MapleStory/Magician




 * Pros:
 * Can use element based attacks early (2nd job advancement).
 * Very high Mana Point (often just typed as MP) level and regeneration.
 * Unlike Assassins, Hunters and Crossbowmen, Magicians can still use their ranged attack even when enemies are close.
 * Later on with mastered MP eater, they need very few MP potions
 * Cleric, one of the second job advancement, is the least costly.
 * Area Of Effect skills


 * Cons:
 * Very low health and can die easily against most monsters without magic guard.
 * Magician armors in the beginning give very low defense.
 * Slow to level from 1 to 8 (this only applies to VMS).
 * Uses a lot of pots especially MP Pots.
 * High MP consumption for 4th job AOE skills (primarily the ones that target the entire screen).


 * Requirements
 * Minimum level 8.
 * All Ability Points not placed into INT can be used for STR to make training much easier. When you reach level 8, talk to Grendel The Really Old to become a magician. He will fix your stats when you make the advancement, setting the right INT for your level.
 * Have not chosen any other job.

Is this the job for you?
Magicians are ranged characters that eventually become imbued with a specific element, dealing 150% damage to monsters weak to that element. Each of the three specialised Magician jobs can get summons at the fourth job (3rd Job for Priests) and use Area of Effect attacks (though they are slow to cast).

Magicians have the highest magic defense in the game, and have the most MP, however many magician skills sap away a lot of MP. At the 3rd Job, Magicians can acquire elemental resistance, rendering them more resistant to element based attacks.

On the other hand, Magicians have the lowest weapon defence and HP in the entire game, making them prone to dying without their skill Magic Guard, which diverts 80% of damage taken from monsters to MP. However, MP pots can cost twice the cost of HP pots.

Many magicians depend on luck to don equipment and improve their accuracy (0.3 accuracy per LUK), but luck also decreases the amount of experience lost per death (minimum 5% experience lost upon death when luck is above 75, maximum 10% exp loss when luck is below 10. In some versions, the requirement is lower, 4 luck means 10% exp loss, 10 luck will grant the player 5% exp loss). However, adding luck reduces the number of points you can place in intelligence, which improves your attack (intelligence increases the damage output of spells, as each attack is primarily based off of a combination of INT and your wand's magic attack. Also note that 1 INT = 1 MA and 1 MD.). However, unlike the other classes, magicians rely on hands to hit monsters. Every AP added into Dexterity, Intelligence, and Luck earns you 1 Hand, so AP added in Luck has some benefits.

Magicians are also able to use some of the status effects magical based monsters use, such as seal, slow, poison, dispel and freeze. Priest gain unbelievable party support skills, like heal, bless, holy symbol, dispel and holy shield, and even a GM skill called resurrection (which is pretty self-explanatory itself).

In regard to Maximum and Minimum damage, Magicians deal very stable damage in contrast to the other classes, due to their mastery in every attack skill. (the mastery determines the minimum attack. For example, if your maximum attack is 100, and your mastery is 60% (norm for magician skills, except Quantum Explosion 80%, Bahamat 80%), your minimum attack is 60, giving you a damage range of 60-100) However, magicians cannot deal critical attack, but more or less damage to monsters in accordance to their respective elements. (elementally weak monsters, 1.5 times damage, similar element monsters, 0.5 times damage)

Magicians can also teleport past monsters with teleport, and drain MP from monsters with MP Eater.

Magicians start off extremely weak in the game (unless you are playing EuropeMS or GMS), and start to gain power from lvl 8 through 35. After lvl 35, Magicians begin to show their powerful magic potential, with their elemental skills dealing massive damage to opposing elemental monsters (with the added boost of Meditation), and a decent damage range with non-elemental skills. Skills such as MP Eater and Meditation give the mage a boost in recovery and power, respectively, and are unbelievably helpful later on. Mages start to show their full potential from level 70, and rise through the ranks all the way beyond lvl 120, unleashing their fury with terrific area of effect attacks, which none but the Dragon Knights can oppose with ease. (Dragon Knights are such an irony. Their damage is superb, but similar to Magicians, except that their skills consume HP, They actually depend on clerics and priests, a type of magician, to train effectively. If only the brawler skill MP recovery, not the magician's type, was a party skill, so mages don't have to worry about Genesis/Ice Field/Meteor.)

Note : If there is no mastery gained, mastery is set at 10%. Warriors, thieves, bowman and pirate earn their weapon mastery in their 2nd job, and it grants them a permanent 60% mastery, with the exception of bowman, which grants them 90% mastery with their expertise mastery skill. Magician's mastery, on the other hand, is paired up together with the spell involved. The more skill points added into the skill, the higher the mastery. This gives magicians an advantage in the 1st job, as they gain mastery before all other classes do. However, from the 2nd job onwards, other's classes mastery apply to every attack regardless of the skill's power, but magicians has much lower mastery compared to the other classes in the lower attack skill levels. This places Mages at a slight disadvantage in the later levels.

Magicians, with their ultimate attack skills being slow-casting multi-target area of effect skills, are designed for training, but not for boss runs. However, being able to use both their HP and MP to receive damage, magicians has survivalbility parallel to warriors, but they must constantly look out for dispel, which removes their magic guard. Their multiple target skills work well agaist composite bosses but not as well against single body bosses.

Magicians lack the high damage of Warriors, the nimbleness of Thieves, the range of Bowman and the rapidity of damage of Pirates. Magicians specialize in mastering elements, dragons and area of effect attacks, status effects, stable damage, and beautiful skills, therefore, if this is what you would like for your special Maple character, this is truly the class for you.

If otherwise, please turn back and choose another class, for once you choose your job, your choice is permanent.

"Would you like to have the power of nature itself in your hands? It may be a long, hard road to be on, but you'll surely be rewarded in the end, reaching the very top of wizardry..."
 * As Grendel says...


 * Basic Characteristics


 * Magicians put high levels of magic and intelligence to good use, they can use the power of nature all around us to kill the enemies, but they are very weak in close combats. Their stamina isn't high, either, so be careful and avoid death at all cost.


 *  Since you can attack the monsters from afar, that'll help you quite a bit. Try boosting up the level of INT if you want to attack the enemies accurately with your magic. The higher your magic, the better you'll be able to handle your magic... ...


 * Magician Weapons


 * Actually it doesn't mean much for magicians to attack the opponents with weapons. Magicians lack power and dexterity, so you will have a hard time even defeating a snail.


 * If we are talking about the magical powers, then THAT's a whole different story. The weapons that Magicians use are blunt weapons, staves, and wands. Blunt weapons are good for, well, blunt attacks, but...I would not recommend that on Magicians, period.


 * Rather, staffs and wands are the main weaponry of choice. These weapons have special magical powers in them, so it enhances the magician's effectiveness. It'll be wise for you to carry a weapon with a lot of magical powers in it...


 * Magicians Armors


 * Honestly, the Magicians don't have much armors to wear since they are weak in physical strength and low in stamina. It's defensive abilities isn't great either, so i don't know if it helps a lot or not...


 * Some armors, however, have the ability to eliminate the magical power, so it can guard you from magic attacks. It won't help much, but is still better than not wearing them at all...so buy them if you have time...

Hopefully Grendel enlightens you on how it is to be a magician.

Lore note: Grendel the Really Old once experimented with dark magic, and it was he who created the cursed dolls. The cursed dolls were later stolen by lupins, causing some of them to become zombie lupins. You can find this out during Rowen the Fairy and the Cursed Doll quest.

Basics

 * AP distribution
 * Apply the majority of your AP to INT (Mage damage = {[{(INT + Magic Attack) * 0.8) + (Luck/4)]/18} * Spell Base Damage * 0.8).
 * Keep your STR and DEX to a minimum (never apply AP to these stats).


 * First job
 * The first two attacking spells you learn are magic claw and energy bolt. Your Energy Bolt must be at least level 1 to use magic claw. The first two defense skills are magic guard and magic armor, and you must have at least one skill point invested into magic guard to use magic armor.

Tips

 * Magicians depend solely on magic skills to attack. Use them, as ordinary weapons and weapon attacks are useless.
 * Add 1 energy bolt at level 8 (6 MP per attack). Do not add magic claw (10 MP per attack) yet. 6 MP per attack is sustainable considering how little MP you have now.
 * Try to Max MP Increase 1st. (add 5 MP recovery 1st ONLY) This will give you plenty of MP to utilize.(MP increase formula is 15 + (total INT * 0.1), may have slight variation as decimals aren't displayed) Slower MP recovery will be remedied in the 2nd job by MP Eater. (The MP recovery formula for mages is skill level (character level/10) +3. The final +3 stands for the basic mana recovery rate for beginners. Therefore maxing MP recovery early on before Max MP Increase DOES NOT improve your mana recovery rate. If you sit on a Relaxer or a Palm Chair, MP recovery is 1.5 (skill level(character level/10) +3).)
 * Do not add Magic Armour. It is not useful in the long run as monsters will deal a lot of damage later on (more than 500), so -20 damage isn't useful. Use Magic Guard instead. It diverts 80% of damage to MP, allowing you to survive many monsters, that would otherwise kill you in 1 hit.
 * If you want to have as much MP as possible, just start adding Max MP after advancing as the magician. Add 1 energy bolt after Maxing your MP. As training up to level 13 (9374 experience from level 8 to 13) without energy bolt would be exhausting, it would be wise to ask a friend to train you past this stage.
 * Choose MP pots that will recover about half of your MP. From level 1 to 30, try to use only blue potions and blue pills, as they won't tax your mesos too much. From levels 30 to 40 ~ 50, you could keep using blue potions, but 100 MP recovery for a 1000+ MP bar scarcely does anything. It is recommended, though, that you buy mana elixirs, pure waters, and elixirs(at this levels, monsters will start dropping elixers, keep them, don't use them yet, these are percentage based pots, so use them only if no normal pot can fill up more than 50% of your MP) as soon as you can afford them, since this will allow you to train much faster and more efficiently.
 * Being a mage (what magicians are known as), the status effect that will lead to your downfall is Seal, cast by some monsters like Jr. Boogie and Fairies. Carry some Holy Water to remedy this.
 * Some Mages choose to become a Pure INT mage. This means that they choose to add all their Ap in INT. The attack of these mages are exceptionally high, but they suffer from inability to don mage equipments, which need some luck. If you become one, wear a bathrobe. As for weapons, use the level 8 wand until level 35 (this will be somewhat difficult but worth it), and switch to a Maple Staff (Weapon attack - 25,Magic attack - 48, 100 more HP). At level 43, upgrade to a Maple Lama Staff (Weapon attack - 39,Magic Attack - 58,100 more HP, 50 more MP). At level 64, get a Maple Shine Wand (Weapon attack - 49,Magic attack - 80, 1 more INT, 100 more HP, 100 more MP) OR a Maple Wisdom Staff (Weapon attack - 50,Magic attack - 80, 1 more INT, 150 more HP, 50 more MP). Also get a Maple Magician Shield at level 64; a Stolen Fence, Pan Lid and Maple Shield can be utilized during earlier levels. Don't forget to buy a hinomaru fan from the free market too. A good one can have MORE Magic Attack than some level 90 staffs! The Maple Staff, Maple Lama Staff, Maple Shining Wand and Maple Wisdom Staff are available during anniversary periods. During other times, just buy them from the free market (although they are extremely expensive, they are well worth it).
 * Beyond that, you might want to consider Elemental Wands, which can be obtained from Gachapon.
 * Try not to die by standing on a platform that is a little bit higher/lower than the ground so that mobs cant` hit you (unless they can do ranged attacks)

Beginners
At the start of the game players no longer get to choose the stats for their characters by rolling dice. GlobalMS now allows you to add your stats anyway you want, and a 1st job instructor (i.e. Grendel the Really Old) will correct them. Spend your free Ability Points at each level by adding 1 to DEX and 4 to STR until you become a magician. Note: as of the GlobalMS patch v0.66, beginners can only put stats into STR and DEX, to allow quick training while on Maple Island. Unfortunately, INT affects how much MP you gain every time you level up, so you will now end up with less MP than mages from other versions. In older versions you were able to gain 100+ MP from the first 10 levels by spending all of your AP on INT.

When you advance to 1st job at level 8 or higher, Grendel will change your stats so that you only have 4 STR and 4 DEX, and give you 20 INT and 4 or 5 LUK. At first job, you have to be careful when spending Ability Points, as your selections will not be undone (typically you will only put points into INT and LUK). A basic rule of thumb for applying AP as a magician is that as long as your luck is 3 more than your level, you should be able to wear the equipment for your level.


 * Tips
 * Be patient, MapleStory has traditionally been more difficult, at the start of the game, for magicians to kill enemies than for other classes.
 * Spend your skill points on Three Snails and either Nimble Feet (if you have money for potions), or Recovery (if you are very new to the game).

When you are ready to become a magician, note the following:
 * First job advancement preparation
 * Decide what kind of magician you will become: lukless or regular.
 * Lukless magicians have all points added to INT. These magicians' gear costs much more than normal. If this is your first character, you may not want to try this.
 * Regular has 3 added to INT and 2 added to LUK. These magicians can typically use all of the gear available to them at their level.

Maple Island
At the beginning, your damage will be severely limited. The best training enemy for the beginning Magician are Green and Blue Snails. Try not to use healing items now. Save them for later. If you die now, your experience stays the same. Later, during the first job, exp decreases if you die. Now since the BIG update, it will be a lot easier for mages to lvl up. Luckily, the Magician's advancement level is only 8, whereas the other classes have an advancement level of 10. Also, a Hand Axe appears to be the best weapon for a Beginning Mage, since it has a higher tendency to strike for 3 damage.

The first few maps have an abundance of green snails. Beyond that are the two towns on Maple Island. If you wish, there are also quests on Maple Island that can be completed. One gives a helmet equip, and another gives a weapon. The second quest may require a lot of patience, as it asks for 10 orange mushroom caps (orange mushrooms have 80 hp!) as well as 30 blue snail shells. Fortunately, if you have the patience, there are safe spots you can jump and hit mushrooms without taking damage, but your hits tend to be extremely low (1). The reward for the quest is either a fruit knife or a razor, which is useless for a magician, so if you want to sell it then loot or buy orange mushroom caps.

Do note that the current Maple Island quests spoon feeds you to level 10, but some are too difficult for magicians.

Once you hit level 8 and if you have at least 20 points of INT (which you should if you have read this guide so far), go to Southperry and take the ship to Lith Harbor at a cost of 150 mesos. You get a beginner wand when you become a magician so don't waste money and buy a wand.

Do note that the current Maple Island quests spoon feeds you up to level 10, but be careful not to overlevel to level 9. In some versions, your SP will be compensated, while in others it won't, so be sure to check this before leveling past 8. Even if your version does compensate missed SP, it's still not wise to level past 8 because you will end up with slightly lower max MP.

Victoria Island
First things first. By now, hopefully you should have at least 2,200 meso remaining, enough to get to the Mage town, Ellinia, and buy the first weapon that adds Magic Attack if you want. You will also get a beginners wand from Grendel the really old. If you have more, go to the Lith Harbor Weapon/Armour store and purchase the level 11 Common-Class top/bottom. These have more Weapon Defense than more your level 8 and 13 (Male) Mage-specific equips, and no monsters apply Magic Defense to their attacks yet. The level 13 (Female) Mage-specific equips have a slightly higher Weapon Defense than the level 11 Common-Class equips, but the slightly higher Weapon Defense is not worth the additional cost. Also, it may be easier for beginning mages to simply forgo clothing and invest their mesos in weapons, Red Potions (50 HP) and the ever important Blue Potions (100 MP)/Mana Elixirs (300 MP).

When you are ready, either talk to the man in the ticket booth near the ship, and choose to go to Ellinia or walk to Ellinia. Walking is a good way to train, but running into high level monsters is more or less inevitable. If you walk, make sure you do not advance to level 9 before getting to Ellinia. (You may level up to level 9 and above if your local version supports SP compensation. However, it would be better to check with other Maplers 1st. Remain at level 8 if you are not willing to take the risk. Do note that SP compensation only applies from level 9 to 29.) Also, before you leave, there is an easy quest you can do in Lith Harbor. Talk to Olaf, who is near the right of the city, in the lower level. Once you've answered his questions correctly, you can choose the next quest from him. Choose path of the Magician. Once you've become a magician, you can go back and talk to Olaf again (whenever, doesn't have to be right away) and get a reward.

Note: If you are trained by Mai and recommended by Lucas, you can take Shank's ship for free, and get 100 HP pots and 100 MP pots from Olaf.

Once in Ellinia, head to the Magic Library at the VERY top of the map and go inside. Talk to Grendel. Assuming you are level 8 with at least 20 INT, advance from a Beginner to a Magician. Grendel will also increase your max MP by a large amount, and give you 1 Skill Point (SP) to use. Using that SP in magic bolt would most likely be the wisest, as it doesn't use too much MP, so you can really start fighting.

Note: Three snails do not use up shells from your inventory as of the latest patch in GMS.
 * Three Snails: Putting a point or two as a Beginner into Shell Throw can make fighting larger monsters a bit easier as Beginner and early Magician, albeit a sacrifice of a snail shell or two. It loses its usefulness when your Magic Bolt actually hits over 25-40 (the end limit of the technique), but for taking down Mushrooms FAST, it's worth the sacrifice of a pair of Red Shells.

First Job: Magician
Welcome to the mystical way of the Magician. For detailed information about what each skill does, refer to Skills. For detailed information about how to allocate skill and ability points, refer to Builds

Skills Emphasis
I know these can be found at the builds section but, more and more young mages are getting it wrong. Therefore, I have decided to post it in this section. The mage which provided this pleads you to read it carefully.
 * If you are new to the game with no friends, take the basic magician skill build.
 * If you have friends to party and train you (same world), or want higher max MP, choose Higher Max MP Build.
 * If your character is funded, choose Funded Magician Build (NOT FOR THOSE NEW TO THE GAME).

The Basic Build
The following skill build is recommended from the Magician's start. This is the most commonly used build. With this build, Magic Claw can be maxed before finishing Improving MP Recovery (but after Max MP Increase), if you can afford the potion cost. Although higher level Magic Claw is better for faster training (see Funded Magician Build).
 * 1 Energy Bolt (1)
 * 5 Improving MP Recovery(5)
 * 10 Improving Max MP Increase (MAX)
 * 11 Improving MP Recovery (MAX)
 * 20 Magic Claw (MAX)
 * 20 Magic Guard (MAX)

The Perfect Build
Although this build provides your character with the maximum amount of MP, it requires more time to train, as you will do minimal damage for a few levels. Some players say the amount of MP gained with this build is negligible. Until level 13, you should use the Three Snails skill you obtained as a Beginner. These first few levels is slow going unless there is an event going on. Having a friend to help you train more quickly through these first levels can be very beneficial.
 * 10 Improving Max MP Increase (MAX)
 * 1 Energy Bolt (1)
 * 16 Improving MP Recovery (MAX)
 * 20 Magic Claw (MAX)
 * 20 Magic Guard (MAX)

The Low MP Build
This build will allow you to train faster, minimize your MP, and require you to spend more mesos on potions than you might otherwise. This build is for people who like high damage early and don't care about their character's stats at the end of the game. This build is not recommended for players planning on reaching high levels.
 * 1 Energy Bolt (1)
 * 20 Magic Claw (MAX)
 * 5 Improved MP Recovery (5)
 * 10 Improving Max MP Increase (MAX)
 * 11 Improving MP Recovery (MAX)
 * 20 Magic Guard (MAX)

The Balanced Build
This build will allow you to train quickly, but not as fast as the Low MP Build. This will consume some pots, but not as many as the Low MP Build. This build is basically what its name says. Its balanced. Magic Claw is given quite early to boost training at the cost of lower MP recovery. However, they will still receive close to the maximum amount of MP.
 * 1 Energy Bolt (1)
 * 5 Improved MP Recovery (5)
 * 10 Max MP Increase (MAX)
 * 20 Magic Claw (MAX)
 * 11 Improved MP Recovery (MAX)
 * 20 Magic Guard (MAX)

Ability point recommendation
The Standard Normal Luck Ap build goes as: lvl    luck     INT 8       11      All the AP you have left 9       12      All the AP you have left 10      13      All the Ap you have left 11      14      All the Ap you have left So basically your luck should always be 3 above your level and the rest should go on int.(If you have trouble with this just click auto assign, It automatically assigns your AP to the best possible one.) It is even better to put points only into INT when you are not getting armor the next level, and you can make up for it afterward (at level 15 put all AP on INT and put on 3 LUK at level 18).

Tip: If you look at equipment level requirements, you will realize that you can upgrade them at levels ending with the digits 8 and 0(if you are below level 40, 3,5,8,0) So you can add the required luck when the level comes. This will allow you to have higher damage and MP capacity.

There is another 2 styles of playing as a magician, a low luck magician or a pure intelligence magician. A pure intelligence magician simply pours generous amounts(in fact all) of their AP into Int. The problem with this is that they will not be able to use normal equipment their level, so have less defense and weapon attack from weapons, but their high damage(doing 10 level higher damage) more than makes up for it.

A low luck magician is a pure INT magician with some points into luck(20~50), granting them the ability to wear some magician clothes.

Training Recommendations
1st job, low level magician training spots: The Tree that Grew 1,2 or 3 (no. 3 has green mushrooms. For all you low level magicians, WATCH OUT, 80+ damage), The place that people call the Slime Tree(The Tree Dungeon South of Ellinia 1) and Henesys hunting ground (all) However, as you are still pretty low leveled, it could be wiser to stay close to Ellinia until at least level 10. Henesys Party Quest is a good option (if you can get there!).

After you reach level 20 or so, Perion (which is ironically the Warrior's town) is a relatively good place to train, since the monsters, which are mostly stumps and their variants, have low magical defense and slow, good for magicians. The Kerning Party Quest is additionally a popular way to level, although it is recommended to be around level 24+ to have a higher chance of being selected for this PQ.


 * Level 8-13: slimes and stumps at the map south of Ellinia will work wonders with your exp. Slime Tree is a great option because of the spawn rate of the monsters. You should have Energy Bolt handy in case a mob comes by. Never go to the tops of some of the maps or use the portals there, as higher level monsters will quickly kill you. Alternatives include the Henesys Hunting Ground and the Thicket Around the Beach II where you can safely attack enemies with Energy Bolt. You may want to consider going to Amoria, as the first map with monsters on it has orange mushrooms.


 * Level 14-20: at level 13 with Improving Max MP Increase maxed and new armor and weapon choices, the octopi at Kerning can be added to the hunting list. If you stay on the ramp and use magic claw, then its magic defense won't really matter. At level 20, with Magic Claw (MAX), one can handle green mushrooms, horny mushrooms, and maybe even dark axe stumps effectively. You can go to mushroom forest in Zipangu and go crazy on the mushrooms there. Pig beach is also an effective area to hunt. When nearing level 20 (with Magic Claw nearly maxed or maxed), Fireboars in the Burning Zone can be effectively dealt with when using a ledge in the Burning Zone II. Fireboars give 120 EXP, but give only 60 when you take even a little bit too long to kill it. Make sure you have plenty of MP and HP potions, because Fireboars do 80 damage, which you should be able to avoid when using the ledge properly. The MP potions are needed because it takes more than 100 MP to kill a fireboar with 5 in Max MP Recovery.


 * Level 21-30: at level 21, Kerning Party Quest is available. Since first jobs all have minimal damage until just before second job, you should have equal chances of getting invited. If you get bored of the First Accompaniment, you can try the Ariant Colosseum, available in versions with Ariant (available in KoreaMS, JapanMS, ChinaMS, TaiwanMS, ThailandMS, MapleSEA, GlobalMS). You can continue to train on green and horny mushrooms, or you can go and destroy jr. sentinels in Orbis Tower (b using the off-land sniping spots you can stay out of their reach). There is great money and good experience if you start at an early level. In GMS, you can go to Ariant and hunt the nearby cactus, as each of them give 47 EXP! At level 27, hunting kill green trixters is a great way to save on pots, as you won't take damage from these vertically moving targets. From level 28 to 30, go crazy on teddies (normal) in Ludibrium Tower or flower fishes in Aqua Road. Remember that there is Mini Dungeon: Cave Where Mushrooms Grow (or Ant Cave 1, if your MS version doesn't have the Minidungeons and you want to hunt horny or undead mushrooms) where you can hunt safely from the side platforms.

Training Methods
When training you use one of two methods: Meso Training or EXP Training. Meso training is when you kill only one shot monsters for more exp then if you were to double it and compare it with a monster that takes 2 shots. For example, a horned mushroom gives you 35 EXP and a Zombie Mushroom gives you roughly 42 EXP. It usually takes a low level magician to kill it in 2 shots. But if you were going to kill 2 horned mushrooms then it would 70 EXP. Thus, giving you more exp for less magic points but it taking a bit longer to level up. It's also called meso training because you save mesos in the long-run so it's a good way for saving up. The other one is a bit of a rushing method. It's very simple. You just train on any 1 or 2 shot monsters killing as many as you can at a given time ignoring your magic points. It is a useful way for leveling quickly.

Second Job advancement preparations
At this point, you're a Magician, you're at level 30, and you're currently much more powerful than the other classes. Return to Ellinia and converse with Grendel. He will give you a compliment, and then send you to the 2nd Job Advance Instructor in The Forest North of Ellinia. He'll talk to you as well, and then take you into the darkness. Inside the tree, you will find several Horned Mushrooms 2 (they are a kind of Horned Mushrooms with almost 2X HP) and Curse Eyes. Kill them. Instead of EXP and Items, they give you Dark Marbles. Collect 30 of these marbles, and then talk to the Instructor. He will give you the Proof of a Hero, and then send you back to Grendel the Really Old. Here, he will inquire as to which path you wish to take.

You have three roads before you, each with a myriad of puzzles and adventures that await you. The least common choice is the Fire/Poison. This does not mean that it is inferior, of course. By level 38, you'll be capable of dishing out more damage faster than any other class. Or, you could become an Ice Mage and quickly freeze and kill your enemy. Lightning comes along with ice, and Lightning gives you the ability to kill of a pack of 6 monsters all at once (Ice/Lightning are placed in the same job, so you get both eventually as an Ice/Lightning Wizard). The third, and possibly most common choice is the Cleric. As a cleric, you do the least damage, but you eventually become (literally,) the life of the party. You'll eventually end up very wealthy as a cleric. This is because Clerics can cheat the system; they can gain MP from killing monsters, and HP from their MP-consuming skill, heal. Nowhere in this process is money drained.

Holy, Fire, Ice, Poison, or Lightning?
There are several paths from which this single choice can take you. Be sure to pick the one that won't bore you to death!

Let's listen to the advice of Grendel and the Mages of Merlin's Order.


 * Fire/Poison Wizard: Fire Wizards (or Fizards, as they seem to be commonly known) tend to spend most of their time in Ossyria, since Fire-weak monsters roam the beautiful white snowbanks of El Nath and the areas encompassing it. Poison is also an option in this job, but most simply choose to stay away from it and place their SP into more useful skills, as this is phased out instantly in the Third Job Advance. Leveling with a Poison Wizard is difficult. The highest level Poison Wizard on beta only reached level 42. Fire Wizards spend most of their time sniping ice monsters from afar with their magical instruments of burning death. They tend to Teleport from monster to monster, killing from afar and near when strategically advantageous. Slow is an essential skill to them as well, as it allows Fire Arrow the time it needs to destroy mobs of, say, Jr. Yetis.

A note on maxed Poison Breath: Only after Fire Arrow has been maxed a Fire Wizard might consider the option of maxing out Poison Breath. With a base damage of 70, a 60% mastery, and a magician with roughly 175 m attack and about 35 luck this skill can deal about 347-578 Poison damage while actual poisoning does 70 hp damage or 1/40th the enemies hp. This can allow a Fire Mage to deal with some Fire creatures they normally would not be able. There are roughly 12 enemies weak to Poison.

In the third job, these Mages undergo a nice power boost. Explosion has a range that rivals Fire Arrow, and a power that is equal to Fire Arrow, rendering it useless, seeing how Explosion is a mob skill, whilst Fire Arrow is stuck to one target at a time. (Explosion is, however, painfully slow) Though, Fire Arrow may find solace in the fact that it gets an upgrade in the form of the Fire Mage's Magic Composition spell! This attack is a fusion of Fire and Poison placed into an ethereal bow. When launched, this attack strikes with a Base Damage of 150, and also a 70% chance of Poisoning the enemy for 40 seconds. Fire Mages also get Poison Myst which is a poison based mob skill that initially hits one monster for damage and then creates a mist with 70% chance of poisoning for all monsters that travel within the mist.

Upon reaching the 4th job, Fire/Poison Archmages are a mirror image of Ice/Lightning Archmages, with the exception that you use Fire/Poison Skills. With Fire Demon, you can choose whichever monster to render vulnerable to Ice attacks! To add on to this set fantastic of Skills, you get to use Meteor(which hit up to 15 monsters at once! 570 basic damage) and Elquines, which you can summon a demon based on the Ice element! That's not all! You get Paralyze! That's right! You get to paralyze monsters(a lot like ice/lightning freeze) for up to 15 seconds, while dealing damage at the same time!

Fire/Poison is recommended for those who want to perform well in their 2nd job and 3rd job.


 * Ice/Lightning Wizard: Ah, yes. The ultimate in icy and electrical crowd control is now at your fingertips! As a Lightning Wizard, you can wander about the country side, scaring noobs and vets alike as you massacre groups of up to 6 monsters with Lightning! Statistically, Lightning is no more powerful than Magic Claw, but the compound damage on the six monsters that Lightning strikes add up to be more. And, if you choose Ice first, you are allowed the power to freeze monsters, rendering them immobile. Though Cold Beam is 17% weaker than Fire Arrow, its ability to freeze enemies makes up for it. Together, with ice and lightning, you will roam the countryside, laughing at the frozen forms of large monsters and burnt (electrified) carcasses of smaller creatures. Forget about slow...(you can freeze them, my silly little wizard) who needs to slow enemies down, when you can either zap them to nothingness or make them wish the Fourth Vial Judgment (Random Bible Reference) is upon them?

In the Third Job, Ice/Lightning Mages are the pinnacle of crowd control. Although their Ice Strike is 10% weaker than Cold Beam, it allows Wizards to attack and freeze up to six enemies at once. They also get Thunder Spear, the strongest spell among all 3rd job Magicians, with 170 Base Damage maxed. Compare that to the Fire Mage's 150 Base Damage Magic Composition and a Cleric's 105 Base Damage Shining Ray. The drawback to this, like Explosion, is it's slow casting time (Some say that you should put points into Slow to prepare for this attack, but from what I have seen, the freeze time Composition grant you is more than enough). The Ice/Lightning Mage's Magic Composition has a Base Damage of 140, but it only strikes one enemy and freezes only one target, rendering this skill much weaker when compared to Thunder Spear and Ice Strike. However, it serves as an excellent replacement to Cold Beam, and a faster alternative to Thunder Spear.

Upon reaching the 4th job, Ice/Lightning Archmages are a mirror image of Fire/Poison Archmages, with the exception that you use Ice/Lightning Skills. With Ice Demon, you can choose whichever monster to render vulnerable to Fire attacks! To add on to this set fantastic of Skills, you get to use Blizzard (which hit up to 15 monsters at once! 570 basic damage) and Ifrit, which you can summon a golem based on the Fire element! That's not all! You get Chain Lightning, which is an upgraded Lightning Bolt that hits nearby monsters, and the lightning bolt is transferred to the next nearest monster. However, the attack damage is halved for every passing down of the bolt to the next monster.

Ice/Lightning is recommended for those who want to dish out high damage in their 3rd job, and for those who delight in freezing and electroshocking monsters.


 * Cleric: The weakest of the three wizards, even when this mage has an elemental advantage, Fire Wizards beat it out in damage. However, Clerics have become quite popular in the Maple Story crowd with their "Heal" skill. With this skill, you can easily heal some 2000 hp for each party member while using only 24 mana. Additionally, Heal can damage undead enemies, such as Wraiths, Jr. Wraiths, Zombies Mushrooms and Zombie Lupins. Also, when Heal is coupled with the skill "MP Eater", a Cleric becomes very low maintenance in the Zombie areas, allowing for them to attack with Heal, and thusly take no damage, and absorb the MP needed for the spell from other monsters via MP Eater. In other words, Clerics can just walk into a crowd of zombies, cast heal for about an hour, and take only a little damage in terms HP or MP. This combination is how Clerics manage to become the richest class in the game, as they tend to have no need for potions, thus allowing them to retain all of the mesos they find as pure profit. Since Clerics mainly cast Heal over and over to level on these undeads, they tend to become boring after level 45. Try your hardest to stick through, as they pay off in a big way.

Looking ahead to 3rd job, Clerics continue to be weakest in terms of damage, due to their lack of Booster or Element Amplification. However, instead they get skills that all parties will love. Holy Symbol increases the amount of exp gained for every person in the party (finally giving parties some uses), and Mystic Door creates a 2-way doorway to the closest town and where you are, allowing travel to the farthest corners of Ossyria in a single step. Not to mention Doom, which allows a Priest to turn up to 6 of it's adversaries into Blue Snails for up to 20 seconds for the price of a Magic Rock, which is comically effective when you're surrounded by a mob of tough monsters. The Summoning Rock can also be used by Priests to activate their skill Summon: Dragon, in which a blue pet dragon appears and follows you around for 2 and 1/3 minutes, attacking your enemies and making your life easier. They also have a very potent mob attack, Shining Ray, with a base attack power of 105 which is only a little weaker than the explosion but stronger than ice strike still, when not factoring in Mage-specific skills. Clerics are also the most popular 2nd job in MapleStory, as their party-benefiting skills are widely welcomed by all 3 jobs.

If you reach the 4th job, congratulations. After suffering as the weakest wizard in the 2nd and 3rd job, CONGRATULATIONS. You are saved. Looking at party support skills, you have Resurrection(yes, you can resurrect party members!) and Holy Shield(which protects all party members from any status effects). You get to summon a more powerful holy dragon, named a Bahamut (and it's free now). Angel's Ray is much more powerful Holy Arrow, so it isn't really good except for bossing. But the gift comes in the form of Genesis(which can hit up to 15 monsters at once, with 670 basic damage!). It is recognized as the most powerful Mage Skill in all of MapleStory!

Cleric is recommended for those who want Party support skills, and those patient enough to last until the 4th job, as Bishops are the ultimate mages. Clerics, Priests and Bishops are the lifeline of parties and boss runs, which cannot be possible without healers.


 * Teleport and MP Eater are both skills shared by all three magician variations.
 * Slow and Meditate (magic attack boost) are both skills shared by the Fire/Poison and Ice/Lightning variations, although only Fire/Poison has the need to max Slow.
 * In the third job, Fire/Poison and Ice/Lightning Mages both receive Partial Resistance (Priests get elemental Resistance, which works with all elements), Element Amplification, and Magic Booster. These three spells improve the elemental resistance, the elemental power, and the Spell Casting speed of the user, respectively. Another skill, Seal, locks enemies from casting spells of their own.

The choice lies with you... your specialized field of the study of magic...

The Second Job
Ahah! Elemental Power! Holy, Ice, Lightning, Fire! - and Poison! For the next 40 levels, you will raise and discover your own, true power. Become one with nature, harness it's power, become stronger so that you can kick Grendel's floating Butt when it's time to reach the Third Job! Your goal is in sight, young mages, more power is at hand!

For Ice/Lightning Wizards
As depicted before, Ice/Lightning Wizards have the highest versatility out of all mages classes, and possess the most efficient group-attack skill amongst all 2nd job advance classes.

Training Grounds

 * Level 30-35: Go to Orbis, or Kerning City, and participate in the Monster Carnival Party Quest. When it starts, hide somewhere safe, because you are too weak to fight the monsters there. If your team wins you get 7,000-50,000 EXP.


 * Level 30-34: Train where you have trained before. Ant Tunnel is a good choice, and so is Land of Wild Boars II (Not Land of Wild Boars, Jr. Boogies will give you too much trouble). Jr Sentinels and those green and horned mushroom tree dungeons at Ellinia are profitable alternatives. Fish Resting Spot is not a bad choice as well. You may also butcher the roosters and ducks in Shanghai once you can kill them with one Magic Claw per fowl.


 * Level 35-39: Go Kill Sakura Cellions. They’re awesome training. They give out a lot of money too. Ice mages can now go kill Fire Boars with ease, so do so at Burnt Land I or II. They can also go to Sand Castle Playground to train on Flower Fishes if they want. Lightning right now is still too weak for your purposes, so boars are a good source of exp and money for now (use magic claw, not lit!). Lightning mages can also train well on Ratz in Floor 100 of Eos Tower. Standing on a slide allows one to rain down lightning while not getting hit.

If you start with Lightning, you can also keep it at level 15 when you reach level 35 (assuming you put 1 pt in Teleport at level 30), and train on the hamsters on the 99th floor of Helios tower. This will be a lightning wizards' fastest EXP gain until at least level 55, if you work it correctly. (to compare for around level 50, better to kill 4 Retz at 78XP each every 6 seconds, than 1 fire drake at 220 EXP each, and the Retz spawn en-masse at one spot, while larger rarer monsters like Fire Drakes require you to travel...and suffer plenty of damage). Then just work the Retz until you get enough points stored (save at least 9) to raise Lightning to level 24 directly from 15. This is because the spell doubles in cost from 20 to 40, at spell level 16, making it very hard on your potions. At about lightning level 24, the damage increase should be worth the doubling of MP, but if you're unsure, you can wait until you get 12 skill points. It's also very safe to train at the Retz as you can't get hit unless you are grabbing loot. You can possibly gain 2-3 levels a day at low experience levels this way if you're a hardcore grinder.

If you are careful with your lightning to mob at least 4 Retz per cast, and pick up all the loot and seeds, you should at -least- break even in mesos/potion use, unlike lorangs, which will drain your mesos like water...

Note: Black Ratz are also a good alternative, at 70 EXP per kill and the fact that they are easier to kill then Retz it may be more profitable to kill them instead.


 * Level 40-49: If you're an ice mage, now would be a good time to move up to Jr Cellions (the red kitties) at Ossyria, and Fire Boar is a solid (but less rewarding) alternative. You can also train on sakura cellions they are very rewarding. They give out a lot of exp and money. Thunder Mages can consider Lorang, can also train on Jr Cellions or Grupin if Lorang costs too much money. You're going to lose money on pots wherever you go anyway, unless you work the hamsters, so why not lose them on monsters that give good exp and decent drops? Party with cleric at Hot Sands occasionally if you're feeling bored.

Note: for lightning mages, 78 EXP Retz are much faster EXP than the lorangs, as they spawn in mobs, and travel time is reduced to near nothing. It's strongly advised to continue working the Retz unless you are really bored. If your ice is maxed, and you're a hybrid, but poor, don't train at Retz; go kill fire boars or Jr Kitties for safe, fast loot until you get enough mesos to have a good stock of potions. Unless you are more concerned with getting rich (item drops) as opposed to leveling fast, Retz mobbing is -highly- recommended, and thus Hybrids/lit mages will have a big advantage over those who don't raise Lightning until after meditation.

If you started with Ice and are hybridizing, continue training on fire boars and Jr. Kitties until you raise lightning to level 15 at around experience level 45 (assuming you are becoming a hybrid). Then use the same advice as above, for the Retz in Helios tower. Being a hybrid is STRONGLY advised, as working the Retz will let you level as fast, or faster, than any other class for now (yes, that includes bandits).

Time to go to Monster Carnival! Monster carnival is great training for Level 40~50 (but you can enter when you're Level 30)

Think: 30000exp in 10 minutes! But that is only if you win and you get rank A. If you're a lit mage, you can do Retz too, because you aren't much help in carnival(for the person who keeps changing this, stop changing it!!!) when you've only got lightning bolt.

Maple coins are wanted, they are found rarely by monsters in the carnival party quest. You can get an Arc Staff (Level 45 staff){20 coins}, Cromi (Level 48 wand){20 coins}, or even the famous Speigelmann's necklace!(gives +1 STR, +1 DEX, +1 INT, and +1 LUK){50 coins} from Spiegelmann.

Note: Robos are really annoying, because they are strong against ice. Tell some other people like bandits to kill robos. If you just don't want to see them, try going into room 1 or 2. You will not see them unless someone summons them.


 * Level 50-59: if you have both Ice and Lit, Hot Sands is a very good choice. With only Ice, Red Drake should now be what you're training on (you can also go for Cellions and Lioners if Red Drakes hurt too much), while with only lit, Retz are still your best bet right now, even though you're earning less than 0.01% exp per kill, mobbing them should let you level every 6-8 hours until you reach level 55. Move to hot sands if you're going for Ice after med, when you have level 15 ice. With the new lands coming out, Platoon Chronos in The Road of Time is also a good choice. Many still recommend Lorangs, but due to the travel time required (lots of walking), plus the constant damage you will take, Hamsters are your best choice if you want to gain mesos.  You should level 3-4x as fast on Retz as you would on Lorangs. Around level 55, you could also consider drakes meal table as a decent training spot. The exp is in general better then Retz, you'll gain 85 + sometimes a 240 exp times 6 a few seconds or 135 times 6 a few seconds. The drops are also noteworthy, as wild cargo's sometimes drop tobi's, and Drakes quite often kumbi's. The only big drawback of this place is that it drains meso's. Especially with magic guard on, which is a must since cargo's do around 300 damage. Expect to earn half of what you need for the potions. (For lightning wizards)Try going into the room with the roids and neohuroids in Magatia, known as C-2. It has a lot of monsters, and you can mob them to the edge of the map where there is a safe spot to zap them with lightning. Or just do OrbisPartyQuest untill lv 65
 * Level 60-64: Red Drakes, Hot Sands, Helios Tower, the old spots. You can TRY to train at Buffoons if you like, but that's not generally a good idea. If you're not so obsessed with big damage, electrifying some jr. Yetis may not be a bad idea, as with freezing up some hectors and zombies.
 * Level 65-70: go to Mystic Path 3 (mp3) in Singapore if your version has it.
 * Level 70-75: Same old, same old. Zombies, Hot Sands, Red Drakes. Buffoons might be more practical to hunt right now, but there isn't much change in training. If you're still doing RETZ, you must be a masochist :)
 * Level 76-83: IS mages can start killing Death Teddies now, since there are some sniping points present where you can hit them without worrying about getting hit. It's not great on your wallet, but it's very fast training. If you need money, Zombies are your friend again. You can also try Buffoons. Comp Mages should just stay at Zombies or Buffoons right now.
 * Level 83-88: IS mages got some options now. Bains are a pain to get to and there aren't many sniping spots, but they're like Death Teddies with more money, though the map isn't pure Bains and poison geysers are annoying. Death Teddies are as good as always. If you feel bold, you can try Vikings. Comp mages should probably go for Bains now, or Vikings if you're bold.
 * Level 88+: Vikings are a great target. JMSers could probably go for Bains in Weapon Storage (the map after Anego), or try the Kentauruses which give good exp Leafre (though I'm not sure about their spawns).


 * Level 31-35 (6-8 hrs/level)
 * Due to insufficient of SP into the new skills, the earlier levels will be focusing on earlier monsters for efficient leveling. Any monsters that gives you the highest EXP with 1-hit KO are recommended. If one's INT and equipment are desirable enough, Wild Boar are an alternative choice to the Mushrooms.

Victoria Island
 * The Land of Wild Boar II [Wild Boar] [33-38]


 * LEVEL 35-40 (8-9 hrs/level)
 * At Level 35, with Cold Beam (15), one is still too weak to take on Fire Boar for effective training. Thus, it is recommended to return to earlier training grounds for efficient leveling until one is capable of 2-hits KO Fire Boar. Fire Boar drop good amount of meso and 'Kumbi'.

Choosing hamsters should let you level at 4hrs/level if you started with Lit. Victoria Island
 * The Burnt Land I or II [Fire Boar] [35-45]

Ludi
 * Helios Tower [Hamsters] [35-55]


 * Level 40-50 (7-10 hrs/level)
 * At Level 40, with Cold Beam (MAX), all should continue to take on Fire Boar until one can efficiently 1-hit KO Jr. Cellion/Jr. Lioner; average damage of 1100 and above. Due to the map layout, it is more efficient to train at Garden of Red, as compare to Garden of Yellow. Jr. Lioner drop 'Ore of Wisdom Crystal' and 'Kumbi'. Jr. Cellion drop 'Ore of Power Crystal'.
 * This is the 2nd most boring period of Ice/Lit Wizard, so as again, endurance will see one through.

Victoria Island
 * Dangerous Valley I [Fire Boar, Copper Drake] [40-45]

''Ossyria=
 * Garden of Red [Jr. Cellion] [40-55]
 * Garden of Yellow [Jr. Lioner] [40-55]
 * Helios Tower [Hamsters] [40-55]


 * LEVEL 50-70 (9-10+ hrs/level)
 * On average, one will hit Red Drake 100% at Level 55. With Meditation (MAX), Red Drake will require an average of 4 hits to fall. At around level 65, Red Drake will always fell at 3 hits. As of now, "Dangerous Valley II" will be the most economical map for training without fear of KS from other class. Red Drake drop 'Steely' and 'Diamond Ore'. Copper Drake drop 'Dark Scorpio' and 'Black Crystal Ore'.

Victoria Island
 * Dangerous Valley II [Fire Boar, Copper Drake, Red Drake] [53-70]

For Fire/Poison Wizards
Fire/Poison Wizards are also often called Fizards, since Poison is a rather mediocre skill that does not represent the power of the wizard. Despite the lack of versatility, Fire Wizard has the highest damage power out of all mages.

Training Grounds
If you have any money problems, go to Amoria and train on Sakura Cellions, as they drop more mesos than any other enemy of similar level (they are level 33 and give 300 mesos each). (Note from player: Jr Pepes are very profitable at this level, but they're much harder to kill than, say, both horny and zombie mushrooms in the Ant Tunnel. Evil Eyes are also good choices, but they net average mesos and equipment drops. At this level, Jr Wraiths (mentioned below) are also a good choice, with the average fire/poison wizard being able to kill one in about 2 ~ 5 hits (depending on your LUK, accuracy and skill level of Fire Arrow.) If you prefer faster training opposed to getting good drops, this would be a good place to train.
 * Level 30-34: Train where you have trained before. Ant Tunnel is a good choice, and so is Land of Wild Boars. Jr Sentinels and those green and horned mushroom tree dungeons at Ellinia are profitable alternatives. White Letties and Dark Leatties and Jr Pepes are good for El Nath. Very Profitable.
 * Level 35-39: The Jr Grupins in Ossyria are a good choice as you should be able to 2 or 3 hit KO them with minimum MP usage per attack (especially since level 1 MP Eater recovers 14 MP). You could also go clawing up Boars, which might be more profitable. Also, Jr Wraiths in the sewers of Kerning City provide good experience because they are very weak to fire. They also give 5 more experience each than Jr Grupins. White Leatties and Dark Leatties and Jr Pepes are good for El Nath. Very Profitable.
 * Level 40-48: Kill things you can 1HKO. Jr Grupins and Jr Wraiths are good initially, then eventually you can 1HKO Jr Pepes semi-consistently. Note: At level 45 you might want to consider going to train on Extra's A and B at Showa Street 3 as they are weak to fire and you might be able to two-hit KO them. They also have MUCH BETTER HP/EXP RATIO than Jr Yetis although you won't net much profits.
 * Level 49-60: Jr Yetis, or Grupins. Jr Yetis are for the lower levels of this stage while Grupins are better for when you can two-hit KO them. They both give a lot of meso so profits aren't a problem
 * Level 61-70: This period is often consider "Fizard Hell", as very few training places are offered. Grupins are the best exp you can get at this point. White Pangs are all right, but they have the most HORRIBLE maps to train on.  Poison Wizards at this point should be leveling at the same place if they have Fire Arrow.  If not, they should either be training on Dark Stone Golems or Werewolves.  Yetis and Pepe are pretty decent as well, but when they separate, they are a pain to kill, White pangs are a good option if you have posion and patience enought to train in Wolf Territory V. If you have Poison, you can also kill Death Teddies as you approach 3rd job. During the late 6xs, Fire users can go to Ghost Pirates or Death Teddies, though be warned: YOU WILL BURN POTS FAST. The Three-Tailed Foxes are good exp, and provide excellent funding, dropping NPCable (items that sell for a good price at NPCs) drops often. Since the launch of Boat Quay town, we the fizards have a new place to train on, the Ghost Boat V, there we can train with Selkie Jr, a virtually better version of the White Pangs, with low M.def, great Hp/exp ratio and great amounts of mesos.
 * Level 70-80: You can train at Risell Squids if you have poison breathe maxed. Fire users can stay at DT's (POT KILLER). If you max poison mist first, at level 75 you can go to Kentaurus' maps. It is suggested to train with the White Pangs/ Pepes/ Selkie Jr. until you get a considerable level in Poison mist, or Explosion.

For Clerics
Although Clerics are the weakest in terms of damage, their high wealth and the fact that they are virtually invincible more than makes up for it. Clerics are one of the more sought after classes in Party Quests and are never absent during tough raids.

Training Grounds

 * Level 30-34: Train where you have trained before. Ant Tunnel is a good choice, and so is Land of Wild Boars. Jr Sentinels and those green and horned mushroom tree dungeons at Ellinia are profitable alternatives. You can also go for teddies in Ludibrium... as your heal... at below 100 damage... won't help you kill even a zombie mushroom.At this time try Monster Carnival partyquest, At these levels you hardly get in but since your a cleric with heal or teleport(Which you should have) You will get in 65% of the time ;D You can also tell the opponent to max chronos or master chronos if you have max or have half of the heal skill. e.g. 15 or max


 * Level 35-39: Zombie Mushrooms should about do right now. Your Heal is still too weak to 1HKO Zombie Mushrooms, or any other undeads for that matter, but you can hurt a large amount of them at once. (When your heal lvl reaches 15... you should be able to take out zombie mushrooms 3-6hits.From heal lvl 21-30.. .heal improves dramatically... and you can try jr. wraiths or cronos if you are confident enough


 * Level 40-48: At this point, try to stick to hunting with parties as opposed to hunting alone. The Ludibrium PQ (Abandoned Tower) is a nice option and so are raids to difficult dungeons with high damaging monsters (more damage you Heal, more exp you get). For healing Clerics, if you have the patience and skill, it is possible to train on zombie lupins with heal at around level 42. With time, try the Perion Remains maps. They are filled with Skeleton and Mummy dogs. Not a bad place to train.


 * Level 49-60: Wraiths, Jr. Wraiths, Chronos, Platoon Chronos, Master chronos and Zombie Lupins. Your Heal should be maxed out by this point, so you should have no trouble killing a mob of Jr. Wraiths and Zombie Lupins with 2 hits flat. Wraiths should be a bit tougher than that, but they give more exp and you can still kill a large gang of them at once. If you are short of money then "rush" or bleach pqing in orbis PQ (Tower of Goddess) is the fastest and best way to level from 51-60. (Warning : Don't do full orbis goddess of tower pq. Once fully completed, the experience given for each stage drops from 6,000 to 4,500.) Also if you are crazy try killing Voodoos/Hoodoos at lv 47.


 * Level 61-70: at this point, you should be able to kill most undeads out there. El Nath dungeons and the Haunted Mansion (GMS only) are recommend during this time, as they give the max amount of experience. Hoodoos in the Haunted Mansion give great experience, although you may find it hard to get a room. Alternatively you can train on Coolie Zombies and Minor Zombies at the dead mine. If neither of these options suit your taste, then Wraiths will do nicely. You can also go to Mysterious Path 3 (MP3), a place where high level priest and clerics train. MSEA, EMS, GMS, and THMS only: go to the ghost ship and heal to your delight. The Pac Pinkies, Slimeys, Selkie Jr. and Mr Anchor give more than normal experience and mesos for their level, although training spots are hard to come by during X2 hours.


 * Level 71-78: you could go train anywhere that you think is good exp, grim phantom watches are still too hard to fight but I’ve seen lv 7x train there. Skeleton Soldiers and Officers at the Excavation Camp are quite good for this level range. If you are married, the Amoria PQ (Amoria Challenge) is a nice way to train when you get bored of grinding.


 * Level 79-90: your holy symbol should be nearly maxed and you should be able to train with dragon knights at grims easy, around 800k exp per hour at grims.


 * Level 90: this is the ideal level to visit the himes, soloing here without the use of magic guard is a fast paced task, thus keeping you occupied and able to train longer. If you want, you can go to Zakum. Your Party Skills should be maxed by now, so you will be sought after.


 * level 130+ this is where Bishops start to go to skelegons, amazing exp an hour.


 * level 150+ this is where bishops start taking on the Horn Tail. If you have either max resurrection and max genesis by now, you'll be excellent.

The Third Job
Bravo! Field Attacks, and they are flashy, hit hard(up to 6 monsters) and look cool too. They are a few excellent support skills too. Maplers will be awed by your spectacular skills. The 3rd job is undoubtedly where wizards and witches find themselves at an advanced level.

3rd job advancement
Phew! Finally got yourself to level 70... have you?

Now make sure all your SP up to level 70 have been used.

Before the Exam
To start your advancement examination, visit Grendel the Old in Ellinia receive the items that he gives you and go visit Robeira, the 3rd job magician instructor at the Chief's Residence at El Nath. She will give you a letter. Head back to Ellinia and give the letter to Grendel the Really Old.

Preparing for the Test of Strength
Hey! Not so fast, stock up on lots of good HP and MP pots AND HOLY WATER/ALL CURE POTIONS and head off to the Forest of Evil 2, where the Door of Dimension awaits. The Forest of Evil is the place where Maladies are, past the Monkey Forest, which in turn can be accessed from The Forest of Wisdom.

Now... proceed down the creepy turquoise passage for a duel with Grendel's Evil Clone (level 80). Be warned, the Clone summons Tauromacis and has the ability to seal. Leap down to meet Grendel's Clone. The Test of Strength has begun.

Test of Strength

 * Name:Grendel the Really Old's Clone
 * Lvl:80
 * HP:90000
 * MP:820
 * EXP:2400
 * Mesos:0
 * Knockback:1500
 * Drops:Black Charm
 * Skills:Explosion,Ice Strike,Shining Ray

After you kill the clone, pick up the Black Charm he drops, race back to Grendel the Really Old and he will reward you with a Proof of Strength. Keep it. (To exit The Other Dimension, use the crystal NPC. You will be transferred to Ellinia.)

Preparing for the Test of Wisdom
Well done so far. Give yourself a pat on the back. The next part is a breeze. Buy a Dark Crystal or synthesize it if you don't have it. Now visit Robeira at the Chief's Residence and show her the Proof of Strength.

'''Tip:If you are a miser, you can try doing construction site B3 at Kenning City to try to attempt to get 10 Dark Crystal Ores, and refine it. Entry Cost:1200 mesos'''

Test of Wisdom
Excellent! Now go to Sharp Cliff 2, enter the Holy Ground at Snowfield, and answer the 5 DIFFICULT questions. No worries. | The answers are here.

If you answered all 5 question correctly, which you should have, you would be awarded the Proof of Wisdom. If not, get another dark crystal and try again.

Receiving the 3rd job
Now, show off your Proof of Wisdom to Robeira. She will be impressed and award you the 3rd job. CONGRATULATIONS. You have passed the examination. Now, go and enjoy your new skills =D   Shining Ray, Explosion and Ice Strike are now available!

Training Locations

 * Level 70-75:
 * Location: Parking Lot (Japan)
 * Monster: Extra D, Leader B
 * Location: Ghost ship 5 (Singapore)
 * Monster: Selkie jr.
 * Technique: an excellent place for explosion mages. In Parking Lot, go to the right corner, go up a truck, and spam explosion over all the creatures near you. The exp that you'll be getting with this training method should be as high enough to level in several hours.

In the case of poison mages, stick up with DTs, but if you started as a fire wizard, stick just White Pangs, in case your MS version has, go to Ghost ship 5, and train with Selkies Jr., exp as good as white pangs, but a better spawn rate, as well as drops. This is also a good training spot for explosion mages, since they may climb up the ladder, and spam explosion endlessly, with less risks than Parking Lot.


 * Level 75-80:
 * Location: Magatia
 * Monster: None
 * Technique: Magatia is a great training spot if the version you are playing has the Magatia Party Quest. At level 71-85 you can get good rewards (such as Cape Scroll of INT 60%). It's better to complete this PQ at level 75 because your ability, Explosion or Poison Mist, must be at a moderately high level. Just remember that Poison is useful when killing enemies that have Super defense up, while Explosion is more useful when killing large monsters or defending.


 * With Poison Mist level 30:
 * Location: Phantom Forest
 * Monster: Bigfoot
 * Technique: use Poison Mist on Bigfoot, then wait for it to reach 1 HP. Kill it, but don't get hit by it's deadly attacks. You will receive an immense amount of experience.

Training Locations

 * Level 70-80: Same old, same old. Zombies, Hectors, Gryphons, Retz (though it's probably getting slower by now until your IS can kill them in one hit), and Voodoo/Hoodoos for GMSers,or if u want wait to use IS kill Slimys or Selkie Jrs with lightning. Beware, the place may be crowded. Once IS picks up, viable places include Pirates in Red Nose Pirate's Den II, Death Teddies, Buffoons, and if you're bold, Wolf Spiders.


 * Somewhere between levels 77 and 83 you can try squids if you like. While the exp is fair, you won't make much money. Gobies are not as good as they use to be but can be a fun break from hours of training.


 * Level 75-85
 * Depending on your level of Ice Strike, you can go to Wolf Spiders in New Leaf City. If you mob them correctly, you should be able to gain at least 25%/hour.  Not only that, you also have a chance of finding a deck of Ilbi throwing-stars.  You will make massive profits here.


 * Level 85-93
 * This is where it gets fun. Time to head over to Leafre and kill red kents. The occasional mole stun might be annoying but this is an excellent place to train (20% an hour) There is also a lot of money to be made as red kents drop blue screamers, serpents tongue and 10% glove attacks. Thunder spear and Comp mages go to Vikings


 * Level 93-100
 * Now its time to move on to red wyverns. At 2500 exp a kill, training rates will increase. If you party with a priest and another Ice Mage, look forward to seeing up to 40% an hour. 2x exp is godly here. Again thunder spear and comp mages that still don’t have I/S stay at vikings or move on to Gigantics.


 * Level 100-120
 * If you have enough pots and you feel really bold, you can go to the Peak of the Big Nest and start killing Skelesaurus and Nest Golem. They give 4700 and 4450 exp respectively. Even though training rate my be slow (10-15% an hour) Skelesarus' drop a lot of mastery books and you can literally make millions a day if you are lucky (Boomerang Step sells for up to 50 million mesos).

Attacking
As a Priest, you have plenty of party skills at your fingertips, coupled together with Doom, Shining Ray and Summon Dragon.

It is recommended that you train with parties, as you are will be sought after, and constant experience coming in from party members will help you to train more efficiently. Going to bosses in a party is also an available option. If possible, try to attack the boss, as you will gain more experience points from it this way. Always cast Holy Symbol for them to boost more EXP.

Summon dragon is quite weak and costs a Summoning Rock (or Magic Rock in some versions), which is why you only want to spend a maximum of 15 SP on it (the pre-requisite for Bahamut). Although Summon Dragon is much weaker than Bahamut, which you'll gain when you reach 4th job, casting Doom can also be expensive as it also consumes one Summoning Rock. If you're using Doom in a casting rotation, as a typical way to deal with enemies, you will end up using many more Summoning Rocks than you would with Summon Dragon. The other downside to Doom is that even when you have maxed it (30 SP), it only has a 90% chance of success.
 * Summon Dragon versus Doom

While training on undead monsters (weak to Heal), utilize a combination of Heal and Shining Ray to attract enemies and then destroy them quickly as a group. This method is most effective if you are able to master it without using Magic Guard. Using heal, you should be able to regain any life that small amounts of health that you lose. The downside to using Magic Guard is that you will consume many MP Potions when it's not necessary. Please note that Shining Ray has a limited vertical range, so you will not be able to attack monsters slightly above you. In this case, fighting enemies that respawn quickly on a single, large platform is best. Remember to always cast Invincible and Bless first for safety as the touch damage of higher levels of undead monsters can be high.
 * SR-Healing combination

In training areas, please be noted that casting Holy Symbol in parties is rather slow. During the animation run time, you can only consume potions, loot or just Teleport to the left/right. It is recommended to cast it when you're hanging on a rope or ladder(if available) to overcome the delay.
 * Holy Symbol

Training Locations

 * Level 70-80
 * Train with MDTS (Master Death Teddies) or DTs (Death Teddies) with a Dragon Knight. It's GREAT exp especially if the Dragon Knight knows what he's doing.
 * Another good training location for 70-80 would be Hoodoo/Voodoos at Haunted Mansion. Haunted Mansion is available year-round in GlobalMS and EurpopeMS.
 * Wraiths and Zombies also give pretty good experience, but MDTS and Hoodoo/Voodoos are generally better
 * Slimys or Mr.Anchor in Singapore also give good experience, similar to Voodoos/Hoodoos per hour.
 * For stronger priests who can survive, late 7x is when it becomes possible to go to be a party priest for himes.
 * Romeo and Juliet Party Quest (Magatia) from level 71 to 85 is also a good place to train as the experience is good and there is the possible reward of the horus eye a decent necklace for priests that don't have enough money to buy deputy star
 * Another low 7x training spot is Authorized Personel, in Magatia. Sites give less exp than Voodoos/Hoodoos, but have a faster spawn rate, and drop more mesos. The other downside is that their MP is not MP Eater sustainable, meaning that you will have to eventually use pots. The meso drop is more than enough to counteract this.


 * Level 80-90
 * Now you train with a Dragon Knight, still... but now at grims or Phantom grim watches at 85+
 * Voodoo/Hoodoo Still give decent exp
 * Himes are a pretty good option at this level.
 * Although it isn't a common training ground, some priests train at lucidas in Orbis, if they have max SR (Shining Ray). They are weak to Holy Magic, but not to heal so SR does pretty good damage.


 * Level 90+
 * Now its just straight forward to himes (dreamy ghost) they can be located in the pine forest which is in Zipangu, in the map, Encounter with the Buddha. Look out for the Black Crow.
 * A second option would be the Prendergast Mansion, to mob the Vanity room Nightmares. These buddies give off good exp, especially if you're training with a character with a bloody high attack and AOE hit.

The Fourth Job
The ultimate magical power. No more being kill stolen by Assassins. No more walking around the map to attack. Your speed is no longer a factor. The other classes will feel the fury of your area of effect attacks. After all those levels of hard work, you have finally made it to the strongest magic you will ever use. Fourth Job magicians deal out the most compound damage of any class.

Before the Advancement
Make sure all of your skill points are used. next, Head over to El Nath and talk to your Third Job Instructor. When you ask her for the fourth job advancement, she will tell you that she doesn't have that power and will give you a letter to take to your fourth job instructor in Leafre.

Leafre
When you get to Leafre, head to Priest's Forest to Talk to your fourth job instructor. After a few stories about papulatus, zakum and pianus, you will be asked to retrieve two items.

The Items
The Heroic Star and The Heroic Pentagon are the two items you need to retrieve. There are two ways to get them.


 * Hunt Manon and Griffey until the items drop(Bring friends)

-or-


 * Go to the 44th floor of the Eos tower and pay 10 million mesos to receive the Secret Scroll. After you do, head back to Leafre and talk to Chief Tomato. He will give you the two items in exchange for the scroll.

Advancing
When you get back to your fourth job instructor, they will congratulate you on a job well done. They will give you the Maple Hero skill book. When you talk to them again, you will be an ArchMage/Bishop. (Congratulations!)

Traning Locations
A good Place to train when your a F/P Arch Mage is either
 * Blue Wyverns using Meteor.
 * Skelegons using Poison Mist then finishing off with Explosion or Meteor.
 * Anything else Poison Mist affects.
 * Time Temple Oblivion zone monsters, poison affects them badly

Ice/Lightning Archmage
Freeze up monsters with Ice Demon, and finish them off with IFRIT. Or better still, use Infinity, Ice Demon and Blizzard.


 * Training locations
 * 120-125: red wyverns. You can kill a lot more of them at once than you used to be able to. You may be able to finish them off a lot faster, but you need a large amount of potions to spam blizzard.
 * 125-140: Skelegons, Skelesaurus, and spirit vikings give some of the best EXP, aside from fighting bosses.
 * 140-200: just stick to killing skeles and then occasionally boss monsters like Pap. If you have HornTail in your version, be at least level 150+ and still you may die. The Horntail PQ is worth it because you can level and get good drops to make quick money. If you want, find a good party and go zakum.

Training Locations
A really good place for bishops is fighting a non-boss monster, the Skelosaurus, by spamming genesis.
 * Level 120-140

You can just stick with Skelosaurus until about level 150 (when the amount of experience gained decreases), then switch to killing Dukus or bosses.
 * Level 140-200

People want you for bosses now. You are vital for healing the group during long fights. Try buying NX for smegas and say that you're joining a boss run. Don't worry, if you say your a bishop and level 15x then everyone will flood you with spam. Hopefully by now you should have max resurrection or genesis, and then you'll be good. The drops gained from bosses are usually expensive and can be sold for a high price.

Earning Skills
4th job skills don't come as easily as you want. With the exception of the core skills all Magicians get at the start of the 4th job, all other skills MUST be earned, either from bosses or from quests. To make matters worse, you can only add 10 skills points into any particular skill, unless you obtain mastery books. Mastery books can be hunted from monsters or just simply bought from the free market. A heavy price to pay for your awesome 4th job skills maplers.

The following section will elaborate how to earn your skills.


 * Credit is given to Mazz of mapletowers.


 * P.S.: Different versions have different name for skills, so you might see some skills labeled with 2 or more names.

Maple Hero/Maple Warrior

 * Gritto will award you Maple Hero for free after your 4th job advancement.

Hero's Will/Awakening

 * To start your awakening quest, speak to Chief Tomato of Leafre.
 * Travel to Aqua Road, and meet Carta in the Aqua Dungeon.
 * Pick up another quest from Carta and party up with another mapler.
 * Enter a hidden-street via Carta and collect 40 pieces of courage by killing the monsters.
 * Chat with Carta again.
 * Travel to Leafre and meet Fu.
 * Kill a Griffey to get a ragged wristband.
 * Refine/Buy 10 mithil plates.
 * Give them to Fu and he will give you a mithril wristband.
 * Give the mithril wristband to Carta and she will give you a potion.
 * Drink it to earn awakening.

Quantum Explosion/Big Bang

 * Gritto will award you Quantum Explosion for free after your 4th job advancement.

Mana Reflection

 * Gritto will award you Mana Reflection for free after your 4th job advancement.

Infinity

 * Monsters in El Nath PQ drop infinity skill books.
 * El Nath PQ can only be started by a warrior doing stance quest. (Cannot be done by a Warrior who has already done it.)

Paralyze/Medusa Eyes

 * Gritto will award you Paralyze for free after your 4th job advancement.

Fire Demon

 * Hunt the burning fire storybook from Red Kentaurs in Leafre.
 * Once obtained, proceed to Gritto.
 * Meet Grendel the Really Old in Ellinia.
 * Chat with Robeira in El Nath.
 * Find and talk to Adobis in El Nath Lava.
 * Speak to Vogen
 * Hunt for 30 fire bomb flame from jr. effies (singular:jr. effy)
 * Refine 2 diamonds and a starrock.
 * Enter a jump-quest via Adobis.
 * Drop the bottle into the volcano.
 * Collect the now filled bottle.
 * Drink it to get Fire Demon

Elquines

 * Visit Alcaster in El Nath (market) to start the Elquines quest.
 * Hunt for 30 Frozen Shark's Fin from Cold Shark.
 * Hunt for 40 Ice Piece from Grim Phantom Watch.
 * Hunt for 30 Ice Backbone from Ice Drake.
 * Return to Alcaster.
 * Alcaster refers you to Huckle, on the 10 floor of Orbis Tower.
 * Huckle refers you to Hughes (B2 Orbis Tower).
 * Refine 10 Orihalcon Plates, 5 Adamantium Plates & 5 Mithril Plates.
 * Return to Alcaster again.
 * Hunt for item X,Y&Z in Ludibruim Clocktower.
 * Hunt 50 of item X from master soul teddies.
 * Hunt 30 of item Y from master death teddies.
 * Hunt 50 of item Z from dark klocks.
 * Get 30 summoning rocks.
 * Return to Alcaster once again.
 * Return to Hughes.
 * Return to Alcaster.
 * Alcaster refers you to Flo in Ludibruim.
 * Hunt for a ethereal key from Gatekeepers.
 * Party up with another Archmage.
 * Talk to Flo to enter the hidden-street.
 * Hunt for fire soulstone from ice and fire Elemental Thanatos.
 * Return to Alcaster for the skillbook.

Meteor

 * Meet up with Roberia to start your Meteor quest.
 * She will refer you to Wiz of Helios Tower.
 * Meet up with Grendel.
 * Talk to Shamos in El Nath.
 * Return to Grendel.
 * Do the zakum mine quest to redeem an evil eye.
 * Hand it over to Shamos to get your Meteor skill.

Chain Lightning

 * Gritto will award you Chain Lightning for free after your 4th job advancement.

Ice Demon

 * Hunt the frozen ice storybook from Blue Kentaurus in Leafre.
 * Once obtained, proceed to Gritto.
 * Meet Grendel the Really Old in Ellinia.
 * Chat with Robeira in El Nath.
 * Find and talk to Jeff at the entrance to the dead mine.
 * Speak to Vogan.
 * Hunt for 30 ice shards from grim phantom watches in a hidden-street in Ludi clocktower.
 * Refine 2 orihalcon plate and a Moon Rock.
 * Enter a hidden-street via Jeff.
 * Speak to the ice.
 * Collect the now filled bottle.
 * Drink it to get Ice Demon.

Ifrit

 * Visit Alcaster in El Nath (market) to start the Ifrit quest.
 * Hunt for 50 firebomb from Effies.
 * Hunt for 10 item X from red centuars.
 * Hunt for 10 item Y from flaming birds.
 * Return to Alcaster.
 * Alcaster refers you to Huckle, on the 10 floor of Orbis Tower.
 * Huckle refers you to Hughes (B2 Orbis Tower).
 * Refine 10 orihalcons, 5 adamantium & 5 mithril
 * Return to Alcaster again.
 * Hunt for item X,Y&Z in Ludibruim Clocktower.
 * Hunt 50 of item X from master soul teddies.
 * Hunt 30 of item Y from master death teddies.
 * Hunt 50 of item Z from dark klocks.
 * Get 30 summoning rocks.
 * Return to Alcaster once again.
 * Return to Hughes.
 * Return to Alcaster.
 * Alcaster refers you to Flo in Ludibruim.
 * Hunt for a ethereal key from Gatekeepers.
 * Party up with another Archmage.
 * Talk to Flo to enter the hidden-street.
 * Hunt for fire soulstone from ice and fire Elemental Thanatos.
 * Return to Alcaster for the skillbook.

Blizzard/Ice Field

 * Meet up with Roberia to start your Blizzard quest.
 * She will refer you to Wiz of Helios Tower.
 * Meet up with Grendel.
 * Talk to Shamos in El Nath.
 * Return to Grendel.
 * Return to Shamos.
 * Hunt for a frozen heart from Lycantroups in Wolf Territory.
 * Hand it over to Shamos to get your Blizzard skill.

Resurrection

 * Hunt the black bible storybook from grim phamtom watches in Ludibruim.
 * Once obtained, proceed to Gritto.
 * Find Carta in Aqua Dungeon.
 * Hunt for 5 undead charms from zombie mushrooms in Ant Tunnel.
 * Hunt for 50 fire ball flames from jr. effies in El Nath Lava.
 * Hunt for 100 ice shards from grim phamtom watches.
 * Carta will give you a cold flame.
 * Carta will direct you to a hidden-street in Dangerous Sea Gorge II.
 * Throw the cold flame and black bible storybook to obtain a purple book.
 * Talk to Carta again.
 * Visit the Rememberer in Sleepywood.
 * Go to Warped Passage in Ludibruim Clocktower, enter the door in the middle.
 * Finish this jump quest within 20 minutes.
 * Return to the Remeberer to be awarded Resurrection.

Angel's Ray

 * Hunt Zakum to get the skill book.

Holy Shield

 * Gritto will award you Holy Shield for free after your 4th job advancement.

Bahamut

 * Talk to Raul in Leafre Ice Valley.
 * Hunt for dragon hearts from Red, Blue, or Dark Wyverns.
 * Give Raul 20 dragon hearts to get your skill.
 * Give Raul another 25 dragon hearts to raise lvl cap to 15.
 * Give Raul another 30 dragon hearts to raise lvl cap to 20.
 * Give Raul another 35 dragon hearts to raise lvl cap to 25.
 * Give Raul another 40 dragon hearts to raise lvl cap to 30.

Genesis

 * Meet up with Robeira to start your Genesis quest.
 * She will refer you to Wiz of Helios Tower.
 * Meet up with Grendel.
 * Talk to Shammos.
 * Return to Grendel.
 * Return to Shammos.
 * Talk to Robeira.
 * Return to Shammos.
 * Hunt for life root from monsters in Horn Tail quest.
 * Return to Shammos to obtain your Genesis Skill.

Attacking Methods and Styles
This section will explain the types of attacking methods, styles and combination of skills used by many mages for effective training.

Magician
When you start off as a mage, your mana recovery will be terribly low. With no MP recovery at lvl 8, your MP recovery is 3, 4.5 on relaxer. If you follow the More MP build, it will be 3.8, 5.7 on a relaxer. Maybe you can do Grendel's Magician traning to boost your exp bar. You might need to find safe spots in ellinia slime/stump maps(Field South of Ellnia has a safe platform with an NPC on it, and Field Up North of Ellinia has a new platform at the top of the map, with a green round portal that leads to Leafre, and do not enter the portal! if you have completed Grendel's Holy Water of Protection (lvl 8 quest, removed in some versions, upgraded to lvl 70 in others) and has been rewarded 2 magic seeds by Chief Tomato.) Try to maybe read something while recovering MP on a relaxer, or just forgo the trouble and sip mana pots IF you are funded. If you have around 1,000 mesos, you can take a cab to henesys and train at henesys hunting ground, where you can train safely on slimes and snails, and there are 8 resting spots (the ones within reach of the jumping slimes and orange mushrooms are risky).

Fire/Poison Wizard
Fire wizards are pretty straight forward. You use magic claw until around lvl 34-35, when you can train on things weak to fire, such as jr. grupins. After that, it's all about spamming fire arrow. Also, learn to use teleport in conjunction with fire arrow. At the later levels (around 50) it becomes useful. Even though teleport at lvl 1 uses 60 MP, it will cost more MP to get hit by an enemy than to teleport.

Fire/Poison Mage
Stay on the monsters you have trained on before. Level 70-80 When you get a reasonable amount of points in Poison Myst, spam it on DT. You will need patience. Poison Myst takes a while to weaken monsters. Once you feel like it, use fire arrow and give 'em oblivion

Level 81-90 ........

Fire/Poison Archmage
Now that you have paralyse, remember to make good use of it. It's like the ice/lightning's freeze effect.

Ice/Lightning Wizard
NOTE: Regardless of whether you decide to max out Cold Beam or Thunder Bolt first, you're likely not going to dominantly use either until around level 35. Magic Claw does far more damage until you're able to put at least 10-15 points into one of the two.

ICE-BASED: Cold Beam's stops targets on a dime, even if the skill level is only 1. Use this to your advantage. If on a long straight platform (w/o sniping points), position yourself at the far end of either side. Then let those ice shards fly. If you've trained up Cold Beam well enough, you should be able to juggle between multiple targets with knock-back. Cold Beam is even good as a support move. If a party member (I.E. during a PQ) is facing a mob too big for him, you can use Cold Beam to hold some of the monsters still and rescue him. Just be wary of the amount of MP you consume with it--if your MP starts to get low and you can't find a place to rest and recharge just yet (especially during the Carnival PQ with no elixirs around), it's never a bad idea to alternate between Cold Beam and Magic Claw to save precious MP.

Ice/Lightning Mage
Congratulations. You have now obtained Ice strike (field attack) and lightning spear(single attack)! Ice strike is capable of freezing multiple enemies, and when used in conjunction with cold beam, allows you and your friends to take on monsters without worries. This is especially useful when you have to kill dangerous or higher level monsters. However, freeze is not effective against bosses. This is when Lightning Spear comes in handy. As a powerful single attack spell, this skill allows you to deal high damage to bosses, none of which should be composite(many pieced monster) at your level. Both skills can be used simultaneously when killing higher level monsters become necessary. Freeze them up with cold beam/ice strike and slash them with Lightning Spear. During ordinary training, use ice strike if you are surrounded, and use the freeze and attack method if monsters are sparse.

Ice/Lightning Archmage
Still, same tactic, freeze them, after that it's a choice between Chain Lightning and Ice Field.

Cleric
Clerics are pretty efficient, once they have max heal and max MP eater. You can just stand at a sniping spot and heal to your delight, draining hp and MP from the undeads, transform it's hp to exp, and keep the MP for yourself.

Here is a list of monsters you can train on. When you feel you are strong enough, upgrade to the next option. The list

2nd job-Zombie Mushrooms>>>Zombie Lupins>>>Chronos>>>Jr. Wraith>>>Platoon Chronos>>>Master Chronos>>>Wraiths>>>Coolie Zombies>>>Pac Pinky>>>Slimey>>>Selkie Jr.>>>v/hoodoos (GMS/Event only)>>>Mr. Anchor>>> 3rd job

As some of you might have noticed, monsters like Pac Pinky, Slimey, Selkie Jr., Mr. Anchor and voodoos and hoodoos are not available in all versions. For versions who lack this exp efficient monsters, another option is to train on mixed golems at the Forest of Golem in Sleepywood, a hidden-street accessible from Sleepy Dungeon 5, press up under a blue flower.

Bishop

 * Finally, after what seems to be a millennia of waiting, your patience and training has paid off. The Bishop wields Genesis, an extremely powerful magic attack. People will be swarming you with pleads to join their party for bossing. And with the new skill Resurrection, you don't just heal anymore. With the additional boost of Infinity, the Bishop is the most powerful job.

Note : Although F,P (meteor) and I,L (blizzard) archmage's attack is 71 basic attack more than Genesis when Element Amplification is taken into consideration, bishops have the advantage of self support skills and party support skills, while the archmages have to fork out twice as much MP for their higher attack skills, therefore, bishops are much more efficient, especially during the late levels when you often kill bosses to level.

When training switch between meso training and exp training, as spamming genesis at skelegosaurus is not economical and sustainable. Utilize Heal and Shining Ray until you have earned 1 million, buy suitable MP pots, and start spamming Genesis once again, until your 1 million is used up. Then, start earning mesos again.