Ok my first try at COMPLETEING a guide. And what have I known best? Cleric Of course! First I'll be talking about Magician, you can't be an effective Cleric without mastering your first job!
With one of the recent patches, Nexon made the dice roll almost obsulete. Try to roll the dice to have the most Str. From levels 1 - 8, put all into STR to help you through Maple Island the fastest. Once you speak to Grendal to become a magician, he brings all your stats to 4. Make your LUK 11 and ALL the rest go into INT, nothing else!
How do you know what to put into every level? Well, the easiest way to remember (For ALL Magician jobs) Is to have LUK 3 more then your level, that way you can wear your equipment!
So EVERY Level put ONE into LUK and FOUR into INT.
Yes thats right, 1 Luck and 4 Intellegence.
Whats a good point to stop adding into LUK? It all depends on your funding! If your extremely well off, you can go the LUKless route. Faster leveling, higher damage, but could make you go insane trying to keep up the mesos for your equipment.
If your well off and can get away with a couple hundred mil, I'd suggest capping your LUK at 40-50.
If your not broke but not rich, I'd say 60 LUK.
And if your completely unfunded, do 70-80.
I capped at 95 when I got my Zhelm at level 92. (Which was a nooby mistake, but I still kill fast and easy)
- Quote :
- on a side note i think it's quicker/easier to just go "lukless" until around 80. sure you can't wear the gear but honestly it gives minimal stat upgrades. as long as you can afford the maple weapons you'll be plsenty strong nekkid with a maple wand than if you have the 4x equips at 4x. plus you spend less time looking for new equips every 10 levels and more time grinding. whenever you feel you're damage is suffering due to a bad weapon stop putting points in INT and just do 5 LUK per level. this also allows you a better view of how much fundage you will have for you character than at lvl 1. my scrub bish had 0 mesos to start out but at 120 i found i was considerably rich for not having ever gached or bought mesos. food for thought. continue with your guide. ( 80 is a relative number based off the 64 maple weapon. no actual thought was put into that level specifically. )
From Kenny
Ok, so by now you roughed the dangers of Maple Island and are on your way to becomming a Magician.
You need to be level 8 with AT LEAST 20 INT.
Here are the Magician skills:
Improving MP Recovery Master Level: 16
Type: Passive
Description: Recovering even more MP every 10 sec. The higher the level of the character and the skill level, the more recovery it enables the character to have.
Level 1: Constant additional recovery of MP
Level 2: Constant additional recovery of MP
Level 3: Constant additional recovery of MP
Level 4: Constant additional recovery of MP
Level 5: Constant additional recovery of MP
Level 6: Constant additional recovery of MP
Level 7: Constant additional recovery of MP
Level 8: Constant additional recovery of MP
Level 9: Constant additional recovery of MP
Level 10: Constant additional recovery of MP
Level 11: Constant additional recovery of MP
Level 12: Constant additional recovery of MP
Level 13: Constant additional recovery of MP
Level 14: Constant additional recovery of MP
Level 15: Constant additional recovery of MP
Level 16: Constant additional recovery of MP
Improving Max MP Increase Master Level: 10
Type: Passive Pre-requisite: Improving MP recovery Lv. 5
Description: This skill boosts up the amount of increase on MaxMP after each Level UP, or AP used on MaxMP.
Level 1: If Level UP, +2 more; if AP applied, +1 more on top on MaxMP
Level 2: If Level UP, +4 more; if AP applied, +2 more on top on MaxMP
Level 3: If Level UP, +6 more; if AP applied, +3 more on top on MaxMP
Level 4: If Level UP, +8 more; if AP applied, +4 more on top on MaxMP
Level 5: If Level UP, +10 more; if AP applied, +5 more on top on MaxMP
Level 6: If Level UP, +12 more; if AP applied, +6 more on top on MaxMP
Level 7: If Level UP, +14 more; if AP applied, +7 more on top on MaxMP
Level 8: If Level UP, +16 more; if AP applied, +8 more on top on MaxMP
Level 9: If Level UP, +18 more; if AP applied, +9 more on top on MaxMP
Level 10: If Level UP, +20 more; if AP applied, +10 more on top on MaxMP
Magic Guard Master Level: 20
Type: Supportive
Description: Temporarily replaces damage with MP instead of HP. If MP reaches 0, the HP takes a full hit.
Level 1: MP -6; Replace 11% of HP damage as MP for 111 seconds.
Level 2: MP -6; Replace 14% of HP damage as MP for 132 seconds.
Level 3: MP -6; Replace 17% of HP damage as MP for 153 seconds.
Level 4: MP -6; Replace 20% of HP damage as MP for 174 seconds.
Level 5: MP -6; Replace 23% of HP damage as MP for 195 seconds.
Level 6: MP -8; Replace 30% of HP damage as MP for 246 seconds.
Level 7: MP -8; Replace 33% of HP damage as MP for 267 seconds.
Level 8: MP -8; Replace 36% of HP damage as MP for 288 seconds.
Level 9: MP -8; Replace 39% of HP damage as MP for 309 seconds.
Level 10: MP -8; Replace 42% of HP damage as MP for 330 seconds.
Level 11: MP -10; Replace 49% of HP damage as MP for 381 seconds.
Level 12: MP -10; Replace 52% of HP damage as MP for 402 seconds.
Level 13: MP -10; Replace 55% of HP damage as MP for 423 seconds.
Level 14: MP -10; Replace 58% of HP damage as MP for 444 seconds.
Level 15: MP -10; Replace 61% of HP damage as MP for 465 seconds.
Level 16: MP -12; Replace 68% of HP damage as MP for 516 seconds.
Level 17: MP -12; Replace 71% of HP damage as MP for 537 seconds.
Level 18: MP -12; Replace 74% of HP damage as MP for 558 seconds.
Level 19: MP -12; Replace 77% of HP damage as MP for 579 seconds.
Level 20: MP -12; Replace 80% of HP damage as MP for 600 seconds.
Magic Armor Master Level: 20
Type: Supportive Pre-requisite: Magic Guard Lv. 3
Description: Temporarily boosts the weapon defense by blowing magic into the armor.
Level 1: MP -8; Weapon Def. +2 for 54 seconds.
Level 2: MP -8; Weapon Def. +4 for 68 seconds.
Level 3: MP -8; Weapon Def. +6 for 82 seconds.
Level 4: MP -8; Weapon Def. +8 for 96 seconds.
Level 5: MP -8; Weapon Def. +10 for 110 seconds.
Level 6: MP -10; Weapon Def. +12 for 144 seconds.
Level 7: MP -10; Weapon Def. +14 for 158 seconds.
Level 8: MP -10; Weapon Def. +16 for 172 seconds.
Level 9: MP -10; Weapon Def. +18 for 186 seconds.
Level 10: MP -10; Weapon Def. +20 for 200 seconds.
Level 11: MP -13; Weapon Def. +20 for 244 seconds.
Level 12: MP -13; Weapon Def. +24 for 258 seconds.
Level 13: MP -13; Weapon Def. +26 for 272 seconds.
Level 14: MP -13; Weapon Def. +28 for 286 seconds.
Level 15: MP -13; Weapon Def. +30 for 300 seconds.
Level 16: MP -16; Weapon Def. +32 for 344 seconds.
Level 17: MP -16; Weapon Def. +34 for 358 seconds.
Level 18: MP -16; Weapon Def. +36 for 372 seconds.
Level 19: MP -16; Weapon Def. +38 for 386 seconds.
Level 20: MP -16; Weapon Def. +40 for 400 seconds.
Energy Bolt Master Level: 20
Type: Active
Description: Use MP to attack one enemy.
Level 1: MP -6; Basic attack 20, mastery 15%
Level 2: MP -6; Basic attack 21, mastery 15%
Level 3: MP -6; Basic attack 22, mastery 20%
Level 4: MP -6; Basic attack 23, mastery 20%
Level 5: MP -7; Basic attack 26, mastery 25%
Level 6: MP -7; Basic attack 27, mastery 25%
Level 7: MP -7; Basic attack 28, mastery 30%
Level 8: MP -8; Basic attack 31, mastery 30%
Level 9: MP -8; Basic attack 32, mastery 35%
Level 10: MP -9; Basic attack 35, mastery 35%
Level 11: MP -9; Basic attack 36, mastery 40%
Level 12: MP -10; Basic attack 39, mastery 40%
Level 13: MP -10; Basic attack 40, mastery 45%
Level 14: MP -11; Basic attack 43, mastery 45%
Level 15: MP -11; Basic attack 44, mastery 50%
Level 16: MP -12; Basic attack 47, mastery 50%
Level 17: MP -12; Basic attack 48, mastery 55%
Level 18: MP -13; Basic attack 51, mastery 55%
Level 19: MP -13; Basic attack 52, mastery 60%
Level 20: MP -14; Basic attack 55, mastery 60%
Magic Claw Master Level: 20
Type: Active Pre-requisite: Energy Bolt Lv. 1
Description: Use MP to attack an enemy twice.
Level 1: MP -10; Basic attack 11 x 2 Hit, mastery 15%
Level 2: MP -10; Basic attack 12 x 2 Hit, mastery 15%
Level 3: MP -10; Basic attack 13 x 2 Hit, mastery 20%
Level 4: MP -10; Basic attack 14 x 2 Hit, mastery 20%
Level 5: MP -11; Basic attack 16 x 2 Hit, mastery 25%
Level 6: MP -11; Basic attack 17 x 2 Hit, mastery 25%
Level 7: MP -11; Basic attack 18 x 2 Hit, mastery 30%
Level 8: MP -12; Basic attack 20 x 2 Hit, mastery 30%
Level 9: MP -12; Basic attack 21 x 2 Hit, mastery 35%
Level 10: MP -13; Basic attack 23 x 2 Hit, mastery 35%
Level 11: MP -13; Basic attack 24 x 2 Hit, mastery 40%
Level 12: MP -14; Basic attack 26 x 2 Hit, mastery 40%
Level 13: MP -14; Basic attack 27 x 2 Hit, mastery 45%
Level 14: MP -15; Basic attack 29 x 2 Hit, mastery 45%
Level 15: MP -15; Basic attack 30 x 2 Hit, mastery 50%
Level 16: MP -16; Basic attack 32 x 2 Hit, mastery 50%
Level 17: MP -17; Basic attack 34 x 2 Hit, mastery 55%
Level 18: MP -18; Basic attack 36 x 2 Hit, mastery 55%
Level 19: MP -19; Basic attack 38 x 2 Hit, mastery 60%
Level 20: MP -20; Basic attack 40 x 2 Hit, mastery 60%
Ok it looks confusing, doesn't it? The very first thing you should put 1 point into, is Energy Bolt. That way you can actually hunt! (TIP: if you aren't funded, or if this is your first character, take a trip to Henesys Hunting Ground. Plenty of snails on bottom and almost no one picks up loot, great way to get yourself MP pots!)
First Job Skill Build
Level 8 | 1 Magic Bolt | |
Level 9 | 3 MP Recovery | |
Level 10 | 2 MP Recovery | 1 MAX MP Increase |
Level 11 | 3 Max MP | |
Level 12 | 3 Max MP | |
Level 13 | 3 Max MP | |
Level 14 | 3 MP Recovery | |
Level 15 | 3 MP Recovery | |
Level 16 | 3 MP Recovery | |
Level 17 | 2 MP Recovery | 1 Magic Claw |
Level 18 | 3 Magic Claw | |
Level 19 | 3 Magic Claw | |
Level 20 | 3 Magic Claw | |
Level 21 | 3 Magic Claw | |
Level 22 | 3 Magic Claw | |
Level 23 | 3 Magic Claw | |
Level 24 | 1 Magic Claw | 3 Magic Guard |
Level 25 | 3 Magic Guard | |
Level 26 | 3 Magic Guard | |
Level 27 | 3 Magic Guard | |
Level 28 | 3 Magic Guard | |
Level 29 | 3 Magic Guard | |
Level 30 | 3 Magic Guard | |
Most important things, Max MP As soon as you can!! With this skill, you gain even more MP as you level. Even missing 1 level on it can make a difference of 300 mana or more!
Why Magic Guard instead of Magic armor? Isn't the extra defense good?
The extra defense is nice, but it will be nullified with a second job skill bless(which is needed by a lot of party members), and it won't save you from one hit kills. Magic Armor will cut off about 40 from a hit. Say you get hit for 100, with magic armor on, you'll get hit for 60. So when your level 100 and get hit for 1400, youll get hit for 1360. With Magic Guard, 80% of what you get hit for will be taken away from your MP, which is an considerable amount more then your HP. So, like the examples above, you get hit for 100, you will lose 80 MP and 20 HP. At level 100, you will get hit for 1000, you will lose 800 MP and 200 HP. (All numbers are hypothetical)