MapleStory/Magician




 * Pros:
 * Can use element based attacks early (2nd job advancement).
 * Very high MP level and regeneration.
 * Unlike Bowmen and Sins, Magicians could still use their ranged attack even when enemies are very close.


 * Cons:
 * Very low health and can die easily against most monsters without magic guard.
 * Magician armors in the beginning give very low defense.
 * Hard to raise from level 1 - 8.
 * Uses a lot of pots especially Mp Pots.

Beginners
When you begin the game, you get to choose the stats that your character will begin the game with. These are STR, DEX, INT and LUK. Magician equipment, defense, and damage all depend on INT and LUK; STR and DEX are not required for anything. When creating your character, STR and DEX should be as low as possible, preferably a 4 in each, though up to dual 5 or even 6/4 is acceptable. Since INT and LUK will be raised at each level up, it doesn't matter what they are at this point, as long as STR and DEX are low. However, getting a high INT (8/9/10) would be preferable, as well as LUK. Just remember to major your AP(ability points) in INT.

Detailed information about raising INT and LUK can be found on the Builds page.

Be patient at the start, It's kinda hard ;)

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.

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 may also want to have at least 2100 mesos after to buy a wooden wand and to get the taxi to Ellinia.

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 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 and the important Blue Potions.

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. 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.

Once in Ellinia, head to the house 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.


 * 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 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

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), the place that people call the Slime Tree 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.


 * LEVEL 8-13 (2-5 hrs/lvl; Can be done under 6 hrs with party)
 * With Magic Bolt(1), you will have faster training now, but stick to Snails and Shrooms in the "Henesys Hunting Ground I" or the snails in the "The Tree That Grew I".

Victoria Island
 * The Tree That Grew I [Snail] [8-13]
 * Henesys Hunting Ground I is excellent if you manage to have a party willing to assist.
 * At level 10, go to Henesys PQ. you get 1600 exp per round.  Very useful for leveling up fast. Also, if you are funded and have a second, richer character in the same world, you can go to Orbis and do the exchange quest for EXP and items. Every 100 items trades in for some potions and 500 experience. It costs about 300k to level from ~11-14


 * LEVEL 13-21 (2-5hrs/lvl)
 * At Lvl 13 with Max MP Increase maxed and new armor and weapon choices, the Slime can be added into the hunting list. At Lvl 20, with Magic Claw (MAX), one can effectively handle Pig, Ribbon Pig, Orange Mushroom effectively.

Victoria Island
 * The Tree That Grew I [Snail, Slime] [13-15]
 * Henesys Hunting Ground I [Shroom, Blue Snail, Red Snail, Slime] [13-17]
 * Henesys Hunting Ground I [Red Snail, Orange Mushroom] [17-21]
 * Kerning City Construction Site [Orange Mushroom] [17-21]
 * Pig Beach [Pig, Ribbon Pig] [20-23] *Beware* of the occasional Iron Hog


 * With high level magic claw can kill Pig and Ribbon Pig quickly


 * LEVEL 21-30 (3-6 hrs/lvl)
 * At Lvl 21, Party Quest is available, and as a Magician, one will be invited readily for the quest. Bubbling, Green Mushroom, Horned Mushroom, Zombie Mushroom are also viable options if one is capable of 1-hit or 2-hits KO. Bubbling drop 'Scroll for Cape INT 100%', Green Mushroom drop 'Pan Lid'. At lvl 23 or so, if you feel like burning HP pots, go to Subway Line 1 Area 2 and kill Stirges, but only if you can 1-hit KO them.  They give 33 exp and will most likely kill you very fast (they do ~50 dmg to mages), so bring along a lot of orange potions. Even with that though, if you're fast, you will level pretty quickly and maybe gain a profit, as Stirges drop Orange and blue pots frequently.  They even drop Garnet Ore, so Mrs. Ming Ming's 2nd Request will be easier for you.

Victoria Island
 * Party Quest [21-30] *Kerning City
 * Subway Line 1 Area 1 [Bubbling] [24-30]
 * Subway Line Transfer Area [Stirge] [24-30]
 * Henesys Hunting Ground I [Green Mushroom] [24-30]
 * Tree Dungeon, Forest Up North II [Green and Horned Mushroom] [24-31]
 * Dungeon: Ant Tunnel I [Horned and Zombie Mushroom] [29-33]

Second Job advance 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 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!


 * 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.


 * 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, it's 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... 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 (currently, at least) spell among all 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.


 * 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.


 * 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 it.
 * In the third job, Fire/Poison and Ice/Lightning Mages both receive Partial Resistance, 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 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 30-34: 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. Fish Resting Spot is not a bad choice as well.


 * Level 35-39: 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 Helios 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 @ 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...


 * 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. 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).


 * 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.


 * Level 60-69: Cellions, Lioners, 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 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 red centaurs in 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 till 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 till 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 meh-ish 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 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.
 * 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.
 * Level 40-48: Kill things you can OHKO. 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.>;0 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.

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.
 * 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.
 * Level 40-48: At this point, try to stick to hunting with parties as opposed to hunting alone. The PQ in Ludibrium 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.
 * Level 49-60: Wraiths, Jr. Wraiths, 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" pqing in orbis is the fastest and best way to level from 51-60.
 * Level 61-70: At this point, you should be able to kill most undeads out there. El Nath dungeons and the Golem Hunting Grounds are recommended because they have dark type monsters that take extra damage from holy attacks like Holy Arrow although they are not damaged by Heal. Clerics were made for parties, so try to limit your times hunting solo and try to hunt more in parties with high leveled users in more difficult hunting grounds. Both Balrogs are dark type monsters, so you may consider them as well, although Crimson Balrog is probably still too hard right now. also wraith is a good training spot, if u party a priest with max HS the exp can go really high
 * level 71-78 you could go train anywhere that you think is good exp, grim phantom watches are still too hard to fight but ive seen lv 7x train there
 * level 79+ 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.

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. 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.


 * Level 80-90: Wolf Spiders, Bains in Wanwan Spa of Hell, Pirates, Gryphons, Bone Fishes, and maybe Squids. Ice Mages are significantly less boring to train from this point on.


 * Level 90-100: Pretty much Squids and Goby parties are the best place to train, and if you're soloing - whatever you feel like killing. Even Himes are open at this point if you want to solo them (though you need great skills, and even then people will just ks you out in a heartbeat).

Training Locations
Lvl 70-80 train with MDTS or DTs with a Dragon Knight. It's GREAT exp especially if the Dragon Knight knows what he's doing.

80-90 now you train with a Dragon Knight, still..........but now at grims or phantom grim watches at 85+

90+ now its just straight forward to himes (dreamy ghost) they can be located in the pine forest which is in Zipangu.