magician guide

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steveking99
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magician guide

Postby steveking99 » Tue Sep 01, 2009 4:26 am

Contents:

Getting started: The Magician
• Ability Points distribution
• Skill build
• Most recommended training zones

Sub-build: Luckless Mages
• Luckless Mage
• The pros & cons of making a Luckless Mage
• Equipment guide
• Weapon guide
• Most recommended training zones


Choosing the right class: pros and cons, skill builds, training zones, conflicts
Cleric-Priest
• The pros & cons of making a Cleric
• 2nd and 3rd job skill builds
• Most recommended training zones
• Holy Arrow

I/L Wizard-Mage
• The pros & cons of making an I/L Mage
• 2nd and 3rd job skill builds
• Most recommended training zones
• Thunder Spear

F/P Wizard-Mage
• The pros & cons of making a F/P Mage
• 2nd and 3rd job skill builds
• Most recommended training zones


General Tips
• Mage key words
• Damage Formulas
• Frequently asked questions
• Tips and special thanks


Getting Started

Ability Points distribution
Your Luk should be your level+3 in order to use ordinary equips. You can either add 4 INT and 1 LUK per level, or you could add 5 INT per level and a few points into LUK a level before/when you reach the level of your next equips. Make sure to keep track on your LUK and remember that you cannot use a new equip without subtracting the LUK bonus of your last equip [can't equip an item without the right amount of LUK].
INT determines your MP amount. That's why most higher leveled Mages prefer adding 5 INT per level, then add LUK when needed. More INT spread to a few levels = more MP.

1st job skill build
Basic maximum MP skill build:
Level 8: +1 Energy Bolt
Level 9: +3 Improving MP Recovery
Level 10: +2 Improving MP Recovery, +1 Improving MaxMP Increase
Level 11-13: +3 Improving MaxMP Increase
Level 14-19: +3 Magic Claw
Level 20: +2 Magic Claw, +1 Improving MP Recovery
Level 21-23: +3 Improving MP Recovery
Level 24: +1 Improving MP Recovery, +2 Magic Guard
Level 25-30: +3 Magic Guard

Total: every skill maxed except for Energy Bolt [1] and Magic Armor [0].

Training zones:
1-8: Maple Island.
9-15: Slimes, Stumps, Mushrooms, Orange Mushrooms, Pigs.
16-25: Pigs, Ribbon Pigs, Kerning PQ [22+], Green Mushroom, Bubblings.
26-30: Kerning PQ, Horned Mushrooms, Zombie Mushrooms, Green Mushroom, Wild Boar, Stirge [Kerning City subway].

[Contents]


Sub-builds: Luckless Mages

Lukless Mages, also known as pure INT Mages, keeps his STR, DEX and LUK in the lowest amount possible [4]. While regular-built mages keep their LUK as their level +3, a lukless mage would invest all his AP into INT.

Pros & Cons of making a Luckless Mage
Pros:
• The main advantage for a lukless mage is that the INT boost causes the damage to be higher compared to a normal mage at 2nd job [click here (photobucket) to see a lukless I/L mage].
• As a result to the higher damage, a lukless mage would usually level up faster than a normal mage. In addition to that, he would also be able to train on higher leveld monsters, at a lower level.
• A lukless mage is easier to fund in the beginning, since you don’t have to buy new equips every few levels.
• Lukless mages have more MP [more INT=more MP received when leveling up]. And after level 43, they would also have more HP [an average Lama Staff has +100 HP].
• With the addition of level 64 Mage weapons to the game, Lukless mages can match up/have a higher m.atk advantage compared to normal luk mages.

Cons:
• A lack of equipment to fit your level. Mage equips require a level +3 LUK build in order for you to be able to wear them, and a lukless mage is not able to do so.
• Possibly less m.acc than normal built mages.
• Your equips should be well scrolled to make up for the normal built mage's equip bonuses. Sadly, the prices of the scrolls needed for a lukless mage’s equips are very high. At lower levels, lukless mages would probably have more money than a normal mage. But, as the levels get higher, it would get harder for the lukless to afford all the scrolls. A lukless should make more efforts to make money, at higher levels.
• Ice, Fire, Poison and Holy attacks in 2nd job don't benefit as much as Heal and Lightning attacks benefit from the extra damage.
• At higher levels, a lukless mage would have a harder time competing with normal mages, as their equips keep getting better. With the right scrolled equips, at high levels, a normal mage could probably out-damage a lukless mage at same level. A lukless mage would have to get more money to keep up with the normal mage’s bonuses.
• A lukless mage has less weapon and magic defense [lack of equipment to fit your level and LUK] = higher HP pot usage.
• When dying, a lukless mage would lose 10% EXP while a normal built mage would lose only 5% EXP.
• The appearance of a lukless mage’s equips would stay the same at level 100 as they were at level 43, unless it’s covered up with Cash Shop items [or got a Black Umbrella].

[Contents]

Luckless Mage equipment
Level 1-30
· Hat: Any Bandana
· Overall: Beginner Clothes, Camo Pants at 26 if you want.
· Shoes: Sandals or Whitebottoms
· Cape: Old Raggedy Cape *Necessity due to Low Avoidability
· Gloves: Any Color WG that is not scrolled for attack.
· Shield: any shield scrolled for M.ATK.


Level 30-43:
· Hat: Bone Helmet or any Bandana
· Overall: Sauna Robe
· Shoes: Blue Snowshoes
· Cape: INT Icarus 2 [this can last you to about Level 80 if it is scrolled well enough]
· Gloves: Try to get a Yellow WG
· Earrings: INT earrings, or even clean earrings scrolled with 100%'s.
· Shield: any shield scrolled for M.ATK.

Level 43-60
· Hat: Bone Helmet or any Bandana
· Overall: Sauna Robe
· Shoes: Blue Snowshoes/Yellow Snowshoes
· Cape: Any INT Cape [preferably Icarus 2]
· Gloves: Keep Improving the Yellow WG INT.
· Earrings: INT earrings, or even clean earrings scrolled with 100%'s.
· Shield: any shield scrolled for M.ATK.

Level 60+:
· Hat: Maple Bandana to get your 6/6/6 Stats
· Overall: Sauna Robe
· Shoes: Yellow Snowshoes
· Cape: Any INT Cape
· Gloves: Try getting a 3 INT Yellow WG
· Earrings: INT earrings.
· Shield: any shield scrolled for M.ATK.

[Contents]

Luckless Mage weapons
Level 8-34: Wooden Wand Scrolled with 100%'s [Save up for the 100%'s and use them as soon as you can afford each one]
Level 35-39: Maple Staff
Level 40-42: Yellow Umbrella
Level 43-69: Maple Lama Staff
Level 70+: Black Umbrella

NOTE: Some Mages use their Lama Staves forever because of the 100 HP Bonus. Also, the 3rd job Mage skill Booster will not work with 1 Handed Swords [aka Umbrellas]

[Contents]

Luckless Mage training zones
Luckless Mages should train at the exact same zones as normal-luk mages, only 3 levels earlier. Check each class training zones for further information.

[Contents]


Choosing the right class

Cleric

Pros & Cons of making a Cleric
Pros:
• Clerics are probably the most necessary class in the game. They are very welcome in any party because of their Heal, and great party skills [such as Holy Symbol and Dispel at 3rd job].
• You barely use ANY HP pots! The fact that you can heal yourself instead of using HP pots like any other class makes Clerics to be considered as the richest class in the game, often great as funders. In addition, in most cases Undead and Dark monsters drop fairly expensive and useful items. Please do note- it is recommended that you take along HP pots with you just for backup- in case you lag, get stunned/sealed, or hit the wrong key instead of Heal.
• When speaking of leveling up speed, Clerics are considered to be one of the fastest out of all classes, because they can mob even if heal does very weak damage [compared to other classes]. At 3rd job, Clerics level up fast because of parties and HS.
• At 3rd job, Clerics get some fun new skills, such as Doom [Turns multiple monsters into snails!], Holy Symbol [Everyone in the party can gain more EXP while hunting monsters], Mystic Door [Creates a portal that heads to the nearest town] etc. They also get a new offensive skill, Shining Ray.
• At 4th job, as Bishops, they get an insane power boost- they're almost as strong as Arch Mages.

Cons:
• Clerics are not supposed to make high damage, compared to other classes. Their main goal is to heal and support the party. That’s a good thing, since every high-leveled party needs a Cleric/Priest, but it might seem boring to some people- healing the party and not making any serious damage. That's of course until 4th job.
• As a result to the low damage, when Clerics train solo, they often get KSed by other classes.
• Clerics are very common in the game, so finding parties might be difficult if you're looking in the wrong place.
• Out of all the 3rd job mage attacking skills, Shining Ray has the worst range. For Poison Mist, Explosion and Ice Strike, all three of them improve in range, damage and mastery as points are put into them. For Shining Ray, it's only the damage and mastery.

[Contents]

Skill Builds
Cleric
Party Cleric [non-HA supporting]:
1 Teleport > Heal > MP Eater > 5 Invincible > Bless > 15 Invincible > 19 Teleport > 11 HA.

100% Solo Cleric [non-Bless supporting]:
1 Teleport > Heal > HA > MP Eater > 19 Teleport > Invincible > 1 Bless.

Hybrid Cleric [non-Teleport supporting]:
1 Teleport > Heal > HA > MP Eater > 5 Invincible > Bless > 15 Invincible.

Money-making Cleric [non-HA supporting]
1 Teleport > Heal > MP Eater > 19 Teleport > Invincible >11 HA> Bless.

Priest
Holy Symbol Build [common]

Level 70: +1 SR
Level 71: +3 Dispel
Level 72: +1 Door, +1 ER, +1 HS
Level 73-81: +3 HS
Level 82: +2 HS, +1 ER
Level 83-88: +3 ER
Level 89-97: +3 SR

--------- At this point the build varies according to user preference:

> Summon Dragon (SD) Build: [AKA – ready to solo early build]

Level 98: +2 SR +1 Dragon
Level 99-107: +3 Dragon
Level 108: +2 Dragon +1 Dispel
Level 109-113: +3 Dispel
Level 114: +1 Dispel, +1 Doom, +1 Doom / +1 Door
Level 115-120: +3 Doom / +3 Door


> Dispel Build: [AKA – ready for Zakum build, common]

Level 98: +2 SR, +1 Dispel
Level 99-103: +3 Dispel
Level 104: +1 Dispel, +1 Doom, +1 Doom / +1 Door
Level 105-114 +3 Dragon
Level 115-120: +3 Doom / +3 Door

Total: every skill maxed except for Door or Doom.


Restrictd's fun build [recommended]:
Level 70: +1 SR
Level 71: +1 ER, +2 Dispel
Level 72: +1 Dispel, +1 HS, +1 MD
Level 73: +1 Doom, +1 SD, +1 HS
Level 74-82: +3 HS
Level 83: +2 HS, +1 ER
Level 84-92: +3 ER
Level 93: +2 ER, +1 Dispel

----------- at this point, max Dispel [for bossing], SR [for damage] and Dragon in the order of your personal preference. After these skills are maxed, go for Doom/Door as described in the previous build.


[Contents]

Training Zones
Cleric
Level 30-40: Jr Wraiths, Psycho Jack Boxes, Psycho Jacks, Nightmares, Rocky Masks, Wooden Masks, Zombie Mushroom, Horny Mushroom, Wild Boars, Brown Teddy, Pink Teddy, Stirge, CPQ
Level 40-50: Jr Wraiths, Wraith [Wraith Training guide], Zombie Lupin, Chrono, Platoon Chrono, Master Chrono, LPQ, CPQ
Level 50-60: Skeleton Soldier, Officer Skeleton, Wraith, Zombie Lupin, Coolie Zombie, OPQ, LMPQ
Level 60-70: Hoodoo, Voodoo, Wraith, Coolie Zombie, Death Teddy, Master Death Teddy, OPQ, LMPQ, PPQ

Priest
Level 70-80: Hoodoo, Voodoo, Wraith, Coolie Zombie, Death Teddy, Master Death Teddy
Level 80-90: Phantom Watch, Death Teddy, Master Death Teddy, Grim Phantom Watch, Goby, Bone Fish, Himes
Level 90-100: Phantom Watch, Grim Phantom Watch, Goby, Bone Fish, Lethal Squid, Squid
Level 95+: Himes
Level 100-120: Phantom Watch, Grim Phantom Watch, Goby, Bone Fish, Lethal Squid, Squid, Himes, Jr Newties, Nest Golems, Red Wyverns
Level 120+: Jr Newties, Nest Golems, Skelegon, Skelosaurus

[Contents]


Holy Arrow
"Should I max HA?"- This question is asked at least 5 times a day, and usually ends as a flame war. Just read this and decide for yourself.

Pros:
• HA's damage is higher than Magic Claw's damage [unless it's a monster that's strong/immune to Holy]. When fighting Undead or Dark monsters, the HA's damage is x1.5. In addition to that, those monsters often have valuable drops.
• Useful when solo-training on dark monsters at lower levels.
• Clerics have very few training areas, which are usually invaded by hackers or highly populated. HA enables the Cleric to train in a variety of other maps.
• Heal damage is unstable, which makes Clerics more vulnerable to getting KSed by other classes. HA’s damage is more stable and enables the Cleric to “fight back”.
• When compared to Heal, Holy Arrow has a longer attack range, while Heal has a wider attack range.
• It has a better Knock-Back rate than Magic Claw.
• HA is faster than the 3rd job skill, Shining Ray.

Cons:
• Maxing HA would force you to not max one [or two] of your other skills. That might cause some problems in your future as a Cleric/Priest [in the aspects of MP recovery, meso cost, training efficiency etc.].
• HA casting speed is significantly slower than Heal casting speed: while casting HA once, Heal could be cast twice.
• Unless used on an undead/dark monster, HA’s Basic Attack and Mastery are equal to the 1st job skill, Magic Claw.
• HA shoots an arrow at a single target, while Heal hits multiple targets. In most cases, training is faster when using Heal.
• Party training is usually faster than solo training. Clerics are invited to parties mostly for their ability to heal and other party skills, and that’s when HA does not come to use at all.
• HA is not as efficient as Heal when power-training.

[Contents]


I/L Wizard-Mage

Pros & Cons of making an I/L Wizard
Pros:
• You have the biggest advantage of all- you are able to freeze monsters! None of the other classes can do that at 2nd job. By freezing monsters, you avoid their attacks and save a lot of money, not having to use all those HP pots when comparing to other classes.
• Thunderbolt is a very useful and strong attack when mobbing monsters. Thus, fast leveling.
• At 3rd job, I/L Mages get amazing skills! For example, Ice Strike [Fires ice blocks at multiple enemies. If struck, all monsters other than ice-based ones will freeze], Seal [Seals up the enemies around you for a certain amount of time. Once sealed up, the monsters can't use attacking skills] and the well known Thunder Spear [Gathers up the power of lightening and turns it into a spear]. Thunder Spear is also the strongest attack out of all 3rd job mage attacks.
• At 4th job they also get a great power boost, with Chain Lightning in particular.


Cons:
• Until Thunderbolt is maxed, leveling up won’t be as fast as it will be for Clerics or F/P mages. Furthermore, when comparing Ice Beam to Thunderbolt, Thunderbolt's MP cost is higher, and since it doesn't freeze the monsters, more HP pots would also be necessary. The MP pot cost wouldn't be as high as it was after you max your MP Eater.
• Even though Thunder Spear is the strongest attack of all 3rd job mage attacks, its casting speed is surprisingly very slow. It’s not as effective for training as it is for fighting boss monsters. This can be improved by using Booster.
• At 2nd job, I/L mage’s damage is significantly lower than a F/P mage’s damage.
• Boss monsters cannot be frozen, so the freezing advantage doesn’t come to use when fighting bosses.

[Contents]

Skill Builds
I/L Wizard
Cold Beam build:
Level 30: +1 Teleport
Level 31-40: +3 Cold Beam
Level 41: +3 MP Eater
Level 42-47: +3 Meditation
Level 48: +2 Meditation, +1 MP Eater
Level 49-58: +3 Thunderbolt
Level 59-63: +3 MP Eater
Level 64: +1 MP Eater, +2 Teleport
Level 65-69: +3 Teleport
Level 70: +2 Teleport, +1 Slow

Total: every skill maxed except for Slow [1].

Thunderbolt build:
Level 30: +1 Teleport
Level 31-40: +3 Thunderbolt
Level 41-50: +3 Cold Beam
Level 51: +3 MP Eater
Level 52-57: +3Meditation
Level 58: +2 Meditation, +1 MP Eater
Level 59-63: +3 MP Eater
Level 64: +1 MP Eater, +2 Teleport
Level 65-69: +3 Teleport
Level 70: +2 Teleport, +1 Slow

Total: every skill maxed except for Slow [1].

I/L Mage
Ice Strike build [common]:
Level 70: +1 Ice Strike
Level 71-79: +3 Ice Strike
Level 80: +2 Ice Strike, +1 Amp
Level 81: +3 Amp
Level 82-84: +3 Booster

--------- At this point the build varies according to user preference:

> Amplification Build: [AKA – Squids Build]

Level 85: +2 Booster, +1 Amp
Level 86-93: +3 Amp
Level 94: +1 Amp, +2 TS
Level 95-103: +3 Thunder Spear
Level 104: +1 TS, +2 Comp
Level 105-113: +3 Comp
Level 114: +1 Comp, +2 Seal
Level 115-119: +3 Seal
Level 120: +2 Seal, +1 Partial Resistance

> Thunder Spear Build (TS): [AKA – Vikings Build]

Level 85: +2 Booster, +1 TS
Level 86-94: +3 TS
Level 95: +2 TS, + 1 Amp (5)
Level 96-103: +3 Amp
Level 104: +1 Amp, +2 Comp
Level 105-113: +3 Comp
Level 114: +1 Comp, +2 Seal
Level 115-119: +3 Seal
Level 120: +2 Seal, +1 Partial Resistance

Total: every skill maxed except for Seal [19], Booster [11] and Partial Resistance [1].

Thunderspear build Note: since the Viking glitch was fixed at patch 0.35, clearing the bottom of Vikings will be very pot consuming with this build]:
Level 70: +1 TS
Level 71: +3 Amp
Level 72-80: +3 TS
Level 81: +2 TS, +1 Amp
Level 82-84: +3 Booster
Level 85: +2 Booster, +1 IS
Level 86: +2 Amp, +1 Seal
Level 87-94: +3 Amp
Level 95-103: +3 IS
Level 104: +2 IS, +1 Composition
Level 105-113: +3 Composition
Level 114: +1 Composition, +2 Seal
Level 115: +2 Seal, +1 PR
Level 116-120: +3 Seal

Total: every skill maxed except for Seal [19], Booster [11] and Partial Resistance [1].

Magic Composition build
Level 70: +1 Amp
Level 71: +3 Amp
Level 72-81: +3 Composition
Level 82-84: +3 Booster
Level 85: +2 Booster, +1 Ice Strike
Level 86-94: +3 Ice Strike
Level 95: +2 Ice Strike, +1 Amp
Level 96-103: +3 Amp
Level 104: +1 Amp, +2 TS
Level 105-113: +3 TS
Level 114: +1 TS, +2 Seal
Level 115-119: +3 Seal
Level 120: +2 Seal, +1 PR

Total: every skill maxed except for Seal [19], Booster [11] and Partial Resistance [1].

[Contents]

Training Zones
I/L Wizard
Level 30-40: Psycho Jack Boxes, Psycho Jacks, Rocky Masks, Wooden Masks, Zombie Mushroom, Horny Mushroom, Wild Boars, Brown Teddy, Pink Teddy, Stirge, Crow, Street Slime, Urban Fungus, Boomer, Jr Lioners, Jr Cellions
Level 40-50: Fire Boar, Jr Lioner, Jr Cellion, Wild Boars, Retz, Sakura Cellion, Straw Target Dummy, Paper Lantern Ghost, Night Foxes, LPQ, CPQ
Level 50-60: Straw Target Dummy, Paper Lantern Ghost, Night Fox, Gryphon, Red Drakes, Retz, Cellion, Jr Cellion, Lioner, Jr Lioner, Clang, Tortie, OPQ, LMPQ
Level 60-70: Straw Target Dummy, Hoodoos, Voodoos, Dark Stone Golem, Mixed Stone Golem, Retz, Gryphon, Paper Lantern Ghost, Night Fox, The Book Ghost, Reindeer, OPQ, LMPQ, PPQ

I/L Mage
Level 70-80: Hoodoo, Voodoo, Dark Stone Golem, Mixed Stone Golem, Jr Yeti, Death Teddies, Wolf Spider, Captain, Kru
Level 80-90: Lethal Squid, Squid, Bone Fish, Goby, Bains, Wolf Spiders, Captain, Kru, Red Kentaurus, Birks, Dual Birks
Level 90-100: Lethal Squid, Squid, Bone Fish, Goby, Spirit Viking, Bains, Red Kentaurus, Red Wyverns
Level 100-110: Lethal Squid, Squid, Bone Fish, Goby, Spirit Viking, Bains, Red Kentaurus, Red Wyverns, Himes, Jr Newties, Nest Golems
Level 110+: Himes, Jr Newties, Nest Golems, Red Wyverns, Skelegons, Skelesaurus

[Contents]


Thunder Spear- The most common and recommended 3rd job I/L Mage skill build is Ice Strike build. But is it the only way to go?

Pros:
• A very high damage with one strike. You would probably break 9k damage before reaching level 90 [click here (imageshack)].
• Having a powerful single striking skill allows you to fight boss monsters more easily. It enables you to solo a pair of Crimson Balrogs before reaching level 80.
• Training with TS is very efficient when fighting Vikings. It also enables you to train there at an earlier level than Ice Strike build mages.
• Vikings drop very high value items, such as Ilbi, Purple Osfa set etc.
• You still have 2nd job lightning, which does the same amount of damage maxed to Vikings as Ice Strike. Thunderbolt has 60 base attack maxed times 1.5 because of elemental advantage, making it 90, the same as Ice strike without elemental advantage.
• You can train anywhere you want, basically. Although Vikings will prove to be the fastest source of exp from early 7x, you are able to train on ice-based monsters with Thunderspear, whereas it’s not possible with Ice Strike build.


Cons:
• At lower levels, training at Vikings can be very expensive. The first few levels will cost you a few mil (5m+) because of getting hit while becoming acquainted with the map and learning how Vikings shoot, etc.
• You miss out on a lot of the money you'd get from training at death teddy for those levels. Ice strike build is definitely cheaper.
• Ice strike is also useful for Vikings, especially the bottom of the map, by freezing them and avoiding their attacks. This disadvantage can be improved by having some SP in Ice Strike- using a method of freezing a mob, then casting Lightning on it. However, this method doesn't work very well until you have near perfect accuracy (level 85).

[Contents]


F/P Wizard-Mage

Pros & Cons of making a F/P Mage
Pros:
• Fire Arrow is the strongest attack out of all mage attacks at 2nd job.
• Some F/P Wizards choose to the pure poison or hybrid builds, by making Poison Brace their main attack. This promises incredibly fast leveling throughout 55-7x.
• At level 50~51, F/P Wizards train on Jr. Yetis which drop 60% Glove Att. Scrolls. And around level 55 or so, they start training on Grupins. The Grupins have a high drop rate mostly for Tobis and Icy. Of course they drop other useful items, such as Elixirs and Grupin Tails [an exchange quest item]. If you’re lucky enough, you could gain about 2~5 mil per level.
• At 3rd job, F/P Mages finally get their mobbing skills, and they’re still extremely strong. They get skills such as Poison Mist and can use it to lower any monster's hp no matter what the monster's level is. When maxed, the monster's hp is left at 1 hp and all you need to do is sweep the misted monsters. Again, this promises fast exp gain during 3rd and 4th jobs.
• As mentioned for other classes, at 4th job F/P Arch Mages get a great power boost and are able to paralyze [Paralyze] and freeze multiple monsters [Elquines].

Cons:
• F/P mages don't have ANY mobbing skills at 2nd job. That makes most of the F/P mages get very bored and eventually give up on their mages early on.
• Until level 40~45 or so, F/P mages don’t usually gain very much money and have to spend a lot of their money on pots. Also, hybrid/pure poison training requires the use of more pots until you gain enough experience to know how to dodge the monster's magic attacks.
• Explosion's casting speed is very slow. This can be improved by using EW Staff/Pyogo [proven to make Explosion's casting speed faster] and Booster.

[Contents]


Skill Builds
F/P Wizard
Pure Fire build [common]:
Level 30: +1 Teleport
Level 31-40: +3 Fire Arrow
Level 41: +3 MP Eater
Level 42-47: +3 Meditation
Level 48: +2 Meditation, +1 MP Eater
Level 49-53: +3 MP Eater
Level 54: +1 MP Eater, +2 Teleport
Level 55-59: +3 Teleport
Level 60: +2 Teleport, +1 Slow
Level 61-66: +3 Slow
Level 67: +1 Slow, +2 Poison Brace
Level 68-70: +3 Poison Brace

Total: every skill maxed except for Poison Brace [11].

Hybrid build:
Level 30: +1 Teleport
Level 31-40: +3 Fire Arrow
Level 41: +3 MP Eater
Level 42-47: +3 Meditation
Level 48: +2 Meditation, +1 Teleport
Level 49-57: +3 Poison Brace
Level 58: +1 Poison Brace, +2 Teleport
Level 59: +1 Teleport, +2 Slow
Level 60-65: +3 Slow
Level 66-70: +3 Teleport

Total: every skill maxed except for MP Eater [3] and Poison Brace [28].

Pure Poison build:
Level 30: +1 Teleport
Level 31-39: +3 Poison Brace
Level 40: +1 Poison Brace, +2 Teleport
Level 41-45: +3 Teleport
Level 46: +2 Teleport, +1 Slow
Level 47-52: +3 Slow
Level 53: +1 Slow, +2 MP Eater
Level 54-59: +3 MP Eater
Level 60-65: +3 Meditation
Level 66: +2 Meditation, +1 Poison Brace
Level 67: +1 Poison Brace, +2 Fire Arrow
Level 68-70: +3 Fire Arrow

Total: every skill maxed except for Fire Arrow [11].


F/P Mage
Explosion Training Guide: http://www.sleepywood.net/forum/showthr ... ?t=1308956
Explosion build [by EluNirvelli]:
Level 70: +1 Explosion
Level 71: +3 Amp
Level 72-80: +3 Explosion
Level 81: +2 Explosion, +1 Booster
Level 82-84: +3 Booster
Level 85: +1 Booster, +2 Amp
Level 86: +2 Seal, +1 Poison Mist
Level 87-95: +3 Poison Mist
Level 96-103: +3 Amp
Level 104: +1 Amp, +2 Poison Mist
Level 105-114: +3 Magic Composition
Level 115: +2 Seal, +1 Partial Resistance
Level 116-120: +3 Seal

Total: every skill maxed except for Seal [19], Booster [11] and Partial Resistance [1].

Poison Mist-pure build [by Suponji and EluNirvelli]:
Level 70: +1 Poison Mist
Level 71-79: +3 Poison Mist
Level 80: +3 Amp
Level 81-83: +3 Booster
Level 84: +2 Booster, +1 Seal
Level 85-90: +3 Seal
Level 91-100: +3 Explosion
Level 101-109: +3 Amp
Level 110: +2 Poison Mist, +1 Partial Resistance
Level 111-120: +3 Magic Composition

Total: every skill maxed except for Seal [19], Booster [11] and Partial Resistance [1].

Poison Mist-hybrid build [by EluNirvelli]:
Level 70: +1 Poison Mist
Level 71-79: +3 Poison Mist
Level 80: +3 Amp
Level 81-83: +3 Booster
Level 84: +2 Booster, +1 Explosion
Level 85-93: +3 Explosion.
Level 94: +2 Explosion, +1 Seal
Level 95: +2 Poison Mist, +1 Amp
Level 96-103: +3 Amp
Level 104: +2 Amp, +1 Magic Composition
Level 105-113: +3 Magic Composition
Level 114: +2 Magic Composition, +1 Partial Resistance
Level 115-120: +3 Seal

Total: every skill maxed except for Seal [19], Booster [11] and Partial Resistance [1].


[Contents]


Training Zones
F/P Wizard
Pure Fire/Hybrid build:
Level 30-40: Psycho Jack Boxes, Psycho Jacks, Jr Wraiths, Rocky Masks, Wooden Masks, Zombie Mushroom, Horny Mushroom, Wild Boars, Brown Teddies, Pink Teddies, Stirges, Jr Grupins, Street Slimes, Urban Fungus, Boomers
Level 40-50: Leatty, Jr Pepes, Jr Wraiths, LPQ, CPQ
Level 50-60: Straw Target Dummies, Three Tailed Foxes, Jr Yetis, Grupins, Death Teddies, Ghost Pirates, Book Ghosts, Reindeer, LMPQ, OPQ
Level 60-70: Hoodoos, Voodoos, Water Goblins, Jr. Selkies, Grupins, Death Teddies, Ghost Pirates, Three Tailed Foxes, OPQ, LMPQ, PPQ

Pure Poison build:
Level 30-35: Wild Boars, Ant Tunnel, Pink Teddies
Level 35-38: Cicle, Pinboom [at The Sharp Unknown, Aqua Road]
Level 38-40: Cico, Cicle, Krappi [at Mushroom Coral Hill, Aqua Road], Croco
Level 40-42: Bubblefish, Croco
Level 42-45: Krip, Bubblefish, Croco
Level 45-50: Croco
Level 50-55: Buffy, Lazy Buffy, Skeletons
Level 55-60:Soul Teddies, Master Soul Teddies, Buffy, Lazy Buffy, Skeletons
Level 60-70: Death Teddies


F/P Mage
Explosion Training Guide: http://www.profil3.com/blog/1189/0/Expl ... Guide.html
Explosion-Mist build:
Level 70-74: Water Goblins, Ghost Pirates/Death Teddies, Three Tailed Foxes, Yetis, Jr. Selkies
Level 74-84: Death Teddies
Level 84-93: Dual Ghost Pirates
Level 90+: Red/Dark/Blue Wyverns, Grim Phantom Watches, Sharks, Skelegons, Skelosaurus, Nest Golems, Jr Newties

Poison Mist build [pure/hybrid]:
Level 70-75: Water Goblins, Three Tailed Foxes
Level 75-85: Death Teddies, Red/Blue/Dark Kentaurus, Lethal Squids
Level 80-90: Red/Blue/Dark Kentaurus, Dual Ghost Pirates, Lethal Squids
Level 90+: Red/Dark/Blue Wyverns, Grim Phantom Watches, Sharks, Skelegons, Skelosaurus, Nest Golems, Jr Newties

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General tips

Mage key words- Do you understand what MC, SR, HA, TS, PB stand for? Listed below are some important Mage key words, which you’ll see quite often appearing in the forum.

Skill related
MC=Magic Claw
MG=Magic Guard
HA=Holy Arrow
ER=Elemental Resistance
HS=Holy Symbol
SR=Shining Ray
Medi=Meditation
FA=Fire Arrow
MPE=MP Eater
PB=Poison Brace
CB=Cold Beam
MD=Mystic Door
SD =Summon Dragon
TS=Thunder Spear
IS=Ice Strike
PR=Partial Resistance
EA/Amp=Element Amplification
PM=Poison Mist
Comp=Magic Composition
EB= Energy Bolt

General
Telecast=Casting an attack skill while Teleporting
Jumpshot=casting an attack skill while jumping
AoE=Area of Effect
Bloody=Mages who put some of their AP into HP [usually clerics]

[Contents]


Damage Formulas/calculators

• Magic Accuracy calculator [source].
• Damage calculator (imageshack).
• Heal damage calculator.
• Another Maximum & minimum Damage calculator (imageshack).
• Mage HP calculator.
• Mage MP calculator.


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Frequently Asked Questions
• Q: Which mage class is the best?
A: There is no "best" class. Every class has its own pros and cons, you can judge which class is the best for you by reading the listed above.

• Q: Ok, I read everything. But can I hear your personal opinion?
A: Yes. Just ask me about it here

• Q: Which mage should I choose?
A: I don’t know.
It’s your decision and you’re the ONLY person to decide whether to choose a Cleric, an I/L mage or a F/P mage. Please don’t ask these questions, different people have very different opinions. It’s up to you to decide wwhich class you want. After all, you would be the one playing that mage later on, not us.

• Q: Which class is best for lukless mages?
A: All of them. Each has their reasons for being Luckless. For other pros and cons of each class, visit Clerics pros and cons, I/L pros and cons and F/P pros and cons
> Cleric:
Rarely Die, eliminating 10% Experience Loss, will deal MASSIVE damage to undead.
Booster is never aquired, so Black Umbrella may be used without having the useless skill.
> F/P Wizard:
Great Magic Attack in 2nd Job, Strongest in 2nd job.
Mob attacks in 3rd job will benefit from extra power. Booster will not work, however, with Black Umbrella.
> I/L Wizard: Lightning Damage will be amazing at a low level.
Thunder Spear, the strongest 3rd job mage attack, will benefit from extra power. However, Booster will not work with a Black Umbrella.


• Q: ____ Mages are better than ____ Mages.
A: Please do not post these type of statements because: a) It's false. There is no "better" class. b) It will ALWAYS cause a flame war.
Flenaris said it best, so please read this before making false assumptions and spamming your theories everywhere.


• Q: What’s the difference between Staves and Wands?
A: The only difference between these two is the graphic length. A Staff is longer than a Wand, but they both have the same effect. Neither of them is slower than the other. The “Speed” of the Staff/Wand is NOT related in any way to the Casting Speed.

The only exception is the F/P Mage 3rd job skill Explosion, which was proven to have a shorter casting speed when an EW Staff or a Wand of any kind is equipped. There's only a slight difference between casting Explosion with a Staff and a Wand. There is a larger difference between casting Explosion with EW and a normal Staff though.


• Q: Can I use Dispel when I'm stunned?
A: No, you cannot cast Dispel when you're stunned. However, you can cast it to cancel out any other condition you're effected by [being sealed or poisoned for example].


Tips and special thanks
• Lack motivation? A good old Youtube video would definitely cheer you up:
F/P: BlueCrossX (youtube), Flenaris (youtube), ePyro (youtube), PringIes (youtube), toche (youtube).
I/L: NllN (youtube), StarMiles (youtube), IauthenticI (youtube).
Cleric-Priest: Clyd3 (youtube), EcksDee (youtube), Restrictd (youtube), a JMS level 113 Priest (youtube), Luckless Priest Video (youtube).

Think you deserve to be on this list? PM me.


• Element Weakness List- very useful when looking for training areas to fit your level and skills.


• Special thanks goes to the following:
mrbasil, Csenger, TyeDye1, WildObi, Owninated, x800gt, WolfJounin, suitonshadow, illumination, hawkpride123, Harpier, ChinaSparta, Paterack7, jock, Exilemaster1, Amhenia, kurisu, Sxemp, SW.net and Hidden-Street.
Thanks to BlackMagic13 for Luckless Mage information.


Elu.


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User avatar
sealedevil
Snail
Posts: 1
Joined: Wed Sep 23, 2009 2:51 pm

Re: magician guide

Postby sealedevil » Wed Sep 23, 2009 4:07 pm

Hw about flame wizard job? (skygar9-1)
i nid the skill build...
i duno hw 2 add the skill with maxing flame gear and fire strike after lv 70...
which i can dun add it for both of these skills.... (MS4)

User avatar
GLacko
Zombie Mushmom
Posts: 300
Joined: Fri Aug 14, 2009 11:09 am
Location: France.

Re: magician guide

Postby GLacko » Tue Sep 07, 2010 10:29 am

About the Dispelling Section, You cant use the skill if your skills are sealed. Plus im about to make a Fire Poison Mage thanks to this guide, very nice job there (F2).


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