MVPJeffie's Aran Guide- Full and Lots of Details!

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The guide on this page was created for an older and outdated version of Maplestory and is now inaccurate to the current gameplay and no longer deemed useful. Please do not edit or delete this article.

Thank you dragonice1 and ominousspitfire of BasilMarket for everything!

The Legendary Hero

Summary And Story

During the age when the Black Mage ruled Maple World, five heroes protected its citizens from his villainy. They fought the Black Mage with their unique powers, but it was impossible to protect the world and the people. Rather than see their people get hurt, the heroes sent them away to the safety of Victoria Island. Then, they began their final battle with the Mage. When the dust finally cleared, the heroes had disappeared, leading everyone to believe they had died. Now, centuries after, Aran, one of the five heroes who fought the Black Mage, rises again!

"I must go. The Black Magician must be stopped!"

Aran.png

Pros

  • Arans are strongest non-ranged class in game
  • Combo Barrier reduces enemy damage and Combo Drain heals you giving good survivability
  • Smart Knockback affects your party and Knockbacking on boss monsters make them attack less
  • Faster attack speeds then other polearm users because of Polearm Booster (+3 attack speed on Polearm)
  • Have the farthest reaching melee moves in game
  • Extremely good mobbing abilities straight from the start
  • Arans can knockback almost every monster in game
  • Arans are the greatest at mobbing Party Quests such as Kerning City Subway Pq and Nett's Pyramid Pq boat loads of experience because you have moves Double Swing And Triple Swing

Cons

  • Requires memorization of certain key sequences and near-constant pushing of the attack button
  • Many quests are required to be completed for skills on all job advancements
  • Have accuracy problems like other warrior-type classes
  • Lower HP than normal warrior-type classes(this REALLY bugs me! when you see a hero with 16000 hp, you only have like 3500. don't you feel sad?)
  • Keeping your combo up can be a hassle
  • Very high MP usage

Skills

The Aran are a unique class, taking inspiration from most of the Warrior classes and a couple others as well. The Aran use a few ice-based attacks and also have a considerable amount of story behind them to support there skill choices.
Bolded Skill Level is the mastery level.
Bolded Skill in SP build means the skill should now be maxed.
For an index of every single Aran skill click here.


AP Build

By the time you're 50 you should have at least 220 STR and 60 DEX including the equips that give you stats. After getting your DEX to 70, focus ONLY on STR.

From level 1 to level 200...... The Aran story guide!!!!!!!

You woke up from an injury...... You don't know where to go......

Get out, talk to Athena Pierce. Start the quest Find the Missing Kid. Go left, and keep going, you will go through a portal. Your polearm is called the Maha Polearm. It's the best one ever, have about 1500 w.attack. Just keep going until you find a dead end, and do all the things you need to do. Talk to Athena Pierce again, and you are now level 1.


Legend: Level 1 to Level 10

Talk to Lilin, and you will be going to the LEFT. Whenever you see a lightbulb on top of someone's head with a speech bubble thingy, it is a quest that you need to do. The first 3 quests are pretty easy, then comes to the point where the "quiz" is. I don't know what the order is, but the answer should be "Black Mage", "Sealed away the black mage", and "Defeat the Black Mage and save the world". After this, you will be given 4 different quests asking you to kill 10 Murupa, 15 Murupia, 20 Murumuru, and 5 Murukun.

Upon finishing all these quests you should now be level 10, job advance into an Aran!

Skills for Beginner Aran (legend)

ThreeSnails.gif Three Snails: Hurls snail shells to attack monsters from long distance.

  • Level 1: MP -3; Damage 10
  • Level 2: MP -5; Damage 25
  • Level 3: MP -7; Damage 40

File:Nimblefeet.gif Agile Body: Explosive speed for an instant.

  • Level 1: MP -10; speed +10 for 4 seconds
  • Level 2: MP -15; speed +15 for 8 seconds
  • Level 3: MP -20; speed +20 for 12 seconds

Recovery.gif Recovery: Enables the user to recover HP constantly for 30 sec.

  • Level 1: MP -10; Recover 24 HP in 30 sec.
  • Level 2: MP -20; Recover 48 HP in 30 sec.
  • Level 3: MP -30; Recover 72 HP in 30 sec.

Three Snails SP Build ThreeSnails.gif

Level 1 - You do not get a point on this level.

Level 2 - +1 Recovery (1)

Level 3 - +1 Recovery (2)

Level 4 - +1 Recovery (MAX)

Level 5 - +1 Three Snails (1)

Level 6 - +1 Three Snails (2)

Level 7 - +1 Three Snails (MAX)

Level 8 - You do not get a point on this level.

Level 9 - You do not get a point on this level.

Level 10 - You do not get a point on this level.

End Result

Three Snails-MAXED
Agile Body-0
Recovery-MAXED

What's the point in maxing Three Snails? Three Snails gives a ranged attack which Aran lack until the 2nd Job Advancement, it can come in handy for mobbing.
Although when using a pole arm, you cannot throw shells, because it's a two handedd weapon. So why no Agile Body? Combat Step has the ability to cover entire maps in seconds when used on a ledge (still not proven to be a glitch or not), and provides a much lower but still decent boost when not on ledges.
True, but combat step uses a lot of useful mp, when agile body can be much more useful.


Agile Body SP Build File:Nimblefeet.gif

Level 1 - You do not get a point on this level.

Level 2 - +1 Recovery (1)

Level 3 - +1 Recovery (2)

Level 4 - +1 Recovery (MAX)

Level 5 - +1 Agile Body (1)

Level 6 - +1 Agile Body (2)

Level 7 - +1 Agile Body (MAX)

Level 8 - You do not get a point on this level.

Level 9 - You do not get a point on this level.

Level 10 - You do not get a point on this level.

End Result

Three Snails-0
Agile Body-MAXED
Recovery-MAXED

What's the point in maxing Agile Body? Agile Body gives a pretty decent boost on speed no matter the type of terrain, Combat Step does have the ability to cover maps but it loses on comparison to Agile Body on flat land.
So why no Three Snails? It is a weak attack doing only 40 damage when maxed. It has a ranged attack which can be handy, but Aran also have the longest reach out of all the Melee Classes in game.


No Recovery SP Build Recovery.gif

Level 1 - You do not get a point on this level.

Level 2 - +1 Three Snails (1)

Level 3 - +1 Three Snails (2)

Level 4 - +1 Three Snails (MAX)

Level 5 - +1 Agile Body (1)

Level 6 - +1 Agile Body (2)

Level 7 - +1 Agile Body (MAX)

Level 8 - You do not get a point on this level.

Level 9 - You do not get a point on this level.

Level 10 - You do not get a point on this level.

End Result

Three Snails-MAXED
Agile Body-MAXED
Recovery-0

What's the point in maxing Agile Body? Agile Body gives a pretty decent boost on speed no matter the type of terrain, Combat Step does have the ability to cover maps but it loses on comparison to Agile Body on flat land.
And what about Three Snails? Three Snails gives a ranged attack which Aran lack until the 2nd Job Advancement, it can come in handy for mobbing.
So why no Recovery? It is quite useful in the first couple levels in the life of an Aran, but later it is next to useless seeing as you will have a high amount of HP and will be using potions to recover.


Aran (1st Job Advancement)

Aran- Level 10 to Level 22(Polearm Booster)

You will get the following skills: Double Swing, and Combat Step.

Next quests are the ones asking you to kill harder monsters. They are: 30 of Slime, Orange Mushroom, and Pig. You should be level 13 when finishing these. Combo Ability will be awarded to you upon finishing the 3rd one.

Double Swing.png Double Swing: Press the attack key twice to attack up to 12 surrounding monsters two times.

  • Level 1: MP -2, 102% Damage
  • Level 10: MP -3, 120% Damage
  • Level 20: MP -5, 140% Damage

Combo Ability.png Combo Ability: Enables the visibility of combo counts. After every 10 combo counts, your stats will increase by a certain amount up to a maximum of ten times. This buff disappears when you lose your combo count.

  • Level 1: Weapon Attack +1 (1), Weapon Defense and Magic Defense +5 (5), Stacks 1 time
  • Level 5: Weapon Attack +1 (5), Weapon Defense and Magic Defense +5 (25), Stacks 5 times
  • Level 10: Weapon Attack +1 (10), Weapon Defense and Magic Defense +5 (50), Stacks 10 times

Polearm Booster.png Polearm Booster: By using HP and MP, the attack speed of the polearm temporarily increases. Can only be used when having a polearm equipped.

  • Level 1: MP and HP -29 , Attack Speed +1, Lasts 10 seconds
  • Level 10: MP and HP -20, Attack Speed +1, Lasts 100 seconds
  • Level 20: MP and HP -10, Attack Speed +3, Lasts 200 seconds

Combat Step.png Combat Step: Press the arrow keys twice to move to a far distance at fast speed.

  • Level 1: MP -1, Boost yourself 620 distance
  • Level 7: MP -3, Boost yourself 760 distance
  • Level 15: MP -5, Boost yourself 900 distance

Combat Step SP Build Combat Step.png

Somewhat now a good idea, but if you follow the "No Body Pressure SP Build" in 2nd Job, you can eventually max everything.

Level 10 - +1 Double Swing (1)

Level 11 - +3 Double Swing (4)

Level 12 - +3 Double Swing (7)

Level 13 - +3 Double Swing (10)

Level 14 - +2 Double Swing (12); +1 Combo Ability (1)

Level 15 - +2 Double Swing (14); +1 Combo Ability (2)

Level 16 - +2 Double Swing (16); +1 Combo Ability (3)

Level 17 - +2 Double Swing (18); +1 Combo Ability (4)

Level 18 - +2 Double Swing (MAXED); +1 Combo Ability (5)

Level 19 - +1 Combat Step (1); +2 Combo Ability (7)

Level 20 - +1 Combat Step (2); +2 Combo Ability (9)

Level 21 - +2 Combat Step (4); +1 Combo Ability (MAXED)

Level 22 - +2 Combat Step (6); +1 Polearm Booster (1)

Level 23 - +3 Combat Step (9)

Level 24 - +3 Combat Step (12)

Level 25 - +3 Combat Step (MAXED)

Level 26 - +3 Polearm Booster (4)

Level 27 - +3 Polearm Booster (7)

Level 28 - +3 Polearm Booster (10)

Level 29 - +3 Polearm Booster (13)

Level 30 - +3 Polearm Booster (16)

End Result

Double Swing-MAXED
Combo Ability-MAXED
Polearm Booster-16
Combat Step-MAXED

Why only 16 on Polearm Booster? Polearm Booster grants +3 attack speed at level 15 which is the same as it would be at level 20, the only difference is that it would last longer and cost less MP and HP at level 20. Why max Combo Ability if it always gives Weapon Attack +1, and Weapon/Magic Defense +5? It continues to stack that amount until maxed when it can stack up to 10 times (10 Weapon Attack and 50 Weapon/Magic Defense with 100 combo count or more).


Polearm Booster SP Build Polearm Booster.png

Only one recommended by MVPJeffie.

Level 10 - +1 Double Swing (1)

Level 11 - +3 Double Swing (4)

Level 12 - +3 Double Swing (7)

Level 13 - +3 Double Swing (10)

Level 14 - +2 Double Swing (12); +1 Combo Ability (1)

Level 15 - +2 Double Swing (14); +1 Combo Ability (2)

Level 16 - +2 Double Swing (16); +1 Combo Ability (3)

Level 17 - +2 Double Swing (18); +1 Combo Ability (4)

Level 18 - +2 Double Swing (MAXED); +1 Combo Ability (5)

Level 19 - +1 Combat Step (1); +2 Combo Ability (7)

Level 20 - +1 Combat Step (2); +2 Combo Ability (9)

Level 21 - +2 Combat Step (4); +1 Combo Ability (MAXED)

Level 22 - +1 Combat Step (5); +2 Polearm Booster (2)

Level 23 - +3 Polearm Booster (5)

Level 24 - +3 Polearm Booster (8)

Level 25 - +3 Polearm Booster (11)

Level 26 - +3 Polearm Booster (14)

Level 27 - +3 Polearm Booster (17)

Level 28 - +3 Polearm Booster (MAXED)

Level 29 - +3 Combat Step (8)

Level 30 - +3 Combat Step (11)

End Result

Double Swing-MAXED
Combo Ability-MAXED
Polearm Booster-MAXED
Combat Step-11

Why only 11 on Combat Step? Combat Step's ability (or glitch) to go long distances when used on a ledge is available even when it has 1 skill point.
Why max Combo Ability if it always gives Weapon Attack +1, and Weapon/Magic Defense +5? It continues to stack that amount until maxed when it can stack up to 10 times (10 Weapon Attack and 50 Weapon/Magic Defense with 100 combo count or more).


Aran (2nd Job Advancement)

Triple Swing.png Triple Swing: Press the attack key three times to attack up to 12 surrounding monsters three times.

  • Level 1: MP -3, 193% Damage
  • Level 10: MP -5, 220% Damage
  • Level 20: MP -7, 250% Damage

Polearm Mastery.png Polearm Mastery: Increases the mastery as well as accuracy. Only applied with a polearm equipped.

  • Level 1: 5% Mastery and +1 Accuracy
  • Level 10: 35% Mastery and +1 Accuracy
  • Level 20: 60% Mastery and +2 Accuracy

Body Pressure.png Body Pressure: For a short period of time, you can attack monsters with your own body. The attacked monster has a small probability to get stunned for 5 seconds.

  • Level 1: MP -40, lasts for 25 seconds, 21% Probability, 5% Body Attack Damage
  • Level 10: MP -31, lasts for 70 seconds, 30% Probability, 50% Body Attack Damage
  • Level 20: MP -20, lasts for 120 seconds, 40% Probability, 100% Body Attack Damage

Combo Drain.png Combo Drain: A certain percent of your attack damage goes to your HP.

  • Level 1: 1% Health Drain, lasts for 44 Seconds
  • Level 10: 3% Health Drain, lasts for 80 Seconds
  • Level 20: 5% Health Drain, lasts for 120 Seconds

Combo Smash.png Combo Smash: Throw a polearm that penetrates a certain amount of monsters in the direction you are facing.

  • Level 1: 340% Damage, attacks 4 monsters
  • Level 10: 520% Damage, attacks 6 monsters
  • Level 20: 700% Damage, attacks 10 monsters

Final Take.png Final Charge: Push monsters in front of you. You have to use Triple Swing first before using this skill.

  • Level 1: MP -10, 50% Damage, attacks up to 5 monsters
  • Level 15: MP -14, 64% Damage, attacks up to 8 monsters
  • Level 30: MP -20, 90% Damage, attacks up to 12 monsters

No Body Pressure SP Build Body Pressure.png

Not recommended. Only use this if you train slow.

Level 30 - +1 Triple Swing (1)

Level 31 - +3 Triple Swing (4)

Level 32 - +3 Triple Swing (7)

Level 33 - +3 Triple Swing (10)

Level 34 - +3 Triple Swing (13)

Level 35 - +3 Triple Swing (16)

Level 36 - +3 Triple Swing (19)

Level 37 - +1 Triple Swing (MAXED); +2 Combo Drain (2)

Level 38 - +3 Combo Drain (5)

Level 39 - +3 Combo Drain (8)

Level 40 - +3 Combo Drain (11)

Level 41 - +3 Combo Drain (14)

Level 42 - +3 Combo Drain (17)

Level 43 - +3 Combo Drain (MAXED)

Level 44 - Save 3 Points (3)

Level 45 - +6 Combo Smash (6)

Level 46 - +3 Combo Smash (9)

Level 47 - +3 Combo Smash (12)

Level 48 - +3 Combo Smash (15)

Level 49 - +3 Combo Smash (18)

Level 50 - +2 Combo Smash (MAXED); Save 1 Point (1)

Level 51 - Save 3 Points (4)

Level 52 - Save 3 Points (7)

Level 53 - Save 3 Points (10)

Level 54 - +13 Final Charge (13)

Level 55 - +3 Final Charge (16)

Level 56 - +3 Final Charge (19)

Level 57 - +3 Final Charge (22)

Level 58 - +3 Final Charge (25)

Level 59 - +3 Final Charge (28)

Level 60 - +2 Final Charge (MAXED); +1 Polearm Mastery (1)

Level 61 - +3 Polearm Mastery (4)

Level 62 - +3 Polearm Mastery (7)

Level 63 - +3 Polearm Mastery (10)

Level 64 - +3 Polearm Mastery (13)

Level 65 - +3 Polearm Mastery (16)

Level 66 - +3 Polearm Mastery (19)

Level 67 - +1 Polearm Mastery (MAXED); +2 Combo Ability (8) or +2 Polearm Booster (18) or +2 Combat Step (13)

Level 68 - +2 Combo Ability (MAXED) or +2 Polearm Booster (MAXED) or +2 Combat Step (MAXED); +1 Body Pressure (1)

Level 69 - +3 Body Pressure (4)

Level 70 - +3 Body Pressure (7)

End Result

Triple Swing-MAXED
Polearm Mastery-MAXED
Body Pressure-7
Combo Drain-MAXED
Combo Smash-MAXED
Final Charge-MAXED

Why only 7 on Body Pressure? Though Body Pressure can help push off close enemies it is a skill that requires you to take damage to work, even when mastered it only works 40% of the time and sadly does only normal attack damage (which is 100%).
Why does it say +3 Combo Ability or +3 Polearm Booster or +3 Combat Step at levels 67 and 68? All the 1st Job Advancement SP builds have 1 skill that is 4 skill points away from being maxed, since Body Pressure does not need to be maxed it can be left at 7 and put into the skill that was not maxed in the 1st Job Advancement.
Why do I save SP at level 44 and 50 to 53? Polearm Mastery, Combo Drain, Combo Smash, and Final Charge are not given to you upon reaching 2nd job advancement, Polearm Mastery unlocks at level 31, Combo Drain at 37, Combo Smash at 45, and Final Charge at 54.

  • A note from MVPJeffie: Body Pressure just body checks monsters when attacking. When you go to the point when you can only put SP on Body Pressure, first max ALL 1st job skills. Then, with the remaining 2nd job SP, put it on Body Pressure.

Low Final Charge SP Build Final Take.png

Used for bossing. After Big Bang, do not put any SP into this if you get SP reset!

Level 30 - +1 Triple Swing (1)

Level 31 - +3 Triple Swing (4)

Level 32 - +3 Triple Swing (7)

Level 33 - +3 Triple Swing (10)

Level 34 - +3 Triple Swing (13)

Level 35 - +3 Triple Swing (16)

Level 36 - +3 Triple Swing (19)

Level 37 - +1 Triple Swing (MAXED); +1 Body Pressure (1); +1 Combo Drain (1)

Level 38 - +2 Body Pressure (3); +1 Combo Drain (2)

Level 39 - +2 Body Pressure (5); +1 Combo Drain (3)

Level 40 - +2 Body Pressure (7); +1 Combo Drain (4)

Level 41 - +2 Body Pressure (9); +1 Combo Drain (5)

Level 42 - +2 Body Pressure (11); +1 Combo Drain (6)

Level 43 - +2 Body Pressure (13); +1 Combo Drain (7)

Level 44 - +2 Body Pressure (15); +1 Combo Drain (8)

Level 45 - +2 Body Pressure (17); +1 Combo Smash (1)

Level 46 - +2 Body Pressure (19); +1 Combo Smash (2)

Level 47 - +1 Body Pressure (MAXED); +1 Combo Smash (3); +1 Combo Drain (9)

Level 48 - +2 Combo Smash (5); +1 Combo Drain (10)

Level 49 - +2 Combo Smash (7); +1 Combo Drain (11)

Level 50 - +2 Combo Smash (9); +1 Combo Drain (12)

Level 51 - +2 Combo Smash (11); +1 Combo Drain (13)

Level 52 - +2 Combo Smash (13); +1 Combo Drain (14)

Level 53 - +2 Combo Smash (15); +1 Combo Drain (15)

Level 54 - +2 Combo Smash (17); +1 Combo Drain (16)

Level 55 - +3 Combo Smash (MAXED)

Level 56 - +2 Polearm Mastery (2); +1 Combo Drain (17)

Level 57 - +2 Polearm Mastery (4); +1 Combo Drain (18)

Level 58 - +2 Polearm Mastery (6); +1 Combo Drain (19)

Level 59 - +2 Polearm Mastery (8); +1 Combo Drain (MAXED)

Level 60 - +3 Polearm Mastery (11)

Level 61 - +3 Polearm Mastery (14)

Level 62 - +3 Polearm Mastery (17)

Level 63 - +3 Polearm Mastery (MAXED)

Level 64 -+3 Combo Ability (9) or +3 Polearm Booster (19) or +3 Combat Step (14)

Level 65 -+1 Combo Ability (MAXED) or +1 Polearm Booster (MAXED) or +1 Combat Step (MAXED); +2 Final Charge

Level 66 - +3 Final Charge (5)

Level 67 - +3 Final Charge (8)

Level 68 - +3 Final Charge (11)

Level 69 - +3 Final Charge (14)

Level 70 - +3 Final Charge (17)

End Result

Triple Swing-MAXED
Polearm Mastery-MAXED
Body Pressure-MAXED
Combo Drain-MAXED
Combo Smash-MAXED
Final Charge-17

Why only 17 on Final Charge? Final Charge when mastered uses 20 MP and only does 90% damage. The only point in putting skills points into is because when you use Triple Swing you move closer to the target, Final Charge pushes the monster(s) back. This prevents the taking of damage and allows better positioning.
Why does it say +3 Combo Ability or +3 Polearm Booster or +3 Combat Step at levels 64-65? All the 1st Job Advancement SP builds have 1 skill that is 4 skill points away from being maxed, since Final Charge does not need to be maxed it can be left at 17 and put into the skill that was not maxed in the 1st Job Advancement.
Why do I need to max out Combo Smash before I max out Combo Drain? Combo Smash when maxed does an amazing 700% hit to 10 monsters, this can speed up training by a huge amount. Combo Drain is essentially a money saving ability in how it can save you a few HP potions.


Body Pressure SP Guide

Recommended!

Level 30 - Triple Swing +1(1)

Level 31 - Triple Swing +1(2), Body Pressure +2(2)

Level 32 - Triple Swing +1(3), Body Pressure +2(4)

Level 33 - Triple Swing +1(4), Body Pressure +2(6)

Level 34 - Triple Swing +1(5), Body Pressure +2(8)

Level 35 - Triple Swing +1(6), Body Pressure +2(10)

Level 36 - Triple Swing +1(7), Body Pressure +2(12)

Level 37 - Triple Swing +1(8), Body Pressure +2(14)

Level 38 - Triple Swing +1(9), Body Pressure +2(16)

Level 39 - Triple Swing +1(10), Body Pressure +2(18)

Level 40 - Triple Swing +1(11), Body Pressure +2(20, Maxed)

Level 41 - Triple Swing +3(14)

Level 42 - Triple Swing +3(17)

Level 43 - Triple Swing +3(20, Maxed)

Level 44~70: First put 3 SP into Mastery at level 44, then max Combo Smash, put 1 SP into Final Charge, max Mastery, and max Drain. Max all 1st job skills before putting anything in Final Charge.

Aran (3rd Job Advancement)

Full Swing.png Full Swing: Increases the damage of Double Swing and Triple Swing.

  • Level 1: 72% damage, MP -6, attacks 2 times, and 274% damage, MP -8, attacks 12 enemies
  • Level 10: 90% damage, MP -8, attacks 2 times, and 310% damage, MP -10, attacks 12 enemies
  • Level 20: 110% damage, MP -12, attacks 2 Times, and 350% damage, MP -14, attacks 12 enemies

Combo Critical.png Combo Critical: Allows you to perform a critical attack with a certain success rate. For every 10 combos, your critical damage and the chance of a critical attack goes up from a default of 100% damage and 10% chance of performing a critical attack.

  • Level 1: 1% Critical Damage (1) and 1% Probability (1), Stacks 1 time
  • Level 10: 5% Critical Damage (25) and 3% Probability (15), Stacks 5 times
  • Level 20: 10% Critical Damage (100) and 6% Probability (60) , Stacks 10 times

Rolling Spin.png Rolling Spin: Push monsters away to the left and right side with a powerful wind.

  • Level 1: MP -16, 44% Damage, 38% Probability, attacks 4 monsters, 1 second stun
  • Level 10: MP -20, 80% Damage, 65% Probability, attacks 8 monsters, 1 second stun
  • Level 20: MP -24, 120 Damage, 95% Probability, attacks 12 monsters, 1 second stun

Snow Charge.png Snow Charge: Adds an ice element to the polearm for a short period of time. The monster's speed will decrease after being attacked.

  • Level 1: MP -25, 100% Damage, lasts for 10 seconds, speed decreased by -21 for 5 seconds
  • Level 10: MP -29, 105% Damage, lasts for 100 seconds, speed decreased by -30 for 10 seconds
  • Level 20: MP -35; 110% Damage, lasts for 200 seconds, speed decreased by -40 for 20 seconds

Smart Knockback.png Smart Knockback: Lower the damage required to knockback a monster.

  • Level 1: MP -60, knockback damage lowered to 90% for 15 seconds
  • Level 10: MP -42, knockback damage lowered to 60% for 60 seconds
  • Level 20: MP -30, knockback damage lowered to 10% for 120 seconds

Combo Peril.png Combo Fenrir: The soul of the wolf is summoned and merged into the polearm to attack monsters twice in a wide range.

  • Level 1: 510% Damage, attacks 4 monsters
  • Level 15: 650% Damage, Attacks 6 monsters
  • Level 30: 800% Damage, Attacks 10 monsters

Final Toss.png Final Cross: Toss up to 12 monsters in the air. If you attack monsters in the air, they will receive additional damage. You have to use Triple Swing first before using this skill.

  • Level 1: MP -10, 52% Damage, 42% additional damage on monsters in the air
  • Level 15: MP -15, 80% Damage, 70% additional damage on monsters in the air
  • Level 30: MP -20, 110% Damage, 100% additional damage on monsters in the air

Level 70 - Full Swing +1(1)

Level 71 - Full Swing +3(4)

Level 72 - Full Swing +3(7)

Level 73 - Full Swing +3(10)

Level 74 - Full Swing +3(13)

Level 75 - Full Swing +3(16)

Level 76 - Full Swing +3(19)

Level 77 - Full Swing +1(20,Max) AND Combo Fenrir +3(2)

Level 78 - Combo Fenrir +3(5)

Level 79 - Combo Fenrir +3(8)

Level 80 - Combo Fenrir +3(11)

Level 81 - Combo Fenrir +3(14)

Level 82 - Combo Fenrir +3(17)

Level 83 - Combo Fenrir +3(20)

Level 84 - Combo Fenrir +3(23)

Level 85 - Combo Fenrir +3(26)

Level 86 - Combo Fenrir +3(29)

Level 87 - Combo Fenrir +1(30, Maxed) AND Final Cross +2(2)

Level 88 - Final Cross +3(5)

Level 89 - Final Cross +3(8)

Level 90 - Final Cross +3(11)

Level 91 - Final Cross +3(14)

Level 92 - Final Cross +3(17)

Level 93 - Final Cross +3(20)

Level 94 - Final Cross +3(23)

Level 95 - Final Cross +3(26)

Level 96 - Final Cross +3(29)

Level 97 - Final Cross +1(30, Maxed) AND Combo Critical +2(2)

Level 98 - Combo Critical +3(5)

Level 99 - Combo Critical +3(8)

Level 100 - Combo Critical +3(11)

Level 101 - Combo Critical +3(14)

Level 102 - Combo Critical +3(17)

Level 103 - Combo Critical +3(20, Maxed)

Level 104 - Snow Charge +3(3)

Level 105 - Snow Charge +3(6)

Level 106 - Snow Charge +3(9)

Level 107 - Snow Charge +3(12)

Level 108 - Snow Charge +3(15)

Level 109 - Snow Charge +3(18)

Level 110 - Snow Charge +2(20, Maxed) AND Smart Knockback +1(1)

Level 111 - Smart Knockback +3(4)

Level 112 - Smart Knockback +3(7)

Level 113 - Smart Knockback +3(10)

Level 114 - Smart Knockback +3(13)

Level 115 - Smart Knockback +3(16)

Level 116 - Smart Knockback +3(19)

Level 117 - Smart Knockback +1(20, Maxed) AND Rolling Spin: +2(2)

Level 118 - Put SP on all other skills besides Rolling spin

This is the NORMAL way to add the SP, if you still want to fight Balrog on 3rd job, do NOT put any SP on Full Swing until level 114.

This part is done entirely by MVPJeffie on June 23, 2010.

Aran (4th Job Advancement)

MVPJeffie's note - A SP build will not be added for this because all of the skills requires skill book and mastery books(see below, after the skills). If you can not get any skill books, you can still add SP until level 133. In this case, add Overswing, High Mastery, and finally Freeze Standing all to level 10, and don't forget to add Maple Warrior too.

Hero's Will.png Hero's Will: Enables one to escape from abnormal conditions. The higher the skill level, the more variety of abnormal conditions one can escape from.

  • Level 1: MP -30 escape from abnormal condition, terms between skills 600 seconds
  • Level 3: MP -30 escape from abnormal condition, terms between skills 480 seconds
  • Level 5: MP -30 escape from abnormal condition, terms between skills 360 seconds

Maple Warrior.gif Maple Warrior: Increases all players' stats within a party by a certain percentage.

  • Level 1: MP -10, for 30 seconds, all stats + 1%
  • Level 15: MP -30, for 450 seconds, all stats + 8%
  • Level 30: MP -50, for 900 seconds, all stats + 15%

High Mastery.png High Mastery: Increases the polearm mastery as well as weapon attack.

  • Level 1: 65% Mastery, +0 Weapon Attack
  • Level 15: 75% Mastery, +5 Weapon Attack
  • Level 30: 90% Mastery, +10 Weapon Attack

High Defense.png High Defense: Permanently increases the weapon defense of one's armor.

  • Level 1: 99.5% of all damage received
  • Level 15: 92.5% of all damage received
  • Level 30: 85.0% of all damage received

Overswing.png Over Swing: Increases the damage of Double Swing and Triple Swing to the extreme.

  • Level 1: (Double Swing) MP -14, 112% Damage, (Triple Swing) MP -16, 186% Damage
  • Level 15: (Double Swing) MP -16, 140% Damage, (Triple Swing) MP -18, 210% Damage
  • Level 30: (Double Swing) MP -18, 170% Damage, (Triple Swing) MP -20, 240% Damage

Combo Barrier.png Combo Barrier: Grants a buff that makes party members to receive less damage for a limited time.

  • Level 1: lasts for 60 seconds, 8.4% of all damage received
  • Level 15: lasts for 144 seconds, 14.0% of all damage received
  • Level 30: lasts for 240 seconds, 20.0% of all damage received

Combo Tempest.png Combo Tempest: Freezes the surrounding monsters. If a monster is frozen using this skill it will die instantly upon attack. If used against a boss monster, it deals four consecutive hits of powerful damage.

  • Level 1: 1210% Damage to Bosses, attacks 4 times, attacks 15 monsters, 10 seconds of freeze
  • Level 15: 1350% Damage to Bosses, attacks 4 times, attacks 15 monsters, 24 seconds of freeze
  • Level 30: 1500% Damage to Bosses, Attacks 4 times, Attacks 15 monsters, 40 seconds of freeze

Freeze Standing.png Freeze Standing: Infusing the weight of a frozen glacier, prevent yourself from being pushed back by a monster's attack.

  • Level 1: MP -30, 42% Probability, lasts for 10 seconds
  • Level 15: MP -42, 70% Probability, lasts for 150 seconds
  • Level 30: MP -50, 90% Probability, lasts for 300 seconds

Final Blow.png Final Blow: Swing your polearm widely to deliver a fierce attack to a maximum of 12 monsters. You have to use Triple Swing first before using this skill.

  • Level 1: MP -20, 410% damage, Hits up to 12 enemies
  • Level 15: MP -25, 550% damage, Hits up to 12 enemies
  • Level 30: MP -30, 700% damage, Hits up to 12 enemies

Monsters that drop skill books and mastery books for Aran 4th Job- by MVPJeffie

Below are the skill book and mastery book obtained through monster hunting. Note: Skill Books are Level 10 while Mastery Books are Level 20 and Level 30. Another note: In order to apply a Mastery book, you must have at least 5 skills to the current Max.(ex. to use the level 30 skill book for Overswing, you must have at least level 15(that is 30-10-5) on overswing)

Final Blow

Level 10 Skill Book: Dropped by Zakum3

Level 20 Mastery Book: Dropped by Pianus and Bone Fish

Level 30 Mastery Book: Dropped by Horntail and Chief Qualm Guardian


Combo Tempest

Level 10 Skill Book: Dropped by Zakum3

Level 20 Mastery Book: Dropped by Qualm Guardian and Lilynouch

Level 30 Mastery Book: Dropped by Horntail and Oblivion Guardian


Overswing

Level 20 Mastery Book: Dropped by Blue Dragon Turtle and Papulatus2

Level 30 Mastery Book: Dropped by Red Wyvern and Dodo


Combo Barrier

Level 10 Skill Book: Dropped by Zakum3

Level 20 Mastery Book: Dropped by Raika and the Priest of Regret

Level 30 Mastery Book: Dropped by Horntail and Chief Oblivion Guardian


High Defense

Level 10 Skill Book: Dropped by Zakum3

Level 20 Mastery Book: Dropped by Chief Memory Guardian and Dodo

Level 30 Mastery Book: Dropped by Green Cornian and Lyka


High Mastery

Level 20 Mastery Book: Dropped by Dark Wyvern and Griffey

Level 30 Mastery Book: Dropped by Papulatus and Memory Monk


Freeze Standing

Level 20 Mastery Book: Dropped by Manon and Skelosaurus

Level 30 Mastery Book: Dropped by Memory Monk Trainee and Lilynouch


Maple Warrior

Level 20 Mastery Book: Dropped by Horntail

Level 30 Mastery Book: Dropped by Pink Bean

Hero’s Will

To get this to level 5, do the quest for Chief Tatamo.


dragonice1's Quote- Will Aran be Left Behind?

I'm fearing for the future of arans. The big bang is coming, and I'm afraid arans could be left behind.

According the the damage charts, arans seem to be near the bottom of the list, just above mages. That's with 100 combos and combo critical. I'm fearing this, because the way I see it, every class has it's advantage and disadvantages in 4 main areas. Here's how arans stack up, as I'm seeing it.

Bossing 3/10. Decent at best. Training 5/10. Decent enough, but many classes move faster and kill faster then we ever could. Party skills 2/10. Not many people even know what it does, and they don't really even care about 20% defense. Survivability 4~6/10 With few survival skills, our survivability will be dependent on how much HP we get after the big bang.

Now let's look at wild hunters.

Bossing 10/10 Apparently the top of the charts, or maybe #2 Training 10/10, they get a skill like taunt, which gives +40% exp from the monsters it hits. Best possible training, though if it doesn't exist, then maybe the rate can be dropped to 3/10 or 4/10 Party skills 10/10, they get sharp eyes. Everyone wants sharp eyes. It's the only skill that increases max critical damage. Survability 7/10, they get beast's anger, which is like a 70% HB. I'm not sure, but maybe during it's cooldown, they have slightly low HP?

Althought all of this seems a bit scary, I have to say that we don't know the full truth, we'll need to get the big bang to see where our future lies.

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