Magician (Guide)

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Introduction

Hello, and welcome to MapleWiki's guide for Magicians. This is where you will find what is needed for a Magician, and we hope you find what you're looking for. We list most of the possibilities to make your Magician stand up on top.


Why Choose a Magician?

Magicians are a versatile class with many pros and cons:

Pros

1. Very high damage at lower levels.

2. Very high MP.

3. Ranged attacks, some of which can go through walls

4. Many support skills for Clerics.

5. Decent accuracy.

6. Equipment costs less.

7. May use MP to replace HP.

8. can jump cast and tele cast with practise.

Cons

1. Training may be tedious if you are a pure mage.

2. Very low HP.

3. Weak weapon defence.

4. MP Potions cost you a lot of money. (Eg: 100 Blue Potions cost 20k mesos)

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. If you have not read that guide, please go back and read it.

Creating Your Character

Create a new character and name it and change whatever you like, but make sure your stats from the dice roll end up like this:

STR: 4/5
DEX: 4/5
INT: #
LUK: #

The ideal strength and dexterity would be 4, however it is ok to settle for 5.

A Magician needs LUK to wear equipment and INT to strengthen his/her magic. A wooden club has lower minimum damage and higher maximum but a sword is very stable in damage range, so it is advised to stick with a sword. You should now be at the character login screen. Double click on your new mage.

Training Your Beginner

Now that you have created your character you can start exploring Maple Island. Do the first few mini quests along the way to Amherst and Southperry and be sure to talk to Roger to obtain 1 Rogers Apple. Make sure you do Pio's quest and talk to him again after to obtain a chair, because you'll need it to heal HP for awhile.

Tip: Do the "Maria's Letter" quest; you will receive a nice headband to boost your defence.

Train until level eight on Maple Island on green snails. Don't waste your time on blue snails, red snails or shrooms; they aren't worth the effort. Don't bother doing Mia's quest or Biggs' because you will have the hardest time killing Orange Mushrooms since you only do 1-3 damage, unless you have a lot of patience.

Tip 2: Also, get your character near level 9, but more than 300 exp to level in Maple Island. Then pick up the quest in Lith Harbor, Path of the Magician from Olaf. To complete the quest become a magician and you should level up by killing just a few monsters. This way you will be a level 9 magician and have 4 Skill points to distribute amongst your new skills.

Note: Olaf also gives a quest for each job, but once you choose a quest you will need to change to that job to complete it.

Beginner Skills

You get 1 SP when you level up, ending at level 7. You can spend these on the beginner skills available to you. The three skills are Three Snails, Recovery and Nimble Feet. As a Magician, Recovery might be of a bit of use to you because you do not have much HP. Once you hit second job at level 30, Nimble Feet will become useless because you will get Teleport.

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 ("S" on the default keyset) so that your LUK = your level +3 and dump the rest of the AP into int.

Note: DO NOT PUT ANY POINTS INTO HP, MP, STR or DEX.

Example: Let's say you have 9 LUK and 7 INT when you start out. Your stats would grow like this:

  • 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

The general formula is to put 1 AP into LUK and the remaining 4 AP into INT every level.

Becoming a Magician

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

The First Job Advancement

When you are Level 8, go to Southperry and talk to Shanks, way over on the east side of the city, standing by a boat. Talk to him and go to Victoria Island for a 150 mesos fee.

First, talk to Olaf who is on the middle-right, on the bottom. Answer his questions, then tell him you want to be a Magician. This starts a little quest that will get you a bit of Experience. If you clicked the wrong choice by accident, just go to your quest window and press forfeit on the quest.

Take the taxi in Lith Harbor (It is a ticket booth on the far left side) and go to Ellinia. If you don't have enough money, go into the portal on the far right side and kill some blue snails there.

Go all the way up to the top of Ellinia and enter the library where Grendel the Old will be. Talk to him. Once you accept the job you will gain 1 SP (Skill Point) along with more MP and HP.

Congratulations, you are now a Magician! Open the skill window ("K" on default keyset) and spend your first SP! It is advisable to spend the first SP on Energy Bolt, the skill second from bottom of the skill book, as this is an attack spell. You will need this badly so you won't be stuck with hitting 1's and 2's. The only exception is if you want to go by the hell build, which will be explained later in the guide.

If you can afford a wand I suggest that you go on and buy one from the weapons store (in the middle part on the left side of the map).

Off To A Start

You are now free to do what you wish, but this guide will lead you through and give you tips on where to train and how to use your skills.

Magician Skills

You gain 3 SP every time you level up. These can be used to strengthen your Magician. Here is a list of all the skills and their pictures:

Improving Max MP Increase Improving MP Recovery

Description: The higher the level of this skill is, the more MP you will recover every 10 seconds. [MAX: 16]

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.

Max it?: Yes. This skill is very useful.

Improving MP Recovery Improving Max MP Increase

Description: The higher the level of this skill is, the more MP you will get every level. When this skill is maxed, every time you level, you will gain 50% more MP than you would usually do. [MAX: 10]

Importance: This is very important. Mages need as much MP as possible.

Max it?: Immediately. MP is what Magicians live on, and the more you have the better you are.

Magic Guard Magic Guard

Description: Channel some damage taken to your MP. When maxed, this channels 80% of damage taken to MP for 10 minutes. [MAX: 20]

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.

Max it?: Yes. Many people max this last, because other skills are more important at lower levels. In future levels this skill comes VERY handy.

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

Magic Armor Magic Armor

Description: Blow magic into your armor to improve your defence. Unmaxable without messing up your skills. (takes some magic guard to open it up) Once maxed, you will get an extra 40 defence for 3 minutes. [MAX: 20]

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

Max it?: No. As you grow stronger, the significance of this skill will decrease. Don't waste your SP on it.

Energy Bolt Energy Bolt

Description: Shoot a ball of magic at an enemy. When maxed, it does 70 base damage and uses 14 MP. [MAX: 20]

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

Max it?: No. Just give it one point to activate Magic Claw, which is miles better.

Magic Claw Magic Claw

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

Importance: This is much, 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.

Max it?: Yes. This is the attack you will be using most at low levels.

Skill Distribution Chart

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

First-Timer Build, or Meso-Saving Build

This build aims to max out recovery before adding points to Magic Claw. Magic claw uses up a lot of your MP at lower levels, and so with this build you will not need to spend as much money on potions.

Level 8: 1 Bolt
Level 9: 3 Recovery
Level 10: 2 Recovery, 1 Increase
Level 11: 3 Increase
Level 12: 3 Increase
Level 13: 3 Increase (Maxed!)
Level 14: 3 Recovery
Level 15: 3 Recovery
Level 16: 3 Recovery
Level 17: 2 Recovery (Maxed!), 1 Claw
Level 18: 3 Claw
Level 19: 3 Claw
Level 20: 3 Claw
Level 21: 3 Claw
Level 22: 3 Claw
Level 23: 3 Claw
Level 24: 1 Claw(Maxed!), 2 Guard
Level 25: 3 Guard
Level 26: 3 Guard
Level 27: 3 Guard
Level 28: 3 Guard
Level 29: 3 Guard
Level 30: 3 Guard (Maxed!)

Power-Levelling Build

The opposite of the above, this build is aimed for those who are willing to spend money on potions. People following this build will level faster.

Level 8: 1 Bolt
Level 9: 3 Recovery
Level 10: 2 Recovery, 1 Increase
Level 11: 3 Increase
Level 12: 3 Increase
Level 13: 3 Increase (Maxed!)
Level 14: 3 Claw
Level 15: 3 Claw
Level 16: 3 Claw
Level 17: 3 Claw
Level 18: 3 Claw
Level 19: 3 Claw
Level 20: 2 Claw (Maxed!), 1 Recovery
Level 21: 3 Recovery
Level 22: 3 Recovery
Level 23: 3 Recovery
Level 24: 1 Recovery(Maxed!), 2 Guard
Level 25: 3 Guard
Level 26: 3 Guard
Level 27: 3 Guard
Level 28: 3 Guard
Level 29: 3 Guard
Level 30: 3 Guard (Maxed!)

Hell Build

This build will get you the strongest possible mage. However, up until level 17 you will still be stuck hitting snails. Only try this is you have a lot of patience, hence the name "hell".

8: 1 Recovery
9: 3 Recovery
10: 1 Recovery 2 Increase
11: 3 Increase
12: 3 Increase
13: 2 Increase (Maxed!) 1 Recovery
14: 3 Recovery
15: 3 Recovery
16: 3 Recovery
17: 1 Recovery (Maxed!) 1 Bolt 1 Claw
18: 3 Claw
19: 3 Claw
20: 3 Claw
21: 3 Save
22: 3 Save
23: 9 Claw
24: 1 Claw (Maxed!) 2 Guard
25: 3 Guard
26: 3 Guard
27: 3 Guard
28: 3 Guard
29: 3 Guard
30: 3 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 personally read forums, listen to music, and read during this time. If this is not your thing, training could be a lot 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

As you level up, 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 how much MP and HP you gain when you use it.

Mp:1-10001000-30003000-4000

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 1-7

Monsters: Blue Blue Snail and Green Green Snail Snails

Description: 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.

Location: The best place to hunt snails in Maple Island are the Snail Hunting Grounds. It is advisable to stay there until level 8.

Level 8-14

Monsters: Snails, Slimes

Description: 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 kill them easily.

Location: Henesys Hunting Ground I, the Tree that Grew I

Level 15-21

Monsters: Pigs Pig, Ribbon Pigs Ribbon Pig

Note: AVOID IRON HOGS

Description: Train at Pig Beach. Go to the Split Road between Kerning City, Henesys, and Lith Harbor. Find a field of yellow flowers near the middle 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. Another slower possibility is Axe Stumps, but you might not want to until a little later (18) due to the heavy hitting.

Location: Pig Beach

Level 21-30

Monsters: Kerning City Party Quest, Green Green Mushroom and Horny Mushrooms Horned Mushroom.

Description: At level 21, you can now do your first PQ. PQs are a special kind of quest that require a party and can be done over and over again until you reach level 30. If you are feeling a bit uncomfortable, go train at the mushrooms for a while, and return when you are around level 24.

Locations: Go to Kerning City for the party quest. Go 3 screens left from the portal at the bottom of Ellinia and go to the tree dungeon directly below the portal for the mushrooms.

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 Colours.

You can now make the second job advancement. The below training spots are for second job characters.

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.

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 Colours 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. Try Jr. Yetis when you can 2-3 hit kill for the 130 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 varieties 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 synthesizing 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 red 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 Wraiths though it may be packed with other clerics and sometimes hackers. Master Chronos are good too.

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 - Red Drakes or try partying at taurospears.

Cleric - Coolie Zombies. This is when you really start training on them. But since Zombies are packed with other characters, you can just try Soul Teddies, later Master Soul Teddies, Klocks, Klocks], and Dark Klocks

Lightning Wizard - Hot Sands. This map is full of Umtis, Clangs, and Lorangs.

Level 70-80

If you are at these Levels, I doubt you need help knowing where to train. But... well, it's pretty much the same as before...

Fire Mage - Try Death Teddies. You could probably also stick to wherever you trained before.

Ice Mage - Red Drakes are probably still good. At around level 75, you may want to go to Death Teddies when your Ice Strike is stronger.

Priest - You probably wanna stick to Coolies, but you can also party with a higher leveled warrior and go deep into Ludi.

Lightning Mage - Stick to Hot Sands for a little bit, then you can just go wherever you want.

Level 80-100

Train on Taurospears or Tauromacis to get decent EXP, I also recommend training at Dangerous Gorge too during higher levels. But don't go too deep in or you'll have trouble handling the mobs there! Zakum is good too but find a good team of 6 people in party and complete the Zakum Dungeon Quest to get to Zakum, but be warned, this battle might take around 3 hours plus, therefore bring lots of pots and maybe food and things in real life to keep you 'company' during this long and aurdous battle!

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. Again, thanks for reading!

See Also

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. 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 plagiarize the guide, I am removing the whole thing.


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