Magician (Guide): Difference between revisions

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(Thanks a lot rappa for messing up the whole introduction of the guide. Now I have to revert so many edits.)
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= Introduction =
= Introduction =
Hello and welcome to Maplestory. This is a very fun MMORPG and I hope you thoroughly enjoy it. One of Maplestory's many features include choosing between four classes at your first job advancement and using special skills and equipment useable only for your class.  There are many classes, but my personal favorite is the Magician. Magicians use magic attacks, such as energy bolt and magic claw and, later on, cold beam, thunder, fire arrow, heal, and holy arrow. All magician attacks are ranged and generally use a lot of mp. Magicians usually have very high mp and very low hp because of their high intelligence and low strength.
Magicians use magic attacks, such as Energy Bolt and Magic Claw, and, later on, Cold Beam, Thunder, Fire Arrow, Heal, and Holy Arrow. All Magician attacks are ranged and generally use a lot of MP. Magicians usually have very high MP and very low HP because of their high intelligence and low strength.


[[Image:Magician1.gif]]
[[Image:Magician1.gif]]
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[[Image:Magician3.gif]]
[[Image:Magician3.gif]]


== Why Choose a Mage? ==
= Class Analysis =
You might ask why magicians are a good class to choose. I have the answer. First the pros:


1. Very high damage in low levels (by 25, you feel invincible)
The Magician is a class of many strengths and a few weaknesses. Here are a few that you will notice as you progress through the game as a Magician.


2. Very high mp (level 30 has around 1.7k-1.9k mp)
== Advantages ==


3. Ranged attacks
1. Very high damage, especially at lower levels compared to other classes
 
2. Very high MP (level 30 has around 1.7k-1.9k mp)
 
3. Ranged attacks, many of which do not require clear paths


4. Many support skills (Clerics have Bless and Heal, and even fire/ice wizards have Meditate and Slow, which are very useful)
4. Many support skills (Clerics have Bless and Heal, and even fire/ice wizards have Meditate and Slow, which are very useful)


5. Decent accuracy (Magicians don't miss as much as Warriors)
5. Excellent accuracy


6. Not that expensive (although magician equipment can cost a lot)
6. Not very expensive


7. Very fun (Clerics can party people much higher leveled than the Clerics to heal the party, and fire/ice wizards can take down very high leveled monsters weak to the wizard's element)
7. Very resistant to Magic


Here are the cons with counterexamples:
7. Best class for the Kerning City Party Quest


1. Become the weakest class in the third job advancement (Priest's get amazing support such as 1.5X exp and a portal to the nearest town which can take you between the portals)
8. Useful and very fun to play!


2. Very low hp (maxed Magic Guard channels 80% of damage to mp)
== Disadvantages ==


3. No jumping and attacking at the same time (Magic Claw and Cold Beam can hit things a little higher than you and can go through obstacles)
1. Weak upon reaching the 3rd job advancement


4. Weak armor (Mages keep a lot of distance from their opponents, and if the enemy uses a magic attack, it will do very little damage because of a Mage's high magic defense
2. Low maximum HP
 
3. Unable to both jump and attack simultaneously
 
4. Armor has low Physical Defense


= Getting Started =
= Getting Started =
Assuming you have used the [[Main Page/Registration and Beginning]] guide you now have Maplestory working and an account to start a mage on. If you have not read that guide, please go back and read it.
 
Assuming you have used the [[Beginner]] guide you now have Maplestory working and an account to start a mage on. If you have not read that guide, please go back and read it.


== Creating Your Character ==
== Creating Your Character ==


Create a new character and name it and change whatever you like but make sure Str and Dex are 4,4; 4,5; or 5;4. A Magician needs luk to wear equipment and int to strengthen his magic. A wooden club has lower minimum damage and higher maximum but a sword is very stable. Stick with a sword.
When rolling to create your soon-to-be Magician, be sure to minimize the amount points allocated into Strength and Dexterity. A roll with 4 in STR and 4 in DEX is optimal.


[[Image:GP1.jpg|Creating a Character]]
[[Image:GP1.jpg|Creating a Character]]
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== Training Your Beginner ==
== Training Your Beginner ==
Now that you have created your character you can start exploring Maple Island. Ignore the mini quests along the way to Amherst and Southperry but be sure to talk to Roger to score 3 red potions.
 
Now that you have created your character, you can begin to explore Maple Island. Ignore the mini quests along the way to Amherst and Southperry but be sure to talk to Roger to score 3 red potions.


Train until level eight on either Maple or Victoria Island on green and blue snails. Don't waste your time on red snails, they aren't worth the effort.
Train until level eight on either Maple or Victoria Island on green and blue snails. Don't waste your time on red snails, they aren't worth the effort.
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=== Distributing Ability Points ===
=== Distributing Ability Points ===
Every time you level up you gain five ability points. These can be used to improve either INT, STR, DEX, LUK, HP, or MP. As a magician you only need LUK and INT. When you level up you should go to your Character Stats and tweak your stats so that your LUK = level + 3 and dump the rest of the ap into int.
Every time you level up you gain five ability points. These can be used to improve either INT, STR, DEX, LUK, HP, or MP. As a magician you only need LUK and INT. When you level up you should go to your Character Stats and tweak your stats so that your LUK = level + 3 and dump the rest of the ap into int.


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and so on, putting 1 AP into LUK every level and the remaining 4 AP into INT.
and so on, putting 1 AP into LUK every level and the remaining 4 AP into INT.


Tip: Never, I repeat NEVER, add to any of the following stats:
Tip: Never, NEVER, add to any of the following stats:


* STR
* STR
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Congratulations! You have reached a point in your Magician career where no guide can tell you exactly what to do. Now, you will make your own choices on Skill Distribution, Equipment, etc.
Congratulations! You have reached a point in your Magician career where no guide can tell you exactly what to do. Now, you will make your own choices on Skill Distribution, Equipment, etc.


=== Magician Skills ===
== Magician Skills ==


You gain 3 SP every time you level up. These can be used to strengthen the many Skills you have. Here is a list of all the Magician Skills and their pictures:
You gain 3 Skill Points, or SP, for your current job every time you "Level Up". These can be used to strengthen the many Skills you have. Remember that SP can only be allocated into skills for your current job, which means that after you become a Wizard, Cleric or Wizard at level 30, you will no longer be able to apply those skill points into the skills of your first job advancement, the Magician.


===== [[Image:SPIncrease.jpg|Improving Max MP Increase]] Improving Max MP Increase =====
Below is a list of all the Magician Skills:


Max it? '''Immediately'''
===== [[Image:SPRecovery.jpg|Improving MP Recovery]] Improving MP Recovery =====


Description: When this skill is maxed, every time you level, you will gain 50% more MP than you usually do.
Description: Recover more MP every 10 seconds


Importance: This is very important. Mages need as much MP as possible.
Importance: Unlike [[Warrior|Warriors]], Mages need to max their recovery skill. This helps balance out MP usage when fighting. MP Recovery is also affected by Level and INT.


===== [[Image:SPRecovery.jpg|Improving MP Recovery]] Improving MP Recovery =====
===== [[Image:SPIncrease.jpg|Improving Max MP Increase]] Improving Max MP Increase =====


Max it? '''Yes, but not needed immediately'''
Game Description: With this, you'll recover even more MP every 10 seconds.


Description: Recover more MP every 10 seconds
Description: When this skill is maxed, every time you level, you will gain 50% more MP than you usually do. Each skill point that is added here increases the amount of MP you regain every 10 seconds by 1. The amount of MP you regain depends on your level and INT too.


Importance: Unlike [[Warrior|warriors]], Mages need to max their recovery skill. This helps balance out MP usage when fighting. MP Recovery is also affected by Level and INT.
Master Level: 16


Skill Type: Passive


===== [[Image:SPClaw.jpg|Magic Claw]] Magic Claw =====
===== [[Image:SPClaw.jpg|Magic Claw]] Magic Claw =====


[[Image:GP13.jpg|A Magician using magic claw on a Jr.Grupin]]
[[Image:GP13.jpg|A Magician using magic claw on a Jr.Grupin]]
Max it? '''Yes, either after Increase or Recovery'''


Description: Attack twice with magic. When maxed, this does 40 base damage ''twice'' and uses 20 MP.
Description: Attack twice with magic. When maxed, this does 40 base damage ''twice'' and uses 20 MP.
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[[Image:GP15.jpg|A Magician using Magic Guard]]
[[Image:GP15.jpg|A Magician using Magic Guard]]
Max it? '''Yes, last.'''


Description: Channel some damage taken to your MP. When maxed, this channels 80% of damage taken to MP for 10 minutes.
Description: Channel some damage taken to your MP. When maxed, this channels 80% of damage taken to MP for 10 minutes.
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Warning: Do not use on things that take off less than 40% of your hp or you will waste mp and, therefore, mesos.
Warning: Do not use on things that take off less than 40% of your hp or you will waste mp and, therefore, mesos.
----
'''Do Not Max!!!'''


===== [[Image:SPBolt.jpg|Energy Bolt]] Energy Bolt =====
===== [[Image:SPBolt.jpg|Energy Bolt]] Energy Bolt =====


[[Image:GP14.jpg|A Magician using Energy Bolt on a Jr.Grupin]]
[[Image:GP14.jpg|A Magician using Energy Bolt on a Jr.Grupin]]
Max it? '''No! Claw is better.'''


Description: Shoot a ball of magic at an enemy. 70 base damage when maxed. -14 MP
Description: Shoot a ball of magic at an enemy. 70 base damage when maxed. -14 MP
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===== [[Image:SPArmor.jpg|Magic Armor]] Magic Armor =====
===== [[Image:SPArmor.jpg|Magic Armor]] Magic Armor =====
Max it? '''No! Don't put any points into it at all. Those points are better off in Magic Guard.


Description: Blow magic into your armor to improve your defense. Unmaxable without messing up your skills. (takes some magic guard to  
Description: Blow magic into your armor to improve your defense. Unmaxable without messing up your skills. (takes some magic guard to  
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Importance: This is decent at low level monsters, but when you fight stronger monsters, 40 defence is nothing.
Importance: This is decent at low level monsters, but when you fight stronger monsters, 40 defence is nothing.


 
== Skill Distribution Chart ==
=== Skill Distribution Chart ===


Here is a chart to help you decide where to put skill points:
Here is a chart to help you decide where to put skill points:


Level 8: 1 Bolt
=== Build 1 - Optimizing MP ===
This build leads to building nearly the highest MP pool, with missing just one point in MP Increase early on, in order to make training (much) easier.


Level 9: 3 Recovery
Level 8: 1 in Energy Bolt


Level 10: 2 Recovery, 1 Increase
Level 9: 3 in Improving MP Recovery


Level 11: 3 Increase
Level 10: 2 in Improving MP Recovery, 1 in Improving Max MP Increase


Level 12: 3 Increase
Level 11: 3 in Improving Max MP Increase


Level 13: 3 Increase (Maxed!)
Level 12: 3 in Improving Max MP Increase


Level 14: 3 Recovery
Level 13: 3 in Improving Max MP Increase (Maxed)


Level 15: 3 Recovery
Level 14: 3 in Improving MP Recovery


Level 16: 3 Claw
Level 15: 3 in Improving MP Recovery


Level 17: 3 Claw
Level 16: 3 in Improving MP Recovery


Level 18: 3 Claw
Level 17: 2 in Improving MP Recovery, 1 in Magic Claw


Level 19: 2 Recovery, 1 Claw
Level 18: 3 in Magic Claw


Level 20: 3 Recovery (Maxed!)
Level 19: 3 in Magic Claw


Level 21: 3 Claw
Level 20: 3 in Magic Claw


Level 22: 3 Claw
Level 21: 3 in Magic Claw


Level 23: 3 Claw
Level 22: 3 in Magic Claw


Level 24: 1 Claw(Maxed!), 2 Guard
Level 23: 3 in Magic Claw


Level 25: 3 Guard
Level 24: 1 in Magic Claw (Maxed), 2 in Magic Guard


Level 26: 3 Guard
Level 25: 3 in Magic Guard


Level 27: 3 Guard
Level 26: 3 in Magic Guard


Level 28: 3 Guard
Level 27: 3 in Magic Guard


Level 29: 3 Guard
Level 28: 3 in Magic Guard


Level 30: 3 Guard (Maxed!)
Level 29: 3 in Magic Guard


Level 30: 3 in Magic Guard


Another way is a "hell" method. You will be very strong, but it will be slow training.
=== Build 2 - The "Hell" Build ===


8: 1 Recovery
Similar to the one above, no points are put into Energy bolt. This gives you the LARGEST POSSIBLE MP pool in the game. But because that you do not have a magical attack skill until very late, you will have a hell of a time trying to level up.


9: 3 Recovery
Level 8: 1 in Improving MP Recovery


10: 1 Recovery 2 Increase
Level 9: 3 in Improving MP Recovery


11: 3 Increase
Level 10: 1 in Improving MP Recovery, 2 in Improving Max MP Increase


12: 3 Increase
Level 11: 3 in Improving Max MP Increase


13: 2 Increase (MAX) 1 Recovery
Level 12: 3 in Improving Max MP Increase


14: 3 Recovery
Level 13: 2 in Improving Max MP Increase (Maxed), 1 in Energy Bolt


15: 3 Recovery
Level 14: 3 in Improving MP Recovery


16: 3 Recovery
Level 15: 3 in Improving MP Recovery


17: 1 Recovery (MAX) 1 Bolt 1 Claw
Level 16: 3 in Improving MP Recovery


18: 3 Claw
Level 17: 2 in Improving MP Recovery (Maxed), 1 in Magic Claw


19: 3 Claw
Level 18: 3 in Magic Claw


20: 3 Claw  
Level 19: 3 in Magic Claw


21: 3 Save
Level 20: 3 in Magic Claw


22: 3 Save
Level 21: 3 in Magic Claw


23: 9 Claw  
Level 22: 3 in Magic Claw


24: 1 Claw (MAX) 2 Guard
Level 23: 3 in Magic Claw  


25: 3 Guard
Level 24: 1 in Magic Claw (Maxed), 2 in Magic Guard


26: 3 Guard
Level 25: 3 in Magic Guard


27: 3 Guard
Level 26: 3 in Magic Guard


28: 3 Guard
Level 27: 3 in Magic Guard


29: 3 Guard
Level 28: 3 in Magic Guard


30: 3 Guard (MAX)
Level 29: 3 in Magic Guard


This build is slow, hence the "hell", but will give you the max MP posible, and at low level very fast MP recovery.
Level 30: 3 in Magic Guard (Maxed)


=== Training ===
=== Training ===
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This type of training is very effective for Magicians, since they recover MP very quickly. To level this way, buy very few potions and only use them when you are about to die. When you run out of MP, stand in a safe spot and *do something else while your MP recovers*. This method is slower than Power Leveling, but saves mesos.
This type of training is very effective for Magicians, since they recover MP very quickly. To level this way, buy very few potions and only use them when you are about to die. When you run out of MP, stand in a safe spot and *do something else while your MP recovers*. This method is slower than Power Leveling, but saves mesos.


*I personly read forums, listen to music, and read during this time. If this is not your thing, this training could be alot more boring.*
*I personly read forums, listen to music, and read during this time. If this is not your thing, this training could be alot more boring.


==== Power Leveling ====
==== Power Leveling ====

Revision as of 21:59, 18 March 2006

This guide is not protected. Please revert any vandalism yourself, contact an administrator, or report it in the forums immediately. If you are found vandalizing this guide or any other guide, you will get a permanent wiki ban.

Introduction

Magicians use magic attacks, such as Energy Bolt and Magic Claw, and, later on, Cold Beam, Thunder, Fire Arrow, Heal, and Holy Arrow. All Magician attacks are ranged and generally use a lot of MP. Magicians usually have very high MP and very low HP because of their high intelligence and low strength.

Magician1.gif Magician2.gif

File:Magician3.gif

Class Analysis

The Magician is a class of many strengths and a few weaknesses. Here are a few that you will notice as you progress through the game as a Magician.

Advantages

1. Very high damage, especially at lower levels compared to other classes

2. Very high MP (level 30 has around 1.7k-1.9k mp)

3. Ranged attacks, many of which do not require clear paths

4. Many support skills (Clerics have Bless and Heal, and even fire/ice wizards have Meditate and Slow, which are very useful)

5. Excellent accuracy

6. Not very expensive

7. Very resistant to Magic

7. Best class for the Kerning City Party Quest

8. Useful and very fun to play!

Disadvantages

1. Weak upon reaching the 3rd job advancement

2. Low maximum HP

3. Unable to both jump and attack simultaneously

4. Armor has low Physical Defense

Getting Started

Assuming you have used the Beginner guide you now have Maplestory working and an account to start a mage on. If you have not read that guide, please go back and read it.

Creating Your Character

When rolling to create your soon-to-be Magician, be sure to minimize the amount points allocated into Strength and Dexterity. A roll with 4 in STR and 4 in DEX is optimal.

Creating a Character

You should now be at the character login screen. Double click on your new mage.

The Character Selection Screen

Training Your Beginner

Now that you have created your character, you can begin to explore Maple Island. Ignore the mini quests along the way to Amherst and Southperry but be sure to talk to Roger to score 3 red potions.

Train until level eight on either Maple or Victoria Island on green and blue snails. Don't waste your time on red snails, they aren't worth the effort.

Leveling on Snails

Tip:Do the "Maria's Letter" quest, you will receive a nice headband to boost your defence when you are done. Don't talk to Bigg in Southperry since you cannot kill orange mushrooms for the items needed in the quest.

Distributing Ability Points

Every time you level up you gain five ability points. These can be used to improve either INT, STR, DEX, LUK, HP, or MP. As a magician you only need LUK and INT. When you level up you should go to your Character Stats and tweak your stats so that your LUK = level + 3 and dump the rest of the ap into int.

Adding Stats

Lets say you have 9 LUK and 7 INT at level 1:

  • Level 2: 9 LUK, 12 INT
  • Level 3: 9 LUK, 17 INT
  • Level 4: 9 LUK, 22 INT
  • Level 5: 9 LUK, 27 INT
  • Level 6: 9 LUK, 32 INT
  • Level 7: 10 LUK, 36 INT

and so on, putting 1 AP into LUK every level and the remaining 4 AP into INT.

Tip: Never, NEVER, add to any of the following stats:

  • STR
  • DEX
  • HP
  • MP

Becoming a Magician

Now you are almost ready to become a magician. Just follow the following steps:

The First Job Advancement

When you are Level 8, go to Southperry and take the boat to Victoria Island.

Leveling to Seven
Heading to Victoria
Welcome to Victoria Island!!!

Take the taxi in Lith Harbor (double-click on the man standing in the ticket booth) to Ellinia and go all the way to the top of the map.

The errr...Lith Harbor Taxi

Enter the magic library and talk to Grendel the Really Old. He will ask you if you want to become a Magician. If you're reading this guide, you probably are sure you want to be a Magician, so say yes.

Making the First Job Advancement

Congratulations, you are now a magician! Open the skill window ("k" on default keyset) and spend your first Skill Point (SP)!

Improving Skills

Go to the Weapon Store to buy your first wand. (and Level 8 equipment if you can afford it)

Wooden Wand, Level 8 wand 23 magic attack

Black Armine, Level 8 top (female) 7 weapon defence Black Armine Skirt Level 8 bottom (Female) 6 weapon defence

Green Armine Level 8 top (Female) 7 weapon defence Green Armine Skirt Level 8 bottom (Female) 6 weapon defence

Grey-Brown Training Shirt Level 8 top (Male) 7 weapon defence Grey-Brown Training Pants Level 8 bottom (Male) 6 weapon defence

Blue Training Shirt Level 8 top (Male) 7 weapon defence Blue Training Pants Level 8 bottom (Male) 6 weapon defence

Buy some red and blue potions from the Potion Shop to heal your MP and HP when necessary.

Red Potion-Heals 50 Hp Blue Potion-Heals 50 Mp

Off on Your Own

Congratulations! You have reached a point in your Magician career where no guide can tell you exactly what to do. Now, you will make your own choices on Skill Distribution, Equipment, etc.

Magician Skills

You gain 3 Skill Points, or SP, for your current job every time you "Level Up". These can be used to strengthen the many Skills you have. Remember that SP can only be allocated into skills for your current job, which means that after you become a Wizard, Cleric or Wizard at level 30, you will no longer be able to apply those skill points into the skills of your first job advancement, the Magician.

Below is a list of all the Magician Skills:

Improving MP Recovery Improving MP Recovery

Description: Recover more MP every 10 seconds

Importance: Unlike Warriors, Mages need to max their recovery skill. This helps balance out MP usage when fighting. MP Recovery is also affected by Level and INT.

Improving Max MP Increase Improving Max MP Increase

Game Description: With this, you'll recover even more MP every 10 seconds.

Description: When this skill is maxed, every time you level, you will gain 50% more MP than you usually do. Each skill point that is added here increases the amount of MP you regain every 10 seconds by 1. The amount of MP you regain depends on your level and INT too.

Master Level: 16

Skill Type: Passive

Magic Claw Magic Claw

A Magician using magic claw on a Jr.Grupin

Description: Attack twice with magic. When maxed, this does 40 base damage twice and uses 20 MP.

Importance: This is much better than bolt, since it goes through obstacles. It is more stable, but has less of a chance of doing higher damage than bolt at first.

Magic Guard Magic Guard

A Magician using Magic Guard

Description: Channel some damage taken to your MP. When maxed, this channels 80% of damage taken to MP for 10 minutes.

Importance: At high levels, some monsters will do more damage than you have HP. This helps to make sure you won't die in one hit.

Warning: Do not use on things that take off less than 40% of your hp or you will waste mp and, therefore, mesos.

Energy Bolt Energy Bolt

A Magician using Energy Bolt on a Jr.Grupin

Description: Shoot a ball of magic at an enemy. 70 base damage when maxed. -14 MP

Importance: Just add one point to activate magic claw. This is unstable and does not go through obstacles.

Magic Armor Magic Armor

Description: Blow magic into your armor to improve your defense. Unmaxable without messing up your skills. (takes some magic guard to open it up) +40 defense for 3 minutes. -16 mp

Importance: This is decent at low level monsters, but when you fight stronger monsters, 40 defence is nothing.

Skill Distribution Chart

Here is a chart to help you decide where to put skill points:

Build 1 - Optimizing MP

This build leads to building nearly the highest MP pool, with missing just one point in MP Increase early on, in order to make training (much) easier.

Level 8: 1 in Energy Bolt

Level 9: 3 in Improving MP Recovery

Level 10: 2 in Improving MP Recovery, 1 in Improving Max MP Increase

Level 11: 3 in Improving Max MP Increase

Level 12: 3 in Improving Max MP Increase

Level 13: 3 in Improving Max MP Increase (Maxed)

Level 14: 3 in Improving MP Recovery

Level 15: 3 in Improving MP Recovery

Level 16: 3 in Improving MP Recovery

Level 17: 2 in Improving MP Recovery, 1 in Magic Claw

Level 18: 3 in Magic Claw

Level 19: 3 in Magic Claw

Level 20: 3 in Magic Claw

Level 21: 3 in Magic Claw

Level 22: 3 in Magic Claw

Level 23: 3 in Magic Claw

Level 24: 1 in Magic Claw (Maxed), 2 in Magic Guard

Level 25: 3 in Magic Guard

Level 26: 3 in Magic Guard

Level 27: 3 in Magic Guard

Level 28: 3 in Magic Guard

Level 29: 3 in Magic Guard

Level 30: 3 in Magic Guard

Build 2 - The "Hell" Build

Similar to the one above, no points are put into Energy bolt. This gives you the LARGEST POSSIBLE MP pool in the game. But because that you do not have a magical attack skill until very late, you will have a hell of a time trying to level up.

Level 8: 1 in Improving MP Recovery

Level 9: 3 in Improving MP Recovery

Level 10: 1 in Improving MP Recovery, 2 in Improving Max MP Increase

Level 11: 3 in Improving Max MP Increase

Level 12: 3 in Improving Max MP Increase

Level 13: 2 in Improving Max MP Increase (Maxed), 1 in Energy Bolt

Level 14: 3 in Improving MP Recovery

Level 15: 3 in Improving MP Recovery

Level 16: 3 in Improving MP Recovery

Level 17: 2 in Improving MP Recovery (Maxed), 1 in Magic Claw

Level 18: 3 in Magic Claw

Level 19: 3 in Magic Claw

Level 20: 3 in Magic Claw

Level 21: 3 in Magic Claw

Level 22: 3 in Magic Claw

Level 23: 3 in Magic Claw

Level 24: 1 in Magic Claw (Maxed), 2 in Magic Guard

Level 25: 3 in Magic Guard

Level 26: 3 in Magic Guard

Level 27: 3 in Magic Guard

Level 28: 3 in Magic Guard

Level 29: 3 in Magic Guard

Level 30: 3 in Magic Guard (Maxed)

Training

Training is one of the few ways to gain Experience (EXP) other than PQing and doing Quests. There are two ways of training:

Normal Leveling

This type of training is very effective for Magicians, since they recover MP very quickly. To level this way, buy very few potions and only use them when you are about to die. When you run out of MP, stand in a safe spot and *do something else while your MP recovers*. This method is slower than Power Leveling, but saves mesos.

  • I personly read forums, listen to music, and read during this time. If this is not your thing, this training could be alot more boring.

Power Leveling

This type of training is very expensive, usually costing more than you earn from the monsters you hunt. Basically, what you do is buy around 50-100 MP potions and 25-50 HP potions. Fight the monsters you are training on, without resting for too long to regain MP. Everytime you see your mp is going down a lot, use a few of the MP potions you have. Even with this method, you should rest every once in a while.

Potion Use

When you power level, you will need potions powerful enough to recover most of your MP or HP. Put your mouse over the image of the potion to see at what HP or MP you should use it.

Mp:1-10002000-30003000-4000

Hp:1-300300-700700-1100

Training Spots

As a magician you can train in many different places. Here are some recommendations from my experience

Level 1-10

Blue and Green Snails Green Snail Blue Snail

At this point you may be tempted to add points into STR. DON'T!!! You'll be sorry in 20 Levels when you barely do any damage.


Level 10-15 Snails on the Bottom of Henesys Hunting Ground I SlimeSlime

Around these levels, ribbon pigs and iron hogs at Pig Beach can kill you very quickly. Avoid training there. If you find a good orange mushroom spawn, train at those when you begin to easily kill them.

Level 15-21

Pig Beach. Go to the Split Road between Kerning City, Henesys, and Lith Harbor. Find a field of yellow flowers and press up. As said before, you might have trouble with potions at Pig Beach. Train at Orange Mushrooms if you are having trouble. If you are dying in Pig Beach and don't feel like climbing to the portal, just enter and exit the Cash Shop to be teleported to the entrance. Pig Ribbon Pig
Avoid: Iron Hog


Level 21-30

Kerning City Party Quest/Green and Horny Mushrooms. Go 3 screens left from the portal at the bottom of Ellinia and go to the tree dungeon directly below the portal. Green Mushroom Horned Mushroom

No matter what anyone tells you, DO NOT TRAIN AT WILD BOARS! These are never the best training available for mages. First of all, they do tons of damage. Second, at these levels you will 2-3 hit them. That's as much as zombie mushrooms, which do less damage. At levels 32-40 you should mass attack zombies if you are a cleric, for more EXP than wild boars. And Wizards should be at their respective monsters in the Gardens of Three Colors.

Level 30-35

Horny Mushrooms and Zombie Mushrooms. These are best found a couple of screens to the right of Sleepywood. You can also try Evil Eyes if you 2 hit them, since they give better EXP. Bring lots of pots. Horned Mushroom Zombie Mushroom

Level 35-40

Fire Wizard - Once your Fire Arrow is level 15, Jr. Grupins are very good for EXP, mesos, and drops. These are fire mage heaven, but lately Assassins and Bandits have been taking over. Alternatives are ratz, brown teddies, or pink teddies in Ludibrium.

Ice Wizard - Once your Ice Strike is around level 20, you can try Jr. Cellions or Jr. Lioners. You can also go to fire boars for good mesos, but I do not recommend them unless you can always one hit kill them.

Cleric - Wild Boars or anything in the Gardens of Three Colors in Orbis. Clerics can also continue with Zombie Mushrooms and Horny Mushrooms.

Lightning Wizard - Once your lightning can do ~300 damage, you might want to try out evil eyes because of their great mob spawn. You can also try teddies or ratz in Ludibrium, who also mob spawn.

Level 40-50

Fire Wizard - At level 40-43, stay at Jr. Grupins, go to Jr. Wraiths in Subway B2, or try out different monsters you can one hit kill in Ludibrium. Ticks are a nice Jr. Grupin alternative, once you can always one hit kill them because of their decent spawn and 65 EXP.

Ice Wizard - Keep to what you trained during levels 35-40, and maybe experiment with chronos once you can one hit kill them.

Cleric - Now that your Heal can do decent damage, you should be training at Jr. Wraiths. Once you can always hit Zombie Lupins, try the Zombie Lupin Tree or try any of the two weaker variaties of chronos in Ludibrium. At around 40-44 zombie lupins will waste MP. You might want to complete the B2 Kerning City Jump Quest to get a really nice Jr. Wraith Spawn.

Lightning Wizard - Now you have reached the golden levels of Lightning Wizards. With Meditation, you will see that you can gain very fast EXP at Lorangs and cover potion costs with lots of drops. Try going to Lorang Lorang Lorang.


Level 50-60

Fire Wizard - At the earlier levels, train at Jr. Yetis, then around 55, give or take, you can go on to grupins. Avoid their magic attack. They are good once you can two hit kill them, so synthenizing a Thorns in Ludibrium with a stimulator is recommended. Grupins have very high MP, therefore maxed MP Eater is recommended.

Ice Wizard - You should try fire drakes if you feel you can handle their magic attack and have maxed Meditation. You will be here for quite a while, so try to mix training here with monsters in Ludibrium so you won't get bored easily.

Cleric - Coolie zombies all the way! If you are having kill-stealing (KSing) trouble at zombies, try Master Chronos.

Lightning Wizard - You still can't fight vikings or buffons with lightning, so you might want to try Hot Sands for umtis, clangs, and lorangs.

Level 60-70

Fire Wizard - Fight Grupin, Jr. Yetis, Yetis, Pepes, and basically anything fire can kill in 2-3 hits.

Ice Wizard - Fire Drakes or try partying at taurospears.

Cleric - Coolie Zombies. This is when you really start training on Coolie Zombies.

Lightning Wizard - Hot Sands. This map is full of umtis, clangs, and lorangs.

Level 70-100 If you are at these Levels, I doubt you need help knowing where to train.

F.A.Q.

Here you will find answers to all your mage questions. Please read this before you spam Evade's Magician question topic:
(Coming soon to a wiki near you)

Conclusion

Thank you for reading my guide. I hope it was helpful for you. The Second Class Wizard guide is yet to be added. Again, thanks for reading!

Disclaimer

--Danelkayam 20:06, 23 December 2005 (CET) Please do not post your name or signature, this is a wiki not a forum. Only the original maker of the page should put his signature at the bottom. Btw, please keep to the format I set in other sections when making new ones. Note:If you post: stupid, misspelt, or chatspeak comments, THEY WILL BE REMOVED!!! If you plagiarise the guide, I am removing the whole thing. For now, all 2nd and 3rd Job parts should not be added, I will make a proper skill description area. Then you can all post your distribution charts.

If this is posted anywhere else but on MapleTip or Ludibrius, you will have the law to deal with.