Aran: Difference between revisions
Line 4: | Line 4: | ||
Aran was a hero/heroine of the past who fought for the Maple World against the Black Magician. Just before defeating the Black Magician along with the other heroes of Maple, the Black Magician used a last resort and put a curse on Aran that froze him/her in ice for a century. Thus, he/she forgot their memories and abilities. | Aran was a hero/heroine of the past who fought for the Maple World against the Black Magician. Just before defeating the Black Magician along with the other heroes of Maple, the Black Magician used a last resort and put a curse on Aran that froze him/her in ice for a century. Thus, he/she forgot their memories and abilities. | ||
Aran soon finds out that the Black Magician will come back to the Maple World very soon and is determined to defeat the Black Magician once and for all. | Aran soon finds out that the [[Black Magician]] will come back to the Maple World very soon and is determined to defeat the Black Magician once and for all. | ||
If you create an Aran, the new character will have a default tan skin. An Aran character starts in a flashback of the Aran's memories, where Aran is level 200 and possesses the legendary polearm, Maha. Aran has to help the people of Ossyria escape to Victoria (This explains what happened before the events at Altair Camp in Elin Forest). Aran awakes to find himself/herself in a tent and goes outside. Upon going outside, the setting resembles the Dragon's Forest in Minar, as well as having the same BGM as the map, as everything is ablaze. The refugees are lined up to board the boat that will let them flee from the tyrannical reign of the Black Mage. Athena, who is at the entrance of the boat, checks off the names of the passengers, a family notices a child is missing and the crowd starts to panic. Aran then resolves to find the child and goes back to find him. Being level 200 at the time, the Cornians and Skelegons in Aran's way will be used as tutorial material for introducing the Aran class' Combo Mechanic. | If you create an Aran, the new character will have a default tan skin. An Aran character starts in a flashback of the Aran's memories, where Aran is level 200 and possesses the legendary polearm, [[Maha]]. Aran has to help the people of Ossyria escape to [[Victoria Island|Victoria]] (This explains what happened before the events at Altair Camp in Elin Forest). Aran awakes to find himself/herself in a tent and goes outside. Upon going outside, the setting resembles the Dragon's Forest in Minar, as well as having the same BGM as the map, as everything is ablaze. The refugees are lined up to board the boat that will let them flee from the tyrannical reign of the Black Mage. Athena, who is at the entrance of the boat, checks off the names of the passengers, a family notices a child is missing and the crowd starts to panic. Aran then resolves to find the child and goes back to find him. Being level 200 at the time, the Cornians and Skelegons in Aran's way will be used as tutorial material for introducing the Aran class' Combo Mechanic. | ||
After rescuing the child and returning him back to the ship, the Aran tells Athena to leave without him/her and decides to help the other Maple Heroes in the final stand against the Dark Magician. | After rescuing the child and returning him back to the ship, the Aran tells Athena to leave without him/her and decides to help the other Maple Heroes in the final stand against the Dark Magician. | ||
After Aran is cursed and sealed in ice as mentioned before, your Aran character truly starts when he/she is awakened by Lilin, a girl with a soft voice and long cyan-colored hair. The setting of the Aran's awakening is [[Rien]], A cold climate much like El Nath, the reason for its cold climate amongst warmer places like Victoria would be the expansion of the Black Magician's curse which froze Aran. It is located off the coast of Lith | After Aran is cursed and sealed in ice as mentioned before, your Aran character truly starts when he/she is awakened by Lilin, a girl with a soft voice and long cyan-colored hair. The setting of the Aran's awakening is [[Rien]], A cold climate much like [[El Nath]], the reason for its cold climate amongst warmer places like Victoria would be the expansion of the Black Magician's curse which froze Aran. It is located off the coast of [[Lith Harbor]] and that is how [[Rien]] is reached. Arans are similar to warriors in their close-ranged attack prospect and the equipment they can use. Like a [[Cygnus Knights/Knights Of Cygnus|Cygnus Knight]], in the selecting character screen there will be a bamboo-themed banner behind the character, identifying it as an Aran. | ||
[[Image:Maplestoryt-2009-07-04-02-19-05-86.png|thumb|right|Example of the Combo System.]] | [[Image:Maplestoryt-2009-07-04-02-19-05-86.png|thumb|right|Example of the Combo System.]] |
Revision as of 19:46, 29 May 2011
History
The Aran is referred as a singular hero/heroine existing in the Maple World, but this does not mean that only one Aran character can ever be created. This is simply plot significance.
Aran was a hero/heroine of the past who fought for the Maple World against the Black Magician. Just before defeating the Black Magician along with the other heroes of Maple, the Black Magician used a last resort and put a curse on Aran that froze him/her in ice for a century. Thus, he/she forgot their memories and abilities. Aran soon finds out that the Black Magician will come back to the Maple World very soon and is determined to defeat the Black Magician once and for all.
If you create an Aran, the new character will have a default tan skin. An Aran character starts in a flashback of the Aran's memories, where Aran is level 200 and possesses the legendary polearm, Maha. Aran has to help the people of Ossyria escape to Victoria (This explains what happened before the events at Altair Camp in Elin Forest). Aran awakes to find himself/herself in a tent and goes outside. Upon going outside, the setting resembles the Dragon's Forest in Minar, as well as having the same BGM as the map, as everything is ablaze. The refugees are lined up to board the boat that will let them flee from the tyrannical reign of the Black Mage. Athena, who is at the entrance of the boat, checks off the names of the passengers, a family notices a child is missing and the crowd starts to panic. Aran then resolves to find the child and goes back to find him. Being level 200 at the time, the Cornians and Skelegons in Aran's way will be used as tutorial material for introducing the Aran class' Combo Mechanic. After rescuing the child and returning him back to the ship, the Aran tells Athena to leave without him/her and decides to help the other Maple Heroes in the final stand against the Dark Magician.
After Aran is cursed and sealed in ice as mentioned before, your Aran character truly starts when he/she is awakened by Lilin, a girl with a soft voice and long cyan-colored hair. The setting of the Aran's awakening is Rien, A cold climate much like El Nath, the reason for its cold climate amongst warmer places like Victoria would be the expansion of the Black Magician's curse which froze Aran. It is located off the coast of Lith Harbor and that is how Rien is reached. Arans are similar to warriors in their close-ranged attack prospect and the equipment they can use. Like a Cygnus Knight, in the selecting character screen there will be a bamboo-themed banner behind the character, identifying it as an Aran.
To make the Arans even more unique, they have a game mechanic that no other class gets to use: the Combo System. If the character has a polearm equipped they are able to increase their combo counter by continuously hitting monsters. As their combo counter increases, so does their damage. The Aran's strongest skills can be utilized by building up the Combo Counter and then utilizing the Combo Counts. Aran-type characters are extremely powerful and amazing mobbers as all their attacks hit multiple monsters.
Skills
There are many skills that needs a certain amount of combos to use that particular skill. There are many many passive skills in that case, passive skills are usually the one that you can't put it onto a keyboard. The skills are very very useful as they attack up to 12 monsters and have HUGE range. The Aran lacks party skills, however, the only one being Combo Barrier.
Aran skills including their normal attack (hits a few enemies, increases with character growth) and double/triple swing (12 enemies) will divide the damage more or less unevenly between monsters, so that about 1000 damage (for example) on 5 monsters will hit for 100-400 damage per monster, but the total will still be about 1000--however, evidence shows that there is a slight increase by percentage of total damage for the number of monsters hit. This is not the case for skills such as Combo Smash/Peril/Tempest, which will count hits individually and not split the damage. The latter set of skills also have no MP cost, the only tradeoff for which is that using them cuts the combo count back down to 0. For this reason, the combo-requiring attack skills of Arans tend to be considered quite overpowered (In GMS, Combo Smash does the most damage of any skill in any job at level 50, potentially breaking 5000 damage per hit at level 1 easily).
Notes
- The buffing combo skills are always ↓ + ↓ + Attack Key
- The attacking combo skills are always ↓ + Direction + Attack Key
Icon | Skill Name | Description | Type | Mastered | Prerequisites |
Combo Ability | Gain increased ATT, DEF, and Speed for every 10 Combo Count. | Passive | 10 | Lv. 10 Double Swing | |
Double Swing | Press the attack key twice to deal a double attack on up to 8 enemies | Active | 20 | - | |
Combat Step | Press a direction key twice to quickly move a short distance. Additionally has a passive effect which permanently increases the movement speed and the supremum of maximum movement speed. | Supportive | 5 | Lv. 5 Double Swing | |
Polearm Booster | Triples the attack speed of your weapon. Must have a polearm equipped. | Supportive | 20 | Lv. 5 Combat Step | |
Combo Smash | Uses the polearm to fire a burst of energy at enemies in front of you. | Active | 10 | Lv. 1 Combo Ability | |
Icon | Skill Name | Description | Type | Mastered | Prerequisites |
Polearm Mastery | Increases the weapon mastery, accuracy, and speed of polearms. | Passive | 10 | Lv. 3 Triple Swing | |
Triple Swing | Press the attack key three times to deal a triple attack on up to 8 enemies. | Active | 20 | Lv. 20 Double Swing | |
Final Charge | Charge forward, knocking back enemies in your path. Can only be activated after using Triple Swing. Has a chance to stun enemies. | Active | 10 | Lv. 20 Triple Swing | |
Combo Fenrir | Throw a polearm that penetrates a certain amount of monsters in the direction you are facing | Active | 10 | Lv. 1 Combo Ability | |
Combo Drain | Activates a buff that absorbs a portion of damage received as HP. Can only absorb up to 20% of your Max HP. | Active | 10 | Lv. 1 Combo Ability | |
Body Pressure | Temporarily enables Body Attacks on enemies. Attacked enemies may be Stunned for 5 seconds. | Supportive | 5 | - | |
Final Attack | Grants a chance to deal additional damage after an attack. Must have a polearm equipped. | Passive | 20 | Level 3 Polearm Mastery | |
Snow Charge | Permanently increases damage and infuses your polearm with ice for a certain amount of time. | Supportive | 10 | - | |
Physical Training | Improves STR and DEX permanently through physical training. | Passive | 5 | - |
Icon | Skill Name | Description | Type | Mastered | Prerequisites |
Combo Critical | Increases your Critical Hit Rate and Critical Maximum Damage. Each time yout Combo Count increases by 10, your Critical Hit Rate will also increase. | Passive | 10 | Lv. 10 Combo Ability | |
Final Toss | Lifts multiples enemies in front of you into the air. Airborne enemies take more damage. | Active | 30 | Lv. 20 Triple Swing | |
Combo Recharge | Consumes HP and MP to instantly boost Combo Count. Cannot be used when HP is below 50%. | Active | 10 | - | |
Rolling Spin | Jump in place and attack surrounding enemies. Has a chance to stun targets. | Active | 20 | - | |
Full Swing | Increases the damage of Double Swing, Triple Swing, and Combo Smash. | Active | 10 | Lv. 20 Triple Swing | |
Might | Temporarily increases ATT and DEF and allows you to knock-back enemies even when only a small amount of damage is dealt. | Supportive | 20 | - | |
Cleaving Blows | Ignores a portion of a monster's defense and allows you to deal additional damage to boss monsters. | Passive | 10 | - | |
Maha Blessing | Increases party members' Attack with the blessings of Maha, the spirit of the polearm. | Supportive | 10 | - | |
Combo Judgment | Drops a giant axe of judgment on the enemies. Has a chance to freeze, and frozen enemies will receive damage over time. | Active | 20 | Lv. 10 Combo Fenrir |
Icon | Skill Name | Description | Type | Mastered | Element | Prerequisites |
High Mastery | Maxes out Polearm Mastery while increasing Minimum Critical Damage and Weapon Attack. | Passive | 20 | x | Lv. 10 Polearm Mastery | |
High Defense | A new defense technique that permanently decreases damage received from enemies and increases HP. | Passive | 20 | x | - | |
Final Blow | Swings the polearm to deal a powerful attack on many enemies. The attack ignores a fixed about of enemy DEF and all attacks will become critical hits. Can only be used after using Triple Swing. | Active | 30 | x | Lv. 20 Triple Swing | |
Advanced Final Attack | Permanently increases ATT and Accuracy. Greatly increases the damage and activation rate of your Final Attack. | Passive | 30 | x | Level 20 Final Attack | |
Combo Tempest | Freezes the enemy to make them vulnerable to damage. Inflicts high damage against boss monsters up to 4 consecutive times. In addition, damage of Combo Judgment will increase permanently. Can only be used when Combo Count reaches 200. | Active | 30 | x | Lv. 20 Combo Judgement | |
Combo Barrier | Casts a party buff that temporarily decreases damage taken and increases defense. | Supportive | 30 | x | Lv. 10 Combo Drain | |
Over Swing | Maxes out the damage of Double Swing, Triple Swing and Combo Fenrir. | Active | 30 | x | Lv. 10 Full Swing | |
Maple Warrior | Increases the stats of all party members. | Supportive | 30 | x | - | |
Freeze Standing | Uses the power of Ice to hold your ground when struck, enabling you to resist being knocked back. | Supportive | 20 | x | - | |
Hero's Will | Cures you from being Seduced. The cooldown decreases as the skill level increases. | Supportive | 5 | x | - | |
Sudden Strike | Allows the use of Final Charge and Final Toss without a preceding combo, and increases damage. | Passive | 10 | x | - |
Advancing to 1st Job
- You need to be at least Level 10.
- Start the quest The Five Heroes with Lirin.
- Click on the Giant Pole Arm found above a group of penguins next to Lirin.
- Advance to 1st job.
Advancing to 2nd Job
- You need to be at least Level 30.
- Talk to Lirin in Rien.
- Talk to Maha next to the Giant Pole Arm.
- Talk to Lirin again.
- Head to Mirror Cave, located at the far west of the town.
- Enter the portal in front of the ice.
- Talk to Sir Blacksmith there.
- Head to the next map and gather 30 Sign of Acceptance from Scarred Bear.
- Give the items to Sir Blacksmith.
- Head back to Rien and talk to Maha.
- The following quests related to 2nd job advancement are:
Advancing to 3rd job
- You need to be at least Level 70.
- Talk to Maha in Rien.
- Head over to Penguin Port, the place where the boat is located, and defeat Thief Crow.
- Head back to Rien and talk to Maha.
- Talk to Lirin.
- Head to the Cave of Mirrors, which is the last map to the left.
- Talk to the Yeti there.
- Defeat the Thief Crow.
- Talk to the Yeti again.
- Open up the Maker skill. You will need 1 Dark Crystal , 3 Diamond Ores and 3 Garnet Ores. (Obtain the Maker skill by completing the quest Meren's New Discovery)
- Head back to Rien and talk to Maha.
Advancing to 4th job
- You need to be at least Level 120.
- Talk to Lirin in Rien.
- Talk to Maha and Maha will turn berserk.
- Defeat Maha's berserk form.
- Talk to Maha again.
Release Dates
- KMS: July 9, 2009
- MSEA: November 18, 2009
- GMS: December 9, 2009
- EMS: July 14, 2010
Mount
The Aran also has a unique wolf mount that they gain access to at level 50. The mount quest requires you to pay 10 million mesos as part of the chain, so if this is your main then it would be wise to start saving.
|
Aran Guides
Pages made by MapleTip members.
- Aran Guide - by SanjitS95 and MVPJeffie
- LordM4ple's Aran Guide -by LordM4ple
- Tetrix's Aran Guide (detailed guide, up to Level 70)
- IEpic_Aran_Guide_1-70 -Guide By iEpic
- MaxiArawn's AP and SP Lvls. 1-30 -by Oddjob
External Aran Guides
The Aran Quest guide can be found in the following link: