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Magicians are ranged characters that eventually become imbued with a specific element, dealing 150% damage to monsters weak to that element. Each of the three specialised Magician jobs can get summons at the fourth job (3rd Job for Priests) and use Area of Effect attacks (though they are slow to cast).
The first two attacking spells you learn are magic claw and energy bolt. Your Energy Bolt must be at least level 1 to use magic claw. The first two defense skills are magic guard and magic armor, and you must have at least one skill point invested into magic guard to use magic armor.
Magicians have the highest magic defense in the game, and have the most MP, however many magician skills sap away a lot of MP. At the 3rd Job, Magicians can acquire elemental resistance, rendering them more resistant to element based attacks.
On the other hand, Magicians have the lowest weapon defence and HP in the entire game, making them prone to dying without their skill Magic Guard, which diverts 80% of damage taken from monsters to MP. However, MP pots cost twice the cost of HP pots.
Many magicians depend on luck to don equipment and improve their accuracy (0.3 accuracy per LUK), but luck also decreases the amount of experience lost per death (minimum 5% experience lost upon death when luck is above 75, maximum 10% exp loss when luck is below 10. In some versions, the requirement is lower, 4 luck means 10% exp loss, 10 luck will grant the player 5% exp loss). However, adding luck reduces the number of points you can place in intelligence, which improves your attack (intelligence increases the damage output of spells, as each attack is primarily based off of a combination of Int and your wand's magic attack. Also note that 1 INT = 1 MA and 1 MD.). However, unlike the other classes, magicians rely on hands to hit monsters. Every AP added into Dexterity, Intelligence, and Luck earns you 1 Hand, so AP added in Luck has some benefits.
Magicians are also able to use some of the status effects magical based monsters use, such as seal, slow, poison, dispel and freeze. Priest gain unbelievable party support skills, like heal, bless, holy symbol, dispel and holy shield, and even a GM skill called resurrection (which is pretty self-explanatory itself).
In regard to Maximum and Minimum damage, Magicians deal very stable damage in contrast to the other classes, due to their mastery in every attack skill. (the mastery determines the minimum attack. For example, if your maximum attack is 100, and your mastery is 60% (norm for magician skills, except Quantum Explosion 80%, Bahamat 80%), your minimum attack is 60, giving you a damage range of 60-100) However, magicians cannot deal critical attack, but more or less damage to monsters in accordance to their respective elements. (elementally weak monsters, 1.5 times damage, similar element monsters, 0.5 times damage)
Magicians can also teleport pass monsters with teleport, and drain MP from monsters with MP Eater.
Magicians start off extremely weak in the game (unless you are playing EuropeMS or GMS), and start to gain power from lvl 8 through 35. After lvl 35, Magicians begin to show their powerful magic potential, with their elemental skills dealing massive damage to opposing elemental monsters (with the added boost of Meditation), and a decent damage range with non-elemental skills. Skills such as MP Eater and Meditation give the mage a boost in recovery and power, respectively, and are unbelievably helpful later on. Mages start to show their full potential from level 70, and rise through the ranks all the way beyond lvl 120, unleashing their fury with terrific area of effect attacks, which none but the Dragon Knights can oppose with ease. (Dragon Knights are such an irony. Their damage is superb, but similar to Magicians, except that their skills consume HP, They actually depend on clerics and priests, a type of magician, to train effectively. If only the brawler skill MP recovery, not the magician's type, was a party skill, so mages don't have to worry about Genesis/Ice Field/Meteo.)
Note : If there is no mastery gained, mastery is set at 10%. Warriors, thieves, bowman and pirate earn their weapon mastery in their 2nd job, and it grants them a permanent 60% mastery, with the exception of bowman, which grants them 90% mastery with their expertise mastery skill. Magician's mastery, on the other hand, is paired up together with the spell involved. The more skill points added into the skill, the higher the mastery. This gives magicians an advantage in the 1st job, as they gain mastery before all other classes do. However, from the 2nd job onwards, other's classes mastery apply to every attack regardless of the skill's power, but magicians has much lower mastery compared to the other classes in the lower attack skill levels. This places Mages at a slight disadvantage in the later levels.
Magicians, with their ultimate attack skills being slow-casting multi-target area of effect skills, are designed for training, but not for boss runs. However, being able to use both their HP and MP to receive damage, magicians has survivalbility parallel to warriors, but they must constantly look out for dispel, which removes their magic guard. Their multiple target skills work well agaist composite bosses but not as well against single body bosses.
Magicians lack the high damage of Warriors, the nimbleness of Thieves, the range of Bowman and the rapidity of damage of Pirates. Magicians specialize in mastering elements, dragons and area of effect attacks, status effects, stable damage, and beautiful skills, therefore, if this is what you would like for your special Maple character, this is truly the class for you.
If otherwise, please turn back and choose another class, for once you choose your job, your choice is permanent.
"Would you like to have the power of nature itself in your hands? It may be a long, hard road to be on, but you'll surely be rewarded in the end, reaching the very top of wizardry..."
Hopefully Grendel enlightens you on how it is to be a magician.
Lore note: Grendel the Really Old once experimented with dark magic, and it was he who created the cursed dolls. The cursed dolls were later stolen by lupins, causing some of them to become zombie lupins. You can find this out during Rowen the Fairy and the Cursed Doll quest.
When you begin the game, you don't get to choose the stats that your character will begin the game with. GlobalMS allows you to add your stats anyway you want and your 1st job instructor (ie-Athena-Archer, Dark Lord-Thief, Grendel The Really Old-Magician, Dances With The Balrog-Warrior). But once you get your first job you have got to be careful and only put in INT and LUK.
Detailed information about raising INT and LUK can be found on the Builds page. A basic rule of thumb is that as long as your luck is 3 more than your level, you should be able to wear the equipment.
Be patient at the start, It's kind of hard.
The rewards of being a mage are great though...
Update: As of the GlobalMS patch v0.66, Beginners can only put stats into Str and Dex, to allow quick training while on Maple Island. After talking to your 1st job instructor, your AP will be reset to better suit your potential job. Once you talk to Grendel, your stats will be fixed, and you will be from then on only abile to raise your INT and LUK.
The bad news about this update: Int affects how much mp you gain every time you level up, so you can end up with less mp than mages from other versions. You can already gain 100+ mp from the 1st 10 lvls
At the beginning, your damage will be severely limited. The best training enemy for the beginning Magician are Green and Blue Snails. Try not to use healing items now. Save them for later. If you die now, your experience stays the same. Later, during the first job, exp decreases if you die. Now since the BIG update, it will be a lot easier for mages to lvl up. Luckily, the Magician's advancement level is only 8, whereas the other classes have an advancement level of 10. Also, a Hand Axe appears to be the best weapon for a Beginning Mage, since it has a higher tendency to strike for 3 damage.
The first few maps have an abundance of green snails. Beyond that are the two towns on Maple Island. If you wish, there are also quests on Maple Island that can be completed. One gives a helmet equip, and another gives a weapon. The second quest may require a lot of patience, as it asks for 10 orange mushroom caps (orange mushrooms have 80 hp!) as well as 30 blue snail shells. Fortunately, if you have the patience, there are safe spots you can jump and hit mushrooms without taking damage, but your hits tend to be extremely low (1). The reward for the quest is either a fruit knife or a razor, which is useless for a magician, so if you want to sell it then loot or buy orange mushroom caps.
Do note that the current Maple Island quests spoon feeds you to level 10, but some are too difficult for magicians.
Once you hit level 8 and if you have at least 20 points of INT (which you should if you have read this guide so far), go to Southperry and take the ship to Lith Harbor at a cost of 150 mesos. You get a beginner wand when you become a magician so don't waste money and buy a wand.
Do note that the current Maple Island quests spoon feeds you up to level 10, but be careful not to overlevel to level 9. In some versions, your SP will be compensated, while in others it won't, so be sure to check this before leveling past 8. Even if your version does compensate missed SP, it's still not wise to level past 8 because you will end up with slightly lower max MP.
First things first. By now, hopefully you should have at least 2,200 meso remaining, enough to get to the Mage town, Ellinia, and buy the first weapon that adds Magic Attack if you want. You will also get a beginners wand from Grendel the really old. If you have more, go to the Lith Harbor Weapon/Armour store and purchase the level 11 Common-Class top/bottom. These have more Weapon Defense than more your level 8 and 13 (Male) Mage-specific equips, and no monsters apply Magic Defense to their attacks yet. The level 13 (Female) Mage-specific equips have a slightly higher Weapon Defense than the level 11 Common-Class equips, but the slightly higher Weapon Defense is not worth the additional cost. Also, it may be easier for beginning mages to simply forgo clothing and invest their mesos in weapons, Red Potions (50 HP) and the ever important Blue Potions (100 MP)/Mana Elixirs (300 MP).
When you are ready, either talk to the man in the ticket booth near the ship, and choose to go to Ellinia or walk to Ellinia. Walking is a good way to train, but running into high level monsters is more or less inevitable. If you walk, make sure you do not advance to level 9 before getting to Ellinia. (You may level up to level 9 and above if your local version supports SP compensation. However, it would be better to check with other Maplers 1st. Remain at level 8 if you are not willing to take the risk. Do note that SP compensation only applies from level 9 to 29.) Also, before you leave, there is an easy quest you can do in Lith Harbor. Talk to Olaf, who is near the right of the city, in the lower level. Once you've answered his questions correctly, you can choose the next quest from him. Choose path of the Magician. Once you've become a magician, you can go back and talk to Olaf again (whenever, doesn't have to be right away) and get a reward.
Note: If you are trained by Mai and recommended by Lucas, you can take Shank's ship for free, and get 100 HP pots and 100 MP pots from Olaf.
Once in Ellinia, head to the Magic Library at the VERY top of the map and go inside. Talk to Grendel. Assuming you are level 8 with at least 20 INT, advance from a Beginner to a Magician. Grendel will also increase your max MP by a large amount, and give you 1 Skill Point (SP) to use. Using that SP in magic bolt would most likely be the wisest, as it doesn't use too much MP, so you can really start fighting.
Welcome to the mystical way of the Magician. For detailed information about what each skill does, refer to Skills. For detailed information about how to allocate skill and ability points, refer to Builds
I know these can be found at the builds section but, more and more young mages are getting it wrong. Therefore, I have decided to post it in this section. The mage which provided this pleads you to read it carefully.
The following skill build is recommended from the Magician's start. This is the most commonly used build.
With this build, Magic Claw can be maxed before finishing Improving MP Recovery (but after Max MP Increase), if you can afford the potion cost. Although higher level Magic Claw is better for faster training (see Funded Magician Build).
This build will allow you to have more max mp in exchange for slower training up to lvl 13.
This build will provide the greatest benefit to your max MP, however it is very difficult since you will only get Magic Bolt at level 13 (until then whacking away at snails). Having a friend to help you train past these levels is a great benefit. If you do begin with this build, and get very bored with the leveling, you can always add 1 point to Energy Bolt for a damage increase. Perfect if you have someone to train you, because magicians can use all the mana they can get.
This build will allow you to train faster at a high pot cost.
This build will provide you with a stronger character earlier on. However your character will not be able to recover MP as fast, so you will need to be able to purchase large quantities of MP potions until you max out improving MP recovery. This build enables you to train on higher level monsters early, making leveling easier. A main(your highest level character) is strongly recommended to fund the new magician for this build.
This build will allow you to train faster at a higher pot cost.
The Standard Normal Luck Ap build goes as:
lvl luck int 8 11 All the AP you have left 9 12 All the AP you have left 10 13 All the Ap you have left 11 14 All the Ap you have left
So basically your luck should always be 3 above your level and the rest should go on int.(If you have trouble with this just click auto assign, It automatically assigns your AP to the best possible one.) It is even better to put points only into INT when you are not getting armor the next level, and you can make up for it afterward (at level 15 put all AP on INT and put on 3 LUK at level 18).
Tip(: If you look at equipment level requirements, you will realize that you can upgrade them at levels ending with the digits 8 and 0(if you are below level 40, 3,5,8,0) So you can add the required luck when the level comes. This will allow you to have higher damage and MP capacity.
There is another 2 styles of playing as a magician, a low luck magician or a pure intelligence magician. A pure intelligence magician simply pours generous amounts(in fact all) of their AP into Int. The problem with this is that they will not be able to use normal equipment their level, so have less defense and weapon attack from weapons, but their high damage(doing 10 level higher damage) more than makes up for it.
A low luck magician is a pure int magician with some points into luck(20~50), granting them the ability to wear some magician clothes.
1st job, low level magician training spots:
The Tree that Grew 1,2 or 3 (no. 3 has green mushrooms. For all you low level magicians, WATCH OUT, 80+ damage), The place that people call the Slime Tree(The Tree Dungeon South of Ellinia 1) and Henesys hunting ground (all) However, as you are still pretty low leveled, it could be wiser to stay close to Ellinia until at least level 10. Henesys Party Quest is a good option (if you can get there!).
After you reach level 20 or so, Perion (which is ironically the Warrior's town) is a relatively good place to train, since the monsters, which are mostly stumps and their variants, have low magical defense and slow, good for magicians. The Kerning Party Quest is additionally a popular way to level, although it is recommended to be around level 24+ to have a higher chance of being selected for this PQ.
When training you can go with 2 methods. You can use a method called Meso Training or another method called EXP Training. Meso training is when you kill only one shot monsters for more exp then if you were to double it and compare it with a monster that takes 2 shots. For example, a horned mushroom gives you 35 EXP and a Zombie Mushroom gives you roughly 42 EXP. It usually takes a low level magician to kill it in 2 shots. But if you were going to kill 2 horned mushrooms then it would 70 EXP. Thus, giving you more exp for less magic points but it taking a bit longer to level up. It's also called meso training because you save mesos in the long-run so it's a good way for saving up. The other one is a bit of a rushing method. It's very simple. You just train on any 1 or 2 shot monsters killing as many as you can at a given time ignoring your magic points. It is a useful way for leveling quickly.
At this point, you're a Magician, you're at level 30, and you're currently much more powerful than the other classes. Return to Ellinia and converse with Grendel. He will give you a compliment, and then send you to the 2nd Job Advance Instructor in The Forest North of Ellinia. He'll talk to you as well, and then take you into the darkness. Inside the tree, you will find several Horned Mushrooms 2 (they are a kind of Horned Mushrooms with almost 2X HP) and Curse Eyes. Kill them. Instead of EXP and Items, they give you Dark Marbles. Collect 30 of these marbles, and then talk to the Instructor. He will give you the Proof of a Hero, and then send you back to Grendel the Really Old. Here, he will inquire as to which path you wish to take...
You have three roads before you, each with a myriad of puzzles and adventures that await you. The least common choice is the Fire/Poison. This does not mean that it is inferior, of course. By level 38, you'll be capable of dishing out more damage faster than any other class. Or, you could become an Ice Mage, and quickly freeze and kill your enemy. Lightning comes along with ice, and Lightning gives you the ability to kill of a pack of 6 monsters all at once (Ice/Lightning are placed in the same job, so you get both eventually as an Ice/Lightning Wizard). The third, and possibly most common choice is the Cleric. As a cleric, you do the least damage, but you eventually become (literally,) the life of the party. You'll eventually end up very wealthy as a cleric. This is because Clerics can cheat the system; they can gain MP from killing monsters, and HP from their MP-consuming skill, heal. Nowhere in this process is money drained.
There are several paths from which this single choice can take you. Be sure to pick the one that won't bore you to death!
Let's listen to the advice of Grendel and the Mages of Merlin's Order. XD
A note on maxed Poison Breath: Only after Fire Arrow has been maxed a Fire Wizard might consider the option of maxing out Poison Breath. With a base damage of 70, a 60% mastery, and a magician with roughly 175 m attack and about 35 luck this skill can deal about 347-578 Poison damage while actual poisoning does 70 hp damage or 1/40th the enemies hp. This can allow a Fire Mage to deal with some Fire creatures they normally would not be able. There are roughly 12 enemies weak to Poison.
In the third job, these Mages undergo a nice power boost. Explosion has a range that rivals Fire Arrow, and a power that is equal to Fire Arrow, rendering it useless, seeing how Explosion is a mob skill, whilst Fire Arrow is stuck to one target at a time. (Explosion is, however, painfully slow) Though, Fire Arrow may find solace in the fact that it gets an upgrade in the form of the Fire Mage's Magic Composition spell! This attack is a fusion of Fire and Poison placed into an ethereal bow. When launched, this attack strikes with a Base Damage of 150, and also a 70% chance of Poisoning the enemy for 40 seconds. Fire Mages also get Poison Myst which is a poison based mob skill that initially hits one monster for damage and then creates a mist with 70% chance of poisoning for all monsters that travel within the mist.
Upon reaching the 4th job, Fire/Poison Archmages are a mirror image of Ice/Lightning Archmages, with the exception that you use Fire/Poison Skills. With Fire Demon, you can choose whichever monster to render vulnerable to Ice attacks! To add on to this set fantastic of Skills, you get to use Meteor(which hit up to 15 monsters at once! 570 basic damage) and Elquines, which you can summon a demon based on the Ice element! That's not all! You get Paralyze! That's right! You get to paralyze monsters(a lot like ice/lightning freeze) for up to 15 seconds, while dealing damage at the same time!
Fire/Poison is recommended for those who want to perform well in their 2nd job and 3rd job.
In the Third Job, Ice/Lightning Mages are the pinnacle of crowd control. Although their Ice Strike is 10% weaker than Cold Beam, it allows Wizards to attack and freeze up to six enemies at once. They also get Thunder Spear, the strongest spell among all 3rd job Magicians, with 170 Base Damage maxed. Compare that to the Fire Mage's 150 Base Damage Magic Composition and a Cleric's 105 Base Damage Shining Ray. The drawback to this, like Explosion, is it's slow casting time (Some say that you should put points into Slow to prepare for this attack, but from what I have seen, the freeze time Composition grant you is more than enough). The Ice/Lightning Mage's Magic Composition has a Base Damage of 140, but it only strikes one enemy and freezes only one target, rendering this skill much weaker when compared to Thunder Spear and Ice Strike. However, it serves as an excellent replacement to Cold Beam, and a faster alternative to Thunder Spear.
Upon reaching the 4th job, Ice/Lightning Archmages are a mirror image of Fire/Poison Archmages, with the exception that you use Ice/Lightning Skills. With Ice Demon, you can choose whichever monster to render vulnerable to Fire attacks! To add on to this set fantastic of Skills, you get to use Blizzard (which hit up to 15 monsters at once! 570 basic damage) and Ifrit, which you can summon a golem based on the Fire element! That's not all! You get Chain Lightning, which is an upgraded Lightning Bolt that hits nearby monsters, and the lightning bolt is transferred to the next nearest monster. However, the attack damage is halved for every passing down of the bolt to the next monster.
Ice/Lightning is recommended for those who want to dish out high damage in their 3rd job, and for those who delight in freezing and electroshocking monsters.
Looking ahead to 3rd job, Clerics continue to be weakest in terms of damage, due to their lack of Booster or Element Amplification. However, instead they get skills that all parties will love. Holy Symbol increases the amount of exp gained for every person in the party (finally giving parties some uses), and Mystic Door creates a 2-way doorway to the closest town and where you are, allowing travel to the farthest corners of Ossyria in a single step. Not to mention Doom, which allows a Priest to turn up to 6 of it's adversaries into Blue Snails for up to 20 seconds for the price of a Magic Rock, which is comically effective when you're surrounded by a mob of tough monsters. The Summoning Rock can also be used by Priests to activate their skill Summon: Dragon, in which a blue pet dragon appears and follows you around for 2 and 1/3 minutes, attacking your enemies and making your life easier. They also have a very potent mob attack, Shining Ray, with a base attack power of 105 which is only a little weaker than the explosion but stronger than ice strike still, when not factoring in Mage-specific skills. Clerics are also the most popular 2nd job in MapleStory, as their party-benefiting skills are widely welcomed by all 3 jobs.
If you reach the 4th job, congratulations. After suffering as the weakest wizard in the 2nd and 3rd job, CONGRATULATIONS. You are saved. Looking at party support skills, you have Resurrection(yes, you can resurrect party members!) and Holy Shield(which protects all party members from any status effects). You get to summon a more powerful holy dragon, named a Bahamut (and it's free now). Angel's Ray is much more powerful Holy Arrow, so it isn't really good except for bossing. But the gift comes in the form of Genesis(which can hit up to 15 monsters at once, with 670 basic damage!). It is recognized as the most powerful Mage Skill in all of MapleStory!
Cleric is recommended for those who want Party support skills, and those patient enough to last until the 4th job, as Bishops are the ultimate mages. Clerics, Priests and Bishops are the lifeline of parties and boss runs, which cannot be possible without healers.
The choice lies with you... your specialized field of the study of magic...
Ahah! Elemental Power! Holy, Ice, Lightning, Fire! - and Poison! For the next 40 levels, you will raise and discover your own, true power. Become one with nature, harness it's power, become stronger so that you can kick Grendel's floating Butt when it's time to reach the Third Job! Your goal is in sight, young mages, more power is at hand!
As depicted before, Ice/Lightning Wizards have the highest versatility out of all mages classes, and possess the most efficient group-attack skill amongst all 2nd job advance classes.
If you start with Lightning, you can also keep it at level 15 when you reach level 35 (assuming you put 1 pt in Teleport at level 30), and train on the hamsters on the 99th floor of Helios tower. This will be a lightning wizards' fastest EXP gain until at least level 55, if you work it correctly. (to compare for around level 50, better to kill 4 Retz at 78XP each every 6 seconds, than 1 fire drake at 220 EXP each, and the Retz spawn en-masse at one spot, while larger rarer monsters like Fire Drakes require you to travel...and suffer plenty of damage). Then just work the Retz until you get enough points stored (save at least 9) to raise Lightning to level 24 directly from 15. This is because the spell doubles in cost from 20 to 40, at spell level 16, making it very hard on your potions. At about lightning level 24, the damage increase should be worth the doubling of MP, but if you're unsure, you can wait until you get 12 skill points. It's also very safe to train at the Retz as you can't get hit unless you are grabbing loot. You can possibly gain 2-3 levels a day at low experience levels this way if you're a hardcore grinder.
If you are careful with your lightning to mob at least 4 Retz per cast, and pick up all the loot and seeds, you should at -least- break even in mesos/potion use, unlike lorangs, which will drain your mesos like water...
Note: Black Ratz are also a good alternative, at 70 EXP per kill and the fact that they are easier to kill then Retz it may be more profitable to kill them instead.
Note: for lightning mages, 78 EXP Retz are much faster EXP than the lorangs, as they spawn in mobs, and travel time is reduced to near nothing. It's strongly advised to continue working the Retz unless you are really bored. If your ice is maxed, and you're a hybrid, but poor, don't train at Retz; go kill fire boars or Jr Kitties for safe, fast loot until you get enough mesos to have a good stock of potions. Unless you are more concerned with getting rich (item drops) as opposed to leveling fast, Retz mobbing is -highly- recommended, and thus Hybrids/lit mages will have a big advantage over those who don't raise Lightning until after meditation.
If you started with Ice and are hybridizing, continue training on fire boars and Jr. Kitties until you raise lightning to level 15 at around experience level 45. (Assuming you are becoming a hybrid). Then use the same advice as above, for the Retz in Helios tower. Being a hybrid is STRONGLY advised, as working the Retz will let you level as fast, or faster, than any other class for now. (Yes, that includes bandits).
Time to go to Monster Carnival! There's more information about Monster Carnival in the Party Quests section. Monster carnival is great training for Level 40~50 (but you can enter when you're Level 30)
Think: 30000exp in 10 minutes! But that is only if you win and you get rank A. If you're a lit mage, you can do Retz too, because you aren't much help in carnival(for the person who keeps changing this, stop changing it!!!) when you've only got lightning bolt.
Maple coins are wanted, they are found rarely by monsters in the carnival party quest. You can get an Arc Staff (Level 45 staff){20 coins}, Cromi (Level 48 wand){20 coins}, or even the famous Speigelmann's necklace!(gives +1 STR, +1 DEX, +1 INT, and +1 LUK){50 coins} from Spiegelmann.
Note: Robos are really annoying, because they are strong against ice. Tell some other people like bandits to kill robos. If you just don't want to see them, try going into room 1 or 2. You will not see them unless someone summons them.
Victoria Island
Choosing hamsters should let you level at 4hrs/level if you started with Lit. Victoria Island
Ludi
Victoria Island
Ossyria=
Victoria Island
Fire/Poison Wizards are also often called Fizards, since Poison is a rather mediocre skill that does not represent the power of the wizard. Despite the lack of versatility, Fire Wizard has the highest damage power out of all mages.
(Note from player: Jr Pepes are very profitable at this level, but they're much harder to kill than, say, both horny and zombie mushrooms in the Ant Tunnel. Evil Eyes are also good choices, but they net average mesos and equipment drops. At this level, Jr Wraiths (mentioned below) are also a good choice, with the average fire/poison wizard being able to kill one in about 2 ~ 5 hits (depending on your LUK, accuracy and skill level of Fire Arrow.)
If you prefer faster training opposed to getting good drops, this would be a good place to train.
Although Clerics are the weakest in terms of damage, their high wealth and the fact that they are virtually invincible more than makes up for it. Clerics are one of the more sought after classes in Party Quests and are never absent during tough raids.
Bravo! Field Attacks, and they are flashy, hit hard(up to 6 monsters) and look cool too. They are a few excellent support skills too. Maplers will be awed by your spectacular skills. The 3rd job is undoubtedly where wizards and witches find themselves at an advanced level.
Phew! Finally got yourself to level 70... have you?
Now make sure all your SP up to level 70 have been used.
To start your advancement examination, visit Grendel the Old in Ellinia receive the items that he gives you and go visit Robeira, the 3rd job magician instructor at the Chief's Residence at El Nath. She will give you a letter. Head back to Ellinia and give the letter to Grendel the Really Old.
Hey! Not so fast, stock up on lots of good HP and MP pots AND HOLY WATER/ALL CURE POTIONS and head off to the Forest of Evil 2, where the Door of Dimension awaits. The Forest of Evil is the place where Maladies are, past the Monkey Forest, which in turn can be accessed from The Forest of Wisdom.
Now... proceed down the creepy turquoise passage for a duel with Grendel's Evil Clone (level 80). Be warned, the Clone summons Tauromacis and has the ability to seal. Leap down to meet Grendel's Clone. The Test of Strength has begun.
After you kill the clone, pick up the Black Charm he drops, race back to Grendel the Really Old and he will reward you with a Proof of Strength. Keep it. (To exit The Other Dimension, use the crystal NPC. You will be transferred to Ellinia.)
Well done so far. Give yourself a pat on the back. The next part is a breeze. Buy a Dark Crystal or synthesize it if you don't have it. Now visit Robeira at the Chief's Residence and show her the Proof of Strength.
Tip:If you are a miser, you can try doing construction site B3 at Kenning City to try to attempt to get 10 Dark Crystal Ores, and refine it. Entry Cost:1200 mesos
Excellent! Now go to Sharp Cliff 2, enter the Holy Ground at Snowfield, and answer the 5 DIFFICULT questions. No worries. | The answers are here.
If you answered all 5 question correctly, which you should have, you would be awarded the Proof of Wisdom. If not, get another dark crystal and try again.
Now, show off your Proof of Wisdom to Robeira. She will be impressed and award you the 3rd job. CONGRATULATIONS. You have passed the examination. Now, go and enjoy your new skills =D Shining Ray, Explosion and Ice Strike are now available!
In the case of poison mages, stick up with DTs, but if you started as a fire wizard, stick just White Pangs, in case your MS version has, go to Ghost ship 5, and train with Selkies Jr., exp as good as white pangs, but a better spawn rate, as well as drops. This is also a good training spot for explosion mages, since they may climb up the ladder, and spam explosion endlessly, with less risks than Parking Lot.
The ultimate magical power. No more being kill stolen by Assassins. No more walking around the map to attack. Your speed is no longer a factor. The other classes will feel the fury of your area of effect attacks. After all those levels of hard work, you have finally made it to the strongest magic you will ever use. Fourth Job magicians deal out the most compound damage of any class.
Make sure all of your skill points are used. next, Head over to El Nath and talk to your Third Job Instructor. When you ask her for the fourth job advancement, she will tell you that she doesn't have that power and will give you a letter to take to your fourth job instructor in Leafre.
When you get to Leafre, head to Priest's Forest to Talk to your fourth job instructor. After a few stories about papulatus, zakum and pianus, you will be asked to retrieve two items.
The Heroic Star and The Heroic Pentagon are the two items you need to retrieve. There are two ways to get them.
-or-
When you get back to your fourth job instructor, they will congratulate you on a job well done. They will give you the Maple Hero skill book. When you talk to them again, you will be an ArchMage/Bishop. (Congratulations!)
A good Place to train when your a F/P Arch Mage is either
Freeze up monsters with Ice Demon, and finish them off with IFRIT. Or better still, use Infinity, Ice Demon and Blizzard
Lvl 120-140 Skelegons and Skelesaurus are probably the best exp you can get unless you want to just boss all day or even possible spirit vikings.
Lvl 140-200 Just stick to mobbing Skele maps and then occasionally boss monsters like Pap. If you have HornTail in your version be at least lvl 150+ and still you may die but it is worth it because you can lvl and get good drops to make quick money.
A really good place for bishops is fighting a non-boss monster, the Skelosaurus, by spamming genesis.
You can just stick with Skelosaurus until about level 150 (when the amount of experience gained decreases), then switch to killing Dukus or bosses.
People want you for bosses now. You are vital for healing the group during long fights. Try buying NX for smegas and say that you're joining a boss run. Don't worry, if you say your a bishop and level 15x then everyone will flood you with spam. Hopefully by now you should have max resurrection or genesis, and then you'll be good. The drops gained from bosses are usually expensive and can be sold for a high price.
4th job skills don't come as easily as you want. With the exception of the core skills all Magicians get at the start of the 4th job, all other skills MUST be earned, either from bosses or from quests. To make matters worse, you can only add 10 skills points into any particular skill, unless you obtain mastery books. Mastery books can be hunted from monsters or just simply bought from the free market. A heavy price to pay for your awesome 4th job skills maplers.
The following section will elaborate how to earn your skills.
This section will explain the types of attacking methods, styles and combination of skills used by many mages for effective training.
When you start off as a mage, your mana recovery will be terribly low. With no MP recovery at lvl 8, your MP recovery is 3, 4.5 on relaxer. If you follow the More MP build, it will be 3.8, 5.7 on a relaxer. Maybe you can do Grendel's Magician traning to boost your exp bar. You might need to find safe spots in ellinia slime/stump maps(Field South of Ellnia has a safe platform with an NPC on it, and Field Up North of Ellinia has a new platform at the top of the map, with a green round portal that leads to Leafre, and do not enter the portal! if you have completed Grendel's Holy Water of Protection (lvl 8 quest, removed in some versions, upgraded to lvl 70 in others) and has been rewarded 2 magic seeds by Chief Tomato.) Try to maybe read something while recovering MP on a relaxer, or just forgo the trouble and sip mana pots IF you are funded. If you have around 1,000 mesos, you can take a cab to henesys and train at henesys hunting ground, where you can train safely on slimes and snails, and there are 8 resting spots (the ones within reach of the jumping slimes and orange mushrooms are risky).
Fire wizards are pretty straight forward. You use magic claw until around lvl 34-35, when you can train on things weak to fire, such as jr. grupins. After that, it's all about spamming fire arrow. Also, learn to use teleport in conjunction with fire arrow. At the later levels (around 50) it becomes useful. Even though teleport at lvl 1 uses 60 mp, it will cost more mp to get hit by an enemy than to teleport.
Stay on the monsters you have trained on before. Level 70-80 When you get a reasonable amount of points in Poison Myst, spam it on DT. You will need patience. Poison Myst takes a while to weaken monsters. Once you feel like it, use fire arrow and give 'em oblivion
Level 81-90 ........
Now that you have paralyse, remember to make good use of it. It's like the ice/lightning's freeze effect.
NOTE: Regardless of whether you decide to max out Cold Beam or Thunder Bolt first, you're likely not going to dominantly use either until around level 35. Magic Claw does far more damage until you're able to put at least 10-15 points into one of the two.
ICE-BASED: Cold Beam's stops targets on a dime, even if the skill level is only 1. Use this to your advantage. If on a long straight platform (w/o sniping points), position yourself at the far end of either side. Then let those ice shards fly. If you've trained up Cold Beam well enough, you should be able to juggle between multiple targets with knock-back. Cold Beam is even good as a support move. If a party member (I.E. during a PQ) is facing a mob too big for him, you can use Cold Beam to hold some of the monsters still and rescue him. Just be wary of the amount of MP you consume with it--if your MP starts to get low and you can't find a place to rest and recharge just yet (especially during the Carnival PQ with no elixirs around), it's never a bad idea to alternate between Cold Beam and Magic Claw to save precious MP.
Congratulations. You have now obtained Ice strike (field attack) and lightning spear(single attack)! Ice strike is capable of freezing multiple enemies, and when used in conjunction with cold beam, allows you and your friends to take on monsters without worries. This is especially useful when you have to kill dangerous or higher level monsters. However, freeze is not effective against bosses. This is when Lightning Spear comes in handy. As a powerful single attack spell, this skill allows you to deal high damage to bosses, none of which should be composite(many pieced monster) at your level. Both skills can be used simultaneously when killing higher level monsters become necessary. Freeze them up with cold beam/ice strike and slash them with Lightning Spear. During ordinary training, use ice strike if you are surrounded, and use the freeze and attack method if monsters are sparse.
Still, same tactic, freeze them, after that it's a choice between Chain Lightning and Ice Field.
Clerics are pretty efficient, once they have max heal and max mp eater. You can just stand at a sniping spot and heal to your delight, draining hp and mp from the undeads, transform it's hp to exp, and keep the mp for yourself.
Here is a list of monsters you can train on. When you feel you are strong enough, upgrade to the next option. The list~~
2nd job-Zombie Mushrooms>>>Zombie Lupins>>>Chronos>>>Jr. Wraith>>>Platoon Chronos>>>Master Chronos>>>Wraiths>>>Coolie Zombies>>>Pac Pinky>>>Slimey>>>Selkie Jr.>>>v/hoodoos (GMS/Event only)>>>Mr. Anchor>>> 3rd job
As some of you might have noticed, monsters like Pac Pinky, Slimey, Selkie Jr., Mr. Anchor and voodoos and hoodoos are not available in all versions. For versions who lack this exp efficient monsters, another option is to train on mixed golems at the Forest of Golem in Sleepywood, a hidden-street accessible from Sleepy Dungeon 5, press up under a blue flower.
As a priest, you have plenty of party skills at your fingertips, coupled together with doom, shining ray and summon dragon. Summon dragon is weak and costs a summoning rock, thus, having 15 points in it as a pre-requisite for bahamat is enough. While training, use doom to weaken monsters, and then attack them with shining ray. Please note that Shining ray has a limited vertically upward range, so you will not be able to attack monsters slightly above you. It is recommended to train with parties at this stage, as you will be sought after, and constant experience coming in from party members will help you to train more efficiently. Going to bosses in a party is also an available option. If possible, try to attack the boss, as you will gain more experience points from it this way.
Note : Although F,P (meteo) and I,L (blizzard) archmage's attack is 71 basic attack more than Genesis when Element Amplification is taken into consideration, bishops have the advantage of self support skills and party support skills, while the archmages have to fork out twice as much mp for their higher attack skills, therefore, bishops are much more efficient, especially during the late levels when you often kill bosses to level.
When training switch between meso training and exp training, as spamming genesis at skelegosaurus is not economical and sustainable. Utilize Heal and Shining Ray until you have earned 1 million, buy suitable MP pots, and start spamming Genesis once again, until your 1 million is used up. Then, start earning mesos again.