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=== Cookie Cutter Build ===
== Statistic Builds ==
The path of the Mage starts at the Character Creation screen. The only parts you can customize with any real game-play importance are the four stats: STR, DEX, INT, and LUK.
=== LUK Build (Normal) ===
LUK is only used for the Mage as a requirement to wear most Mage-specific equipment, with the usual requirement of LUK being 3 points above the equipment's level (elemental staffs). When you level, put all points into INT. If you are not sure, press Auto Assign as this will take advantage of equipment stats as well. Even if you need LUK yo wear elemental staffs, at level 140, Hyper Luck is available and increases 50 LUK.


STR and DEX should be as low as possible, prefferably a 4 in each, though up to dual 5 or 6/4 is acceptable.
INT is the Mage's main damage stat, as it adds to the character's Magic Attack. All points not spent on LUK should be put in INT, as the other stats do not help Magicians AT ALL!  Some people cap their LUK at 4 or so and put all AP on INT after that.
INT and LUK are the main stats for the Mage, and as long as STR and DEX is 4/4, it doesn't matter what INT and LUK are.


INT is the Mage's main damage stat, as it determines the character's Magic Attack. Also, it increases the Magic Defense of the character as well.
=== LUKless Build ===
LUK is only used for the Mage as a requirement to wear most Mage-specific equipment, with the usual requirement of LUK being 3 points above the equipment's level.
LUKless mages keep their base LUK at 4 and add all their AP to INT. At level 197 a LUKless mage will be unable to add more int past 999 base INT. At that point they add their points to LUK. with a ending stat distribution of 999 INT and 23 LUK at level 200.


Level 10 -> 13 LUK
If carefully built, a LUKless Mage has far more potential than a LUK mage, and costs less (unlike most other statless classes). The magic attack in a weapon is divided several times, and then added to determine your minimum and maximum damage with a given spell, rather than multiplied like the weapon attack in most other weapons. This renders LUK obsolete. Their max MP is also vastly greater at higher levels because INT is what determines how much MP a character gains at level up. Magic attack from weapons does not. But be warned: Elemental staffs require LUK to wear.


Level 33 -> 36 LUK
=== Maker LUKless ===
Maker LUKless have the benefit of both being able to wear mage equipment and be considered LUKless when they reach the highest levels of MapleStory.
They remain with the no LUK build until level 50, which is the lowest level that maker equips can reach, and then adding enough base LUK up to a maximum of 19 to wear level 50 equips. Using Advanced wisdom crystals to make the level 50 gloves and shoes they make equipment that offsets the amount of LUK they had to put into their base stat to wear. The shoes on average will be 8 INT and the gloves 8 INT also, offsetting the 15 AP Maker mages have to put into LUK.
This build is not recommended unless one has access to Zakum helms and other high level and expensive items.


Level 50 -> 53 LUK
==First Job Skill Builds==
===Beginner===
Considering Recovery only heals about 2HP/second when fully leveled, most people will not select this.


And so on.
*'''Level 2''': +1 Three Snails (1)
*'''Level 3''': +1 Three Snails (2)
*'''Level 4''': +1 '''Three Snails''' (3)
*'''Level 5''': +1 Nimble Feet (1)
*'''Level 6''': +1 Nimble Feet (2)
*'''Level 7''': +1 '''Nimble Feet''' (3)


If LUK is being kept at a desired level, all points should be placed in INT, as the other stats do not help Magicians AT ALL!
===Magician===
Maxing MP Boost first is no longer necessary post ascension.  For the first few levels, you will be able to use Three Snails to attack, and save MP if Magic Claw is draining it too quickly.


=== No LuK Build ===
;Regular Build
*'''Level 8''': +1 Energy Bolt (1), +3 Magic Claw (3)
*'''Level 9''': +3 Magic Claw (6)
*'''Level 10''': +3 Magic Claw (9)
*'''Level 11''': +3 Magic Claw (12)
*'''Level 12''': +3 Magic Claw (15)
*'''Level 13''': +3 Magic Claw (18)
*'''Level 14''': +2 '''Magic Claw''' (20), +1 MP Boost (1)
*'''Level 15''': +3 MP Boost (4)
*'''Level 16''': +3 MP Boost (7)
*'''Level 17''': +3 '''MP Boost''' (10)
*'''Level 18''': +3 Magic Guard (3)
*'''Level 19''': +3 Magic Guard (6)
*'''Level 20''': +3 Magic Guard (9)
*'''Level 21''': +3 Magic Guard (12)
*'''Level 22''': +3 '''Magic Guard''' (15)
*'''Level 23''': +3 Magic Armor (3)
*'''Level 24''': +3 Magic Armor (6)
*'''Level 25''': +3 Magic Armor (9)
*'''Level 26''': +3 Magic Armor (12)
*'''Level 27''': +3 '''Magic Armor''' (15)
*'''Level 28''': +3 Energy Bolt (4)
*'''Level 29''': +3 Energy Bolt (7)
*'''Level 30''': +3 Energy Bolt (10)


•Note from a player:
;End Result
For this build, it is recommended that you try and have this:
*'''Magic Claw''': Level 20 (MAX)
*'''MP Boost''': Level 10 (MAX)
*'''Magic Guard''': Level 15 (MAX)
*'''Magic Armor''': Level 15 (MAX)
*'''Energy Bolt''': Level 10


STR: 4
===Common Myths===
DEX: 4
'''Myth:''' Energy Bolt is Better than Magic Claw
INT: 12/13
LUK: 4/5


However impossible looking, yes, this is possible, the 4 4 5 roll notoriously rare, and the 4 4 4 roll even rarer still. Don't settle for anything higher than a 5 5 5 or equivalent.
For each attack, Energy bolt hits once, while Magic Claw hits twice. Magic Claw can also go through walls while Energy Bolt cannot. Energy Bolt is slower each cast compared to Magic Claw. Magic claw takes more MP. Magic claw is recommended over energy bolt.


The build, it you may notice, may remind you of the "Fabled No Dex" build. This is however, only a certain type of LuK Build. Another LUK build is when you up your LUK till a certain point, and continue with only INT after that level. The reccomended Levels (asisde for getting perfect beginning rolls)
Each hit with Magic Claw (40 M.ATK) does less damage than one Energy Bolt (55 M.ATK) hit, however Magic Claw hits twice, which does significantly more damage. Many people think that Magic Claw uses more MP per M.ATK than Energy Bolt. This is a lie. At lvl 20 Magic Claw, 80 total M.ATK using 20 MP equals 4 M.ATK per MP, but Energy Bolt does 55 M.ATK with 14 MP, equaling around 3.9 M.ATK per MP. On the other hand, Energy Bolt will allow you to knock back some monsters with high defense that Magic Claw will not, however by the time the difference is noticeable, you will already have new attacks (as a Wizard or Cleric). Still, due to its ability to knock back higher leveled monsters, some Lukless mages tend to max this instead since they train at high level monsters due to the pure INT advantage.


Level 8
'''Myth:''' Magic Armor is better than Magic Guard
Level 13
Level 18
Level 23
Level 28
Level 33


Note: If you reach this point and you're still adding LUK, then I suggest you keep goingI personally stopped at 18, the 2nd equipment with a + on it I believeBasicaly, the only reason I stopped at this level, was because I took a liking to the 2 part equipment :P
At lower levels, when MP is fairly low, Magic Guard used to be very expensive. Because of the release of New Leaf City and its potions, MP is not nearly as expensive to recover as it once was.  Still, lower-level enemies don't usually do enough damage to make Magic Guard essential for survivalHowever, at higher level, when enemies do damage in the thousands, Magicians do not have enough HP to survive even one hit from the enemiesThis means that Magic Guard is required at higher levels.  At higher levels, MP is also not as big a problem due to very quick MP recovery, NLC pots, and the Wizard/Cleric MP Eater skill.


== First Job Skill Build==
== Second Job Skill Builds==
The following skill build is recommended from the Magician's start, level by level. This is the most commonly used build.
===Cleric===


8: Energy Bolt (1)
;Regular Build
*'''Level 30''': +1 Teleport (1), +2 Heal (2), +1 Holy Arrow (1)
*'''Level 31''': +3 Heal (5)
*'''Level 32''': +3 Heal (8)
*'''Level 33''': +3 Heal (11)
*'''Level 34''': +3 Heal (14)
*'''Level 35''': +3 Heal (17)
*'''Level 36''': +3 '''Heal''' (20)
*'''Level 37''': +3 Spell Mastery (3)
*'''Level 38''': +3 Spell Mastery (6)
*'''Level 39''': +3 Spell Mastery (9)
*'''Level 40''': +1 '''Spell Mastery''' (10), +2 High Wisdom (2)
*'''Level 41''': +3 '''High Wisdom''' (5)
*'''Level 42''': +3 Teleport (4)
*'''Level 43''': +1 '''Teleport''' (5), +2 Invincible (2)
*'''Level 44''': +3 Invincible (5)
*'''Level 45''': +3 Bless (3)
*'''Level 46''': +3 Bless (6)
*'''Level 47''': +3 Bless (9)
*'''Level 48''': +3 Bless (12)
*'''Level 49''': +3 '''Bless''' (15)
*'''Level 50''': +3 MP Eater (3)
*'''Level 51''': +3 MP Eater (6)
*'''Level 52''': +3 MP Eater (9)
*'''Level 53''': +3 MP Eater (12)
*'''Level 54''': +3 MP Eater (15)
*'''Level 55''': +3 MP Eater (18)
*'''Level 56''': +2 '''MP Eater''' (20), +1 Invincible (6)
*'''Level 57''': +3 Invincible (9)
*'''Level 58''': +3 Invincible (12)
*'''Level 59''': +3 '''Invincible''' (15)
*'''Level 60''': +3 Holy Arrow (4)


9: 3x Improving MP Recovery (3)
;End Result
*'''Heal''': Level 20 (MAX)
*'''Spell Mastery''': Level 10 (MAX)
*'''High Wisdom''': Level 5 (MAX)
*'''Teleport''': Level 5 (MAX)
*'''Bless''': Level 15 (MAX)
*'''MP Eater''': Level 20 (MAX)
*'''Invincible''': Level 15 (MAX)
*'''Holy Arrow''': Level 4


10: 2x Improving MP Recovery (5), Improving Max MP Increase (1)
Holy Arrow is replaced by 3rd job Shining Ray so it does not need to be maxed, and those 16 SP are better used elsewhere. Heal should be maxed early to enjoy the benefits of being a Cleric (which is to support others by healing).


11: 3x Improving Max MP Increase (4)
===Ice/Lightning Wizard===
You can decide to max either Cold Beam (commonly referred as ice) first or Thunder Bolt (commonly referred as lit or lightning) first. Ice first is recommended to most, although if you have money to burn and just want to train fast, by all means go for lit first. With both choices in mind, your first attack will be labeled as your Primary Attack, and the other as Secondary Attack


12: 3x Improving Max MP Increase (7)
;Ice Hybrid build:
* 1 Teleport
* 30 Cold Beam (MAX)
* 5 MP eater
* 30 Thunder Bolt (MAX)
* 15 MP Eater (MAX)
* 20 Meditation (MAX)
* 19 Teleport (MAX)
;MP Thief
* 1 Teleport
* 25 Thunder Bolt
* 20 MP Eater (MAX)
* 5 Thunder Bolt (MAX)
* 30 Cold Beam (MAX)
* 20 Meditation (MAX)
* 19 Teleport (MAX)


13: 3x Improving Max MP Increase (10 MAXED)
;Fast and Cheap Training Build
*1 MP Eater
*1 Teleport
*1 Cold Beam
*15 Thunder Bolt
*19 MP Eater
*19 Teleport
*20 Meditation
*15 Thunder Bolt
*20 Slow
*9 Extra


14: 3x Improving MP Recovery (8)
The Reason you Max Meditation before Thunder bolt is because you will be traing in Helois Tower on the Hamsters. This is so that you take no damage, exluding when you go and get your loot. Because of this you do not need to have as much damage, rather increase damage by using Meditation as Thunder bolt doubles MP cost at level 16. You add 1 in MP eater and Cold beam because when traing in the Mushking empire this will allow you to constantly freeze the yetis and MP eater will always fully restore your mp when activated. Teleport and MP eater are Maxed before Thunder Bolt because the goal of this build is to train fast and get rich, not train fast and get poor.


15: 3x Improving MP Recovery (11)
;Both Attacks First
* 1 Teleport (1)
* 1 MP Eater (1)
* 30 Primary Attack (MAX)
* 2 MP Eater (3)
* 30 Secondary Attack (MAX)
* 20 Meditation (MAX)
* 19 Teleport (MAX)
* 17 MP Eater (MAX)
* 1 Anything (including 1st Job skills) (1)


16: 3x Improving MP Recovery (14)
;Early Meditation
* 1 Teleport (1)
* 1 MP Eater (1)
* 30 Primary Attack (MAX)
* 2 MP Eater (3)
* 20 Meditation (MAX)
* 30 Secondary Attack (MAX)
* 19 Teleport (MAX)
* 17 MP Eater (MAX)
* 1 Anything (including 1st Job skills) (1)


17: 2x Improving MP Recovery (16 MAXED), Magic Claw (1)
;Early Meditation and Teleport
* 1 Teleport (1)
* 1 MP Eater (1)
* 30 Primary Attack (MAX)
* 20 Meditation (MAX)
* 19 Teleport (MAX)
* 30 Secondary Attack (MAX)
* 17 MP Eater (MAX)
* 1 Anything (including 1st Job skills) (1)


18-23: 3x Magic Claw
There are some people who feel they don't need teleport to be efficient.  For those who are wondering, there are other builds that can work better in different situations.
 
Teleport is almost essential to a lightning wizard. When training at say, Lorangs (or basically any map with crowded mobs - exactly the type of maps lightning wizards should train in), they are doing a lot of damage to you, and teleport allows you get in a good spot without getting hit on the way so you can start zapping away.
24: 1x Magic Claw (MAXED); Magic Guard (2)
 
25-30: Magic Guard (MAXED, as if it was a surprise)


With this build, Improving MP Recovery can be replaced by Magic Claw, if you can afford the potion cost. Leveling will be painful drudgery otherwise.
;My personal build LV (132 arch mage)


Regal Star/MajesticMystic's alternative non-perfectionist build:
*8: Energy Bolt (1)
*9-12: Magic Claw (10)
*12-13: Improved MP Recovery (5)
*14-17: Improved MP Increase (10)
*17-20: Improved MP Recovery (11) [MAX]
*21-23: Magic Claw (9)
*24-30: Magic Claw (1) [MAX], Magic Guard (20) [MAX]
As you can see, this build does not max Improved MP Increase ASAP, so you will lose some max MP in the long run. However, let's face it... 1HKOing slimes and earning enough money for potions and equipment beats 1HKOing snails and conserving MP any day, and this build allows you to do it sooner. The less max MP is less noticable too, as it will make you miss out on, oh, about 30-50 MaxMP, and that's nothing when you're working with 2500s at level 50 or so.
Note from a player:
I recommend not to use the non-perfectionist build, as you may regret it terribly and have to start over.  Maxing 'Max MP Increase' is a must, and you must do it as soon as possible.  In the end, after level 30, you will have the exact same skill levels, only one mage will have much more MP than the other one. - Mach1Sloth, Scania Magician/SlickSinner (Sin)
Second Suggestion:
~And a whole lot less ofensive to level up. It is better to level up Max MP while you keep putting 1 point on claw. Usually its best to put up to 6 or 7 points in Regen then work on Max MP with magic Claw otherwise leveling up will be slow.
===Common Myths===
'''Myth:''' Energy Bolt is Better than Magic Claw
Energy bolt attacks only once, while Magic Claw attacks twice. Magic Claw can also go through walls, while Energy Bolt can't. Energy Bolt is slower each cast compared to Magic Claw. There are reasons for those that choose the Magic Claw path, and the Energy Bolt path. Magic claw is stronger, but takes more mp. Energy Bolt is weaker, but takes up less mp to use. Magic claw is recommended over energy bolt.
~Just to note, Energy Bolt now has 80 base damage. Claw has 40 (x2) so Energy Bolt is no longer technically weaker (tho Bolt is still slow, and gets blocked by ramps etc...)
:Incorrect, Energy Bolt still has a 55 max base power. -[[User:EMP Demon|EMP Demon]]
~Also with magic bolt you can knock back bigger monsters later at an earlier level giving you a slight advantage sence you wont be getting hit, Claw deals more damage total but not per hit wise, so depending on how far you are planing on going could determine wich is better.
:There are only a few monsters below level 40 with a KB value of greater than 1 (Bubbling(30), Jr Necki(50), Fairy (300), Jr Wraith(50), Star Pixie (100), Jr Boogie (500), Jr Pepe (1000), Zombie Lupin (100), King Slime (300)). Considering that by level 40 you will have another attack skill to replace use of your 1st job attack skill (and you shouldn't really hunt anything above level 30 before you're level 40 anyways), as well as the fact that you should be able to deal enough damage with claw to KB anyways for most of them (Fairy and Boogie doesn't count -_-"), Energy's knock back aspect is kinda moot.
'''Myth:''' Magic Armor is better than Magic Guard
Many people make this mistake. At lower levels, when most people's MP regeneration rate is low, and when they have low maxMP, magic guard tend to drain their MP very quickly. However, all exprienced players will know that magic guard is very helpful when one has reached a certain level. Magic Guard is prefered, because of all the higher level monsters that are out there. While Magic Guard can protect you to up to 80% damage from magic attack or weapon attack, Magic Armor cannot. All Magic Armor does is give you a certain amount of defense against weapon attack. Overall, Magic Guard is recommended.
~Just a thought: Although Magic Guard diverts up to 80% of taken damage to your MP instead of HP this will cause a problem for the MP as the magician becomes levels 30-40. During this time their hp is high enough to sustain attacks but the MP guard constantly "drains" MP, making many mages turn to SP reset (1st job) or abandoning the skill completely. Be wary of how much you put into Magic Guard, and it is advisable not to max it if you believe the above situation may apply to you. (But you don't HAVE to turn it on in these circumstances that would be dumb sence mp cost x2 more then hp)
~On high levels you NEED magic guard to survive. There's nothing else in job 1 worth putting the points into and job two has too many things worth considering for your points. Between MP recovery, common sense and MP Eater when you get it any mage should be fine with the 30 to 40 levels. Just stick to green mushrooms and horned mushrooms until level 35, then ice mages can go 1 hit fire boars and fire can go to kitties etc... which are money monsters and all. If you really worry that much just get MP Eater second.
~Additional note: At higher levels, monsters like Crimson Barlog can kill you in one hit if you don't have magic guard on. Barlog can hit you 1k of damage and there isn't a lot of mages out there who can take 1k of damage to their HP. At later levels, magic armor will only reduce 20 damage done to you, give or take the damage. It won't save you from a Barlog attack.
~ Special Tip ~
For fire/poison mages who do not want to put any points to poison brace, you could try putting you extra points in the second job into magic armor. (You will have 11 points left after maxing Fire arrow, Meditation, MP Eater, Teleport and Slow.) Although 40 weapon defence (what M armor will add to your defence when maxed) it not much, but it is still worth putting points into compared to poisin brace, which is next to useless compared to poison myst. (Note: Just a tip) :)
== Second Job Skill Build==
=== Cleric ===
This is one of the best builds you can have as being a cleric who plans on making it to the third job and above. You will put 1 point into teleport, Max Heal, Max MP Eater, Max Invincible, Max Bless, then Max Telport. You can always switch Bless, Invincible, and Telport. You will put the last 11 points into Holy Arrow. The reason that you should NOT get Holy Arrow is because your main attack will be Heal and Shining Ray will replace Holy Arrow.
* 1 Teleport
* 1 Teleport
* Max Heal
* 30 Thunder Bolt
* Max MP Eater
* 20 Mp Eater
* Max Invincible or Bless
* 19 Teleport
* Max Bless or Invincible
* 30 Cold Beam
* Max Telport
* 20 Meditation
* 11 Holy Arrow


For those who will always have a good party to level with there is this build where bless is maxed first, then healMP Eater and Invincible aren't raised 'til later since they only help the cleric without increasing the killing power for the rest of the party. This may cause a problem because you will be using more HP pots than the average cleric who will max Heal first.
This build is for pure leveling and usually for funded mages (also this is the most sensible build and used by many early Arch Mages highly recommended).  The reason behind meditation being last is that in nlc you can purchase Wizard Elixir (+20 magic attack for 8 minutes) there by eliminating the need for meditation in favor of rapid leveling. Most of your low lv training would be teddies for 25-35 then you can try retz the little hamsters to the west, there’s a screw you can stand one floor down on and spam thunder bolt for hours and never fear retaliation for very fast xpIf at any point retz aren’t doing it for you your welcome to try clangs at there hidden street but in personal experience it’s too much teleporting around and getting hit with retz you may teleport up or down every few minutes and you should never be hit staying only on screws usually good until lv 51 you can also try straw test dummies 3200 hp. Newer mpg mages should note that Magicians using this build can be the best leaders for offensive fast runs. With teleport they can get to any room faster than any other class and can deliver consistent fast damage to the mob within. It’s all about positioning as a leader you'll be in room 7 Only boxes facing the left can contain tauros. Now when it opens there’s three possibilities: top - stand underneath them and thunder bolt away middle - this one is a little tricky but the fastest one jump up on the platform underneath them you’ll be struck first then while flashing jump again and begin the thunder spam as for the bottom - you can either stand next to them on the left, hide to the right but if your good you can stand on the window and thunder bolt away. Always teleport - never walk. Get used to teleporting all over the place and it will save you hours in the long run.
* Teleport or MP Eater 1
* MP Eater or Teleport 1
* Heal 5
* Invincible 5
* Bless 20
* Heal 30
* MP Eater 20
* Invincible 20


Heal at level 15 is still quite strong, so if you also want to be able to kill anything with your party, you will need an attack, so spending some points in Holy Arrow early can be beneficial. This may not be a good build for a player who actually plans on making it to the third job. Once you're at the third job, you will be using heal A LOT for attacking, and your Shining Ray will replace Holy Arrow.
;No/Low Cold Beam Build
* Teleport or MP Eater 1
Many find Cold Beam to be useless after 2nd job and choose to not invest points in it, especially since Thunderbolt is faster exp anyways, and claw is decent single target damage.  Plus, Comp replaces cold beam in 3rd job as a single target attack.  Also, Slow can be useful at bosses and other areas, much more than Cold Beam will be later on.
* MP Eater or Teleport 1
* Heal 5
* Invincible 5
* Bless 20
* Heal 15
* Holy Arrow 30
* MP Eater 20


Without a party, you will need to be able to attack.  These builds are based around going either Heal or Holy Arrow as your main skill.
* 1 Teleport (1)
Holy Arrow Build
* 30 Thunderbolt (MAX)
* Teleport or MP Eater 1
* 19 Teleport (MAX)
* MP Eater or Teleport 1
* 20 MP Eater (MAX)
* Heal 1
* 20 Meditation (MAX)
* Holy Arrow 30
* 20 Slow (MAX)
* Heal 15
* 11 Anything (Including First Job Skills)
* MP Eater 20
* Heal 30 (Max)
* Invincible 10


The heal build is much easier and cheapest since you will never require regular healing potions, and once you get MP eater maxed, you will barely even need to use mana pots.
===Fire/Poison Wizard===
Heal Build
Post Ascension DoT on Poison Breath is more valuable than Blazing Arrow which is replaced with 3rd job Fire Demon anyway, so it does not need to be maxed.
* Teleport or MP Eater 1
* MP Eater or Teleport 1
* Heal 30
* MP Eater 20
* Holy Arrow 30
* Invincible 10


There are 30 points left over after any of these builds to finish of some of your skills.
;Regular Build
Invincible is a very good skill to max, since it will reduce 30% of the damage taken once it is maxed.  However as a cleric, you will heal any damage you take simply by healing making it almost useless at low levels.  However at higher levels when enemies do 1500+ damage, while you have less than 1000, this will save you a lot of money on mana potions when you get hit with Magic Guard activated.
*'''Level 30''': +1 Teleport (1), +1 Spell Mastery (1), +1 Blazing Arrow (1), +1 Poison Breath (1)
There are many debates about whether to get Holy Arrow, Bless, or TeleportTeleport is good since you can get around the screen much more easily, however mp cost is the only thing that decreases as you add more SP.  Holy Arrow is good against enemies weak to Holy attacks, however once you get to level 70, it will be replaced by Shining Ray anyway making it useless.  And its base damage is hardly higher than Magic Claw.  Bless, Magic Armor is a skill which adds a certain amount to various skill rather than a percentage.  This becomes less and less useful as your level increases.  The choice in this skill really comes down to personal preference.
*'''Level 31''': +3 Spell Mastery (4)
*'''Level 32''': +3 Spell Mastery (7)
*'''Level 33''': +3 '''Spell Mastery''' (10)
*'''Level 34''': +3 High Wisdom (3)
*'''Level 35''': +2 '''High Wisdom''' (5), +1 Poison Breath (2)
*'''Level 36''': +3 Poison Breath (5)
*'''Level 37''': +3 Poison Breath (8)
*'''Level 38''': +3 Poison Breath (11)
*'''Level 39''': +3 Poison Breath (14)
*'''Level 40''': +3 Poison Breath (17)
*'''Level 41''': +3 '''Poison Breath''' (20)
*'''Level 42''': +3 Teleport (4)
*'''Level 43''': +1 Teleport (5), +2 MP Eater (2)
*'''Level 44''': +2 Meditation (2), +1 MP Eater (3)
*'''Level 45''': +3 Meditation (5)
*'''Level 46''': +3 Meditation (8)
*'''Level 47''': +3 Meditation (11)
*'''Level 48''': +3 Meditation (14)
*'''Level 49''': +3 Meditation (17)
*'''Level 50''': +3 '''Meditation''' (20)
*'''Level 51''': +3 MP Eater (6)
*'''Level 52''': +3 MP Eater (9)
*'''Level 53''': +3 MP Eater (12)
*'''Level 54''': +3 MP Eater (15)
*'''Level 55''': +3 MP Eater (18)
*'''Level 56''': +2 '''MP Eater''' (20), +1 Slow (1)
*'''Level 57''': +3 Slow (4)
*'''Level 58''': +3 Slow (7)
*'''Level 59''': +3 '''Slow''' (10)
*'''Level 60''': +3 Blazing Arrow (4)


Here is another contributed build:
;End Result
* Lvl 30- Add on 1 heal or Teleport.
*'''Spell Mastery''': Level 10
* Lvl 31-40- Max heal in those lvls(on every lvl only add on heal if you added heal at lvl you'll have an extra point, add on tele, you will need it)
*'''High Wisdom''': Level 5
* Lvl 41- 3 Mp eater
*'''Poison Breath''': Level 20 (or 4)
* Lvl 41-51- Max Holy Arrow
*'''Teleport''': Level 5
* Lvl 51- Add 3 Invinvble
*'''Meditation''': Level 20
* Lvl 52- Add 2 Invincble, 1 Bless
*'''MP Eater''': Level 20
* Lvl 53-59 Max bless till lvl 19
*'''Slow''': Level 10
* Lvl 60- 1 Bless
*'''Blazing Arrow''': Level 4 (or 20)
* After that Max TelePort or Invinble your coice, if you want max mp eater.


Essentially all builds sacrifice at least one skill since Clerics are short 19 points to max all skills.  This build sacrifices 17 points in MP eater so that both holy arrow and heal can be maxed.
Blazing Arrow is replaced by 3rd job Fire Demon so it does not need to be maxed, and those 16 SP are better used elsewhere.


[Note from a Cleric]: Also, maxing Holy Arrow may not be the thing to do because it not only does only a tiny fraction more than Magic Claw compared to Fire/Poison or Ice/Lightning Wizards' main attacks, but also because on your third job change, you get a skill that is much better than holy arrow, making it useless. I would recommend only putting around 10 or 11 points into Holy Arrow, if any, because of those reasons. If you want to do really good damage compared to Magic Claw, Cleric probably is not the best choice for you. =)
==Third Job Skill Builds==
===Priest===
Post Ascension build, Shining Ray hits 6, and has good range.  (Now you know why you didn't need Holy Arrow in second job)  After 3 SP on Dispel, max Holy Symbol for more EXP.  Shining Ray does not need to be maxed because it's replaced by 4th job Angel Ray.


[Comment & Opinion]: MP Eater is an extremely useful skill when you are training on undead monsters such as Zombie Lupins or Platoon Chronos. The reason is that you won't waste alot of mesos on pots, therefore making you richer to buy good/godly scrolled items. For example, at level 50 I can train my cleric on platoons or zombie lupins and I would use no mp pots at all unless I decide to spam teleport. Also, Invincible is useful at higher levels when clerics/priest party train. Like when I partied trained at Yeti & Pepe, the damage without invicible ranged around 1000 (more or less depending on equips, but around that area). However, with invincible the damage is around 700. Which makes a difference seeing how high level priest train on things like grims. Or when you are party training at Bains or Yeti & Pepes or any other high leveled monsters. Teleport is good to max since it will help you train faster and for it to consume less mp. The distance only matters for teleporting up and down, but for teleporting left and right it makes no significant difference. Just think of it this way, if you had a friend who didn't max out teleport (130 distance) and tele with you. After about 6-7 teles, you would have been 1 tele ahead of your friend.
;Regular Build
*'''Level 60''': +1 Shining Ray (1), +1 Teleport Mastery (1), +2 Dispel (2)
*'''Level 61''': +1 Dispel (3), +2 Holy Symbol (2)
*'''Level 62''': +3 Holy Symbol (5)
*'''Level 63''': +3 Holy Symbol (8)
*'''Level 64''': +3 Holy Symbol (11)
*'''Level 65''': +3 Holy Symbol (14)
*'''Level 66''': +3 Holy Symbol (17)
*'''Level 67''': +3 '''Holy Symbol''' (20)
*'''Level 68''': +1 Mystic Door (1), +2 Holy Focus (2)
*'''Level 69''': +3 Holy Focus (5)
*'''Level 70''': +3 Holy Focus (8)
*'''Level 71''': +2 '''Holy Focus''' (10), +1 Shining Ray (2)
*'''Level 72''': +3 Shining Ray (5)
*'''Level 73''': +3 Shining Ray (8)
*'''Level 74''': +3 Shining Ray (11)
*'''Level 75''': +3 Shining Ray (14)
*'''Level 76''': +3 Dispel (6)
*'''Level 77''': +3 Dispel (9)
*'''Level 78''': +1 '''Dispel''' (10), +2 Holy Magic Shell (2)
*'''Level 79''': +3 Holy Magic Shell (5)
*'''Level 80''': +3 Holy Magic Shell (8)
*'''Level 81''': +3 Holy Magic Shell (11)
*'''Level 82''': +3 Holy Magic Shell (14)
*'''Level 83''': +3 Holy Magic Shell (17)
*'''Level 84''': +3 '''Holy Magic Shell''' (20)
*'''Level 85''': +3 Teleport Mastery (4)
*'''Level 86''': +3 Teleport Mastery (7)
*'''Level 87''': +3 '''Teleport Mastery''' (10)
*'''Level 88''': +3 Magic Booster (3)
*'''Level 89''': +3 Magic Booster (6)
*'''Level 90''': +3 Magic Booster (9)
*'''Level 91''': +1 '''Magic Booster''' (10), +2 Arcane Overdrive (2)
*'''Level 92''': +3 Arcane Overdrive (5)
*'''Level 93''': +3 Arcane Overdrive (8)
*'''Level 94''': +2 '''Arcane Overdrive''' (10), +1 Doom (1)
*'''Level 95''': +3 Doom (4)
*'''Level 96''': +3 Doom (7)
*'''Level 97''': +3 '''Doom''' (10)
*'''Level 98''': +3 Mystic Door (4)
*'''Level 99''': +3 Mystic Door (7)
*'''Level 100''': +3 '''Mystic Door''' (10)


;Controversy between Bless and Holy Arrow
;End Result
Bless and Holy Arrow are pretty sucky skills for a Cleric. However, you must max out one of the skills. So the debate among Clerics is which skill sucks ''more''.
*'''Holy Symbol''': Level 20
Bless will prove to be useful to Warriors when maxed and even more useful for fighting bosses. Holy Arrow is the primary attack for Clerics as the 80 MATK will be increased if fought on an undead monster. It all depends on whether you want to be a solo Cleric (pick Holy Arrow) or a party Cleric (pick Bless). Holy Arrow also has longer range than Shining Ray (third job Cleric skill) which will ease the killing of Jr. Balrog, Crimson Balrog, undead Ludibrium monsters, etc. The main usage of Bless is for the +20 ACC which helps every class except Mages.
*'''Holy Focus''': Level 10
*'''Shining Ray''': Level 14 (or 20)
*'''Dispel''': Level 10
*'''Holy Magic Shell''': Level 20
*'''Teleport Mastery''': Level 10
*'''Magic Booster''': Level 10
*'''Doom''': Level 10 (or 4)
*'''Mystic Door''': Level 10
*'''Arcane Overdrive''': Level 10


'''Arguments''' (Note: these arguments are not written from a [[Wikibooks:Neutral point of view|neutral point of view]] and reflect the views of individual players.)
Shining Ray and Heal will be your training skills. Shining Ray does not need to be maxed because it's replaced by 4th job Angel Ray, but AR requires a mastery book that's dropped by Zakum. Heal training can allow you to train without the use of Magic Guard on some maps which will maximize MP Eater and minimize pot burn. 1 SP on Door early for parties. Holy Magic Shell will heal and protect you and your party up to 20 seconds. Doom can turn mobs into snails for a little while. It's a non essential, but fun skill. Alternatively, you could leave it at 3 and max Shining Ray.
~Just a thought... Bless mainly adds the 20 evade. Thieves and bowmen don't need accuracy and nor do mages. So it's mostly about extra high evade which stacks nicely with the new capes. On the other hand though I found I would have gone quite mad without Holy Arrow... and seeing 1000 on Dark Stone Gollems was pretty kewl... I think practically speaking bless is much more useful but holy arrow will keep you from going mad stuck at undeads (or in parties whether you like the people or not) ~ Marl


Comment on Bless and Holy Arrow - Wrong, wrong and wrong again. Bless is one of the best defensive skills in the game. It adds 20 to every defense, accuracy and avoidability. Holy Arrow is nothing compared to it as it cannot go through walls and it doesn't mob. Bless is definatly more worth it. Holy Arrow is also a horrible spell because at level 11, Shining Ray has the same base attack and it mobs. Holy Arrow shouldn't be maxed, period.--[[User:SoullessFire|SoullessFire]] 23:35, 17 March 2007 (CDT) SoullessFire
===Ice/Lightning Mage===
There are no mobs weak to thunder between Clangs and Vikings, so Thunder Spear may not be suitable as your first attack skill. Ice Strike freezes Vikings solid.


:: Why have evade when you got a cleric sitting next to you with heal? Practically speaking, the best use for Bless is the +20 accuracy, which allows low-dex warriors to replace their dex skill points with strength if they have a reliable cleric partner. Avoid saves money, but is neglagable compared to heal. Then again, Holy arrow is also considered a pretty bad skill, as in 3rd job you get Shining Ray which outdamages it and hits 6 enemies. Again, this is the argument of "Which is worse" and not "which is better".--[[User:Dragontamer|Dragontamer]] 04:33, 29 March 2006 (UTC)
Consider whether you should put points into Partial Resistance or not, after all, there aren't many monsters with such elemental attacks. In any case, Seal is probably better for everything but Zakum, while Partial Resistance is useful if you do Zakum all day (since it can't be sealed). Though, it's not like you're going to try to train on Grims or anything.  


~Most people do want that 20 evade tho. The accuracy is still way up there but practically speaking NOBODY but warriors needs it. Thieves have all dex and luck anyway, and mages don't benifit. And archers are all dex XD But yeah... looking at it from the cleric's POV they may need that evade to not get killed. Holy Arrow on the other hand can make for a change of pace for the long frustrating levels from 30-70... 80 before shining ray is useful and ONLY if you get it first and not holy symbol. Also it has much better range than shining ray. Yes, bless makes it much, MUCH better for warriors. But consider the cleric too. They might not always be able to find people to party and heal, or might not want to. And all in all choosing to be a cleric is not saying 'I'm everyone's slave'. :) Oh, and Holy Arrow has a base of 80 now too. It's not great, but it's much better than claw (at least on dark things).
*Note: There is a debate between which is better, Seal or Partial resistance. Seal works against non-boss monsters, though they'll be frozen, and Partial resistance is extremely helpful against bosses such as Papulatus, Zakum, and Horned Tail since they all use Ice and Lightning Based attacks. 10 points into Seal and 10 points into Partial resistance is the key to having a rounded character. If you tend to fight bosses most of the time, then Partial resistance should instead be maxed (the difference between being balanced and maxing the skill is 20% damage reduction).


-Well, if you think about it--most Priests aren't going to be training with sins or archers, they're gonna be training with the people that get into the middle of a mob of Grims and need healing, right? So is HA really gonna help you that much when you're training with a DK at Phantom Watches? Also--Bless is like a Warrior magnet. =)
;Boss and Non-Boss Build(Possibly Most effective)
*30 Ice Strike(MAX)
*30 Element Composition or Thunder Spear(MAX)
*30 Element Amplification(MAX)
*30 Thunder Spear or Element Composition(MAX)
*20 Spell Booster(MAX)
*10 Seal
*1 Partial Resistance


=== Ice/Lightning Wizard ===
;Thunder Spear
You can decide to max either Cold Beam (commonly referred as ice) first or Thunder Bolt (commonly referred as lit or lightning) first. Ice first is recommended to most, although if you have money to burn and just want to train fast, by all means go for lit first. With regard of both choices in mind, your first attack will be labelled as your Primary Attack, and the other as Secondary Attack.
* 30 Thunder Spear or Element Composition (MAX)
* 11 Spell Booster (11)
* 30 Element Amplification (MAX)
* 30 Ice Strike (MAX)
* 30 Element Composition or Thunder Spear (MAX)
* 20 Seal (MAX)*(See Note Below)
* 2 Partial Resistance (2)


Build A - Maxing two attacks in quick succession
;Ice Strike
* 30 Ice Strike (MAX)
* 11 Spell Booster (11)
* 30 Element Amplification (MAX)
* 30 Thunder Spear (MAX)
* 30 Composition (MAX)
* 20 Partial Resistance (MAX)


* 1 Teleport (1)
;Element Composition
* 1 MP Eater (1)
* 1 Composition or Thunder Spear (1)
* 30 Primary Attack (30) [Save SP at skill level 15 until you have 11 SP to spend]
* 3 Elemental Amplification (3)
* 2 MP Eater (3)
* 29 Composition or Thunder Spear (MAX)
* 30 Secondary Attack (30) [Again, save SP at skill level 15]
* 1 Elemental Amplification (4)
* 20 Meditation (20)
* 11 Magic Booster (11)
* 19 Teleport (20)
* 30 Thunder Spear or Ice Strike (MAX)
* 17 MP Eater (20)
* 26 Elemental Amplification or Thunder Spear (MAX)
* 1 Energy Bolt/Slow/Whatever (1)
* 1 Partial Resistance (1)
* 1 Seal (1)
* 19 Partial Resistance or Seal (MAX)


Build B - Maxing meditation after one attack
;Power Up First
* 5 Elemental Amplification (5)
* 11 Magic Booster (11)
* 30 Thunder Spear (MAX)
* 30 Ice Strike (MAX)
* 9 Magic Booster (MAX)
* 20 Seal (MAX)*(See note below)
* 25 Elemental Amplification (MAX)
* 20 Partial Resistance (MAX)
* 1 Magic Armor (2)


* 1 Teleport (1)
;Ice Mobber
* 1 MP Eater (1)
* 30 Ice Strike (MAX)
* 30 Primary Attack (30) [Save SP at skill level 15 until you have 11 SP to spend at once]
* 5 Elemental Amplification (5)
* 2 MP Eater (3)
* 11 Magic Booster (11)
* 20 Meditation (20)
* 25 Elemental Amplification (MAX)
* 30 Secondary Attack (30) [Again, save SP at skill level 15]
* 20 Seal (MAX)
* 19 Teleport (20)
* 30 Element Composition (MAX)
* 17 MP Eater (20)
* 9 Magic Booster (MAX)
* 1 Energy Bolt/Slow/Whatever (1)
* 20 Partial Resistance (MAX)
* 1 Thunder Spear or Slow


Build C - Maxing Teleport AND Meditation after one attack
Ice Mobber build completely removes Thunder Spear because it is replaced by Chain Lighting in 4th job. Additionally Seal and Partial Resistance have very unique and helpful uses. Seal is useful for mobbing monsters that are either un-freezable (not likely you would train on them) and more importantly monsters that have high magic attack (example Skelegons and Newties). Seal is able to be casted from a ladder and has longer range/time than freeze. Partial resistance is for simple boss runs. You could have 11 TS and 11 Booster but trust me when you are an Arch Mage its really a matter of how often do you want to stop attacking to rebuff for a skill that you will not use.


* 1 Teleport (1)
===Fire/Poison Mage===
* 1 MP Eater (1)
Explosion and Fire Demon hit 6, their fast, and have good range.  (Now you know why you didn't get Blazing Arrow in second job) 1 SP on Poison Mist early just because it's cool, but it's really not very useful till you get more points on it later.  Don't raise Element Amplification too early, or it will cost you too much MP.  You could swap Amp with Arcane Overdrive if you want.
* 30 Primary Attack (30) [Save SP at skill level 15 until you have 11 SP to spend at once]
* 2 MP Eater (3)
* 20 Meditation (20)
* 19 Teleport (20)
* 30 Secondary Attack (30) [Again, save SP at skill level 15]
* 17 MP Eater (20)
* 1 Energy Bolt/Slow/Whatever (1)


[Talon] Someone should probably explain why one should save 11SP to spend at once?
;Regular Build
*'''Level 60''': +1 Teleport Mastery (1), +1 Explosion (1), +1 Poison Mist (1), +1 Fire Demon (1)
*'''Level 61''': +3 Explosion (4)
*'''Level 62''': +3 Explosion (7)
*'''Level 63''': +3 Explosion (10)
*'''Level 64''': +3 Explosion (13)
*'''Level 65''': +3 Explosion (16)
*'''Level 66''': +3 Explosion (19)
*'''Level 67''': +1 '''Explosion''' (20), +2 Element Amplification (2)
*'''Level 68''': +2 Spell Booster (2), +1 Element Amplification (3)
*'''Level 69''': +3 Spell Booster (5)
*'''Level 70''': +3 Spell Booster (8)
*'''Level 71''': +2 '''Spell Booster''' (10), +1 Arcane Overdrive (1)
*'''Level 72''': +3 Arcane Overdrive (4)
*'''Level 73''': +3 Arcane Overdrive (7)
*'''Level 74''': +3 '''Arcane Overdrive''' (10)
*'''Level 75''': +1 Seal (1), +2 Element Amplification (5)
*'''Level 76''': +3 Element Amplification (8)
*'''Level 77''': +2 '''Element Amplification''' (10), +1 Poison Mist (2)
*'''Level 78''': +3 Poison Mist (5)
*'''Level 79''': +3 Poison Mist (8)
*'''Level 80''': +3 Poison Mist (11)
*'''Level 81''': +3 Poison Mist (14)
*'''Level 82''': +3 Poison Mist (17)
*'''Level 83''': +3 '''Poison Mist''' (20)
*'''Level 84''': +3 Burning Magic (3)
*'''Level 85''': +3 Burning Magic (6)
*'''Level 86''': +3 Burning Magic (9)
*'''Level 87''': +1 '''Burning Magic''' (10), +2 Fire Demon (3)
*'''Level 88''': +3 Fire Demon (6)
*'''Level 89''': +3 Fire Demon (9)
*'''Level 90''': +1 '''Fire Demon''' (10), +2 Teleport Mastery (3)
*'''Level 91''': +3 Teleport Mastery (6)
*'''Level 92''': +3 Teleport Mastery (9)
*'''Level 93''': +1 '''Teleport Mastery''' (10), +2 Elemental Decrease (2)
*'''Level 94''': +3 Elemental Decrease (5)
*'''Level 95''': +3 Elemental Decrease (8)
*'''Level 96''': +2 '''Elemental Decrease''' (10), +1 Seal (2)
*'''Level 97''': +3 Seal (5)
*'''Level 98''': +3 Seal (8)
*'''Level 99''': +3 Seal (11)
*'''Level 100''': +3 Seal (14)


[ArkaneShade] ok so saving 11sp all at once no longer applies because in the old version the mp cost would not line up with the amount of points that you would put into a skill. i.e magic claw at level 10 would use 11 mp but magic claw at level 11 would use more mp (enough to make it not worth it to put in another skill point) so the most logical thing to do would be to save sp and use it all at once to make the attack/potency of the skill worth the mp cost. hope this helps your mapling talon!
;End Result
*'''Explosion''': Level 20
*'''Arcane Overdrive''': Level 10
*'''Elemental Amplification''': Level 10
*'''Poison Mist''': Level 20
*'''Burning Magic''': Level 10
*'''Fire Demon''': Level 10
*'''Teleport Mastery''': Level 10
*'''Spell Booster''': Level 10
*'''Elemental Decrease''': Level 10
*'''Seal''': Level 14


[HappyViet]
Explosion will be your fastest training skill.  Spell Booster, Arcane Overdrive, and Elemental Amplification are next to support Explosion.  Poison Mist comes next to take advantage of the DoT, than Burning Magic to increase it.  Finish Fire Demon and Teleport Mastery for more damage.  Finish Spell Booster for more timeMax Elemental Decrease for those mobs that are strong to both Fire and Poison.  Seal cast fast and is useful with only one point, so it does not need to be maxed early, or at all.
There are some people who feel they don't need teleport to be efficientFor those who are wondering, there are other builds that can work better in different situations.


[MajesticMystic] Teleport is almost essential to a lightning wizard. When you're training at say, Lorangs (or basically any map with crowded mobs - exactly the type of maps lightning wizards should train in), they are doing a lot of damage to you, and teleport allows you get in a good spot without getting hit on the way so you can start zapping away.  
==Fourth Job Skill Builds==
===Skills===
Fourth Job Skills aren't readily available. You will need to get a skill book or complete some sort of quest to earn the Skill, except the skill book Maple Hero, which is given free of charge by your 4th job instructor. Moreover, you can only add 10 skill points into any particular skill. To raise it further, you need to get additional mastery books. Each Skill has it's own particular book. There are 2 kinds of Mastery Books.


'''Third job is now available. This is a simple 3rd job skill build guide. Enjoy.'''
*Level 20 Mastery Book: This book requires a minimum of level 5 in that particular skill to use. 70% success rate.  
*Level 30 Mastery Book: This book requires a minimum of level 15 in that particular skill to use. 50% success rate.


Skill Build
There are also storybooks.
*Frozen Ice Book (Ice/Lightning Arghmage)


* 30 Lightning Spear (30)
===Bishop===
* 11 Spell Booster (11)
When you reach 100, go to Leafre, Forest of the Priest (Hidden Portal at the top of Valley of the Antelope) and talk to Gritto the 4th Job Instructor. Bring back a Heroic Star and Heroic Pentagon, obtained by killing Manon & Griffey.
* 30 Elemental Amplification (30)
* 30 Ice Strike (30)
* 30 Magic Composition (30)
* 20 Seal (20)
* 2 Partial Resistance (2)


*Choosing Thunder Spear or Composition first it totally preference, however training ground options are more open with a massive damage spell [ Thunder Spear, up to 8000 damage with amplification ]
Most people say Griffey is more difficult, so do that last. The strategy is the same for both. Don't use Teleport Mastery or Bless/HS, as they will get debuffed anyway and take too long to put back. Do use Magic Guard, and if/when you have time, a macro with Invincible/Magic Armor/Magic Booster. Of course MG is the priority. You don't really need the other, but it saves MP. Put Holy Magic Shell on a Quick Slot so you can see when the cooldown is finished and you can use it again. Putting potions on Quick Slot is also helpful so you can see how many you have left. Minimize last minute changes to your keyboard layout so you don't get confused. A split second delay in thinking could mean you die. You can open the keyboard layout and move the keys you need to the Quick Slot area if needed so you don't need to change what keys you are used to using just to be able to see them.


*MajesticMystic: I have to disagree with the above build. Personally, I think it might be better to max Ice Strike first so you can kill Bains earlier (recommended for level 85+). Thunder Spear lacks good training spot since 1)Ludi isn't out yet, and 2) Even with Ludi out, you're not about to kill Vikings on level 80. You can kill Zombies or Baffoons if you go for Ice Strike first, then eventually on Bains. My recommended build is:
Go in and immediately use Holy Magic Shell and start attacking. When it runs out, teleport away and hide. Don't worry about attacking the Kents, just hide from Manon/Griffey by teleporting to the left and right side of the map away from them and be ready with the MG and Power Elixer when you teleport past as they will 1/1 and/or debuff you. Don't attack again till you are able to use Holy Magic Shell again first. This will take lots of patience, but it will work. Good Luck.


* 30 Ice Strike (30)
A level by level build is not realistic as there is no way to predict when you will find, or be able to buy, the required mastery books, but here are some tips to get you started. The Maple Warrior skill book will be given when you finish the job advancement. Angel Ray requires the Angel Ray skill book which drops from Zakum. Most people will agree Angel Ray is the most important skill to max first, but since you probably won't have the book... Post Ascension build, there are several 1 pointers you should get first such as Bahamut because it adds Elemental Resistance. Next max Buff Mastery for the added attack and longer buffs.
* 11 Booster (11)
* 30 Element Amp (30)
* 30 Thunder Spear (30)
* 30 Composition (30)
* 20 Partial Resistance (20)


Let's face it, who the hell needs Seal when you can just freeze them solid?
;Party Build
*'''Level 120''': +1 Advanced Blessing (1), +1 Big Bang (1), +1 Genesis (1)
*'''Level 121''': +1 Resurrection (1), +1 Arcane Aim (1), +1 Bahamut (1)
*'''Level 122''': +2 Maple Warrior (2), +1 Buff Mastery (1)
*'''Level 123''': +3 Maple Warrior (5)
*'''Level 124''': +2 Maple Warrior (7), +1 Buff Mastery (2)
*'''Level 125''': +3 Buff Mastery (5)
*'''Level 126''': +3 Buff Mastery (8)
*'''Level 127''': +2 '''Buff Mastery''' (10), +1 Advanced Blessing (2)
*'''Level 128''': +3 Advanced Blessing (5)
*'''Level 129''': +3 Advanced Blessing (8)


*Consider whether you should put points into Partial Resistance or not, after all, there aren't many monsters with such elemental attacks, and why would an Ice/Lightning be training on them in the first place?
;Solo Build
*'''Level 120''': +1 Advanced Blessing (1), +1 Big Bang (1), +1 Genesis (1)
*'''Level 121''': +1 Resurrection (1), +1 Arcane Aim (1), +1 Bahamut (1)
*'''Level 122''': +3 Buff Mastery (3)
*'''Level 123''': +3 Buff Mastery (6)
*'''Level 124''': +3 Buff Mastery (9)
*'''Level 125''': +1 '''Buff Mastery''' (10), +2 Angel Ray (2)
*'''Level 126''': +3 Angel Ray (5)
*'''Level 127''': +3 Angel Ray (8)


*Good point, I didn't realize that when I first wrote the build. In any case, Seal is probably better for everything but Zakum, while Partial Resistance is useful if you do Zakums all day (since you can't seal Zakum). Though, it's not like you're going to try to train on Grims or anything, and for Vikings IS freezes them solid anyways.
If you don't have Angel Ray yet, Buff Mastery is a good choice as it is only 10 SP to max and will improve your other attacks and buffs. Max Angel Ray or Advanced Blessing next depending on if you are able to get the skill book.


MajesticMystic's 3rd job build:
;End Result (This shows max all, but you could leave points off Bahamut or Big Bang)
*'''Buff Mastery''': Level 10
*'''Angel Ray''': Level 30
*'''Advanced Blessing''': Level 30
*'''Arcane Aim''': Level 30


Alright, your first order would be to get an attack skill, get 4 points in Amp, and 11 in Booster. Thunder Spear is not suitable for your first attack skill, since there are no thunder-weak monsters between Clangs and Vikings. So...
*'''Infinity''': Level 30
*'''Resurrection''': Level 5
*'''Hero's Will''': Level 5
*'''Maple Warrior''': Level 30


* 1 Ice Strike/Composition (1)
*'''Genesis''': Level 30
* 3 Elemental Amplification (3)
*'''Big Bang''': Level 30
* 29 Ice Strike/Composition (29)
*'''Bahamut''': Level 30
* 1 Elemental Amplification (4)
* 11 Magic Booster (11)


After that, max a second attack skill. If you went for Comp first, this will pretty much always be Ice Strike. If you went for IS first though, you can choose between TP or Comp. Personally I feel that TP is more useful since you'd be training on Vikings mainly anyways, unless you're a JMSer or KMSer (in which cases, go for Comp first). So...
===Ice/Lightning ArchMage===
* 15 Blizzard
* 1 infinity
* 9 Maple Warrior
* 10 Chain Lightning
* 5 Ice Demon
* 10 Ifrit
* 1 Hero's Will (MAX)
* 5 Big Bang


* 30 Thunder Spear/Ice Strike (30)
;Due to element amplification, it would be more meso efficient to raise Blizzard straight from level 15 to level 30


At this point, max either your final attack skill or amp in either order. IMHO, if you went for IS first, maxing Amp is probably the better option; if you went for Comp first though, you should max TP before Amp. So that makes:
Another build worth considering is
* 1 Blizzard
* 9 Maple warrior
* Max Chain Lightning
* 5 Ice Demon
* 5 Ifrit
* Max Infinity
* Max Blizzard


*Elemental Amplification (26)/Thunder Spear (30)
No matter the build it never hurts to put 1 point into Infinity after Blizzard is obtained. The reason is simply because it will give you 10 seconds of free Blizzard spamming once every 10 minutes. It is a very small savings on potion cost but still adds up over the course of leveling. Like all 4th job build suggestions it is purely personal preference.
*Thunder Spear (30)/Elemental Amplification (26)


Finally, get 1 in both Partial Resistance and Seal, then choose to max either.
===Fire/Poison ArchMage===
When you reach 120, go to Leafre, Forest of the Priest (Hidden Portal at Valley of the Antelope) and talk to Gritto the 4th Job Instructor. Bring back a Heroic Star and Heroic Pentagon, obtained by killing Manon & Griffey.


Another suggested path is:
Post Ascension, this quest changed.  You don't go to El Nath anymore, and you can no longer buy the star and pentagon for 10,000,000.  Also, you can't bring a party to help you.  This is a solo quest.  Manon & Griffey are in the same location as normal, but it's a special map that you, and only you, can get into when you have the quest.  They will always be there, and their HP will reset every time you die and start over.


* Put 5 points in ''Elemental Amplification''
A level by level build is not realistic as there is no way to predict when you will find, or be able to buy, the required mastery books, but here are some tips to get you started.  The Maple Warrior skill book will be given when you finish the job advancement.  Post Ascension build, there are several 1 pointers you should get first such as Ifrit because it adds Elemental Resistance.  Next max Buff Mastery for the added attack and longer buffs.
* Put 11 points in ''Magic Booster''
* Max ''Thunder Spear'' (30)
* Max ''Ice Strike'' (30)
* Max ''Magic Booster'' (20)
* Max ''Seal'' (20)
* Max ''Elemental Amplification'' (30)
* Max ''Partial Resistance'' (20)
* Put 1 point in ''Magic Armor'' (2)


=== Fire/Poison Wizard ===
;Regular Build
*'''Level 120''': +1 Paralyze (1), +1 Mist Eruption (1), +1 Arcane Aim (1)
*'''Level 121''': +1 Big Bang (1), +1 Meteor Shower (1), +1 Ifrit (1)
*'''Level 122''': +3 Buff Mastery (3)
*'''Level 123''': +3 Buff Mastery (6)
*'''Level 124''': +3 Buff Mastery (9)
*'''Level 125''': +1 '''Buff Mastery''' (10), +2 Paralyze (3)
*'''Level 126''': +3 Paralyze (6)
*'''Level 127''': +2 Paralyze (9)


Considering Fire Arrow will be your primary attack, the skill build instead differs in whether to get Slow or to get Poison Brace (As an added note, if you max Slow you still has 11 points for Poison).
;End Result  (This shows max all, but you could leave points off Ifrit or Big Bang)
*'''Buff Mastery''': Level 10
*'''Paralyze''': Level 30
*'''Arcane Aim''': Level 30
*'''Mist Eruption''': Level 30


Build A - Max Slow
*'''Infinity''': Level 30
*'''Hero's Will''': Level 5
*'''Maple Warrior''': Level 30


*Teleport (1)
*'''Meteor Shower''': Level 30
*MP Eater (1)
*'''Big Bang''': Level 30
*Fire Arrow (30) [Save SP at level 15 Fire Arrow until you have 11 SP to spend]
*'''Ifrit''': Level 30
*MP Eater (2)
*Meditation (20) [Again, save SP at level 10 Meditation]
*Teleport (19)
*Slow (20)
*MP Eater (17)
*Poison Brace (11)


Build B - Max Poison
==Anti-Builds==
These are a collection of builds that look great on paper but aren't efficient in practice.


*Teleport (1)
===HP Cleric===
*MP Eater (1)
"Instead of spending stat points in INT and LUK, wear a bathrobe, and put it all in HP.  This way your heal will heal tons of HP since it is based on your HP. You will be extremely popular with parties, because of your high durability and high healing rate."
*Fire Arrow (30) [Save SP at level 15 Fire Arrow until you have 11 SP to spend]
*MP Eater (2)
*Meditation (20) [Again, save SP at level 10 Meditation]
*Poison (30) [Don't bother saving SP. You're not spamming it.]
*Teleport (19)
*MP Eater (17)
*Energy Bolt/Slow/Whatever (1)


Alternate Fire/Poison Build
Max Heal recovers health equal to about 300% of the Cleric's maximum HP.
*Fire Arrow (30)
*Meditation (20)
*Poison Breath (30)
*MP Eater (20)
*Teleport (11)
*Slow (10)


This only represents the final look on the build. The way the person chooses to distribute the stats is up to him/her. However it is highly recommended Fire Arrow along with Meditation are top priority. A maxed Poison Breath can do around 347 to 578 damage (with roughly 35 luk and 175 m attack) plus if poisoned 70 hp or 1/40th hp whichever is higher. This can allow Fire Wizards to hunt fire creatures they normally would not be able too such as Fire Boars. Some creatures weak to poison also give good exp. This is an optional build and only recommended for advanced players.
===STR Cleric===
You may be thinking, Magicians have access to maces, so it should be a good idea to do a warrior-ish build, just adding enough INT to make the first advancement then doing a similar STR/DEX build to a warrior.


*Build C - Some Magic Armor
Unfortunately, there are a few problems wrong with this idea. First of all, a lack of mastery and weapon-based skills makes this build nearly as weak, if not weaker, than a permanent beginner. Even then, perma-beginners have access to the 200+ attack weapons (not in Maple Global). Second, the few Magician/Cleric skills available won't nearly be enough to compensate for its weaknesses. Why?


*Lvl 30- Teleport (1)
*As stated, with so little INT, the damage done by Heal to undead monsters will be very weak
*Lvl 31-40- Fire Arrow (30)(Maxed)
*Lvl 41- MP Eater (3)
*Lvl 42-48- Meditate (20)(Maxed) Teleport (1) ///OR Poison Brace///


*Poison is kinda fun to watch as you caneatch the monsters turn green and *bubbly. It is also quite boring to be using fire arrow until lvl 70. It is also *good if you know how to use poison effectively before using poison myst.
*Skills that aren't based on INT (Magic Guard/Armour, Bless, Invincible) still work, but they would anyway in a normal build.


*Lvl 49-54- Teleport (18)(Maxed)
*Attack skills (Magic Claw, Holy Arrow) also do little damage, if any.
*Lvl 55-61- Magic Armor (20) Slow or Poison Brace (1)
*Lvl 62-67- MP Eater (17) Slow or Poison Brace (1)
*Lvl 68-70- Slow or Poison Brace (9)


*Why Max M Armor? Well, it adds 40 weapon def. Although M guard is definately *better than it, 40 weapon def takes away around 40 damage. When you are dealt *high damage (by Boss e.g. Alishar, Mushmom, Jr Balrog, Crimson Balrog, Zakum)  *M guard will protect you from death by taking away hundred/thousand worth of *damage. However, when you are training, 40 damage is A LOT. You will be taking *a lot of hits. For example, when training at jr yeti, they damage around 120- *140 damage. M guard will take around 96-112 of the damage and you receive 24-28 *damage. With M armor, you can decrease the HP damage to 10-20 and the MP damage *to 60-80. In the long run, it will save u alot of hpp and mp pots.
Third, Magic Guard will likely be the only thing saving you from death at stronger monsters; At least Warriors have their massive HP, Bandits a good amount of HP and (eventually) Meso Guard, and perma-beginners have no EXP loss on death.


'''Argument''' Correct, but then no one has enough precious skill points for that until level 120 where you don't need the skill points anymore because 4th job skills are gotten differently
As such, Perma-beginners will likely be better than a STR Cleric in most areas except partying... And the lack of Heal really hurts a STR Cleric in that regard anyway.


=Anti-Builds=
In its own ways, though, the STR Cleric is still usable.  
These are a collection of builds that look great on paper but don't work in practice.
===HP Cleric===
Instead of spending stat points in INT and LUK, wear a bathrobe, and put it all in HP.  This way your heal will do tons of damage since it is based on your HP.  Unfortunately this doesnt work since the damage you do to enemies is based on the level of your Heal regardless of your HP.


--Actually, testing has been done, and it turns out that Heal isn't percentage based as most people think. A 4/4 Strength Cleric will probably heal 4 HP with each cast of Heal, since the amount healed is apparently based upon M. Attack, like most other spells.
*The STR Cleric uses MP moreover as an extension of HP, using MP to substitute for health. They rely on this much more than other mages.  


Well, you're partially correct. The percentage that reads on the skill box--you multiply that by your total HP, and divide it among all of your party members in range. However, when fighting monsters, damage is based purely on M.ATK. I have personally tested it--using a sword and my Lama Staff on Zombie Lupins... Oh, and just a hint of advice: dont try fighting Zombie Lupins with a sword. =P
*STR Clerics also benefit from bless more than other mages since Bless affects accuracy and avoidability, not intelligence or magic.


===STR Cleric===
*Though heal cannot be used to combat undead or unholy enemies, it still maintains its healing properties.
You may be thinking, Magicians have access to maces, so it should be a good idea to do a warrior-ish build, just adding enough INT to make the first advancement then doing a similar STR/DEX build to a warrior.


Unfortunately, there are a few problems wrong with this idea. First of all, a lack of mastery and weapon-based skills makes this build nearly as weak, if not weaker, than a perma-beginner. Even then, perma-beginners have access to the 200+ attack weapons (Not in Maple Global, but still...). Second, the  few Magician/Cleric skills available won't nearly be enough to compensate for its weaknesses. Why?
*STR Clerics can also more easily access other party members since they will be fighting monsters directly rather than standing at a distance and casting spells.


*As stated, with so little INT, Heal will heal very little amounts of HP and do very little damage.
*Party spells such as Door and Dispel can still be used, allowing STR Clerics to still maintain the role of a Cleric within a party
*Skills that aren't based on INT (Magic Guard/Armour, Bless, Invincible) still work, but they would anyway in a normal build.
*Attack skills (Magic Claw, Holy Arrow) also do little damage, if any.


Third, Magic Guard will likely be the only thing saving you from death at stronger monsters; At least Warriors have their massive HP, Bandits a good amount of HP and (eventually) Meso Guard, and perma-beginners have no EXP loss on death.
*STR mages in general get the ability to tele-slash. It is the ability to physically attack, then teleport, similar to tele-casting. This allows STR mages to avoid injury more easily than other classes.


As such, Perma-beginners will likely be better than a STR Cleric in most areas except partying... And the lack of Heal really hurts a STR Cleric in that regard anyway.
The STR Cleric, like the Perma-Beginner, has a slow growth rate, along with all of its disadvantages. They also require much more planning than other classes and are more limited in equip choices. Still, they have a unique gameplay style and are still an option to consider.


===Pure MP Build===
===Pure MP Build===
It would be exactly like the HP build, but instead of adding HP, you max out the MP improving thing and add MP after maxing it out. After the second job advancement, you make it a cleric, max out heal and MP eater, and "Voila!", you get the Pure MP build. You can heal people with ease, have no risk of dying if MP guard is activated, and you can take free pots using MP eater, since you don't need to hit for MP eater to be activated.
However, because of the new patch, throwing shells is not available, so you should also do something about your INT. You should put it around 43 or something (needs confirming), and then do the job advancement.


I just thought of something ([[User:James chen0|James chen0]] 14:18, 1 April 2007 (CDT))--how about a pure MP build? It would be exactly like the HP build, but instead of adding HP, you max out the MP improving thing and add MP after maxing it out. After the second job advancement, you make it a cleric, max out heal and MP eater, and "Voila!", you get the Pure MP build. You can heal people with ease, have no risk of dying if MP guard is activated, and you can take *free* pots using MP eater. (You don't need a hit for MP eater to be activated, correct?
{{Footer Nav|game=MapleStory|prevpage=Magician/Skills|prevname=Skills|nextpage=Magician/Equipment|nextname=Equipment}}
However, because of the new patch, throwing shells is not available, so you should also do something about your INT (is that what you use to aim?). You should put it around 43 or something (needs confirming), and then do the job advancement.
Please accept this as my work; I had at least 3 dreams about it, and I daydreamed about it in my free time.
Also, if you can add anything else, please add it on ([[User:James chen0|James chen0]] 14:18, 1 April 2007 (CDT))

Latest revision as of 17:07, 23 August 2013

Statistic Builds[edit]

LUK Build (Normal)[edit]

LUK is only used for the Mage as a requirement to wear most Mage-specific equipment, with the usual requirement of LUK being 3 points above the equipment's level (elemental staffs). When you level, put all points into INT. If you are not sure, press Auto Assign as this will take advantage of equipment stats as well. Even if you need LUK yo wear elemental staffs, at level 140, Hyper Luck is available and increases 50 LUK.

INT is the Mage's main damage stat, as it adds to the character's Magic Attack. All points not spent on LUK should be put in INT, as the other stats do not help Magicians AT ALL! Some people cap their LUK at 4 or so and put all AP on INT after that.

LUKless Build[edit]

LUKless mages keep their base LUK at 4 and add all their AP to INT. At level 197 a LUKless mage will be unable to add more int past 999 base INT. At that point they add their points to LUK. with a ending stat distribution of 999 INT and 23 LUK at level 200.

If carefully built, a LUKless Mage has far more potential than a LUK mage, and costs less (unlike most other statless classes). The magic attack in a weapon is divided several times, and then added to determine your minimum and maximum damage with a given spell, rather than multiplied like the weapon attack in most other weapons. This renders LUK obsolete. Their max MP is also vastly greater at higher levels because INT is what determines how much MP a character gains at level up. Magic attack from weapons does not. But be warned: Elemental staffs require LUK to wear.

Maker LUKless[edit]

Maker LUKless have the benefit of both being able to wear mage equipment and be considered LUKless when they reach the highest levels of MapleStory. They remain with the no LUK build until level 50, which is the lowest level that maker equips can reach, and then adding enough base LUK up to a maximum of 19 to wear level 50 equips. Using Advanced wisdom crystals to make the level 50 gloves and shoes they make equipment that offsets the amount of LUK they had to put into their base stat to wear. The shoes on average will be 8 INT and the gloves 8 INT also, offsetting the 15 AP Maker mages have to put into LUK. This build is not recommended unless one has access to Zakum helms and other high level and expensive items.

First Job Skill Builds[edit]

Beginner[edit]

Considering Recovery only heals about 2HP/second when fully leveled, most people will not select this.

  • Level 2: +1 Three Snails (1)
  • Level 3: +1 Three Snails (2)
  • Level 4: +1 Three Snails (3)
  • Level 5: +1 Nimble Feet (1)
  • Level 6: +1 Nimble Feet (2)
  • Level 7: +1 Nimble Feet (3)

Magician[edit]

Maxing MP Boost first is no longer necessary post ascension. For the first few levels, you will be able to use Three Snails to attack, and save MP if Magic Claw is draining it too quickly.

Regular Build
  • Level 8: +1 Energy Bolt (1), +3 Magic Claw (3)
  • Level 9: +3 Magic Claw (6)
  • Level 10: +3 Magic Claw (9)
  • Level 11: +3 Magic Claw (12)
  • Level 12: +3 Magic Claw (15)
  • Level 13: +3 Magic Claw (18)
  • Level 14: +2 Magic Claw (20), +1 MP Boost (1)
  • Level 15: +3 MP Boost (4)
  • Level 16: +3 MP Boost (7)
  • Level 17: +3 MP Boost (10)
  • Level 18: +3 Magic Guard (3)
  • Level 19: +3 Magic Guard (6)
  • Level 20: +3 Magic Guard (9)
  • Level 21: +3 Magic Guard (12)
  • Level 22: +3 Magic Guard (15)
  • Level 23: +3 Magic Armor (3)
  • Level 24: +3 Magic Armor (6)
  • Level 25: +3 Magic Armor (9)
  • Level 26: +3 Magic Armor (12)
  • Level 27: +3 Magic Armor (15)
  • Level 28: +3 Energy Bolt (4)
  • Level 29: +3 Energy Bolt (7)
  • Level 30: +3 Energy Bolt (10)
End Result
  • Magic Claw: Level 20 (MAX)
  • MP Boost: Level 10 (MAX)
  • Magic Guard: Level 15 (MAX)
  • Magic Armor: Level 15 (MAX)
  • Energy Bolt: Level 10

Common Myths[edit]

Myth: Energy Bolt is Better than Magic Claw

For each attack, Energy bolt hits once, while Magic Claw hits twice. Magic Claw can also go through walls while Energy Bolt cannot. Energy Bolt is slower each cast compared to Magic Claw. Magic claw takes more MP. Magic claw is recommended over energy bolt.

Each hit with Magic Claw (40 M.ATK) does less damage than one Energy Bolt (55 M.ATK) hit, however Magic Claw hits twice, which does significantly more damage. Many people think that Magic Claw uses more MP per M.ATK than Energy Bolt. This is a lie. At lvl 20 Magic Claw, 80 total M.ATK using 20 MP equals 4 M.ATK per MP, but Energy Bolt does 55 M.ATK with 14 MP, equaling around 3.9 M.ATK per MP. On the other hand, Energy Bolt will allow you to knock back some monsters with high defense that Magic Claw will not, however by the time the difference is noticeable, you will already have new attacks (as a Wizard or Cleric). Still, due to its ability to knock back higher leveled monsters, some Lukless mages tend to max this instead since they train at high level monsters due to the pure INT advantage.

Myth: Magic Armor is better than Magic Guard

At lower levels, when MP is fairly low, Magic Guard used to be very expensive. Because of the release of New Leaf City and its potions, MP is not nearly as expensive to recover as it once was. Still, lower-level enemies don't usually do enough damage to make Magic Guard essential for survival. However, at higher level, when enemies do damage in the thousands, Magicians do not have enough HP to survive even one hit from the enemies. This means that Magic Guard is required at higher levels. At higher levels, MP is also not as big a problem due to very quick MP recovery, NLC pots, and the Wizard/Cleric MP Eater skill.

Second Job Skill Builds[edit]

Cleric[edit]

Regular Build
  • Level 30: +1 Teleport (1), +2 Heal (2), +1 Holy Arrow (1)
  • Level 31: +3 Heal (5)
  • Level 32: +3 Heal (8)
  • Level 33: +3 Heal (11)
  • Level 34: +3 Heal (14)
  • Level 35: +3 Heal (17)
  • Level 36: +3 Heal (20)
  • Level 37: +3 Spell Mastery (3)
  • Level 38: +3 Spell Mastery (6)
  • Level 39: +3 Spell Mastery (9)
  • Level 40: +1 Spell Mastery (10), +2 High Wisdom (2)
  • Level 41: +3 High Wisdom (5)
  • Level 42: +3 Teleport (4)
  • Level 43: +1 Teleport (5), +2 Invincible (2)
  • Level 44: +3 Invincible (5)
  • Level 45: +3 Bless (3)
  • Level 46: +3 Bless (6)
  • Level 47: +3 Bless (9)
  • Level 48: +3 Bless (12)
  • Level 49: +3 Bless (15)
  • Level 50: +3 MP Eater (3)
  • Level 51: +3 MP Eater (6)
  • Level 52: +3 MP Eater (9)
  • Level 53: +3 MP Eater (12)
  • Level 54: +3 MP Eater (15)
  • Level 55: +3 MP Eater (18)
  • Level 56: +2 MP Eater (20), +1 Invincible (6)
  • Level 57: +3 Invincible (9)
  • Level 58: +3 Invincible (12)
  • Level 59: +3 Invincible (15)
  • Level 60: +3 Holy Arrow (4)
End Result
  • Heal: Level 20 (MAX)
  • Spell Mastery: Level 10 (MAX)
  • High Wisdom: Level 5 (MAX)
  • Teleport: Level 5 (MAX)
  • Bless: Level 15 (MAX)
  • MP Eater: Level 20 (MAX)
  • Invincible: Level 15 (MAX)
  • Holy Arrow: Level 4

Holy Arrow is replaced by 3rd job Shining Ray so it does not need to be maxed, and those 16 SP are better used elsewhere. Heal should be maxed early to enjoy the benefits of being a Cleric (which is to support others by healing).

Ice/Lightning Wizard[edit]

You can decide to max either Cold Beam (commonly referred as ice) first or Thunder Bolt (commonly referred as lit or lightning) first. Ice first is recommended to most, although if you have money to burn and just want to train fast, by all means go for lit first. With both choices in mind, your first attack will be labeled as your Primary Attack, and the other as Secondary Attack

Ice Hybrid build
  • 1 Teleport
  • 30 Cold Beam (MAX)
  • 5 MP eater
  • 30 Thunder Bolt (MAX)
  • 15 MP Eater (MAX)
  • 20 Meditation (MAX)
  • 19 Teleport (MAX)
MP Thief
  • 1 Teleport
  • 25 Thunder Bolt
  • 20 MP Eater (MAX)
  • 5 Thunder Bolt (MAX)
  • 30 Cold Beam (MAX)
  • 20 Meditation (MAX)
  • 19 Teleport (MAX)
Fast and Cheap Training Build
  • 1 MP Eater
  • 1 Teleport
  • 1 Cold Beam
  • 15 Thunder Bolt
  • 19 MP Eater
  • 19 Teleport
  • 20 Meditation
  • 15 Thunder Bolt
  • 20 Slow
  • 9 Extra

The Reason you Max Meditation before Thunder bolt is because you will be traing in Helois Tower on the Hamsters. This is so that you take no damage, exluding when you go and get your loot. Because of this you do not need to have as much damage, rather increase damage by using Meditation as Thunder bolt doubles MP cost at level 16. You add 1 in MP eater and Cold beam because when traing in the Mushking empire this will allow you to constantly freeze the yetis and MP eater will always fully restore your mp when activated. Teleport and MP eater are Maxed before Thunder Bolt because the goal of this build is to train fast and get rich, not train fast and get poor.

Both Attacks First
  • 1 Teleport (1)
  • 1 MP Eater (1)
  • 30 Primary Attack (MAX)
  • 2 MP Eater (3)
  • 30 Secondary Attack (MAX)
  • 20 Meditation (MAX)
  • 19 Teleport (MAX)
  • 17 MP Eater (MAX)
  • 1 Anything (including 1st Job skills) (1)
Early Meditation
  • 1 Teleport (1)
  • 1 MP Eater (1)
  • 30 Primary Attack (MAX)
  • 2 MP Eater (3)
  • 20 Meditation (MAX)
  • 30 Secondary Attack (MAX)
  • 19 Teleport (MAX)
  • 17 MP Eater (MAX)
  • 1 Anything (including 1st Job skills) (1)
Early Meditation and Teleport
  • 1 Teleport (1)
  • 1 MP Eater (1)
  • 30 Primary Attack (MAX)
  • 20 Meditation (MAX)
  • 19 Teleport (MAX)
  • 30 Secondary Attack (MAX)
  • 17 MP Eater (MAX)
  • 1 Anything (including 1st Job skills) (1)

There are some people who feel they don't need teleport to be efficient. For those who are wondering, there are other builds that can work better in different situations. Teleport is almost essential to a lightning wizard. When training at say, Lorangs (or basically any map with crowded mobs - exactly the type of maps lightning wizards should train in), they are doing a lot of damage to you, and teleport allows you get in a good spot without getting hit on the way so you can start zapping away.

My personal build LV (132 arch mage)
  • 1 Teleport
  • 30 Thunder Bolt
  • 20 Mp Eater
  • 19 Teleport
  • 30 Cold Beam
  • 20 Meditation

This build is for pure leveling and usually for funded mages (also this is the most sensible build and used by many early Arch Mages highly recommended). The reason behind meditation being last is that in nlc you can purchase Wizard Elixir (+20 magic attack for 8 minutes) there by eliminating the need for meditation in favor of rapid leveling. Most of your low lv training would be teddies for 25-35 then you can try retz the little hamsters to the west, there’s a screw you can stand one floor down on and spam thunder bolt for hours and never fear retaliation for very fast xp. If at any point retz aren’t doing it for you your welcome to try clangs at there hidden street but in personal experience it’s too much teleporting around and getting hit with retz you may teleport up or down every few minutes and you should never be hit staying only on screws usually good until lv 51 you can also try straw test dummies 3200 hp. Newer mpg mages should note that Magicians using this build can be the best leaders for offensive fast runs. With teleport they can get to any room faster than any other class and can deliver consistent fast damage to the mob within. It’s all about positioning as a leader you'll be in room 7 Only boxes facing the left can contain tauros. Now when it opens there’s three possibilities: top - stand underneath them and thunder bolt away middle - this one is a little tricky but the fastest one jump up on the platform underneath them you’ll be struck first then while flashing jump again and begin the thunder spam as for the bottom - you can either stand next to them on the left, hide to the right but if your good you can stand on the window and thunder bolt away. Always teleport - never walk. Get used to teleporting all over the place and it will save you hours in the long run.

No/Low Cold Beam Build

Many find Cold Beam to be useless after 2nd job and choose to not invest points in it, especially since Thunderbolt is faster exp anyways, and claw is decent single target damage. Plus, Comp replaces cold beam in 3rd job as a single target attack. Also, Slow can be useful at bosses and other areas, much more than Cold Beam will be later on.

  • 1 Teleport (1)
  • 30 Thunderbolt (MAX)
  • 19 Teleport (MAX)
  • 20 MP Eater (MAX)
  • 20 Meditation (MAX)
  • 20 Slow (MAX)
  • 11 Anything (Including First Job Skills)

Fire/Poison Wizard[edit]

Post Ascension DoT on Poison Breath is more valuable than Blazing Arrow which is replaced with 3rd job Fire Demon anyway, so it does not need to be maxed.

Regular Build
  • Level 30: +1 Teleport (1), +1 Spell Mastery (1), +1 Blazing Arrow (1), +1 Poison Breath (1)
  • Level 31: +3 Spell Mastery (4)
  • Level 32: +3 Spell Mastery (7)
  • Level 33: +3 Spell Mastery (10)
  • Level 34: +3 High Wisdom (3)
  • Level 35: +2 High Wisdom (5), +1 Poison Breath (2)
  • Level 36: +3 Poison Breath (5)
  • Level 37: +3 Poison Breath (8)
  • Level 38: +3 Poison Breath (11)
  • Level 39: +3 Poison Breath (14)
  • Level 40: +3 Poison Breath (17)
  • Level 41: +3 Poison Breath (20)
  • Level 42: +3 Teleport (4)
  • Level 43: +1 Teleport (5), +2 MP Eater (2)
  • Level 44: +2 Meditation (2), +1 MP Eater (3)
  • Level 45: +3 Meditation (5)
  • Level 46: +3 Meditation (8)
  • Level 47: +3 Meditation (11)
  • Level 48: +3 Meditation (14)
  • Level 49: +3 Meditation (17)
  • Level 50: +3 Meditation (20)
  • Level 51: +3 MP Eater (6)
  • Level 52: +3 MP Eater (9)
  • Level 53: +3 MP Eater (12)
  • Level 54: +3 MP Eater (15)
  • Level 55: +3 MP Eater (18)
  • Level 56: +2 MP Eater (20), +1 Slow (1)
  • Level 57: +3 Slow (4)
  • Level 58: +3 Slow (7)
  • Level 59: +3 Slow (10)
  • Level 60: +3 Blazing Arrow (4)
End Result
  • Spell Mastery: Level 10
  • High Wisdom: Level 5
  • Poison Breath: Level 20 (or 4)
  • Teleport: Level 5
  • Meditation: Level 20
  • MP Eater: Level 20
  • Slow: Level 10
  • Blazing Arrow: Level 4 (or 20)

Blazing Arrow is replaced by 3rd job Fire Demon so it does not need to be maxed, and those 16 SP are better used elsewhere.

Third Job Skill Builds[edit]

Priest[edit]

Post Ascension build, Shining Ray hits 6, and has good range. (Now you know why you didn't need Holy Arrow in second job) After 3 SP on Dispel, max Holy Symbol for more EXP. Shining Ray does not need to be maxed because it's replaced by 4th job Angel Ray.

Regular Build
  • Level 60: +1 Shining Ray (1), +1 Teleport Mastery (1), +2 Dispel (2)
  • Level 61: +1 Dispel (3), +2 Holy Symbol (2)
  • Level 62: +3 Holy Symbol (5)
  • Level 63: +3 Holy Symbol (8)
  • Level 64: +3 Holy Symbol (11)
  • Level 65: +3 Holy Symbol (14)
  • Level 66: +3 Holy Symbol (17)
  • Level 67: +3 Holy Symbol (20)
  • Level 68: +1 Mystic Door (1), +2 Holy Focus (2)
  • Level 69: +3 Holy Focus (5)
  • Level 70: +3 Holy Focus (8)
  • Level 71: +2 Holy Focus (10), +1 Shining Ray (2)
  • Level 72: +3 Shining Ray (5)
  • Level 73: +3 Shining Ray (8)
  • Level 74: +3 Shining Ray (11)
  • Level 75: +3 Shining Ray (14)
  • Level 76: +3 Dispel (6)
  • Level 77: +3 Dispel (9)
  • Level 78: +1 Dispel (10), +2 Holy Magic Shell (2)
  • Level 79: +3 Holy Magic Shell (5)
  • Level 80: +3 Holy Magic Shell (8)
  • Level 81: +3 Holy Magic Shell (11)
  • Level 82: +3 Holy Magic Shell (14)
  • Level 83: +3 Holy Magic Shell (17)
  • Level 84: +3 Holy Magic Shell (20)
  • Level 85: +3 Teleport Mastery (4)
  • Level 86: +3 Teleport Mastery (7)
  • Level 87: +3 Teleport Mastery (10)
  • Level 88: +3 Magic Booster (3)
  • Level 89: +3 Magic Booster (6)
  • Level 90: +3 Magic Booster (9)
  • Level 91: +1 Magic Booster (10), +2 Arcane Overdrive (2)
  • Level 92: +3 Arcane Overdrive (5)
  • Level 93: +3 Arcane Overdrive (8)
  • Level 94: +2 Arcane Overdrive (10), +1 Doom (1)
  • Level 95: +3 Doom (4)
  • Level 96: +3 Doom (7)
  • Level 97: +3 Doom (10)
  • Level 98: +3 Mystic Door (4)
  • Level 99: +3 Mystic Door (7)
  • Level 100: +3 Mystic Door (10)
End Result
  • Holy Symbol: Level 20
  • Holy Focus: Level 10
  • Shining Ray: Level 14 (or 20)
  • Dispel: Level 10
  • Holy Magic Shell: Level 20
  • Teleport Mastery: Level 10
  • Magic Booster: Level 10
  • Doom: Level 10 (or 4)
  • Mystic Door: Level 10
  • Arcane Overdrive: Level 10

Shining Ray and Heal will be your training skills. Shining Ray does not need to be maxed because it's replaced by 4th job Angel Ray, but AR requires a mastery book that's dropped by Zakum. Heal training can allow you to train without the use of Magic Guard on some maps which will maximize MP Eater and minimize pot burn. 1 SP on Door early for parties. Holy Magic Shell will heal and protect you and your party up to 20 seconds. Doom can turn mobs into snails for a little while. It's a non essential, but fun skill. Alternatively, you could leave it at 3 and max Shining Ray.

Ice/Lightning Mage[edit]

There are no mobs weak to thunder between Clangs and Vikings, so Thunder Spear may not be suitable as your first attack skill. Ice Strike freezes Vikings solid.

Consider whether you should put points into Partial Resistance or not, after all, there aren't many monsters with such elemental attacks. In any case, Seal is probably better for everything but Zakum, while Partial Resistance is useful if you do Zakum all day (since it can't be sealed). Though, it's not like you're going to try to train on Grims or anything.

  • Note: There is a debate between which is better, Seal or Partial resistance. Seal works against non-boss monsters, though they'll be frozen, and Partial resistance is extremely helpful against bosses such as Papulatus, Zakum, and Horned Tail since they all use Ice and Lightning Based attacks. 10 points into Seal and 10 points into Partial resistance is the key to having a rounded character. If you tend to fight bosses most of the time, then Partial resistance should instead be maxed (the difference between being balanced and maxing the skill is 20% damage reduction).
Boss and Non-Boss Build(Possibly Most effective)
  • 30 Ice Strike(MAX)
  • 30 Element Composition or Thunder Spear(MAX)
  • 30 Element Amplification(MAX)
  • 30 Thunder Spear or Element Composition(MAX)
  • 20 Spell Booster(MAX)
  • 10 Seal
  • 1 Partial Resistance
Thunder Spear
  • 30 Thunder Spear or Element Composition (MAX)
  • 11 Spell Booster (11)
  • 30 Element Amplification (MAX)
  • 30 Ice Strike (MAX)
  • 30 Element Composition or Thunder Spear (MAX)
  • 20 Seal (MAX)*(See Note Below)
  • 2 Partial Resistance (2)
Ice Strike
  • 30 Ice Strike (MAX)
  • 11 Spell Booster (11)
  • 30 Element Amplification (MAX)
  • 30 Thunder Spear (MAX)
  • 30 Composition (MAX)
  • 20 Partial Resistance (MAX)
Element Composition
  • 1 Composition or Thunder Spear (1)
  • 3 Elemental Amplification (3)
  • 29 Composition or Thunder Spear (MAX)
  • 1 Elemental Amplification (4)
  • 11 Magic Booster (11)
  • 30 Thunder Spear or Ice Strike (MAX)
  • 26 Elemental Amplification or Thunder Spear (MAX)
  • 1 Partial Resistance (1)
  • 1 Seal (1)
  • 19 Partial Resistance or Seal (MAX)
Power Up First
  • 5 Elemental Amplification (5)
  • 11 Magic Booster (11)
  • 30 Thunder Spear (MAX)
  • 30 Ice Strike (MAX)
  • 9 Magic Booster (MAX)
  • 20 Seal (MAX)*(See note below)
  • 25 Elemental Amplification (MAX)
  • 20 Partial Resistance (MAX)
  • 1 Magic Armor (2)
Ice Mobber
  • 30 Ice Strike (MAX)
  • 5 Elemental Amplification (5)
  • 11 Magic Booster (11)
  • 25 Elemental Amplification (MAX)
  • 20 Seal (MAX)
  • 30 Element Composition (MAX)
  • 9 Magic Booster (MAX)
  • 20 Partial Resistance (MAX)
  • 1 Thunder Spear or Slow

Ice Mobber build completely removes Thunder Spear because it is replaced by Chain Lighting in 4th job. Additionally Seal and Partial Resistance have very unique and helpful uses. Seal is useful for mobbing monsters that are either un-freezable (not likely you would train on them) and more importantly monsters that have high magic attack (example Skelegons and Newties). Seal is able to be casted from a ladder and has longer range/time than freeze. Partial resistance is for simple boss runs. You could have 11 TS and 11 Booster but trust me when you are an Arch Mage its really a matter of how often do you want to stop attacking to rebuff for a skill that you will not use.

Fire/Poison Mage[edit]

Explosion and Fire Demon hit 6, their fast, and have good range. (Now you know why you didn't get Blazing Arrow in second job) 1 SP on Poison Mist early just because it's cool, but it's really not very useful till you get more points on it later. Don't raise Element Amplification too early, or it will cost you too much MP. You could swap Amp with Arcane Overdrive if you want.

Regular Build
  • Level 60: +1 Teleport Mastery (1), +1 Explosion (1), +1 Poison Mist (1), +1 Fire Demon (1)
  • Level 61: +3 Explosion (4)
  • Level 62: +3 Explosion (7)
  • Level 63: +3 Explosion (10)
  • Level 64: +3 Explosion (13)
  • Level 65: +3 Explosion (16)
  • Level 66: +3 Explosion (19)
  • Level 67: +1 Explosion (20), +2 Element Amplification (2)
  • Level 68: +2 Spell Booster (2), +1 Element Amplification (3)
  • Level 69: +3 Spell Booster (5)
  • Level 70: +3 Spell Booster (8)
  • Level 71: +2 Spell Booster (10), +1 Arcane Overdrive (1)
  • Level 72: +3 Arcane Overdrive (4)
  • Level 73: +3 Arcane Overdrive (7)
  • Level 74: +3 Arcane Overdrive (10)
  • Level 75: +1 Seal (1), +2 Element Amplification (5)
  • Level 76: +3 Element Amplification (8)
  • Level 77: +2 Element Amplification (10), +1 Poison Mist (2)
  • Level 78: +3 Poison Mist (5)
  • Level 79: +3 Poison Mist (8)
  • Level 80: +3 Poison Mist (11)
  • Level 81: +3 Poison Mist (14)
  • Level 82: +3 Poison Mist (17)
  • Level 83: +3 Poison Mist (20)
  • Level 84: +3 Burning Magic (3)
  • Level 85: +3 Burning Magic (6)
  • Level 86: +3 Burning Magic (9)
  • Level 87: +1 Burning Magic (10), +2 Fire Demon (3)
  • Level 88: +3 Fire Demon (6)
  • Level 89: +3 Fire Demon (9)
  • Level 90: +1 Fire Demon (10), +2 Teleport Mastery (3)
  • Level 91: +3 Teleport Mastery (6)
  • Level 92: +3 Teleport Mastery (9)
  • Level 93: +1 Teleport Mastery (10), +2 Elemental Decrease (2)
  • Level 94: +3 Elemental Decrease (5)
  • Level 95: +3 Elemental Decrease (8)
  • Level 96: +2 Elemental Decrease (10), +1 Seal (2)
  • Level 97: +3 Seal (5)
  • Level 98: +3 Seal (8)
  • Level 99: +3 Seal (11)
  • Level 100: +3 Seal (14)
End Result
  • Explosion: Level 20
  • Arcane Overdrive: Level 10
  • Elemental Amplification: Level 10
  • Poison Mist: Level 20
  • Burning Magic: Level 10
  • Fire Demon: Level 10
  • Teleport Mastery: Level 10
  • Spell Booster: Level 10
  • Elemental Decrease: Level 10
  • Seal: Level 14

Explosion will be your fastest training skill. Spell Booster, Arcane Overdrive, and Elemental Amplification are next to support Explosion. Poison Mist comes next to take advantage of the DoT, than Burning Magic to increase it. Finish Fire Demon and Teleport Mastery for more damage. Finish Spell Booster for more time. Max Elemental Decrease for those mobs that are strong to both Fire and Poison. Seal cast fast and is useful with only one point, so it does not need to be maxed early, or at all.

Fourth Job Skill Builds[edit]

Skills[edit]

Fourth Job Skills aren't readily available. You will need to get a skill book or complete some sort of quest to earn the Skill, except the skill book Maple Hero, which is given free of charge by your 4th job instructor. Moreover, you can only add 10 skill points into any particular skill. To raise it further, you need to get additional mastery books. Each Skill has it's own particular book. There are 2 kinds of Mastery Books.

  • Level 20 Mastery Book: This book requires a minimum of level 5 in that particular skill to use. 70% success rate.
  • Level 30 Mastery Book: This book requires a minimum of level 15 in that particular skill to use. 50% success rate.

There are also storybooks.

  • Frozen Ice Book (Ice/Lightning Arghmage)

Bishop[edit]

When you reach 100, go to Leafre, Forest of the Priest (Hidden Portal at the top of Valley of the Antelope) and talk to Gritto the 4th Job Instructor. Bring back a Heroic Star and Heroic Pentagon, obtained by killing Manon & Griffey.

Most people say Griffey is more difficult, so do that last. The strategy is the same for both. Don't use Teleport Mastery or Bless/HS, as they will get debuffed anyway and take too long to put back. Do use Magic Guard, and if/when you have time, a macro with Invincible/Magic Armor/Magic Booster. Of course MG is the priority. You don't really need the other, but it saves MP. Put Holy Magic Shell on a Quick Slot so you can see when the cooldown is finished and you can use it again. Putting potions on Quick Slot is also helpful so you can see how many you have left. Minimize last minute changes to your keyboard layout so you don't get confused. A split second delay in thinking could mean you die. You can open the keyboard layout and move the keys you need to the Quick Slot area if needed so you don't need to change what keys you are used to using just to be able to see them.

Go in and immediately use Holy Magic Shell and start attacking. When it runs out, teleport away and hide. Don't worry about attacking the Kents, just hide from Manon/Griffey by teleporting to the left and right side of the map away from them and be ready with the MG and Power Elixer when you teleport past as they will 1/1 and/or debuff you. Don't attack again till you are able to use Holy Magic Shell again first. This will take lots of patience, but it will work. Good Luck.

A level by level build is not realistic as there is no way to predict when you will find, or be able to buy, the required mastery books, but here are some tips to get you started. The Maple Warrior skill book will be given when you finish the job advancement. Angel Ray requires the Angel Ray skill book which drops from Zakum. Most people will agree Angel Ray is the most important skill to max first, but since you probably won't have the book... Post Ascension build, there are several 1 pointers you should get first such as Bahamut because it adds Elemental Resistance. Next max Buff Mastery for the added attack and longer buffs.

Party Build
  • Level 120: +1 Advanced Blessing (1), +1 Big Bang (1), +1 Genesis (1)
  • Level 121: +1 Resurrection (1), +1 Arcane Aim (1), +1 Bahamut (1)
  • Level 122: +2 Maple Warrior (2), +1 Buff Mastery (1)
  • Level 123: +3 Maple Warrior (5)
  • Level 124: +2 Maple Warrior (7), +1 Buff Mastery (2)
  • Level 125: +3 Buff Mastery (5)
  • Level 126: +3 Buff Mastery (8)
  • Level 127: +2 Buff Mastery (10), +1 Advanced Blessing (2)
  • Level 128: +3 Advanced Blessing (5)
  • Level 129: +3 Advanced Blessing (8)
Solo Build
  • Level 120: +1 Advanced Blessing (1), +1 Big Bang (1), +1 Genesis (1)
  • Level 121: +1 Resurrection (1), +1 Arcane Aim (1), +1 Bahamut (1)
  • Level 122: +3 Buff Mastery (3)
  • Level 123: +3 Buff Mastery (6)
  • Level 124: +3 Buff Mastery (9)
  • Level 125: +1 Buff Mastery (10), +2 Angel Ray (2)
  • Level 126: +3 Angel Ray (5)
  • Level 127: +3 Angel Ray (8)

If you don't have Angel Ray yet, Buff Mastery is a good choice as it is only 10 SP to max and will improve your other attacks and buffs. Max Angel Ray or Advanced Blessing next depending on if you are able to get the skill book.

End Result (This shows max all, but you could leave points off Bahamut or Big Bang)
  • Buff Mastery: Level 10
  • Angel Ray: Level 30
  • Advanced Blessing: Level 30
  • Arcane Aim: Level 30
  • Infinity: Level 30
  • Resurrection: Level 5
  • Hero's Will: Level 5
  • Maple Warrior: Level 30
  • Genesis: Level 30
  • Big Bang: Level 30
  • Bahamut: Level 30

Ice/Lightning ArchMage[edit]

  • 15 Blizzard
  • 1 infinity
  • 9 Maple Warrior
  • 10 Chain Lightning
  • 5 Ice Demon
  • 10 Ifrit
  • 1 Hero's Will (MAX)
  • 5 Big Bang
Due to element amplification, it would be more meso efficient to raise Blizzard straight from level 15 to level 30

Another build worth considering is

  • 1 Blizzard
  • 9 Maple warrior
  • Max Chain Lightning
  • 5 Ice Demon
  • 5 Ifrit
  • Max Infinity
  • Max Blizzard

No matter the build it never hurts to put 1 point into Infinity after Blizzard is obtained. The reason is simply because it will give you 10 seconds of free Blizzard spamming once every 10 minutes. It is a very small savings on potion cost but still adds up over the course of leveling. Like all 4th job build suggestions it is purely personal preference.

Fire/Poison ArchMage[edit]

When you reach 120, go to Leafre, Forest of the Priest (Hidden Portal at Valley of the Antelope) and talk to Gritto the 4th Job Instructor. Bring back a Heroic Star and Heroic Pentagon, obtained by killing Manon & Griffey.

Post Ascension, this quest changed. You don't go to El Nath anymore, and you can no longer buy the star and pentagon for 10,000,000. Also, you can't bring a party to help you. This is a solo quest. Manon & Griffey are in the same location as normal, but it's a special map that you, and only you, can get into when you have the quest. They will always be there, and their HP will reset every time you die and start over.

A level by level build is not realistic as there is no way to predict when you will find, or be able to buy, the required mastery books, but here are some tips to get you started. The Maple Warrior skill book will be given when you finish the job advancement. Post Ascension build, there are several 1 pointers you should get first such as Ifrit because it adds Elemental Resistance. Next max Buff Mastery for the added attack and longer buffs.

Regular Build
  • Level 120: +1 Paralyze (1), +1 Mist Eruption (1), +1 Arcane Aim (1)
  • Level 121: +1 Big Bang (1), +1 Meteor Shower (1), +1 Ifrit (1)
  • Level 122: +3 Buff Mastery (3)
  • Level 123: +3 Buff Mastery (6)
  • Level 124: +3 Buff Mastery (9)
  • Level 125: +1 Buff Mastery (10), +2 Paralyze (3)
  • Level 126: +3 Paralyze (6)
  • Level 127: +2 Paralyze (9)
End Result (This shows max all, but you could leave points off Ifrit or Big Bang)
  • Buff Mastery: Level 10
  • Paralyze: Level 30
  • Arcane Aim: Level 30
  • Mist Eruption: Level 30
  • Infinity: Level 30
  • Hero's Will: Level 5
  • Maple Warrior: Level 30
  • Meteor Shower: Level 30
  • Big Bang: Level 30
  • Ifrit: Level 30

Anti-Builds[edit]

These are a collection of builds that look great on paper but aren't efficient in practice.

HP Cleric[edit]

"Instead of spending stat points in INT and LUK, wear a bathrobe, and put it all in HP. This way your heal will heal tons of HP since it is based on your HP. You will be extremely popular with parties, because of your high durability and high healing rate."

Max Heal recovers health equal to about 300% of the Cleric's maximum HP.

STR Cleric[edit]

You may be thinking, Magicians have access to maces, so it should be a good idea to do a warrior-ish build, just adding enough INT to make the first advancement then doing a similar STR/DEX build to a warrior.

Unfortunately, there are a few problems wrong with this idea. First of all, a lack of mastery and weapon-based skills makes this build nearly as weak, if not weaker, than a permanent beginner. Even then, perma-beginners have access to the 200+ attack weapons (not in Maple Global). Second, the few Magician/Cleric skills available won't nearly be enough to compensate for its weaknesses. Why?

  • As stated, with so little INT, the damage done by Heal to undead monsters will be very weak
  • Skills that aren't based on INT (Magic Guard/Armour, Bless, Invincible) still work, but they would anyway in a normal build.
  • Attack skills (Magic Claw, Holy Arrow) also do little damage, if any.

Third, Magic Guard will likely be the only thing saving you from death at stronger monsters; At least Warriors have their massive HP, Bandits a good amount of HP and (eventually) Meso Guard, and perma-beginners have no EXP loss on death.

As such, Perma-beginners will likely be better than a STR Cleric in most areas except partying... And the lack of Heal really hurts a STR Cleric in that regard anyway.

In its own ways, though, the STR Cleric is still usable.

  • The STR Cleric uses MP moreover as an extension of HP, using MP to substitute for health. They rely on this much more than other mages.
  • STR Clerics also benefit from bless more than other mages since Bless affects accuracy and avoidability, not intelligence or magic.
  • Though heal cannot be used to combat undead or unholy enemies, it still maintains its healing properties.
  • STR Clerics can also more easily access other party members since they will be fighting monsters directly rather than standing at a distance and casting spells.
  • Party spells such as Door and Dispel can still be used, allowing STR Clerics to still maintain the role of a Cleric within a party
  • STR mages in general get the ability to tele-slash. It is the ability to physically attack, then teleport, similar to tele-casting. This allows STR mages to avoid injury more easily than other classes.

The STR Cleric, like the Perma-Beginner, has a slow growth rate, along with all of its disadvantages. They also require much more planning than other classes and are more limited in equip choices. Still, they have a unique gameplay style and are still an option to consider.

Pure MP Build[edit]

It would be exactly like the HP build, but instead of adding HP, you max out the MP improving thing and add MP after maxing it out. After the second job advancement, you make it a cleric, max out heal and MP eater, and "Voila!", you get the Pure MP build. You can heal people with ease, have no risk of dying if MP guard is activated, and you can take free pots using MP eater, since you don't need to hit for MP eater to be activated.

However, because of the new patch, throwing shells is not available, so you should also do something about your INT. You should put it around 43 or something (needs confirming), and then do the job advancement.