.6





Thunderbolt (Level 30) - This isn't the strongest attack, but without it, ice wizards would take about 2x longer to get to level 70. This spell can get you some insane exp at Evil Eyes, Lorangs, and later, Hot Sand once maxxed. (Which has Clangs and Umtis, and on a side note, Umtis are NOT thunder weak...)



Costs 20 MP per cast from level 1-15, 40 MP per cast from level 16-30. Hits up to 6 enemies. The spell's area of effect increases as spell level goes up.



Level 1
- Base Damage: 2; Mastery: 15%

Level 10 - Base Damage: 20; Mastery: 30%

Level 20 - Base Damage: 40; Mastery: 45%

Level 30 - Base Damage: 60; Mastery: 60%



Thunderbolt Damage Formula (At level 30)

Max Damage: {[(MAG*0.8) + (LUK/4)]/19} * 60

Min Damage:{[(MAG*0.8) + (LUK/4)]/19} * 60 * 0.6



===============================================



Section 4b



Ice / Lightning Wizard Skill Builds



Things are pretty pliable for ice/thunder wizards since they have two attacks they need, but they can get them at differing times. I'll start out with my build.



Build #1: MinradV2 ( I wouldn't recommend this for others. I'm just putting this here to show how you don't need to specifically follow any build; it's YOUR mage.)



Level 30- 1 MP Eater (Level 1 is all I need for now.)

Level 31- 1 teleport, 2 cold beam (Teleport's a useful skill.)

Level 32- 3 cold beam

Level 33- 3 cold beam

Level 34- 3 cold beam

Level 35- 3 cold beam

Level 36- 1 cold beam, save 2 SP ( At this point I've got 15 cold beam, so I saved it for two levels. Looking back, saving up 9 or 10 cold beam might've been a better idea.)

Level 37- Save 3 sp

Level 38- Put 8 skill points into Cold beam, raising it to level 23.

Level 39- 3 cold beam

Level 40- 3 cold beam

Level 41- 1 cold beam, two thunderbolt ( At this point, I have 1 mp eater, 1 teleport, 30 cold beam, and 2 thunderbolt.)

Level 42- 3 thunderbolt

Level 43- 3 thunderbolt

Level 44- 3 thunderbolt

Level 45- 3 thunderbolt

Level 46- 3 thunderbolt

Level 47- 3 thunderbolt

Level 48- 3 thunderbolt

Level 49- 3 thunderbolt

Level 50- 3 thunderbolt

Level 51- 1 thunderbolt, 2 MP eater (Maxxed out thunder. Going after a mix between teleport and meditate.

Level 52- 2 meditate, 1 teleport

Level 53- 1 meditate, 2 teleport

Level 54- 2 meditate, 1 teleport (5 meditate, 5 teleport)

Level 55- 1 meditate, 2 teleport

Level 56- 2 meditate, 1 teleport

Level 57- 1 meditate, 2 teleport

Level 58- 2 meditate, 1 teleport (11 meditate, 11 teleport)

Level 59- 1 meditate, 2 teleport

Level 60- 2 meditate, 1 teleport

Level 61- 1 meditate, 2 teleport

Level 62- 2 meditate, 1 teleport (17 meditate, 17 teleport)

Level 63- 1 meditate, 2 teleport

Level 64- 2 meditate, 1 teleport (20 meditate, 20 teleport)

Level 65- 3 slow

Level 66- 3 slow

Level 67- 3 slow

Level 68- 3 slow

Level 69- 3 slow

Level 70- 3 slow (18 slow)



That leaves me with...

3 MP eater

20 Meditate

20 Teleport

18 Slow

30 Cold Beam

30 Thunderbolt



Most people would rather get meditate before putting points into another attack, but you really need cold beam and thunderbolt to best support each other. Thunderbolt nets you exp, and cold beam nets you money. Plus I chose Slow over MP eater, another thing some people may know me for. (I'm a bit biased toward MP eater.)



Build #2: Ice Wizard ( For the poor )



In this build, I would go for Ice, Meditate or Teleport, then Thunder. After that, you would finish up the skill you didn't choose after Ice, then your choice of MP eater or Slow. You could also do a version of this build with MP eater inplace of meditate if you're REALLY poor.



Level 30- 1 MP Eater

Level 31- 1 teleport, 2 cold beam

Level 32- 3 cold beam

Level 33- 3 cold beam

Level 34- 3 cold beam

Level 35- 3 cold beam

Level 36- 1 cold beam, save 2 SP ( You should be at level 15 cold beam )

Level 37- Save 3 sp

Level 38- Save 3 sp

Level 39- Put 11 SP into cold beam.

Level 40- 3 cold beam

Level 41- 1 cold beam, 2 MP eater ( At this point you should have 30 cold beam, 3 MP eater, and 1 teleport. )

Level 42- 3 meditate

Level 43- 3 meditate

Level 44- 3 meditate

Level 45- 3 meditate

Level 46- 3 meditate

Level 47- 3 meditate

Level 48- 2 meditate, 1 thunderbolt ( That puts you at 20 meditate, 1 teleport, 3 MP eater, 30 cold beam, 1 thunderbolt. Time to max out thunderbolt. )

Level 49- 3 thunderbolt

Level 50- 3 thunderbolt

Level 51- 3 thunderbolt

Level 52- 3 thunderbolt

Level 53- 3 thunderbolt

Level 54- 3 thunderbolt

Level 55- 3 thunderbolt

Level 56- 3 thunderbolt

Level 57- 3 thunderbolt

Level 58- 2 thunderbolt, 1 teleport (30 thunderbolt, 30 cold beam, 3 MP eater, 20 meditate, 2 teleport.)

Level 59- 3 teleport

Level 60- 3 teleport

Level 61- 3 teleport

Level 62- 3 teleport

Level 63- 3 teleport

Level 64- 3 teleport

Level 65- 3 slow or 3 MP eater

Level 66- 3 slow or 3 MP eater

Level 67- 3 slow or 3 MP eater

Level 68- 3 slow or 3 MP eater

Level 69- 3 slow or 3 MP eater

Level 70- 3 slow or 2 MP eater and 1 slow



This leaves you with...



30 Cold Beam

30 Thunderbolt

20 Meditate

20 Teleport

20 MP eater and 1 Slow or 18 Slow and 3 MP eater



Build #3: Thunder Wizard ( For the rich )



Same as the Ice Wizard build, but you'll be taking Thunder first over Ice.



Level 30- 1 Cold Beam ( It's useful for 1v1ing enemies, since you can freeze them. Freeze, attack, freeze, attack, etc. )

Level 31- 1 MP eater, 1 teleport, 1 thunderbolt

Level 32- 3 thunderbolt

Level 33- 3 thunderbolt

Level 34- 3 thunderbolt

Level 35- 3 thunderbolt

Level 36- 2 thunderbolt, save 1 SP ( You should be at level 15 thunderbolt )

Level 37- Save 3 sp

Level 38- Save 3 sp

Level 39- Put 10 SP into thunderbolt.

Level 40- 3 thunderbolt

Level 41- 2 thunderbolt, 1 MP eater ( At this point you should have 30 thunderbolt, 2 MP eater, 1 cold beam, and 1 teleport. )

Level 42- 1 MP eater, 2 meditate

Level 43- 3 meditate

Level 44- 3 meditate

Level 45- 3 meditate

Level 46- 3 meditate

Level 47- 3 meditate

Level 48- 3 meditate ( That puts you at 20 meditate, 1 teleport, 3 MP eater, 30 thunderbolt, 1 cold beam. Time to max out cold beam. )

Level 49- 3 cold beam

Level 50- 3 cold beam

Level 51- 3 cold beam

Level 52- 3 cold beam

Level 53- 3 cold beam

Level 54- 3 cold beam

Level 55- 3 cold beam

Level 56- 3 cold beam

Level 57- 3 cold beam

Level 58- 2 cold beam, 1 teleport (30 cold beam, 30 thunderbolt, 3 MP eater, 20 meditate, 2 teleport.)

Level 59- 3 teleport

Level 60- 3 teleport

Level 61- 3 teleport

Level 62- 3 teleport

Level 63- 3 teleport

Level 64- 3 teleport

Level 65- 3 slow or 3 MP eater

Level 66- 3 slow or 3 MP eater

Level 67- 3 slow or 3 MP eater

Level 68- 3 slow or 3 MP eater

Level 69- 3 slow or 3 MP eater

Level 70- 3 slow or 2 MP eater and 1 slow



This leaves you with...



30 Cold Beam

30 Thunderbolt

20 Meditate

20 Teleport

20 MP eater and 1 Slow or 18 Slow and 3 MP eater



Build #4: Ice/Thunder Wizard ( For those that don't like buffs )



Similar to the build used on Minrad, but you'll be taking on the buff skills ( Like Meditate/Slow/MP eater ) one at a time, leaving meditate for last. You could also get get Meditate in replace of MP eater



Level 30- 1 MP Eater (Level 1 is all I need for now.)

Level 31- 1 teleport, 2 cold beam (Teleport's a useful skill.)

Level 32- 3 cold beam

Level 33- 3 cold beam

Level 34- 3 cold beam

Level 35- 3 cold beam

Level 36- 1 cold beam, save 2 SP.

Level 37- Save 3 sp

Level 38- Save 3 sp

Level 39- Add 11 into cold beam, putting it at level 26.

Level 40- 3 cold beam

Level 41- 1 cold beam, two thunderbolt ( At this point you have 30 cold beam, 1 MP eater, 1 teleport, and 2 thunderbolt.)

Level 42- 3 thunderbolt

Level 43- 3 thunderbolt

Level 44- 3 thunderbolt

Level 45- 3 thunderbolt

Level 46- 3 thunderbolt

Level 47- 3 thunderbolt

Level 48- 3 thunderbolt

Level 49- 3 thunderbolt

Level 50- 3 thunderbolt

Level 51- 1 thunderbolt, 2 MP eater (You have 30 cold beam, 30 thunderbolt, 1 teleport, and 1 MP eater.)

Level 52- 3 MP eater

Level 53- 3 MP eater

Level 54- 3 MP eater

Level 55- 3 MP eater

Level 56- 3 MP eater

Level 57- 2 MP eater, 1 teleport. ( 30 CB, 30 TB, 20 MP eater, 1 Teleport )

Level 58- 3 teleport

Level 59- 3 teleport

Level 60- 3 teleport

Level 61- 3 teleport

Level 62- 3 teleport

Level 63- 3 teleport ( 30 CB and TB, 20 MP eater and Teleport )

Level 64- 3 meditate or 3 slow

Level 65- 3 meditate or 3 slow

Level 66- 3 meditate or 3 slow

Level 67- 3 meditate or 3 slow

Level 68- 3 meditate or 3 slow

Level 69- 3 meditate or 3 slow

Level 70- 2 meditate and 1 slow or 2 slow and 1 meditate



This leaves you with

30 Cold Beam

30 Thunderbolt

20 Teleport

20 MP eater

20 Slow and 1 Meditate or 20 Meditate and 1 Slow



I wouldn't recommend this build unless you don't care for re-casting buffing spells like meditate. You could also use this if you party with other wizards a lot (Genosis did this, I think. He has no meditate since he parties a lot.)






Quote:







Genosis comments: I don't usually post in the Hunting Grounds too often, but I felt like doing so now.



I just thought I'd comment that I do actually have med. I only put a couple points into it at first, and didn't start to really pump it till late. I maxed ice first and thunder second, because to me its more important (and usefull) to have both skills than one skill thats slightly more powerfull. My build will be something like this in a level.



30 Cold Beam

30 Thunderbolt

20 MP Eater

10 Teleport

12 Slow

19 Meditate



Now this was actually an accident. I meant to put 11 into slow and max med, but I messed up. I really didn't find teleport important to max out. With 10 more levels it'd only cost me 20 less mp, as opposed to the 27 less mp from lvl 1-10. Also, the distance gained isnt very important, and even prevents you from doing some things (like getting into the ticket booth in lith harbor). Now with slow, I was actually gonna max slow opposed to med, but I changed my mind as I wasn't really liking slow THAT much, and thought med might be more usefull. And with MP Eater, I noticed that when killing fire drakes (something I despise), as long as I didn't get hit, I wasn't really losing any MP. This made leveling at fire drakes TONS more affordable. Im sure this same theory applies to other situations as well.




If you get meditate on this build, however, it's not too much different from the earlier builds, except for having MP eater before Meditate.



===============================================



Section 4c



Ice / Lightning Wizard Leveling Locations



Ah, the leveling guides. I bet you're thinking you're gonna bust out that cold beam and go straight for fire boars, right? Not just yet. First, I've divided this up into 3 sections; 1 each for Ice Wizards, Thunder Wizards, and then from level 57 and onwards I've combined it into one guide with training areas for both classes since by then you should have thunder and cold beam maxxed out. Just remember to skip ahead to the section and level that's made for your wizard.





*Ossyria*

Instead of completely rewriting each section, I've spared myself a lot of work and just added some comments on Ossyria monsters and training. Generally, Ossyria is for fire wizards, but there are a few new mobs for Ice Wizzies.



**************************

Ice Wizard (Cold Beam) Leveling Guide

**************************



Level 30-33



So you've just made the Ice Wizard job advance. You've got either 1 point into MP eater, Teleport, or Cold Beam depending on your style. For now, just go back to wherever you got the best exp for level 28/29. For most people, this will be the Ant Tunnel, but if you find an uncrowded Wild Boars (Unlikely nowadays) you can get the same, if not better, experience. If you really want to hunt Wild Boars but can't stand the crowded Wild Boar Land I, try II, which is a hidden street 4 or 5 screens east of Perion. It's a very tall screen with spike and green shrooms, along with both types of axe stumps. In the top right there are a couple monuments, walk around them and press up until you've found it. If you still can't find it, try consulting the secret map FAQ.



If both Wild Boar land I and II don't suit you, you can try the 2nd or 4th screen of Ant Tunnel. The 2nd screen has a better concentration of undead shrooms and spike shrooms, but seems to lag a lot for dial-up users. You can try the 4th screen, which also has a pit that's good for channel surfing.



---

(Mini-guide: Channel surfing) I'm still surprised how many people don't know how to channel surf properly. Some people I ask like to just click menu and go to change channel. This is slow and inneffective. To change channels quickly, press esc, hit enter, then pick a channel with the arrow keys and hit enter again. Try practicing with it. Once you're good with it, you can change channels in under a second. Now that you've got that down, find a good tall area (Examples are Sleepy Dungeon 4, Lorangs x3, and Ant Tunnel IV) and then start at the top, fight down to the bottom, then channel surf to the next channel and start at the top again. It's a bit faster then climbing back to the top, and if you find two empty channels you can switch between the two for some very fast exp.

---



By the time you're around level 33 this experience will start to slow down a bit. Try to keep it up - By level 34 you can try out training at fire boars with cold beam, when it should be a high enough level to start to support you.





Level 34-40



Level 34 should be the highest level you wanna use fire boars for good exp; if you go before then your cold beam may not be strong enough to 2/3 hit kill them. Infact, you can get faster exp at places you one hit enemies with m.claw, (Such as Ant Tunnel/Wild Boars) until you one hit fire boars. Most people will go once they can two hit, however.



First of all, there's only one good place to hunt Fire Boars: Burnt Land. To get there, take the path to the Dungeon from Perion, then get to the second screen. There should be a small cave labeled "Burnt Land" in the middle of this screen; walk up to it and press up to enter. This is Burnt Land I, there are five different screens here, but for the best experience and training you wanna use either Burnt Land I, where you're currently at, or Burnt Land II, which you reach by pressing up at the exclamation point sign in the top right of Burnt Land I.



Pros- Burnt Land I: Usually easier to find an empty one then an empty Burnt Land II, only have to train in the bottom if you're here by yourself.

Cons- Burnt Land I: You'll need to clear out the top every once in awhile, as Dark Axe Stumps will spawn up there, and sometimes a Fire Boar will jump off of the top, hitting you, causing unnecessary damage. People will also frequently pass through here on their way to Burnt Land II.



Pros- Burnt land II: Higher number of fire boars, especially in the bottom right, along with a higher respawn rate in general. This place is the best exp for an Ice Wizard until they can 3 hit fire drakes or they've gotten thunder.

Cons - Can get boring after 10+ levels. Also very crowded, and don't be surprised if a higher level comes in and starts killing things before you can kill them.



By level 35 you won't want to train anywhere except fire boars, and as long as you can find one with only 1 or 2 people in it it's great experience, not to mention money ( I think I earned about 3-4 million just from picking up loot and selling two glass shoes from level 30-45) Don't expect to really go anywhere else until level 40+.







*Ossyria*



The weakest fire enemy in Ossyria, Fire Sentinels, are located in the Orbis Tower between floors 12 and 10. They're weak to Ice, of course, and have about 900 hp and give around 50 experience. I'm not sure what they drop, I'll have to check it later, but I don't think there's anything terribly good. But it's still great that Ossyria's added two new places for low level ice wizards to train at. :D



Ossyria has a great place similar to Fire Boars for ice wizards to train at. From Orbis, head to cloud city and head to the top left. There's a portal here, although you can't see it. It's pretty obvious where it is, however. There are cats here named Cellion, a fire type, Lioner, a thunder type, and Grupin, an ice type. There are two versions of each, an adult version and a junior version. You'll want to fight the junior ones. From what I've seen, it's a bit less crowded than fire boars and they drop 60% claw scrolls and a few other good rares. (Assassins training at Jr Grupins will trade you wand scrolls that Jr Grupins drop for claw scrolls, which can be a good thing) It's pretty much the same thing as fire boars, but they have 1.1k hp and give out 65 exp.





On a side note, I've noticed that Jr. Lioners, the thunder type of the three cats, is ice weak. They drop kumbis and 60% bow scrolls, so you might prefer them to Cellions. Same goes for the adult version (Different drops, however.)



Level 40-45



Now, if you haven't started already, during these levels is when you can start hunting your first 'big' monsters. No, no fire drakes yet, those are still quite a ways off. But if you're tired of doing fire boars, you can try Golem Temple and Crocos, but especially Dangerous Valley I.

To reach Golem Temple, take the dungeon path from Henesys. At the second screen, go into the pit and press up on the sign to reach the entrance of Golem Temple. Climb up to the top, and then press up at the temple-looking thing. This is the actual Golem's Temple. It's the best spot in the game for hunting Golems, although there are three other screens you can go to with different enemies mixed in with the golems. I prefer the first screen of Golem's temple, (The one with the large building), and it's generally not too hard to find an empty channel. Golems have plenty of good rares, ranging from Devil robes and Amoria tops to Shadows and some Warrior items. Their drops will probably decrease in value when Ossyria is out, however. You can still make quite a hefty profit and it's a nice change after a few levels of fire boars. There's almost nothing to hunting Stone Golems. They move slowly enough, that even if you miss them some, you should rarely get hit unless you're careless or they spawn on top of you. If you want to party, this place is best suited for two people, one on the bottom two platforms and somebody covering the top ones.



To reach Crocos, go to Kerning City and press up on the middle of the three sewer platforms near the Party Quest. Continue onwards for 4 screens, and at Dangerous Croco II make your stop. You'll still be missing crocos some (You can 100% hit them around level 45), but they have some useful drops (Especially if you're too cheap to buy some items) including all the +int calases and green serapis. They're somewhat hard to find, and when you hunt them, remember to try and keep off their branch. You never know when they might unfreeze or another one may spawn, and they do quite a bit of damage; plus there's nothing more annoying then reaching the top and then getting knocked off. If you have a level 30-35 friend, you can ask him hunt the cursed eyes on the bottom to help keep the croco respawn up on the branches.



Dangerous Valley I is probably the only alternative for quick EXP if you get bored of training at Burnt Land II. To reach it, take the dungeon path from Perion, then immediately head left and press up at the door. You'll be taken to Dangerous Valley, home to a mix of fire boars and copper drakes. First of all, if you're still level 40, you may just wanna find a channel with 1 or 2 other people and camp the top. It's mostly fire boars with a copper drake or two thrown in, and as you reach a higher level you'll be able to withstand the mobs of copper drakes at the middle and bottom. Copper drakes don't drop anything of very high value, similar to fire boars, but their items can NPC for more then fire boar rares and a high stats dark scorpio top or pants can go for 200-400k if you find a buyer. If you want to party here, this place is very friendly to parties with three attackers, one for the top, mid, and bottom, and a cleric to circle around the map healing and picking up loot, and taking down the stragglers on the small top left platform.





*Ossyria*



There's not too much new at the moment, although you can probably handle the non-elemental enemies in Ossyria by now, namely Dark Leattys, Nependeath, and Star Pixies. You can also handle Lunar Pixies, although you'll still miss until around level 45.



For Dark Leattys, head down Orbis tower until you reach floors 5 through 3. They're pretty weak, 1.2k hp and 70 exp I believe, although it may be 1.1k and 65 exp. They drop lots of white pots similar to jr cellion/lioners, so you can train here and save lots of pot money. They drop blue moons, which are some nice level 40 earrings and a couple other not sold in stores level 30-35 drops. They're not too great for exp since you two hit them but they are good if you want to rare hunt.



Nependeaths drop a few noticeable rares, including red napoleon and korean fan. To reach them, go to cloud city from Orbis and go down to screen 2. They're on the bottom, and while they're on a few other maps, this is the best place to hunt them. They spit at you without you attacking them, but if you freeze them they're relatively harmless. 2.1k hp, so they should be a 3-4 hit kill, for 99 exp.



Star Pixies and Lunar Pixies are all over the place in Orbis. You can find them in just about every screen of cloud street. Star Pixies have around 1.3k hp and a lot of 'common class' drops, such as panlid and umbrellas. Lunar pixies have 2.5k hp and better common class drops, such as yellow umbrella and blue napoleon.





Level 45-50





As you get to a higher level, you start to find there's not much else to train on until level 50, which is the recommended earliest level to start hunting fire drakes. I'll go more in-depth on them in the Level 50+ guide. If, after cold beam, you started putting points into meditate you'll have to stick around Burnt Land II or Dangerous Valley I for exp, and mix it up with crocos/golems for a little variety. Depending on your skill list, you may be able to start fighting some new enemies around level 48 at the earliest.



If, after cold beam, you started putting points into thunder, you'll be able to do some Cursed Eye trees ( They're three screens north of Ellinia, I suggest the tree named "Field North of Ellinia III", it's got the highest concentration of CEs ) or possibly Lorangs. While your thunder will still be around level 25 or so, you'll be able to kill CEs and Lorangs in 3 hits, or you can do Evil Eye caves in the Ant Tunnel, where you should be able to 2 hit them. To reach EE caves, just continue one screen past where the 24 hour mart in the Ant Tunnel is. To reach Lorangs, go to Lith Harbor, talk to Pison (Might be Pason, I can't remember), then head to Lorangs Lorangs (Check your world map for it) and head to the top of the screen. Stand at the bottom of the highest giant shell and press up. You'll enter lorangs x 3, the best exp for thunder wizards from level 50-70. The best way to go about it is to ignore loot, going down the platforms killing lorangs and then channel surf when you reach the bottom. (Try getting a level 25-31 guy to party and loot you. He makes money and you can still get fast exp without him leeching any from you.)



*Ossyria*

I kind of take back what I said about not many places to train. With the addition of Ossyria, there's atleast 4-5+ areas for you train, which is just fine with me. Nothing else new to train on that's fire weak, although you might try tackling Hectors three screens east of El Nath. They drop a couple rares, including Green Napoleon, but those are practically all too common, as I write this only 2 days after opening they're already down to 100k. Still, keep it up. Around level 50 practically a whole new world opens up to you.





Level 50-56





This is it. You're level 50, your cold beam kicks ass, you just got your new shoes, gloves, maybe even a calas or circlet. You've got meditate or thunder maxxed out now, too. You've been waiting to do this for 50 levels. Fire Drakes. So, enough of the bullshit and let's get right to it.



Before fire drakes, you're gonna need a few other things. First of all, make sure you've got plenty of MP pots. You're gonna use magic guard a lot at FDs. Then, make sure you've got tele-casting down.



---

(Mini-guide: Tele-casting)

Telecasting is quite simple. Essentially, you're attacking and then using teleport to quickly dodge left or right. (Or down and up, in some situations) To do it, go to a town and then try it. Just use cold beam/thunder, then press in the direction you wanna go and teleport. If you're still not sure of yourself, try practicing at fire boars. If you wanna show off, attack then teleport forward past the fire boar or back away from a mob of them. (See how long you can telecast fire boars until you get hit if you're bored. ;P)

Once you're sure you've mastered the tele-cast, continue on with the guide.

---



To reach Fire Drakes, go to Dangerous Valley I and use the portal at the top. Simple enough. Before you go in, however, make sure you have magic guard on or you have over 300 hp. Fire drakes do ~300 damage per hit and if there's one at the entrance you can easily die in a hit or two before you even get to attack them. First, you'll want to try and find an empty channel so your first experience with fire drakes isn't getting KSed.



Now that you've done that, just jump in there and start mixing it up with the fire drakes. You'll quickly see that they can shoot fireballs that do about the same damage as their hits. They do magical damage, so this is one of the rare situations you actually get a defense boost from mdef. To dodge them, hit them and then telecast away from the fire drake to get away from the fireball. You can then jump over it or walk backwards until it fades. One on one fire drakes are nothing, unless you get unlucky and miss them 2 or 3 times in a row, where they might get to fire another fireball at you. If there are 2 fire drakes, things get tougher until you can 100% hit them. If there are 3 or more, just hit them, then telecast backwards since you'll be facing mobs of fireballs. Eventually you'll wear them down and the loot is yours.



If you want to party at fire drakes, (Helps scare off people from invading your channel) it's best to use a group of 2 or 3. Usually 1 guy on top, one in the mid, and you can share the bottom (Or you can get a lower leveled guy down there, usually 2 to 3 fire drakes, a couple copper drakes, and fire boars spawn down there.)



By the time you're about level 53 or 54, you should stop missing fire drakes. From then on it's a sweet way to gain money (Who knows- Maybe you'll find some steelies!) and then go train at lorangs. I've never found fire drakes to be very good money, myself. I prefer to rough it at Lorang, Lorang, Lorang and Hot Sand.



*Ossyria*

At this level you can start hunting Dark Yeti, Dark Pepe, and Werewolves. Also hectors if you're bored, but the exp and drops aren't all too great.



Note: It's best not to try these places until 55/56+, otherwise you'll miss too often and have high chances of dying, even with freeze.



To reach Werewolves, head east from El Nath until you reach the Yeti+Pepe Map. Enter the level 50+ area and move up two screens. Werewolves are actually quite weak because instead of being in mobs like tauromaci or taurospears they're all alone, save for a few hectors and white pangs. With freeze, you can kill these suckers EASY. I prefer to just kill the top 3 levels and let the bottom get mobby, so you have to deal with less hectors and will be more likely to have a werewolf drop. The main werewolf drop you should be concerned with is Evil Wings, but they also drop a few other things like Dark Requiem.



For Dark Yetis and Dark Pepes, head the same way you took to werewolves but stop 1 screene earlier. This is the only place to find Dark Pepes, and there's also Dark Yeti and Dark jr Yeti. They each have 2 or 3 highly valuable drops, and they should be pretty easy to fight so long as you have freeze.





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Lightning Wizard (Thunderbolt) Leveling Guide

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Level 30-36





The first few levels of a lightning wizard are about the same as an ice wizard, although it takes a bit longer before you can start to use thunder to effectively train faster then using m.claw.



So you've just made the Thunder Wizard job advance. You've got either 1 point into MP eater, Teleport, or Thunderbolt depending on your style and choice. For now, just go back to wherever you got the best exp for level 28/29. For most people, this will be the Ant Tunnel, but if you find an uncrowded Wild Boars (Unlikely nowadays) you can get the same, if not better, experience. If you really want to hunt Wild Boars but can't stand the crowded Wild Boar Land I, try II, which is a hidden street 4 or 5 screens east of Perion. It's a very tall screen with spike and green shrooms, along with both types of axe stumps. In the top right there are a couple monuments, walk around them and press up until you've found it. If you still can't find it, try consulting the secret map FAQ.



If both Wild Boar land I and II don't suit you, you can try the 2nd or 4th screen of Ant Tunnel. The 2nd screen has a better concentration of undead shrooms and spike shrooms, but seems to lag a lot for dial-up users. You can try the 4th screen, which also has a pit that's good for channel surfing.



---

(Mini-guide: Channel surfing) I'm still surprised how many people don't know how to channel surf properly. Some people I ask like to just click menu and go to change channel. This is slow and inneffective. To change channels quickly, press esc, hit enter, then pick a channel with the arrow keys and hit enter again. Try practicing with it. Once you're good with it, you can change channels in under a second. Now that you've got that down, find a good tall area (Examples are Sleepy Dungeon 4, Lorangs x3, and Ant Tunnel IV) and then start at the top, fight down to the bottom, then channel surf to the next channel and start at the top again. It's a bit faster then climbing back to the top, and if you find two empty channels you can switch between the two for some very fast exp.

---



By the time you're around level 33 and 34, your thunder will start to do enough damage (Around 100~200 max) to let you use it for training at ant tunnel pits or to try green mushroom hunting; heck, if you want to, you could even try out pig beach. For now, however, the best experience you can probably get is going to be at ant tunnel, wild boars, and areas with large, weak mobs ( Some people like to try slime tree, since thunder can 100% 1hit them, even at a low level, or the top of Henesys Hunting Ground, since there's a small area with a high respawn of green mushrooms. )



You could also try octopi. They're thunder weak, like slimes, and I believe you can one hit kill them quite early on. Take the dungeon path from Kerning City ( It's the middle pipe of the three sewer pipes near the PQ ), and the first screen that's inside the Dungeon ( Should be the 6th screen from Kerning ) should be a multi-platform'd area with stumps, octopi, and Jr.Neckis. Go to the top and press up at the Arch to enter a secret area containing some Jr. Neckis and Slimes, but mostly large mobs of octopi. The best way to train here is to jump to the bottom, thunder all the mobs, then channel surf forward one channel. You can clear out large mobs, then go to the next channel. Once you flip back around to that channel, the mobs will have respawned already. ( If there's too many people here, find 3 channels and surf between them ) Alternatively, you could also come and train here if you're poor and need more change to buy a few pots to train at other areas.





Level 37-44





Around this time is when Thunder finally starts to get useful. It takes it a bit longer then coldbeam since it's got a lower magic attack, but by this time you can start to do around 300-400 damage with thunder, finally making it do enough damage to help you train faster then with thunder. Around 37 you'll want to start training at Wild Boar Land I since you'll be able to two hit them and find spots where the boars will spawn in packs of 2-4 and you'll kill them before they (usually) hit you. Generally, just keep training at the places you trained for level 30-36, just using thunder to kill mobs and speed up the experience a little bit. At around level 39-40 you'll be able to take on Evil Eye cave and start to really gain exp fast.



To get there, continue deeper into the Ant Tunnel. When you see the 24-hour mart, you're one screen away from it. Now-a-days it's a bit more crowded, but since snowboards no longer drop there'll be less and less people going there except for warriors and low level thunder wizards such as yourself. There are 4 levels of the caves, but generally the first and last areas are the best ones for hunting Evil Eyes. You'll find that you can get experience much faster, but, even if you loot the EE tails and mesos, you won't be making very much money. You'll be depending on finding rares (You'll have found hundreds of cutlus before you leave this place. >_>) to support your pot needs while here, but you won't be spending too much on pots yet. (You will when you can finally do lorangs)



You should be able to gain a sizable amount of exp, and be able to get from 40-45 in under a week, even if you don't play very much.






Quote:







Originally Posted by Hexin

Cheaper cost lightening mage lvling: At lvl 40 you can one hit KO horned mushrooms and in the mushroom tree there are about 4 main areas where your lightening can kill loads of monsters in one cast. The most being at the top which will be about 166 Exp in one shot (35,35,35,35,35,26). They hit you for little dmg and it is a cheap alternative for lvling and still very fast. The main problem is of course the bad drops but there is a chance for a panlid since there are green mushrooms around too. Personally i trained here until i could kill evil eyes in 2 lightening shots since 3 is just too mana consuming.




My Thoughts: You've got a good point here. I completely forgot about the mushroom trees, since I never trained there. (They always seemed to lag on my computer.) Yeah, that would be a cheap and still fast alternative to doing EEs until you can two hit them.



*Ossyria*

Hey! Lightning sucks in Ossyria until it's maxed. But at level 30 you can hunt some of the mobs in Orbis tower, especially if you've got a fire mage or something to hunt the smaller mobs to keep your's up. Just about every floor of Orbis tower consists of 4 small platforms with about 4-5 monsters and 2 large platforms with 8-10 monsters, although this varies a little bit. You could still gain some good exp in these mobs, without getting hit too to save money, thanks to the platforms situated just above large mobs. I'd suggest Jr Pepes, Either of the Leattys, or Fire/Ice Sentinels (Ice Sentinels drop 60% cape int scrolls, and Jr Pepes drop 60% Staff scrolls. :D)



Around level 45 you thunder should start to get strong enough that you can two hit star pixies. Amazingly good exp for 2 hits (They have 1,100 hp) and some good drops such as panlid. They give 72 exp per kill, and they're quite mobby. You can kill these guys easily if you get meditate after thunder, although if you got cold beam second you can still kill them pretty easily around level 45+.



You can also kill jr grupins/lioners/cellions. Same hp as Star Pixies, 1.1k, but less exp and mdef, so you can two hit them earlier. If you can get a guy to take the bottom of the screen you can kill the mobs on the platforms of the three jr ____ maps.





Level 45-50





By level 45 you'll notice the experience at evil eyes is starting to drag. By about level 47-48 you'll probably want to just leave it. There are two alternatives; the first are cursed eyes, (There are trees full of them north of Ellinia, I recommend tree number III. Just pop in and out of them and expand your map to include names until you find it (It's near the mid-right.) You can also go here around level 45, while lorangs are better off later) they're mostly only good cuz they do a little bit less damage then lorangs, they're slower, (So you'll get hit less) and they have much less hp (1.2k compared to a lorang's 2k.) for just a little bit less exp. If, however, you find you can make better experience at lorangs then by all means go ahead and do it. I just prefer cursed eyes since you may not have much money after almost 10 levels of evil eye caves, and since you kill them faster and take a little less damage you'll make some more money. Curse eye drops seem to have drops that NPC for more on average ( They drop lots of two hand weapons, which NPC for around 70k, and several items you can sell to other people for 100-200k. )



The best spot for hunting Lorangs is Lorangs x3, to get there, go to lith harbor, talk to Pison. He'll offer to take you to florina for 1k. Pay him and then you'll appear at the entrance. Move two screens right to Lorang Lorang and go to the top of the screen. Press up at the bottom of the highest shell, then you'll get taken to lorangs x 3. It's somewhat crowded, but it's not too hard to find an empty channel. The best way to train here is to skip picking up loot and just dropping to the bottom and thundering lorangs as you go. When you reach the bottom, change channels or enter cash shop, then change back or exit the cash shop. You'll appear back at the top, and you can continually drop back down the bottom for some of the best experience for thunder wizards from level 50-70.



*Ossyria*

No point to Ossyria. By now, your best experience is gonna come from places like Lorangs X 3 and possibly Hot Sand.



You can fight lunar pixies, they're on screens Cloud Park III and IV. They can get quite mobby, but by now the exp to hp ratio is nowhere near as good as star pixies. They have some good rares if you're feeling somewhat poor, (Yellow Umbrella and Blue Napoleon) but you'll probably be too poor to fight them very cheaply.





Level 51-56





Just so you know, you're gonna find your best experience at lorangs x 3. This may change when Ossyria is added (We'll find out) but for now, just stick there. You can also try Hot Sand, it's at the end of Florina Beach. Most high level thunder wizards don't go there until around 70 for better exp then lorangs, but you might want to do Hot Sand starting around level 50 if you feel your money reserves are running low. Clangs there can drop several things worth more then a million, and umtis have rather good drops that are worth around 300-500k on average.



To get there, just go to the end of Florina Beach. To reach the floating platforms, press up to use the teleports built into the beach at certain objects. (They're not too hard to find.) It's pretty much the same deal as lorangs x 3, except there's no need to change channels. Just loop around the map killing umtis/clangs/lorangs and every 2 or 3 loops turn around and then pick up the loot without getting hit by enemies.



*Ossyria*

Same comment as last time. Bext exp's at lorangs and hot sand. You might be able to do jr yetis, they can get quite mobby and have moderately good NPC drops and valuable 60% glove attack scrolls. They have 3.8k hp, however, and they're not thunder weak, so it can get quite expensive to fight them.



If you're bored, you can also try hectors, 3 screens east of El Nath. They have around 5k hp, but they're not thunder weak and overall have crappy drops. But hey, it's a good break if you're sick of lorangs.



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Dual Wizard (Cold beam and Thunderbolt) Leveling Guide

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Level 56-62





From level 56-62 you're not gonna go to very many new training spots. Basically, just stick around Fire Drakes and Lorangs/Hot Sand. They're the best experience you're gonna be able to get.



If you're bored, however, and still want to get exp, you could try out Sleepy Dungeon 4. To reach it, go to Sleepywood and press up on the door on the right house. Go down 3 screens (Take the ladders ) until you're at SD4. While it's hard to channel surf here nowadays, it's still good exp if you're in a party.

Some people prefer 2-man parties, (It's best for ice/thunder wizards to take the two top platforms with a sin or fire wizard on the bottom) but you can also use 3-man parties. (Take the top or the middle platform, with either a cleric, fire wizard, warrior, or bandit on the remaining platform and a sin/fire wizard on the bottom.) It's somewhat expensive here, and DSGs do a lot of damage. I'd recommend using magic guard, if you're sure of yourself you could use HP pots and no magic guard, but you'll probably end up using lots of pots no matter what you do. On a last note, you could probably start doing this place around level 50 or whenever you have both cold beam and thunderbolt. You need thunder to take care of curse eye mobs and cold beam to kill DSGs.



At level 60 you can also do B3 quite effectively. It's the level 40 jumping quest you do for Shumi. While somewhat infamous for all the clerics that rule this place, I find that I can do more damage to wraith mobs with thunder than most clerics can do with heal. While it's not great exp, it's REALLY good when you just need a change. Not to mention you might find a cape, or better, a red whip. It's only major drawback is that you need to do the B3 jumping quest everytime you want to train here.



*Ossyria*

You can try out the level 50+ area and actually be able to kill things now. There's lots of dark types around here, so they're not ice resistant and you can freeze them. Of special note are werewolves; Low mdef, Not ice resistant, and they have one VERY good drop: Evil Wings. You can find them on Wolf Territory I and II, III and IV have too many lycans to train there. They usually spawn one or two to a ledge, so they're not too mobby. As soon as you can hunt them cost effectively I'd suggest it; they have several other good rares in addition to Evil Wings.



There's also Dark Yetis and Pepes, which I mentioned in the Ice Wizard section.



In the late 50s, however, you can also try training at zombies. They have 190 exp, and you can thunder the mobs for good exp. However, the poison hurts so you might not wanna try unless you can nab a cleric to party with you. They drop white/dark serapis and cromi, so the drops can be worth it. You can hunt miner zombies too, but it's very slow. They drop dex crystal ores and some nice level 55 earrings, so again, it can be worth it.



You could also try Cerebes in the Dungeon at level 61+.





Level 63-70





Around level 60 is probably the earliest you could do Sanc 2 (effectively), but I wouldn't try it until now. To reach Sanctuary 2, just continue onwards from Evil Eye caves. You'll reach a large area with a mine and a temple, take the temple door, ( It's the one on the bottom ) and continue through to Sanctuary 1, then Sanctuary 2. Sanctuary 2 is pretty effective EXP just because there are HUGE amounts of mobs here in the forms of cold eyes, but you can't train here until a higher level because of the Tauromacis. While they're not too hard to kill for someone around level 50, combined with the cold eye mobs and low hp/mp at lower levels, they CAN get pretty scary. Training here isn't very hard; just keep magic guard on at all times and be sure to carry Slush with Red Beans. Pizza is needed, and watermelon might not be a bad idea, either, if you seem to be using the wrong pots when HP and MP both get low. If the exp is still slower then lorangs x 3 or Hot sand, then of course go back there.



You can also try hunting taurospears, I would recommend Sanc 3. There's a small platform in the middle near a ledge that you can snipe tauro spears from. Combined with freeze, they won't be able to combat against you. You can also try partying at Sanc 4 with a another character (Preferably a sin or warrior for damage) the respawn'll be a little low, but it's about 5 times safer then soloing the place. Not much to hunting spears, really. Just make sure and keep them frozen, and stay out of the range of their spear. They can do a hefty amount of damage. On a side note, make sure to NEVER aggro more than 2 or 3 spears. You won't be able to keep them all frozen, and you'll take pointless damage from spears and thunder.



Lastly, exp wise, you can do Drake's Meal Table. To reach it, just take the top door at Another Path and you're there. It's a tall map full of Cold eyes, drakes, and cargos. When you can 2 hit drakes, 3 hit cargos, and 2 hit cold eyes with thunder is when I would say is a good time to start training here. Just go up and down the map to keep the mob number high. (Channel surfing won't really help here) You'll find lots of drakes and cold eyes on top, and lots of cold eyes and cargos on bottom. There's also drakes, cold eyes, and wild cargos mixed in between. The EXP isn't very great here, good, but not great. If you just need a break, come here. If you just want exp, money, and items, go to hot sand, fire drakes, or sanc 2.



Another good place for "I'm bored of training" people is Sleepy Dungeon 5. It's still rather good exp, thanks to CE mobs and Dark Stone Golems, but more importantly it's a very welcome change from doing enemies like fire drakes and lorangs for 15 levels.






Quote:







Originally Posted by Sp00ge

pff... Min your forgetting something valuable. At my level (63) with maxed out lightning i can 1hko evil eyes =o



Just keep falling down with 1 lightning strike per platform = own =)



Also, drake hunting grounds is OK if your poor at my stage (yea, i'm poor, guess where i go) because of the kumbi drops. If i train there for an entire day (10-12 hours is an entire day to me) i get about 4 kumbi stars which is like what... 300k a piece at the new market? So thats 1.2mil from just kumbi stars + any other NPC'd drops/sold drops + the money you actually make + NPC'ing drake skulls. The EXP ain't great, but its good, considering you can also mob drakes at my level with lightning in about maybe 3-4 hits o.O






Another good poor-bie place would be the Cold Eye cave right before Sanc 1. If you have maxed lightning and are lvl 60+ you can do strikes and lure them over to the safe platform you're on and jsut kill them. Works well, i trained there for lvl 61-63. The MP use problem isn't a problem exactly because you take a few breaks in order for the mob of cold eyes to form at the ledge, so you gain some good MP just from the waiting. Its not very expensive pot wise because you don't exactly lightning 1 cold eye to death, you create a mob and destroy it, saves a lot of MP. Plus if you get icicles, thats about 450k-500k. Pink Cone hats, because everyone loves pink conehats, decent money, and cold eye tails can prolly bring in some money if accumulated. Not to mention you don't need magic gaurd there either because cold eyes dont make much of a threat if your teleporting >_>



*Ossyria*

Nothing to say here, at the moment. However, I wouldn't think of trying to hunt bains until the early 70s at the earliest. There are lucidas, however. They get a bit mobby, but they have almost nothing BUT level 80 drops, including the dark level 80 mage clothes. You can find them at the end of the Garden of _____ areas.

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