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    Cleric Skill Guide

    I. Introduction
    II. Stats
    III. Magician Skills
    IV. More Mp ( Magician)
    V. Faster Leveling ( Magician)
    VI. Advancing to Cleric
    VII. Cleric Skills
    VIII. Party Cleric
    IX. Solo Cleric
    X. Hybrid Cleric
    XI. Blood Cleric
    XII. Meso Cleric
    XIII. Buff Cleric
    XIV. Luckless Cleric
    XV. Luck Cleric
    XVI. Scrolling
    XVII. Pets
    ________________________________________________________________

    I.Introduction

    Welcome to my Cleric guide, it's my first but that doesn't matter,
    this guide focuses on what skills you should put, but its all your choice
    in the end, diversity is what makes the game
    interesting you know. Well lets get this started.

    _____________________________________________________________________

    II.Stats

    Well when you roll your stats its recommended you get
    4 or 5 - str
    4 or 5 - dex

    I recommend you aim for 4/4 though because you would be slighty stronger.

    Also upon lvl up its best suggested to put points into INT first and then
    add the needed LCK when you need actually need it, in order to gain more mp.
    _____________________________________________________________________

    III.Magician Skills

    When you reach lvl 8 you can officially become a magician, you have 64
    skill points to use until you advance to Cleric, there are two builds you
    can take from here. And if you choose to become a Party Cleric it is
    recommended you scroll down to read the Party Cleric Skills section first.

    _____________________________________________________________________

    IV.More Mp (Magician)

    If you would like more mp over faster leveling then you should also
    follow this build, you should also follow this build if there is someone
    who's going to train you all the way until you get energy bolt

    8 - Improving MP Recovery +1 - 1
    9 - Improving MP Recovery +3 - 4
    10- Improving MP Recovery +1 - 5 / Improving Max MP Increase + 2 - 2
    11- Improving Max MP Increase +3 - 5
    12- Improving Max MP Increase +3 - 8
    13- Improving Max MP Increase +2 - 10 (Complete) / Energy Bolt +1 - 1
    14- Improving MP Recovery +3 - 8
    15- Improving MP Recovery +3 - 11
    16- Improving MP Recovery +3 - 14
    17- Improving MP Recovery +2 - 16 (Complete) - Magic Claw +1 - 1
    18- Magic Claw - +3 - 4
    19- Magic Claw - +3 - 7
    20- Magic Claw - +3 - 10
    21- Magic Claw - +3 - 13
    22- Magic Claw - +3 - 16
    23- Magic Claw - +3 - 19
    24- Magic Claw - +1 - 20 (Complete) / Magic Guard - +2 - 2
    25- Magic Guard - +3 - 5
    26- Magic Guard - +3 - 8
    27- Magic Guard - +3 - 11
    28- Magic Guard - +3 - 14
    29- Magic Guard - +3 - 17
    30- Magic Guard - +3 - 20 (Complete)

    ____________________________________________________________________

    V.Faster Leveling (Magician)

    If you choose to level faster or you have no one to train you until
    you get bolt, or maybe this is just your first character then this
    will be simpler for you.

    8 - Energy Bolt +1 - 1
    9 - Improving MP Recovery +3 - 3
    10- Improving MP Recovery +2 - 5 / Improving Max MP Increase + 1 - 1
    11- Improving Max MP Increase +3 - 4
    12- Improving Max MP Increase +3 - 7
    13- Improving Max MP Increase +3 - 10 (Complete)
    14- Improving MP Recovery +3 - 8
    15- Improving MP Recovery +3 - 11
    16- Improving MP Recovery +3 - 14
    17- Improving MP Recovery +2 - 16 (Complete) - Magic Claw +1 - 1
    18- Magic Claw - +3 - 4
    19- Magic Claw - +3 - 7
    20- Magic Claw - +3 - 10
    21- Magic Claw - +3 - 13
    22- Magic Claw - +3 - 16
    23- Magic Claw - +3 - 19
    24- Magic Claw - +1 - 20 (Complete) / Magic Guard - +2 - 2
    25- Magic Guard - +3 - 5
    26- Magic Guard - +3 - 8
    27- Magic Guard - +3 - 11
    28- Magic Guard - +3 - 14
    29- Magic Guard - +3 - 17
    30- Magic Guard - +3 - 20 (Complete)

     

    ____________________________________________________________________

    VI.Advancing to Cleric

    Go see Grendal the Really Old and he will give you a letter to take to
    the 2nd job instructer in Victoria Road: Forest North of Ellinia. Once
    you give him the letter, you will enter a map full of monsters,
    defeat these monsters for "Dark Marbles" and you gain no exp for killing
    these monsters. You must collect 30 when you are finished collecting these
    marbles go talk to the Npc ( Non-player character) on the map and talk to
    the 2nd job instructor and you shall recieve a "Proof of Hero" which you
    give to Grendel the Really Old and you then choose what you wish to advance
    to,
    since you are reading this I am assuming you want to become a Cleric.

    ____________________________________________________________________

    VII.Cleric Skills

    Now that you are a Cleric you have 3 builds to take - Party, Solo, or Hybrid
    If you decide to be a Party Cleric, then you strictly train at undead
    monster
    or in a party, If you are a Solo Cleric then you train by yourself, and if
    your a Hybrid then your half a Party Cleric and Half a Solo Cleric.Also
    Cleric
    are unique because they have the ability to heal they're hp unlike other
    classes.
    You also have 121 Skill points to use during 2nd job.

    ____________________________________________________________________

    VIII.Party Cleric

    If you choose to become a Party Cleric, then you have the option of getting
    Str or add hp
    using ap it should have the same effect which should make you a Blood
    Cleric.Along with
    raising Int and Lck. Since your a Party Cleric and your attack damage
    doesn't really apply to you,
    the choice to get Str and gain more hp is open to you. The benefit to more
    hp is, your
    heal damage will increase slightly, not much but slighty, and that you'll
    have more hp
    and will last longer and be able to support your party more. If you do
    choose to get str
    then you should just get the minimum Str needed to equip the mace of your
    level. I suggest
    you get some Str before you become a Cleric so that hp increased will stack.
    At level 40 you have the choice to go with Parties more by getting Bless or
    to go train on
    undead monsters more by getting Mp Eater. I chose to do Bless but it doesn't
    matter
    whether you choose Bless or Mp eater. Just how you train will vary. Since
    you are a Party
    Cleric you don't need to get invincible early because you'll be heal killing
    and undead monsters
    don't really do much. Also Magic Armour at lvl 11 doesn't do much, it should
    be left at 11 and
    maxed later. I chose to take Magic Armour, because it gives +40 def at maxed
    and will be
    used unlike the lvl 8 Holy Arrow.

    If you are a Party Cleric these should be your skills-

    30- Teleport +1 - 1
    31- Heal +3 - 3
    32- Heal +3 - 6
    33- Heal +3 - 9
    34- Heal +3 - 12
    35- Heal +3 - 15
    36- Heal +3 - 18
    37- Heal +3 - 21
    38- Heal +3 - 24
    39- Heal +3 - 27
    40- Heal +3 - 30 (Complete)
    41- Invincible +3 - 3
    42- Invincible +2 - 5 / Bless +1 - 1
    43- Bless +3 - 4
    44- Bless +3 - 7
    45- Bless +3 - 10
    46- Bless +3 - 13
    47- Bless +3 - 16
    48- Bless +3 - 19
    49- Bless +1 - 20 (Complete) / Mp Eater +2 - 2
    50- Mp Eater +3 - 5
    51- Mp Eater +3 - 8
    52- Mp Eater +3 - 11
    53- Mp Eater +3 - 14
    54- Mp Eater +3 - 17
    55- Mp Eater +3 - 20 (Complete)
    56- Invincible +3 - 8
    57- Invincible +3 - 11
    58- Invincible +3 - 14
    59- Invincible +3 - 17
    60- Invincible +3 - 20 (Complete)
    61- Teleport +3 - 4
    62- Teleport +3 - 7
    63- Teleport +3 - 10
    64- Teleport +3 - 13
    65- Teleport +3 - 16
    66- Teleport +3 - 19
    67- Teleport +1 - 20 (Complete)/Magic Armour +2 - 2
    68- Magic Armour- +3 - 5
    69- Magic Armour- +3 - 8
    70- Magic Armour- +3 - 11

    ____________________________________________________________________

    IX.Solo Cleric

    Being a Solo Cleric means you do not have the option to get Str, as it will
    hinder you more than
    help you. Being a Solo Cleric means an easier time during your 3rd job
    Advancement as you
    have Holy Arrow and the ability to fight things that a Party Cleric
    can't.Also at the end you
    should have 1 extra skill point left, the only skills left you can put
    points into are either
    magic armour or bless at this point, either one is fine as its lvl 1 and its
    better than
    getting a lvl 2 magic bolt.It is your choice to max it or not later.

    Your skills should look like this-

    30- Teleport +1 - 1
    31- Heal +3 - 3
    32- Heal +3 - 6
    33- Heal +3 - 9
    34- Heal +3 - 12
    35- Heal +3 - 15
    36- Heal +3 - 18
    37- Heal +3 - 21
    38- Heal +3 - 24
    39- Heal +3 - 27
    40- Heal +3 - 30 (Complete)
    41- Holy Arrow +3 - 3
    42- Holy Arrow +3 - 6
    43- Holy Arrow +3 - 9
    44- Holy Arrow +3 - 12
    45- Holy Arrow +3 - 15
    46- Holy Arrow +3 - 18
    47- Holy Arrow +3 - 21
    48- Holy Arrow +3 - 24
    49- Holy Arrow +3 - 27
    50- Holy Arrow +3 - 30 (Complete)
    51- Invincible +3 - 3
    52- Invincible +3 - 6
    53- Invincible +3 - 9
    54- Invincible +3 - 12
    55- Invincible +3 - 15
    56- Invincible +3 - 18
    57- Invincible +2 - 20 (Complete) / Mp Eater +1 - 1
    58- Mp Eater +3 - 4
    59- Mp Eater +3 - 7
    60- Mp Eater +3 - 10
    61- Mp Eater +3 - 13
    62- Mp Eater +3 - 16
    63- Mp Eater +3 - 19
    64- Mp Eater +1 - 20 (Complete) / Teleport +2 - 3
    65- Teleport +3 - 6
    66- Teleport +3 - 9
    67- Teleport +3 - 12
    68- Teleport +3 - 15
    69- Teleport +3 - 18
    70- Teleport +2 - 20 (Complete) / Bless + 1 - 1 / Magic Armour + 1 - 1

    ____________________________________________________________________

    X.Hybrid Cleric

    If you are a Hybrid Cleric you take the helpful skills of Party Clerics and
    Solo Clerics
    and you don't either really focus on partying or going solo more of an
    inbetween.
    You also have the choice to take Str but its not highly recommended as you
    get Holy
    Arrow. At the end you have a choice to take Magic Armour or Teleport, if you
    chose
    Magic Armour you'll up with 19 which you will max later, and if you chose
    Teleport
    you'll end up with 20 (Max), I suggest Teleport. The benefit to Teleport is
    more distant and
    less mp cost, the benefit to Magic Armour is more def.

    Your Skills should look like this-

    30- Teleport +1 - 1
    31- Heal +3 - 3
    32- Heal +3 - 6
    33- Heal +3 - 9
    34- Heal +3 - 12
    35- Heal +3 - 15
    36- Heal +3 - 18
    37- Heal +3 - 21
    38- Heal +3 - 24
    39- Heal +3 - 27
    40- Heal +3 - 30 (Complete)
    41- Holy Arrow +3 - 3
    42- Holy Arrow +3 - 6
    43- Holy Arrow +3 - 9
    44- Holy Arrow +3 - 12
    45- Holy Arrow +3 - 15
    46- Holy Arrow +3 - 18
    47- Holy Arrow +3 - 21
    48- Holy Arrow +3 - 24
    49- Holy Arrow +3 - 27
    50- Holy Arrow +3 - 30 (Complete)
    51- Invincible +3 - 3
    52- Invincible +3 - 6
    53- Invincible +3 - 9
    54- Invincible +3 - 12
    55- Invincible +3 - 15
    56- Invincible +3 - 18
    57- Invincible +2 - 20 (Complete) / Mp Eater +1 - 1
    58- Bless +3 - 3
    59- Bless +3 - 6
    60- Bless +3 - 9
    61- Bless +3 - 12
    62- Bless +3 - 15
    63- Bless +3 - 18
    64- Bless +2 - 20 (Complete) / Teleport +1 - 2 ~ Magic Armour +1 - 1
    65- Teleport +3 - 5 ~ Magic Armour +3 - 4
    66- Teleport +3 - 8 ~ Magic Armour +3 - 7
    67- Teleport +3 - 11 ~ Magic Armour +3 - 10
    68- Teleport +3 - 14 ~ Magic Armour +3 - 13
    69- Teleport +3 - 17 ~ Magic Armour +3 - 16
    70- Teleport +3 - 20 (Complete) ~ Magic Armour +3 - 19

    ____________________________________________________________________

    XI.Blood Cleric

    Blood clerics are party/solo/hybrid clerics that choose to raise they're hp
    using ap points along with LCK and INT they have less magic atk,magic def,
    and mp
    as they're exta points used in int would be used in hp but they can survive
    high level
    monsters without magic guard which becomes useful later on.

    ____________________________________________________________________

    XII.Meso Cleric

    Are clerics that want to make many mesos so they tend to put skills that
    would reduce
    they're cost on pots.Note all cleric skills reduce the use of pots so they
    all
    can be considered Meso Cleric skills, the skills listed below should be the
    most
    beneficial in saving mesos.And in Holy arrows case it saves meso by reducing
    the hits
    needed to kill a monster.And Magic Armour is used beacuse if you chose not
    to get
    holy arrow it is then useless at that point.Also this builds saves mesos
    which can be used
    to fund other characters if that is what you are making a cleric for.

    If you are a Meso Cleric these should be your skills-

    30- Heal +1 - 1
    31- Heal +3 - 4
    32- Heal +3 - 7
    33- Heal +3 - 10
    34- Heal +3 - 13
    35- Heal +3 - 16
    36- Heal +3 - 19
    37- Heal +3 - 22
    38- Heal +3 - 25
    39- Heal +3 - 28
    40- Heal +2 - 30 (Complete) / Mp Eater +1 - 1
    41- Mp Eater + 3 - 4
    42- Mp Eater + 3 - 7
    43- Mp Eater + 3 - 10
    44- Mp Eater + 3 - 13
    45- Mp Eater + 3 - 16
    46- Mp Eater + 3 - 19
    47- Mp Eater + 1 - 20 (Complete) / Invincible + 2 - 2
    48- Invincible + 3 - 5
    49- Invincible + 3 - 8
    50- Invincible + 3 - 11
    51- Invincible + 3 - 14
    52- Invincible + 3 - 17
    53- Invincible + 3 - 20 (Complete)
    54- Teleport + 3 - 3
    55- Teleport + 3 - 6
    56- Teleport + 3 - 9
    57- Teleport + 3 - 12
    58- Teleport + 3 - 15
    59- Teleport + 3 - 18
    60- Teleport + 2 - 20 (Complete) / Bless + 1 - 1 / Holy Arrow +1 - 1
    61- Bless + 3 - 4 / Holy Arrow +3 - 4
    62- Bless + 3 - 7 / Holy Arrow +3 - 7
    63- Bless + 3 - 10 / Holy Arrow +3 - 10
    64- Bless + 3 - 13 / Holy Arrow +3 - 13
    65- Bless + 3 - 16 / Holy Arrow +3 - 16
    66- Bless + 3 - 19 / Holy Arrow +3 - 19
    67- Bless + 1 - 20 (Complete) / Magic Armour + 2 - 2 / Holy Arrow +3 - 22
    68- Magic Armour + 3 - 5 / Holy Arrow +3 - 25
    69- Magic Armour + 3 - 8 / Holy Arrow +3 - 28
    70- Magic Armour + 3 - 11 / Holy Arrow +2 - 30 (Complete) / Bless +1 - 1

    ____________________________________________________________________

    XIII.Buff Cleric

    Buff Clerics are clerics that choose to raise more support skills to help
    them survive
    like magic armour,bless and later on 3rd job skills.Magic Armour isn't as
    helpful as teleport
    or mp eater but it does give a little more defense. They're more known for
    using many support skills
    at once to increase they're stats and to reduce damage. In short they're
    people who prefer to take
    less damage by increasing they're equipments with defense/magic defense
    augments and such.Note
    Buff Clerics do not need holy arrow as it is not required to become one.

    If you are a Buff Cleric this should be your skills

    30- Teleport +1 - 1
    31- Heal +3 - 3
    32- Heal +3 - 6
    33- Heal +3 - 9
    34- Heal +3 - 12
    35- Heal +3 - 15
    36- Heal +3 - 18
    37- Heal +3 - 21
    38- Heal +3 - 24
    39- Heal +3 - 27
    40- Heal +3 - 30 (Complete)
    41- Invincible +3 - 3
    42- Invincible +3 - 6
    43- Invincible +3 - 9
    44- Invincible +3 - 12
    45- Invincible +3 - 15
    46- Invincible +3 - 18
    47- Invincible +2 - 20 (Complete) / Bless +1 - 1
    48- Bless +3 - 4
    49- Bless +3 - 7
    50- Bless +3 - 10
    51- Bless +3 - 13
    52- Bless +3 - 16
    53- Bless +3 - 19
    54- Bless +1 - 20 (Complete) / Teleport + 2 - 3
    55- Mp Eater +1 - 1 / Teleport + 2 - 5
    56- Teleport +3 - 8
    57- Teleport +3 - 11
    58- Teleport +3 - 14
    59- Teleport +3 - 17
    60- Teleport +3 - 20 (Complete)
    61- Mp Eater +3 - 4
    62- Mp Eater +3 - 7
    63- Mp Eater +3 - 10
    64- Mp Eater +1 - 11 / Magic Armour - +2 - 2
    65- Magic Armour - +3 - 5
    66- Magic Armour - +3 - 8
    67- Magic Armour - +3 - 11
    68- Magic Armour - +3 - 14
    69- Magic Armour - +3 - 17
    70- Magic Armour - +3 - 20 (Complete)

    ____________________________________________________________________

    XIV.Luckless Cleric

    A Luckless Cleric caps his LCK at a certain lvl or does not raise it, in
    exchange
    for more INT or to raise hp making it a Blood Luckless Cleric.They have more
    magic atk and mp due to the extra INT but lack def and mdef, due to the fact
    that they cannot wear many high level armour, also the extra INT gives more
    magic defense but the magic defense from the armour that other clerics get
    is lost
    so they generally have less magic defense.Though they usually scroll they're
    overalls
    with LCK so they can wear high level armours.

    ____________________________________________________________________

    XV.Luck Cleric

    Luck Clerics are the opposite of Luckless Clerics as they put all they're
    extra
    points into LCK and wear equipments that increase LCK over INT.They have
    more
    avoidability than clerics that raise int, and they tend to do less
    damage,have less
    mp and magic def.It is unconfirmed if the extra luck causes Luck Clerics to
    lose less
    exp than other clerics.

    ____________________________________________________________________

    XVI.Scrolling

    -Overall

    Party - Scroll overalls with overall for def 10% as they give defense,
    magic defense,and hp or overall for int for INT resulting in more magic def,
    mp,and heal damage.

    Solo - Its suggested that only overall for int is used to increase magic
    damage.

    Hybrid - Should also use overall for def 10% or overall int as they both
    benefit them.

    Blood - Should use overall for def 10% as it gives defense,magic defense,and
    most
    importantly hp.The extra defense and magic defense reduces damage which is
    great for Blood
    Clerics.

    Buff - overall for def 10%,overall for int are useful as they both increase
    defensive stats
    though overall dex can be used to though it isn't highly recommended as it
    will mostly just
    raise avoidability, but overall for lck is better for that as then more
    points can be used in
    int to raise magic def and the lck provides more avoid.

    Luckless - Overall for int to increase the damage done or overall for lck in
    order to wear high
    lvl equipments and the lck increases avoidability than the dex from overall
    dex would.

    Luck - Overall for Lck mainly to just increase the amount of LCK you have.

    -Gloves

    There are no beneficial scrolls for magician gloves so they are usually
    bought clean
    though scrolling mage gloves with glove for dex 10% may add a little more
    avoidablity
    and as most mage gloves are usually sold without anything gloves with dex
    should be sold
    generally the same price so there is no loss.

    -Shoes

    Shoes should be scrolled with either shoe for jump or shoe for speed for
    traveling purposes
    ,shoe for jump benefits clerics by allowing them to jump over enemies
    unharmed and then attacking
    them and the +3 dex from shoe for jump 10% gives a slight bit of avoid,
    while shoe for speed merely
    speeds along traveling when used with teleport.Shoe for dex can be used to
    though these shoes don't
    tend to sell as much,shoe for dex gives more avoidability than shoe for
    jump.

    -Helm

    Helm for def can be used for Buff Clerics but it is also recommended that
    all types of clerics use helm
    for hp as they are very helpful, since helms have 7 slots it allows more
    chances to make helms give much
    hp.

    -Cape

    Buff- can either use cape for def 10% as it gives def and 10 hp or cape for
    magic def 10% which
    gives 10 mp though magic defense is more useful sometimes the hp given from
    cape for def 10% is more
    helpful in my opinion.

    Blood- should use cape for hp to increase they're hp even further.A cape
    with str may also be switched
    upon to be worn during lvl up to increase amount of hp slightly.

    Party- cape for int for more magic defense,mp, and heal damage, cape for hp
    for the extra hp or
    cape for def/magic def for the extra defensive boost.A cape with str can
    also be made during lvl up
    to increase total of str to gain a slight bit of more hp.

    Solo- cape for int to increase damage or cape for hp to gain more hp to
    survive at monsters while training
    alone.

    Luckless- cape for lck to help wear high lvl equipments or cape for int to
    increase damage.

    Lck- cape for lck to gain more lck

    -Shield

    shields should be scrolled with shield for def 10% as it gives hp which is
    helpful to all clerics
    also the extra def from all shield def scrolls help reduce damage taken
    which is useful too
    as there are few magician shields so mesos used to get a good shield will
    only be used
    a few number of times unlike scrolling overalls and such.

    ____________________________________________________________________

    XVII.Pets

    Regarding pets, all classes find them useful in picking up items or for
    attracting
    attention.They are however more helpful for clerics that train using heal as
    they tend to group kill monsters and rarely loot they're drops as they move
    onto the
    next group.So the pet would merely run through and pick up the items leaving
    the time
    that would've been used to pick up items to be used on killing monsters.

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