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    Lightning Wizard Training Guide

    Contents

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    (1: Quick Intro and My Story
    (2: Why Lightning?
    (3: Builds
    (4: Equipment
    (5: Lv30-70 Training
    (6: How Thunderbolt works
    (7: Tips 'n' Tricks
    (8: A Guide To Training Efficiently

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    (1: Quick Intro and My Story

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    This is a sorta Advice/My Story section, filled with all types of tips on
    how
    to train well (Most are hidden in my mistakes). If you don't wanna read my
    struggles, don't. Skip down a bit.

    After my last Kerning Party Quest, I said to myself: "Good job. You've
    reached
    lv31, and now you're on your way to becoming a fully-fledged Wizard". If
    you're
    unsure of your next step when 30 or below, go here:

    http://www.hidden-street.net/guides/magician_001.txt?

    It's quite good, and has nice ASCII art :P. Only read up to the line that
    Lv30.
    Anyway, I reached lv31. I was thinking whether to follow the track of about
    80%
    of ice/lit wizards and put 3 into Cold Beam. Then i thought, lightning is
    the
    first mob magic anyone can get. Fire/Poison and Cleric classes don't receive
    proper mob techs until 70 (I don't include Heal as a mob tech because it
    only
    affects certain enemies). Then I decided. I was sick of being mobbed in the
    Ant
    Tunnel, so I got up, moved my mouse away from Cold Beam, and clicked on the
    little arrow beside Thunderbolt. Then I panicked. Oh no! I'm stuck with
    Magic
    Claw for 5 levels. Then I thought again. DOWN WITH MOBS! And that is how I
    got
    into the Li-zard path.

    At first, I simply M-Clawed my way down at the bottom of the Ant Tunnel. How
    I
    trained will be detailed later. Then, I realised Thunderbolt was elemental.
    I
    dragged myself to Hidden Street and checked the Element Weakness List. Wow.
    Two
    monsters I can possibly kill at my level. Slimes and Octopi. So, hey, why
    not
    the ol' slime tree? Big mistake. I went in. I killed, and killed, and
    killed,
    and killed, and ate dinner, then killed some more. The total exp gain? 4%. I
    lost nearly 1 and a half times the mana I would've lost in the Ant Tunnel.
    So
    I went to Octopi. It was alright, but only since I had just received 800
    Mana
    Elixirs from my friend (Ty Magus). The result? 200 lost Mana Elixirs and
    14%.
    Not a good way to go. So, basically train on 'shrooms till lv33, where you
    have
    lv9 Thunderbolt. Then kill Octopi. It worked out pretty well, but not as
    good
    as if I just trained non-stop at the Ant Tunnel.

    I reached 35. I tried to PQ, but it was obvious no-one wanted me. So I
    trudged
    over to Teddies for a bit. Now these monsters are great for money, and exp
    is
    good too - more than two green mushrooms. It should take two hits. Trained
    on
    these till lv37. By then I simply had too many available quests, so I abused
    them. This got me 40%, and by then I could get into PQ. Which is what I did.
    Sometimes I trained on Teddies. At lv40, I equipped my newfound Hall Staff
    (if
    you don't have that luck, use a Fairy/Crystal Wand). By then you'll have
    maxed
    Thunderbolt. The best training is over in Helios Tower. Go down to the 99th
    floor and stand on the second screw between the fourth platform down and the
    floor. The diagram is like this

    TO 100th
    floor
    ___________
    |-|
    |-|
    ------
    ______| X
    X
    _______
    |_______|
    >
    --------X
    ________| !
    X
    --------------------
    -------|-|----------
    |-|
    |-|
    -----------
    |________|-|
    |-|
    |-|----
    |_____|-|
    ELEVATOR |-|
    ______ |-|
    / \ |-|
    | |________|-|

    X = screw
    ! = aforementioned screw
    >= This screw also lets you hit two platforms

    In case you didn't know, hamsters (or Retz) spawn here. THey are moderately
    easy to kill with Magic Claw or Cold Beam, but they spawn in 4s and 5s. This
    makes it ideal for lightning wizards with maxed lightning. Thunderbolt
    should
    do about 400-500 damage at least, and it should take 3 or 4 hits for each
    kill.
    Every 5 Retz killed is 390 exp for 120-160mp. That isn't bad, considering
    how
    difficult it was to train effectively before Ludi. I trained here from 40-44
    continously (with a few PQ breaks). The equip drop is good too - Petal
    Staff!
    The whole point of training here is not the drops or experience, but rather
    the
    speed. You can down 5 Retz at once, which is much better than anywhere else
    in
    the current world.

    After lv44, I PQed till 48 without break. Then I completed quests and went
    down
    to Omega a few times for no real reason, mobbing Plateons at the Plateon
    field
    (I confess now, I abused hackers). That got me a Dark Calaf, which I swapped
    with my friend for a Dark Calas. Alright. Enough of that. That about wraps
    up
    my story. I am currently lv53, and I will not be going on much because of a
    ban
    so don't expect any further levelling. I have had experience with lv60+ as
    well
    thanks to the Thai MS version and the account so graciously set up for me by
    my
    friend Andrew. He was quitting, had a lv61 I/L wizard, I thought why not.

    Now, I'm lv53 going on 54, (Andrew is now playing again, Lv81 going on 82),
    got
    a REALLY horrible haircut from that Amoria quest, am currently training on
    Red
    Drakes and am playing my thief as well.

    NOW I'm 58 going on 59, my Evil Tale blew up because of a Dark Scroll, I'm
    (vainly) trying to mob Gryphons in NLC (better than stupid Lorangs for
    another
    27%), and training my thief and warrior too. My warrior has cool gear ^_^.

    59-60! Yay!

    Now you've read the boring stupidity, onto the real guide!

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    (2: Why Lightning?

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    This section will detail why you want to choose lightning FIRST. All I/L
    wizard
    choosers will get it eventually, but this will detail why to get it FIRST.

    This argument is as unbiased as I can get it, but if it seems unfair, shoot
    an
    email over (see Credits section).
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This are the reasons for getting Lightning first.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The main reason is SPEED. Sure, the first 5 levels will require tedious
    Magic
    Clawing at the Ant Tunnel or Land of Wild Boar, but after that, you can take
    down large mobs with two hits, or a crowd of Octopi with one hit. The
    training
    will prove to be much faster than Ice choosers from there on out, but it
    takes
    patience to pass levels 31-35. Just keep thinking - I could be doing 500
    damage
    to everything at lv40. In the end, you will surpass Ice users with ease,
    since
    monsters killable with lightning at lv40 are more common as compared to ice-
    weak monsters (Jr. Lioners/Cellions, Fire Boars). Personally, I suggest Retz
    or
    Jr. Grupins/Cellions. Lorangs if you must. Octopi if you feel desperate.
    Slimes
    if you feel weak.

    The second reason is VERSATILITY. Although Thunderbolt is quite weak
    compared
    to moves such as Cold Beam or Fire Arrow, there are hardly any monsters
    which
    resist lightning. Ice wizards cannot possibly go to El Nath without
    seriously
    sucking. This means less boredom. Whereas Ice Wizards have to stay at one
    map
    for a half decade, Lightning Wizards can travel anywhere. Slower levelling
    for
    sure, but I'd prefer to travel and familiarize myself with the worlds. Okay,
    lightning is near useless in El Nath as well, but it's better than doing a
    mere
    300 damage to everything but Hectors.

    The third reason is MOB CONTROL. This is possibly the most referred-to
    reason
    as it makes it possible for any lightning wizard to kill off large mobs of
    enemies. It can be used in virtually any mob situation, unless there are
    thunder-resistant enemies lurking around. Even then a lit-wiz can just use
    Magic Claw and come out on top.

    The fourth reason is minor. I'm sure people would love to see all those
    items
    flood out onto the screen and the influx of text in the bottom right. That's
    just plain satisfying ^_^.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This are the reasons for getting Ice first.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The first reason is POWER. Power is something magicians feel they lack
    compared
    to the consistent four digit numbers Warriors, Archers and Thieves pull up.
    Cold Beam gives wizards a fair bit more power than Magic Claw, and
    eventually
    they are as effective as the other classes, and drastically more consistent
    as
    well. The damage still isn't even, but it's closer than before.

    The second reason is the STATUS effect. Freezing is one of the better
    statuses
    inflictable. Stun is good too, but it doesn't always occur. Threaten is good
    for the other classes, but isn't too great until it's maxed. I've had no
    experience with Disorder. Freeze, however, will always occur. Warriors seem
    to
    adore it because they have less chance of being hit.

    The third reason is SOLOING. Ice lets you solo harder enemies quicker. With
    luck you can actually defeat Buffys at lv40. My friend did (I went with
    him).
    The freeze ability is invaluable against monsters with special attacks
    (that'll
    teach you, you stupid Lupins. DIE DIE DIE!).

    The fourth reason is RANGE. You, as a magician, want to keep the hell away
    from
    monsters. Cold Beam's range combined with the awesome freezing ability will
    do
    this nicely. Freeze lets you keep multiple enemies at bay. Very handy (Red
    Drakes anyone?) indeed.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Those are my arguments. You'll see that Ice seems to have more convincing
    ones.
    In the end it's a matter of which you prefer, fast levelling and higher mp
    cost
    or slower levelling, money saving and no mob protection. You'll get both
    spells
    eventually though, so don't worry. ^^ Biased ^^

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    (3: Builds

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    The good ol' builds. Something no guide will ever be without. I'll detail
    the
    skills here too. I won't give Lv1-30 statistics on the skills (Hidden Street
    does that quite nicely) but I will explain each one's pros, cons, uses and
    whether you should get it or not. The explanations are all of my own
    experience
    so if you find it contradicting to your own, email me and I'll add a section
    for you (include your screen-name if you want that).

    NOTE: I'm assuming you know the basics of these skills. If you don't I've
    got a
    small section detailing roughly the usefulness of the skill and when to use
    it.

    UPDATE: I will add the base, halfway and max statistics, just in case.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Skills
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    MP Eater

    Maxed at: Lv20

    Lv 1: For every attack, 11% success rate, absorb 21% Max MP
    Lv10: For every attack, 20% success rate, absorb 30% Max MP
    Lv20: For every attack, 30% success rate, absorb 40% Max MP

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    This skill will refill part of your mp with a certain success rate. It works
    better in a mob situation, but during 1v1 situations it is quite useless. If
    it
    does activate, your MP refills, almost unnoticeably.

    A shiny aura circles you for a second or so.

    I found this skill quite unreliable when using Cold Beam, but when using my
    Thunderbolt technique, it activated pretty much every time. This saved me
    quite
    a few pots, and through that, money. I say max it, but not too soon unless
    you
    get lightning first (which is what this guide is about anyway ^_^).

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Meditation

    Maxed at: Lv20
    Requires: Lv3 MP Eater

    Lv 1: MP - 10, Magic Attack + 1, 10 seconds
    Lv10: MP - 10, Magic Attack +10, 100 seconds
    Lv20: MP - 20, Magic Attack +20, 200 seconds

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Adds Magic Attack in exchange for a 2 digit number of mp. It's good
    anywhere,
    especially party situations with other magicians, as it affects the entire
    party. Unlike Rage, it doesn't sacrifice anything in addition to the initial
    cost. Can be used on a ladder/rope/vine/climbable object.

    A tree made of green energy sprouts upon you.

    Dammed useful. Activate it every time you enter battle. 20 Magic doesn't
    seem
    much, but it certainly is a lot when it comes down to it.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Teleport

    Maxed at: Lv20

    Lv 1: MP - 60, Distance 130
    Lv10: MP - 33, Distance 130
    Lv20: MP - 13, Distance 150

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    This skill warps you a short distance. It's quite fun to play with, and you
    can
    reach platforms that normally take two jumps in an instant. You need it for
    the
    Ludi PQ, which should comprise a fair amount of your lv40-50 levelling. It's
    not as useful as Haste, in my opinion, because it costs continual MP to keep
    teleporting, whereas Haste simply takes one amount at the start. Most
    magicians
    keep it a 1 for 10-30 levels. A true lightning wizard will max it soon.

    You vanish in a blue haze, then reappear in that same blue haze a distance
    away.

    Very useful for the impatient Mapler (me, defintely). Also, you need it for
    the
    Ludi PQ (stated above). Through it you get to Tele-cast, which is my
    favourite
    Wizard trick. You can mimic the Chief Bandit's Assaulter! The MP cost is
    quite
    high to start with, so just make do with Speed Pills and speed gear (Red
    Whip,
    Red Tube, Brown Jester, Shoes, Icarus 2, etc etc).

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Slow

    Maxed at: Lv20
    Requires: Lv5 Teleport

    Lv 1: MP - 8, Speed - 2, 2 seconds (>_<)
    Lv10: MP - 8, Speed -20, 20 seconds
    Lv20: MP - 16, Speed -40, 40 seconds

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    I have no real idea of how this works, but I'll write a summary all the
    same.
    It's a mob move which decreases the speed of nearby enemies. I'll need help
    in
    this section, so will a F/P Wizard or I/L Wizard who maxed it contact me? I
    think that it has the same range as lightning, but I'm not quite sure. Both
    Ice
    and Lightning Wizards don't need it - Ice Wizards can freeze a succesion of
    enemies, and Lightning Wizards have mob control through Thunderbolt.

    I don't know the animation. Somebody email me!

    Somebody send me their experience with Slow!

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Cold Beam

    Maxed at: Lv30

    Lv 1: MP - 12, Basic Attack 13, Mastery 15%, 1 second freeze
    Lv15: MP - 12, Basic Attack 55, Mastery 35%, 1 second freeze
    Lv30: MP - 24, Basic Attack 100, Mastery 60%, 2 second freeze

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Here's the good bit. The actual offense skills. Cold Beam is, in my opinion,
    the best single enemy attack skill in the ENTIRE 2nd job advance tree
    (Savage
    Blow might be opposition though). This is because of the astounding effect
    of
    Freeze (Savage Blow can't FREEZE, can it? Eat that you pompous bandits!
    HAHAHA!
    Enough gloating...for now). Freeze stops your enemy in their tracks. Don't
    say
    Arrow Bomb is better - It might be, but it isn't quite as effective against
    single foes. It's more of a mob skill (and a good one at that...but not as
    good
    as Thunderbolt), and can't be compared to Cold Beam. I've been ranting quite
    a
    bit in those contraction bubbles, so I haven't even covered the actual
    spell's
    other uses. It has good range, similar to Magic Claw, and like Magic Claw,
    goes
    through obstacles. Like Magic Claw, it has a flashlight range. Like Magic
    Claw,
    it costs next to no MP. It's a lot like Magic Claw.

    NOTE: That was my opinion. No hate mail PLEASE!

    A few icicles pop out of the air above the enemy and strike, turning the foe
    blue with frost.

    Cold Beam is fantastic. I won't deny it, even though I'm a lightning wizard
    myself. It freezes, and used in conjunction with Thunderbolt, is an
    excellent
    damager, while Thunderbolt works as a mob finisher. A rough calculation is
    that
    Lv30 Cold Beam is about equal to 2 Lv30 Thunderbolts (against enemies with
    no
    resistances or weaknesses). Also, even lv1/3 Cold Beam is good, because you
    can
    freeze, Magic Claw, freeze, Magic Claw, etc, etc. It's good when there's no
    mob
    to Thunderbolt.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    I'm going to add a comparison section under these two skills for two
    reasons.
    One, so you can decide which class is best, and two, to beef up this quite-
    short-but-longer-than-some guide.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Energy Bolt doesn't go through obstacles, and doesn't freeze. 'Nuff said.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Cold Beam/Magic Claw
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    These two are EXTREMELY similar, but for a few major differences. The most
    noticeable one is that Cold Beam only hits once for high damage, while Magic
    Claw strikes two weaker blows. This would seem to be an advantage at first
    glance, because it would have a better average attack, but it also means you
    can't knock back enemies with a high knockback damage. Cold Beam also
    freezes.
    'Nuff said.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Cold Beam/Fire Arrow
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Fire Arrow is stronger, I'l concede that. The pure power draws many to the
    F/P
    class. It actually allows you to rival the other classes. However, it
    doesn't
    seem as good to me, because Archers and Sins have better range, and Warriors
    and Bandits have better damage. It doesn't beat Cold Beam either IMO,
    because I
    prefer a stationary opponent to a moving one, and Fire Arrow cannot go
    through
    walls or obstacles. 'Nuff said.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Cold Beam/Holy Arrow
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    I don't see many using Holy Arrow nowadays. It has pretty bad range, and is
    eclipsed by Heal. However, I believe (PLEASE don't insult me clerics) that
    it
    is a FAIRLY worthwhile skill, because you can't Magic Claw every time
    there's
    a non-heal affected enemy. You can argue that staying at a single map with
    heal
    weak monsters is fine, but I don't believe that. Unless you are anti-social
    or
    a hacker (I know there's a lot of you reading this), you'll have to
    negotiate
    with people now and then. This means you make friends, and friends want to
    train in different places. Magic Claw means you're wasting time. So unless
    you
    don't want friends, try to put a few points into this skill. Oh, and
    everyone's
    heard the 'Shining Ray at Lv1 can kick Lv30/20/w/e Holy Arrow's fat ugly
    ass'
    argument. This is, beyond a doubt, the most filled-with-obvious-holes
    argument
    I have ever heard. Does any Lightning Wizard refuse to fill up Cold Beam
    since
    you get Thunder Spear at the 3rd Job? Does any Ice Wizard ignore Thunderbolt
    because of Ice Strike? DEFINTELY 'nuff said.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Cold Beam/Power Strike
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    I like Power Strike for the power (HAHAHAHAHAHAHAHAHAHAHAHA). Cold Beam
    freezes
    though. 'Nuff said.

    Nah, seriously. Power Strike tends to be a bit unstable until Mastery is
    maxed,
    and after that it is as stable as Cold Beam. It NEARLY surpasses Cold Beam.
    However, there's two factors. The range, and the freezing. Also, Warrior has
    really bad MP, so it's hard to use every time you attack. NOW it's 'nuff
    said.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Cold Beam/Poison Breath
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Poison Breath sucks. 'Nuff said. Seriously, I only know one person with
    Poison
    Breath usable, and that's one point for laughs.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Cold Beam/Double Stab
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Double Stab isn't very powerful - Lucky Seven deals more damage and has
    range.
    Bansins are becoming very popular, and Double Stab is less used every day. I
    myself haven't ever used it, so I can't say much about it. It seems to be
    very
    ineffective though. It's a melee attack and can't freeze. Cold Beam is the
    exact opposite. 'Nuff said.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Cold Beam/Lucky Seven
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lucky Seven. What can I say? Well, it's a funny name. It could have been
    Volley
    Shot, or Duo Throw, or Twin Stars, or etc, etc. Still, I like the move. The
    damage is nice, and has good range. It's the assassin's move for ages. But
    Cold
    Beam has the freezing capability, which sort of eclipses the other effects.
    I'm
    not quite sure why I'm glorifying Freeze, it just turns the enemy blue and
    stops them in their tracks. Most train on OHKO enemies anyway, so there's no
    real help (unless you're hunting a specific item, in that case its damned
    invaluable). Hmm. I guess the contraction bubble said it all. Thanks,
    Bubble.
    Anyway, they're both useful, Lucky Seven much more at the 3rd job when you
    get
    Shadow Partner. I prefer Cold Beam because of freezing, but many prefer L7
    for
    its speed, range and power.

    NOTE: Don't get any ideas, but I actually like L7 better now that I have a
    decent bansin. But Cold Beam is still COOL (pun intended :P).
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Cold Beam/Double Arrow/Arrow Blow
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Notice I didn't say 'nuff said in the above section? Lol!!! Anyway, onto the
    comparison. I put the two archer skills together since they deal similar
    damage
    until Critical Shot is at a reasonable standard. Arrow Blow is one arrow,
    but
    Double Arrow is two. Under 30s find it better to use Arrow Blow because it
    will
    save arrows (and money). 30+s will find Double Arrow a helluva lot better,
    because you can double critical. Cold Beam is slightly weaker than Double
    Arrow
    and about the same as Arrow Blow. Archers have very unreliable damage - crit
    shot makes their damage range stupendous. I prefer Cold Beam for stability.
    No
    offense to you archers out there - you all rock! I hope that doesn't sound
    bad.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Cold Beam/Savage Blow
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Finally, competition. The sheer power dealt out by Savage Blow nullifies
    Cold
    Beam's freezing advantage over all the other moves. 6 hits seems to go over
    a
    little, but each hit is quite weak by itself. It makes training anywhere
    simple
    and easy, and combined with haste, a bandit can hurdle over enemies, SBing
    all
    the way. Very easy floor clearance. Cold Beam loses out in virtually
    everything
    since the Bandit is so grossly overpowered to make up for its 1st job
    weakness.
    Speed, Power, Versatality, Coolness, Game Suitability, Ownage Meter, etc,
    etc.
    Savage Blow wins out in nearly everything. Range doesn't really matter
    because
    Haste acts as range for the bandit. The freeze is still better against
    harder
    foes, as Savage Blow requires the user to be extremely close to an enemy,
    much
    closer than Spearmen or Two-Handed weapon wielders to be. Still, the damage
    piles up due to Booster, so the Bandit will always be a step ahead (until
    Thunder Spear. 170 Power!). Cold Beam's still just as, and sometimes even
    more
    powerful than Savage Blow when fighting Ice-weak foes. However, Savage Blow
    is
    almost useless at lv1, whereas Cold Beam isn't. 'Nuff said.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    That about wraps it up. I didn't cover FA because it technically isn't an
    act-
    on-command skill. I haven't a clue how Drain works. Somebody please email me
    with a ready-made section. I enjoy copy-pasting from my email.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Thunderbolt

    Maxed at: Lv30

    Lv 1: MP - 20, Basic Attack 2, Mastery 15%
    Lv15: MP - 20, Basic Attack 30, Mastery 35%
    Lv30: MP - 40, Basic Attack 60, Mastery 60%

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Thunderbolt is a mob skill. Unlike the archer mob skills and Slash Blast,
    Thunderbolt has a cloud coverage. This means it has a certain range AROUND
    the
    caster rather than dead ahead. You'll get used to it eventually. Try to find
    areas that have great coverage, like the towers in Orbis and Ludibrium.
    Areas
    with little platforms that separate two platforms like this...

    ___ STAND
    ___| HERE
    --
    \/
    ___
    |___|

    ...or this...

    STAND HERE
    __ __
    | | |
    -----------------

    ...or, in most cases, this...

    HERE

    \!!/
    \/
    MONSTERS STAND MONSTERS
    MONSTERS HERE MONSTERS
    MONSTERS (duh) MONSTERS
    ------------------------

    ...are good for lightning training.

    Several cool-looking blue bolts come down and zap the enemies.

    This is my favourite mob skill. Ever. It requires skill to use well, and
    looks
    cool to boot. Some say Ice Strike is better, and it is, but I prefer skills
    where you have to move to find a better place, rather than sniping from a
    rest
    post. It's your main levelling skill from 55 onwards - Florina becomes a
    haven.
    Use it as much as you can - even if it doesn't kill, it weakens.
    Alternatively,
    you can hit the oncoming enemies with Cold Beam, then rain lightning down to
    finish them. Either way you become quite a magician.

    NOTE: In case you think I'm being biased, then hear this. I AM BIASED
    TOWARDS
    ICE AND LIGHTNING SKILLS. DEAL WITH IT!

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Here's lightning's comparison section to the mob skills.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Thunderbolt/Slash Blast
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    First, Thunderbolt hits a cloud pattern, which I find better than the
    straight
    ahead range. This is because it lets you hit enemies below and above you
    too.
    Slash Blast consumes HP, but that's not a problem for Warriors. The MP loss
    is
    though, so Thunderbolt wins through sheer economic value.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Thunderbolt/Iron Arrow/Arrow Bomb
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Arrow Bomb and Iron Arrow are similar, so they're both under this title.
    Again,
    the dead-ahead range is a setback, but the Archer's range allows you to
    snipe.
    This is good, but you also have to travel over for the drops (unless you're
    powerlevelling, which is never a good idea in my opinion) whereas lightning
    allows you to easily pick the items up. That's minor, I admit. Arrow Bomb is
    quite strong, but grows weaker with every enemy hit. That's not a good
    thing.
    Arrow Bomb remains at the same strength (I think) and stuns. This is the
    reason
    I say Arrow Bomb is a fantastic mobbing skill. However, it lacks the ability
    to hit enemies around the user, and the archer's overall lack of melee
    ability
    pulls them back yet again (3rd job cures this, and the archer becomes the
    best
    class in the game ^_^). Thunderbolt and Arrow Bomb beat Iron Arrow, and I
    think
    the two skills are equal in versatality and usefulness.

    NOTE: In terms of sheer power against one/two/possibly 3 foes, Iron Arrow
    will
    win. I'm not gonna discourage Crossbowman use. In fact, I recommend
    it.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Thunderbolt/Heal
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Heal is quite possibly the best mob skill ever. That is, at Chronos, Zombies
    and Wraiths. Otherwise it's not a mob skill at all. It's weak, but restores
    HP,
    so dying isn't a worry. Thunderbolt beats it anyday in power, usefulness,
    plain
    awesomeness and versatality. Heal wins on the same basis as Cold Beam -
    awesome
    on maps that are affected by it.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Mage Skills (3rd Job)

    Yep, I'm actually off my ass and doing this again. I can't believe it.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Partial Resistance

    Maxed at: Lv20

    Lv 1: 23% resistance against ice/lightning magic attacks
    Lv10: 50% resistance against ice/lightning magic attacks
    Lv20: 70% resistance against ice/lightning magic attacks

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Increases the resistance you have against magic attacks of ice and
    lightning.
    Monsters that have their power reduced include Taurospears and Tauromacis,
    the
    Grupins and Lioners, some deep Ludi beasts and Zakum (*gaspz*). The
    resistance
    increases to 70%, making ice and lightning attacks do next to nothing
    against
    you.

    Pointless in the worst way, unless you grind at Tauros and/or Zakums. You
    see,
    it adds ICE AND LIGHTNING resistance, two of the rarest types in the game.
    It
    is sensible, as an Ice/Lightning Mage would be defended against his own
    power.
    But is it really worth it just because you go to Tauros every few months
    with
    your cleric and WK friends? No, it's not. I don't suggest pumping this skill
    unless you train non-stop at Tauros. But what about big cats? You should be
    far
    past that phase when you make it to that level.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Elemental Amplification

    Maxed at: Lv30

    Lv 1: Spell cost + 5%, Magic Attack + 2%
    Lv15: Spell cost + 70%, Magic Attack + 20%
    Lv30: Spell cost + 100%, Magic Attack + 35%

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    A skill that eventually doubles your spell casting cost for a HUGE boost in
    power. Yeah, huge. 35% don't seem like much, but believe me, it is when you
    see
    a 'sader muscling in on your DT map. I mean, your normal damage is increased
    by
    one third.

    And you thought Meditation was useful. But the doubled Mp cost is a lot
    worse a
    sacrifice than the 20 Mp needed for Med. Still, much better damage, and when
    combined with Booster and T-Spear, you own. A lot. And you must own a lot of
    Mp pots too. Seriously.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Seal

    Maxed at: Lv20
    Requires: Lv3 Elemental Amplification

    Lv 1: MP - 12, 38% chance of success, 10 second effect
    Lv10: MP - 18, 65% chance of success, 15 second effect
    Lv20: MP - 30, 95% chance of success, 20 second effect

    Seal, seal, DUGONG!
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Seals enemies with TEH PINK CUBE, stopping them from using any 'Magic'
    attack.
    This counts as anything other than touch damage. PHails miserably against
    bosses. Yeah.

    Yay pink cube. Yeah, a pink cube. WOO! That's the animation.

    You'd think that its redundant like Slow, since you can freeze. NOT
    EVERYTHING
    IS FREEZABLE. And this means those enemies who would normally be
    magickinging
    you to death can be shoved up their *censored*. You may want to get it. A
    must
    for F/Ps, because now they can Slow and Seal. But I/L don't need it as
    badly,
    though it is VERY useful.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Magic Booster

    Maxed at: Lv20
    Required: Lv3 Elemental Amplification

    Lv 1: HP - 58, MP - 53, Casting speed + 1, 10 seconds
    Lv10: HP - 40, MP - 35, Casting speed + 1, 100 seconds
    Lv20: HP - 30, MP - 25, Casting speed + 2, 200 seconds

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Increases the 3rd job spell casting speed for a short period of time in
    return
    for a sacrifice of health and mana. NEEDED if you want to survive in any
    really
    dangerous maps, because otherwise your casting speed is actually slower than
    the time it takes for an enemy to unfreeze.

    A book appears and shines a bit. Yeah.

    Get it or die. No, I'm serious. You'll die if you don't have it. An increase
    in casting speed is very (very, very) noticeable. So in the end, the casting
    speed is practically equal to Cold Beam/Thunderbolt. Make sure its on before
    you fight anything, whether it be bosses or Teddies. Otherwise you'll be hit
    at
    least fifty times before you even get the attack off. 2nd job skills aren't
    speeded up (dammit).

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Ice Strike

    Maxed at: Lv30

    Lv 1: MP - 21, Basic attack 32, Mastery 15%, Attack range 110%, 1 second
    freeze
    Lv15: MP - 35, Basic attack 60, Mastery 35%, Attack range 150%, 1 second
    freeze
    Lv30: MP - 50, Basic attack 90, Mastery 60%, Attack range 200%, 2 second
    freeze

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Blasts up to 6 enemies within range with shards of ice. Note that once it
    gets
    to lv15, it's as strong than Thunderbolt and has more range (though it'l
    quite
    likely to be slower). Add Magic Booster/Element Amplification and this
    becomes
    your primary attack. As much as I like Thunder Spear, it fast enough to be a
    quick attacking skill. Stay with the ice element for a while. Cold Beam +
    Ice
    Strike is a good combo. Ice Strike + Thunder Spear is better.

    Random icicles storm around you for a bit, then everything freezifies.

    Needed. It's one of two builds, (one of luck, one of ease). This is the easy
    one. You get a huge mobbing attack, making killing *coughKSPAYBACKTIMEcough*
    a
    helluva lot easier. You get double Lightning's range, making Cloud Coverage
    even more supreme. Sniping is so easy with this.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The comparisons are only against 3rd job skills. 2nd job skills stand no
    chance
    against this storm of ice. The range alone (plus multi freezing) makes it
    quite
    comparable to a more versatile Arrow Bomb with cloud coverage. Note: With
    Ice
    Strike and Thunder Spear, I assume you have Magic Booster (lv2) on.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Charge Blow
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Charge Blow is powerful and can stun, which is basically the same as
    freezing.
    This is probably the most effective of the White Knight's arsenal, and its
    certainly impressive. With elemental capabilities, it lets the White Knight
    train anywhere. Good mobbing, but bad range. Ice Strike gets good range. On
    the
    other hand, Charge Blow is elementless - normally. With element, it becomes
    as
    versatile as Ice Strike, but in a different way. Note: Ice Strike + Elem.
    Amp
    and Magic Boost is much better than Charge Blow due to high range.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Element Charges (Fire/Ice/Thunder)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The Element Charges of the White Knight are great. Due to high Warrior
    damage,
    the White Knight gets to own all sorts of element weak enemies, and train
    wherever seems good. The I/L seems a little run down compared to the element
    changing abilities the WK possesses. Still, Ice Strike has just as much
    power
    than Charge Blow Ice, because by the time the WK has gotten to all the
    enemies,
    the I/L could have killed them all by then. But the Fire/Thunder elements
    are
    very useful, though Explosion and Thunderbolt respectively are just as good
    (cloud coverage). Thunderbolt is a little weak in comparison though.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Coma
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    It seems stupid to compare the two. If you've ever seen Coma, you'll know
    that
    IT OWNS EVERYTHING. At 5 orbs. Which takes awhile to charge. 3+ orbs is
    still
    pretty good though. But Crusaders have insane damage anyway, so you can kill
    normally, then smash through mobs/bosses/snails with other attacks (Panic).
    Yeah, Coma wins, even with lack of range. Simply because x 5 damage to 6
    other
    enemies = awesomeness in the best way. Still, give credit to Ice Strike's
    range
    (which is something Coma lacks). If Coma had range, everybody'd be a
    Crusader.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Shout
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike wins. The end. Though Shout stuns for so long, its so weak. Ice
    Strike can be superspammed from one place, and everything dies. Shout is
    better
    for Crusaders who move a lot, but Ice Strike is an more balanced all-rounder
    attack. Stun vs. Freeze - about equal. But Ice Strike IS a main attack vs.
    Shout, a complimentary.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Dragon Buster
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Dragon Buster hits for...500% at max? Or similar. It hits three enemies
    though,
    so counts as a mobbing attack. Power is actually quite nice (though I think
    the
    Crusader wins out with Panic). It still has real range, something essential
    to
    a good mob attack. This is probably a better one foe hitter than a mob
    attack.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Dragon Fury
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Dragon Fury has power, I'll give you that. But it has basically no range
    when
    compared to Ice Strike or Dragon Roar. It's fantastic for enemies that crowd
    together though, especially if you've trapped them on one side. That's the
    best
    thing about straight-ahead mob range.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Dragon Roar
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Dragon Roar is powerful and has awesome range, but can only be used twice
    before health needs to be restored. Which is pointlessly slow. Its more of a
    'look-at-me-newbs-I-pwn-everything' move than a move you can use in normal
    situations. Great for Ksing too. Ice Strike, like I said, can be
    superspammed.
    Whatever floats your boat. Dragon Roar is good everywhere though. I don't
    think
    Warriors and Mages can be compared well, because they're so different.

    Magadon4 adds: The Spearman is powerful, but it suffers from the same
    illness
    as all Warriors - no practical range damagers. Sure Dragon Roar and Shout
    are
    pretty - but are they that great? You can spam Dragon Roar with a Priest,
    you
    say. But what about when you're solo? Yeah, I don't wanna depend on Priests
    that much either. And Shout is just low damage in comparison.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Explosion
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    These two are comparable. Ice Strike gets freezing power, Explosion gets a
    bit
    more damage. Of course, Explosion is very good IMO, and Ice Strike is just
    as
    good, but Explosion gets a wider range of training because you get more
    things
    to kill due to higher power. Of course, Ice freezes, and 6 frozen enemies
    are
    easy, easy targets. You could even party with the other class and combine
    the
    two, though finding a common training ground might be hard...
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Poison Myst
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    I like the name Myst. Yeah, poisony poisony. Poison is worth it now. It
    deals
    considerable damage over...30 seconds? 40, fine. I was close. It's actually
    the same power as Ice Strike, but it has less versatility - there are more
    enemies that are affected by Ice than Poison. Both are fine moves, but the
    class I/L gets a much stronger solo move. I actually like Fire Arrow, but I
    wanted a mixed bag, something to last, not just one move. They're
    comparable.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Shining Ray
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Heh, Shining Ray is actually stronger. But is 15 basic attack worth it for
    Thunderbolt's range? No. Obviously. Ice Strike also freezes. Yeah, end of
    story
    (sort of).

    Priests may/will argue that this is unfair. Well tough luck. There are way
    too
    many Clerics as is, stop complaining. Yeah, you got some power now. Use it
    well
    (or just keep heal-spamming, either way...). I like Shining Ray's animation
    though. No offense to Priests.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Inferno
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Inferno is a useful move, on par with Explosion (plus boosts). I've always
    though Rangers (and Snipers) to be great, just because of Critical. Inferno
    is
    a Critical enhanced Explosion, basically. Ice Strike still has freezing
    power,
    so the two are near equal in terms of effectiveness. Not only that, but
    Inferno
    is a straight-ahead, similar to Arrow Bomb. Ice Strike wins because it hits
    all
    around. Arrow Rain is another matter altogether.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Arrow Rain
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    A very worthwhile debate here. Ice Strike vs. Arrow Rain. Ice Strike with
    the
    bonuses of Element Amp. and Magic Booster is very useful for clearing out a
    large area. But on a single platform, Arrow Rain smashes Ice Strike because
    of
    power and speed advantages. Of course, it's elementless, earning favour due
    to
    strength against every opponent.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Blizzard
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Blizzard is basically a stronger souped up Cold Beam that hits multiple
    foes.
    Ice Strike is an all round hitter. Basically the same, but for attack speed
    and
    area of effect. A well-scrolled XBow makes Blizzard better...on one
    platform.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Arrow Eruption`
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    See Arrow Rain. It's a bit more powerful though (XBow usage).
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Band Of Thieves
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Fast and powerful. That sums up Band Of Thieves. The range still sadly
    lacks,
    but in conjunction with Haste, BoT becomes very useful. So I declare them
    equal
    - Ice Strike has range and freezing power, BoT has power and speed of
    attack.
    You cannot say that giving BoT the Haste bonus makes it unfair, because (1:
    Ice
    Strike already gets Element Amplification and Magic Booster by default, and
    (2:
    Thieves have Haste. And CBs are the ones using BoT.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Meso Explosion
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    I dunno. Ice Strike wins in cost hands down. But for power, Meso Explosion
    wins
    (with Pickpocket or a few 1.1ks dropped). I still disapprove though. But
    it's
    THE best boss killer in the game - if you're rich. Very rich. Otherwise not
    worth it, since the amounts are dropped after the enemy dies, and the
    amounts
    dropped by trainable enemies are measly, really.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ice Strike/Avenger
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    It's a straight-ahead attack with enormous range and damage (assuming Shadow
    Partner and perhaps Critical). However, the enemies have to be in a straight
    line. Ice Strike has about the same range (perhaps a bit less), but a lot
    less
    damage and speed. Avenger is about the same as BoT, but with less power and
    more range, which is pretty good.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Thunder Spear

    Maxed at: Lv30

    Lv 1: MP - 10, Basic Attack 80, Mastery 15%
    Lv15: MP - 17, Basic Attack 135, Mastery 35%
    Lv30: MP - 24, Basic Attack 170, Mastery 60%

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Thunder Spear is an abnormally powerful attack possessed by higher levelled
    I/L
    mages. This is usually because its SO SLOW to cast. Many people add a point
    in
    at lv70 because they can. Ice Strike is generally preferable, due to a more
    effective cast (approx. same speed, Ice Strike can hit up to 6 enemies).

    A javelin of electricity is summoned in the caster's hand, and is thrown.

    Thunder Spear is uber powerful. Thunder Spear is also uber slow. Once
    Booster
    is raised to 11 and this is maxed, you can ALMOST stand up to Warriors. Not
    Bowmen or Thieves, they're too fast/have too much range. But 170 damage!
    That's
    absolutely insane. At lv4, it's equal to Cold Beam in power, which is scary.
    Even though the power is fantastic, the speed is horrible, and one of the
    reasons people dislike I/L mages. It takes almost 3 seconds (un-boosted) to
    cast the spear at an enemy. That, in my opinion, is absolutely horrendous. I
    don't know about you, but speed means a lot to me. Once Booster gets to
    lv11,
    it's much better.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Thunder Spear/Panic
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Funny how Pages get no real one enemy hitters in the 3rd job. Moving on,
    Panic
    is an insanely powerful attack which smashes the living daylights out of
    foes.
    Literally. It can cause darkness and/or stun, from what I've heard. Panic
    wins
    vs. Thunder Spear until it gets Booster, because by the time TS is cast, the
    Crusader can march up, kill and restore mana. So the range is negated until
    the
    Booster is applied. Once it is, it's probably more useful in conjunction
    with
    Ice Strike.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Thunder Spear/Dragon Buster
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Dragon Buster wins. There's no competition (except maybe at Vikings). It's
    just
    so powerful in comparison, not to mention faster. Range is only a small
    draw-
    back, as Thunder Spear is so slow.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Thunder Spear/Strafe
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Strafe is an insane move. 3+ arrows with critical is enough to scare off any
    mage. Yeah, mages get smashed in early 3rd job. Strafe has range, power,
    speed
    and accuracy advantages. Thunder Spear only has elemental power to counter.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Thunder Spear/Assaulter
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Assaulter is strong, and acts similar to Flash Jump. It beats Thunder Spear
    in
    everything, as long as you have an Attack glove, good dagger and Haste. It's
    just powerful and moves you around. Of course, telecasting does that too,
    but
    it's just not...proper.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Anyone else notice there's pretty much no other single enemy moves? I know
    that
    F/P Compo exists, but that can only really be compared with I/L Compo, since
    they're similar and have similar effects.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Magic Composition

    Maxed at: 30

    Lv 1: MP - 14, Basic Attack 80, Mastery 15%, 1 second freeze
    Lv15: MP - 18, Basic Attack 114, Mastery 35%, 1 second freeze
    Lv30: MP - 22, Basic Attack 140, Mastery 60%, 2 second freeze

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    The new Cold Beam. Costs less, deals more damage and adds a lightning
    element
    (which may be troublesome, say, at Lioners). It's pretty slow until Booster
    is
    added, but once it is, boom! Uber Cold Beam. Nice looking too.

    Ice and lightning elements combine above the caster, then shoot out.

    Useful, but you shouldn't really max it until you're certain Cold Beam won't
    cut it anymore. Thunder Spear is a lot more powerful, and Ice Strike freezes
    a
    lot more. In other words, this can be left until later, because you have
    moves
    that get the two best aspects of this move, and do it better.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    I/L Composition/F/P Composition
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    F/P is maxed earlier, whereas I/L can wait. This is because I/L gets better
    and
    more versatile moves than the F/P (there was so much potential though >_<).
    These two are comparable, because they have about equal standards. If this
    was
    a F/P guide, then F/P would be compared in Thunder Spear's place. It's a
    decent
    move, I've seen it used, but Poison just hasn't got the usefulness of
    Freezing.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    That wraps up the skill section. Now, onto the title...Builds!

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    True Lightning Wizard Build

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This build is for Lightning worshippers and fanatics. The True Lightning Wiz
    Build is all about using Lightning to its full potential. No Ice for ages
    though T.T. Don't use it if continual mobbing isn't your thing. You don't
    get
    Teleport soon either - it's about the POWER of lightning.

    I was kidding about the worshippers and fanatics thing.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Lv30: 1 Teleport (This is universal. I'm not going to say it again.) [1]
    Lv31: 3 Thunderbolt [3]
    Lv32: 3 Thunderbolt [6]
    Lv33: 3 Thunderbolt [9]
    Lv34: 3 Thunderbolt [12]
    Lv35: 3 Thunderbolt [15]
    Lv36: Save points
    Lv37: Save points
    Lv38: Save points
    Lv39: Save points
    Lv40: 15 Thunderbolt [30]
    Lv41: 3 MP Eater [3]
    Lv42: 3 Meditation [3]
    Lv43: 3 Meditation [6]
    Lv44: 3 Meditation [9]
    Lv45: 3 Meditation [12]
    Lv46: 3 Meditation [15]
    Lv47: 3 Meditation [18]
    Lv48: 2 Meditation [20], 1 MP Eater [4]
    Lv49: 3 MP Eater [7]
    Lv50: 3 MP Eater [10]
    Lv51: 3 Cold Beam [3]
    Lv52: 3 Cold Beam [6]
    Lv53: 3 Cold Beam [9]
    Lv54: 3 Cold Beam [12]
    Lv55: 3 Cold Beam [15]
    Lv56: Save points
    Lv57: Save points
    Lv58: Save points
    Lv59: Save points
    Lv60: 15 Cold Beam [30]
    Lv61: 3 MP Eater [13]
    Lv62: 3 MP Eater [16]
    Lv63: 3 MP Eater [19]
    Lv64: 1 MP Eater [20], 2 Teleport [3]
    Lv65: 3 Teleport [6]
    Lv66: 3 Teleport [9]
    Lv67: 3 Teleport [12]
    Lv68: 3 Teleport [15]
    Lv69: 3 Teleport [18]
    Lv70: 2 Teleport [20], 1 Slow[1]/Magic Armour[1]/Energy Bolt[2]

    NOTE: You can switch MP Eater and Meditation (You need to put 3 into MP
    Eater
    in order to be able to add to Meditation though). However, I find it's best
    to
    start adding to Cold Beam at lv50. No higher, no lower.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Hybrid Lightning Wizard Build

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Nobody seems to like this build. I don't either, but it lets you boast that
    you
    are a lightning wizard AND gets you Cold Beam. However, you AREN'T a
    lightning
    wizard because lightning needs some support skills, and you don't get them
    'til
    about Lv55. I used both this build and the above one (my current player
    lordplasma2 used this build, and it's fun, but slow to level), and the above
    once is more lightning-wizardy.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Lv31: 3 Thunderbolt [3]
    Lv32: 3 Thunderbolt [6]
    Lv33: 3 Thunderbolt [9]
    Lv34: 3 Thunderbolt [12]
    Lv35: 3 Thunderbolt [15]

    Now, there's two things you can do here. First, you can continually add
    points.
    That's not recommended by experts, because the MP cost doubles. I don't
    think
    it's a good idea either. Second, you can wait 3 levels, then add 9 in. I did
    that. Now I'm sure you're thinking 'ZOMFG YOU NOOB YOURE WASTING MONEY', (My
    friend thought that anyway, he's not my friend anymore), but it's not
    stupid.
    A lightning wizard requires power. And that power is all too hard to get
    (but
    if you're supremely funded you can scroll everything to freakish levels). So
    a
    bit of MP loss is fine, as long as you get more power. The third thing is
    not
    adding any points and waiting until you have 15 to put in. That's good and
    bad
    at the same time. Good, because it means you get an awesome power boost and
    people will say, 'Look at that guy, he got an awesome power boost', but bad,
    because you have to deal with 5 levels hard work watching those points build
    up
    and not being able to do anything.

    NOTE: The above build 'True Lightning Wizard' is better to save on, because
    you
    aren't killing anything special until lv40. It saves a bit of cash.

    Lv36: See above
    Lv37: See above
    Lv38: See above
    Lv39: See above
    Lv40: ?? Lightning [30]
    Lv41: 3 Cold Beam [3]
    Lv42: 3 Cold Beam [6]
    Lv43: 3 Cold Beam [9]
    Lv44: 3 Cold Beam [12]
    Lv45: 3 Cold Beam [15]
    Lv46: See above
    Lv47: See above
    Lv48: See above
    Lv49: See above
    Lv50: ?? Cold Beam [30]
    Lv51: 3 MP Eater [3]
    Lv52: 3 Meditation [3]
    Lv53: 3 Meditation [6]
    Lv54: 3 Meditation [9]
    Lv55: 3 Meditation [12]
    Lv56: 3 Meditation [15]
    Lv57: 3 Meditation [18]
    Lv58: 2 Meditation [20], 1 Teleport [2] OR 1 MP Eater [4]

    NOTE: Concentrate on levelling the skill you just added 1 point to. The
    slash
    separates the two possible builds I have thought about.

    Lv59: 3 Teleport [5] /3 MP Eater [7]
    Lv60: 3 Teleport [8] /3 MP Eater [10]
    Lv61: 3 Teleport [11]/3 MP Eater [13]
    Lv62: 3 Teleport [14]/3 MP Eater [16]
    Lv63: 3 Teleport [17]/3 MP Eater [19]
    Lv64: 3 Teleport [20]/1 MP Eater [20], 2 Teleport [3]
    Lv65: 3 MP Eater [6] /3 Teleport [6]
    Lv66: 3 MP Eater [9] /3 Teleport [9]
    Lv67: 3 MP Eater [12]/3 Teleport [12]
    Lv68: 3 MP Eater [15]/3 Teleport [15]
    Lv69: 3 MP Eater [18]/3 Teleport [18]
    Lv70: 2 MP Eater [20], 1 Energy Bolt [2] OR 1 Slow [1] OR 1 Magic armour
    [1]/
    2 Teleport [20], 1 Energy Bolt [2] OR 1 Slow [1] OR 1 Magic armour [1]

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Mob Controller Build

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    I only know 1 person who used this build (I'm not disclosing his name). But
    we
    talked a long time ago, when I had my old character. He has now quit the
    game,
    so we cannot communicate anyway. Still, out of respect, I will put forward
    his
    build, which he described to me.

    This build is designed to fight mobs. You can fight enemies such as kitties,
    lorangs, and anything that you should use Thunderbolt rather than Cold Beam
    on
    (no Red Drakes, sorry). You can have a lot of fun with this build - Go to
    the
    Lucida maps, Malady maps, maybe even Drakes and Kargoes. You take your pick.
    Personally, I find it's more of a novelty build, for one-stop lightning
    wizards
    (*coughcoughHACKERScoughcough*). Basically, you get Teleport and Slow, but
    you
    will be quite weak unless you party with ordinary Wizards (You won't have
    Med
    until the very end >_<). You get Cold Beam right at the time you start to be
    able to normally fight Red Drakes (But it's lv3, so don't come running if
    you
    get totally ownified). It's still fun though (apparently...)

    Use it if you want a challenge, like a Power Cleric, DEXless Warrior/Thief
    or
    Permanoob. You might find it's easier than the latter, but a bit harder than
    the former. That's because people know how to do those, but the Mob
    Controller
    wizard is actually non-existent.

    NOTE: If anybody at all follows this build to the end, email me. I need some
    info about Slow. Contact details at the bottom (Press End on your
    board)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Lv31: 3 Thunderbolt [3]
    Lv32: 3 Thunderbolt [6]
    Lv33: 3 Thunderbolt [9]
    Lv34: 3 Thunderbolt [12]
    Lv35: 3 Thunderbolt [15]
    Lv36: Save SP
    Lv37: Save SP
    Lv38: 9 Thunderbolt [24]
    Lv39: 3 Thunderbolt [27]
    Lv40: 3 Thunderbolt [30]
    Lv41: 3 Teleport [4]
    Lv42: 1 Teleport [5], 2 Slow [2]
    Lv43: 3 Slow [5]
    Lv44: 3 Slow [8]
    Lv45: 3 Slow [11]
    Lv46: 3 Slow [14]
    Lv47: 3 Slow [17]
    Lv48: 3 Slow [20]
    Lv49: 3 Teleport [8]
    Lv50: 3 Teleport [11]
    Lv51: 3 Teleport [14]
    Lv52: 3 Teleport [17]
    Lv53: 3 Teleport [20]
    Lv54: 3 Cold Beam [3]
    Lv55: 3 Cold Beam [6]
    Lv56: 3 Cold Beam [9]
    Lv57: 3 Cold Beam [12]
    Lv58: 3 Cold Beam [15]
    Lv59: Save SP
    Lv60: Save SP
    Lv61: 9 Cold Beam [24]
    Lv62: 3 Cold Beam [27]
    Lv63: 3 Cold Beam [30]
    Lv64: 3 MP Eater [3]
    Lv65: 3 Meditation [6]
    Lv66: 3 Meditation [9]
    Lv67: 3 Meditation [12]
    Lv68: 3 Meditation [15]
    Lv69: 3 Meditation [18]
    Lv70: 2 Meditation [20], 1 MP Eater [4]

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Other Builds

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Mob Control V2

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Samaus_2m offers his view and alteration on the 'Novelty' Build I made. Read
    his build, then decide for yourself. No Cold Beam however, so use this if
    you
    are a diehard lightning user. I myself prefer training with lightning rather
    than ice, but many people prefer to have more than just one attack skill.

    Lv31: 3 Thunderbolt [3]
    Lv32: 3 Thunderbolt [6]
    Lv33: 3 Thunderbolt [9]
    Lv34: 3 Thunderbolt [12]
    Lv35: 3 Thunderbolt [15]
    Lv36: Save SP
    Lv37: Save SP
    Lv38: 9 Thunderbolt [24]
    Lv39: 3 Thunderbolt [27]
    Lv40: 3 Thunderbolt [30]
    Lv41: 1 MP Eater [1], 2 Teleport [3]
    Lv42: 2 Teleport [5], 1 Slow [1]
    Lv43: 3 Slow [4]
    Lv44: 3 Slow [7]
    Lv45: 3 Slow [10]
    Lv46: 3 Slow [13]
    Lv47: 3 Slow [16]
    Lv48: 3 Slow [19]
    Lv49: 2 Teleport [7], 1 Slow [20]
    Lv50: 3 Teleport [10]
    Lv51: 3 Teleport [13]
    Lv52: 3 Teleport [16]
    Lv53: 3 Teleport [19]
    Lv54: 1 Teleport [20], 2 MP Eater [3]
    Lv55: 3 Meditation [3]
    Lv56: 3 Meditation [6]
    Lv57: 3 Meditation [9]
    Lv58: 3 Meditation [12]
    Lv59: 3 Meditation [15]
    Lv60: 3 Meditation [18]
    Lv61: 2 Meditation [20], 1 MP Eater [4]
    Lv62: 3 MP Eater [7]
    Lv63: 3 MP Eater [11]
    Lv64: 3 MP Eater [14]
    Lv65: 3 MP Eater [17]
    Lv66: 3 MP Eater [20]
    Lv67: 3 MP Eater [20]
    Lv68: 3 Cold Beam [3]
    Lv69: 3 Cold Beam [6]
    Lv70: 3 Cold Beam [9]

    This build (In My Opinion) is terrible for hackers, however, for a normal
    Lit
    mage, it can easily be used to contain a large group of enemies, disabling
    them
    even at early levels. The ability to MP eat is gained early, because even
    one
    point means slightly less MP potions. After this is achieved, and lit is
    maxed,
    it's time to work on Teleport, and Slow. The reason for this is, Slowing an
    enemy, teleporting away to attack more, get them to follow, then slow means
    you
    can easily disable an entire group to one area, as you can move away faster
    than they can keep up, and their immense lack of speed disables them from
    being
    able to spread out too far. This means you can get a group of anywhere from
    3 -
    every enemy on the floor to one spot, allowing you to save MP with
    lightning.
    As opposed to being a build based on speed leveling, it's based on MP
    saving,
    creating mobs as opposed to looking for them. Cold beam, however, is left
    with
    whatever points aren't used elsewhere, As far as training is concerned, no
    matter where you are you'll do better with lightning against 3+ enemies then
    you will with Cold Beam, Leaving it a generally useless skill. If you need
    more
    information, add me to MSN, I get online every night around 9 pm eastern US
    time. My (current) Maplestory character is ihpares (However, I'm a Broan, so
    if you want an in-game interview, it might not be that simple.)

    - Samaus_2m

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Now, I'm not going to list AP Builds for the same reason I didn't give skill
    statistics - I assume you have the basics. Also, there are many guides on
    the
    site that detail exactly what and where to put AP (I'll let you in on a
    secret
    in the next paragraph - I can't do it inside a Contraction Bubble).

    Basically, use ALL your AP on INT unless you need some for LUK. This is the
    best way to get power as a lightning wizard and still wear that cool armour
    you
    want to wear (Personally, I don't much like mage armour). Basically, every
    -0
    and -8 level (and every level you can get a new equip you want), add enough
    to make your LUK 3 above the level (lv60 = 63 LUK, lv40 = 43 LUK). Instead
    of 4
    INT, 1 LUK per level, you get 5 INT most of the time, but get back down to
    earth every few levels.

    Another tip for both saving money and increasing power. Don't get every
    single
    equip you can. Just because you see a 73 Magic Attack Evil Tale in an FM
    store
    and it's 3 Magic Attack higher than your Thorns, doesn't mean you should buy
    it
    (even if it's 400k or so. If it's 100k or less, buy it and trade
    lordplasma2,
    I'll take it off you for the same amount plus 10k). Don't get a Dark
    Starlight/
    Moonlight when you have a perfectly good Red one. I made that mistake once.
    I
    was unable to afford a Lama staff because of it (*curses himself*). Besides,
    if
    it's only that bit higher, then chances are it's quite expensive, and it
    would
    cost less to scroll with 100% scrolls anyway. I do that a lot, mainly
    because
    spending 15 mil on 7 staff magic attack scrolls isn't very tempting compared
    to
    the 500k or so you can get 7 100%s for. There's also the chance it won't
    work.

    Don't replace your good average weapon with a above average one at the cost
    of
    1.8mil. I mean, look at weapons like the Sparta. Average is something close
    to
    600k, above average (I've seen it anyway) is closer to 4 mil. Not cool. Of
    course, 21 STR Spartas are worth a lot more than that...
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    3rd job Builds

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    These are mostly hypothetical, since I'm a total noob at 3rd job stuff.
    Yeah,
    I have the guts to admit it. I don't recommend actually following it until
    I've
    learnt a bit more and updated, since I don't know much. I've had experience
    only with Ice Strike (it's what Andrew put into), so I can recommend that as
    a
    great attack. Super mega giga spam it.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    This is a good build IMO. Not sure whether you should put into Compo or
    Spear
    first, or about Amp/Booster. Depends on whether you like speed. If so,
    Booster
    is good.

    70: 1 Ice Strike/Thunder Spear [1]

    You can throw one in Thunder Spear for fun. 1 Ice Strike is more useful in
    OPQ
    though, since it mass freezes. I'll assume you threw one in Ice Strike.

    71: 3 Ice Strike [4]
    72: 3 Ice Strike [7]
    73: 3 Ice Strike [10]
    74: 3 Ice Strike [13]
    75: 3 Ice Strike [16]
    76: 3 Ice Strike [19]
    77: 3 Ice Strike [22]
    78: 3 Ice Strike [25]
    79: 3 Ice Strike [28]
    80: 2 Ice Strike [30], 1 Elemental Amplification [1]
    81: 3 Elemental Amplification [4]
    82: 1 Elemental Amplification [5], 2 Magic Booster [2]
    83: 3 Magic Booster [5]
    84: 3 Magic Booster [8]
    85: 3 Magic Booster [11]
    86: 3 Elemental Amplification [8]
    87: 3 Elemental Amplification [11]
    88: 3 Elemental Amplification [14]
    89: 3 Elemental Amplification [17]
    90: 3 Elemental Amplification [20]
    91: 3 Elemental Amplification [23]
    92: 3 Elemental Amplification [26]
    93: 3 Elemental Amplification [29]
    94: 1 Elemental Amplification [30], 2 Thunder Spear/Magic Composition [2]

    If you plan to train at Vikings, add into Thunder Spear. If not, add into
    Magic
    Composition simply because it becomes a much better casual attack move. I'll
    assume you picked Vikings.

    95: 3 Thunder Spear [5]
    96: 3 Thunder Spear [8]
    97: 3 Thunder Spear [11]
    98: 3 Thunder Spear [14]
    99: 3 Thunder Spear [17]
    100: 3 Thunder Spear [20]
    101: 3 Thunder Spear [23]
    102: 3 Thunder Spear [26]
    103: 3 Thunder Spear [29]
    104: 1 Thunder Spear [30], 2 Magic Composition [2]
    105: 3 Magic Composition [5]
    106: 3 Magic Composition [8]
    107: 3 Magic Composition [11]
    108: 3 Magic Composition [14]
    109: 3 Magic Composition [17]
    110: 3 Magic Composition [20]
    111: 3 Magic Composition [23]
    112: 3 Magic Composition [26]
    113: 3 Magic Composition [29]
    114: 1 Magic Composition [30], 2 Seal [2]

    Depending on which you prefer at level 11 rather than maxed, pick Seal or
    Magic
    Booster. I'd prefer Seal at max, since Booster just increases time and
    reduces
    cost. I'll assume you picked Seal from now.

    115: 3 Seal [5]
    116: 3 Seal [8]
    117: 3 Seal [11]
    118: 3 Seal [14]
    119: 3 Seal [17]
    120: 3 Seal [20]

    Switch Thunder Spear and Ice Strike/Composition around for a varied attack
    build.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Ultimate Mob Controller Build

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    This is meant for mob trainers, the people who hate one-on-ones with
    horrific
    monsters - ie. the ones who preferred Lorangs to Red Drakes. It utilizes Ice
    Strike, Seal and Magic Booster primarily, and can choose something not to
    max
    from Thunder Spear, Magic Booster and Magic Composition. In this sample, TS
    isn't maxed.

    70: 1 Ice Strike [1]
    71: 3 Ice Strike [4]
    72: 3 Ice Strike [7]
    73: 3 Ice Strike [10]
    74: 3 Ice Strike [13]
    75: 3 Ice Strike [16]
    76: 3 Ice Strike [19]
    77: 3 Ice Strike [22]
    78: 3 Ice Strike [25]
    79: 3 Ice Strike [28]
    80: 2 Ice Strike [30], 1 Elemental Amplification [1]
    81: 3 Elemental Amplification [4]
    82: 1 Elemental Amplification [5], 2 Magic Booster [2]
    83: 3 Magic Booster [5]
    84: 3 Magic Booster [8]
    85: 3 Magic Booster [11]
    86: 3 Seal [3]
    87: 3 Seal [6]
    88: 3 Seal [9]
    89: 3 Seal [12]
    90: 3 Seal [15]

    The reason you don't one-shot max it is the same reason you don't max
    Mastery
    with the other jobs. The rest of the levels aren't neccessary - 80% chance
    of
    success is good enough for now.

    91: 3 Elemental Amplification [8]
    92: 3 Elemental Amplification [11]
    93: 3 Elemental Amplification [14]
    94: 3 Elemental Amplification [17]
    95: 3 Elemental Amplification [20]
    96: 3 Elemental Amplification [23]
    97: 3 Elemental Amplification [26]
    98: 3 Elemental Amplification [29]
    99: 1 Elemental Amplification [30], 2 Magic Composition [2]
    100: 3 Magic Composition [5]
    101: 3 Magic Composition [8]
    102: 3 Magic Composition [11]
    103: 3 Magic Composition [14]
    104: 3 Magic Composition [17]
    105: 3 Magic Composition [20]
    106: 3 Magic Composition [23]
    107: 3 Magic Composition [26]
    108: 3 Magic Composition [29]
    109: 1 Magic Composition [30], 2 Seal [17]
    110: 3 Seal [20]
    111: 3 Magic Booster [14]
    112: 3 Magic Booster [17]
    113: 3 Magic Booster [20]
    114: 3 Thunder Spear [3]
    115: 3 Thunder Spear [6]
    116: 3 Thunder Spear [9]
    117: 3 Thunder Spear [12]
    118: 3 Thunder Spear [15]
    119: 3 Thunder Spear [18]
    120: 3 Thunder Spear [21]

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Touring Build

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    This build is meant for Maplers who reach 70 and think: Yeah, why not have
    some
    fun! It's not quite serious, and anybody with access to mounds of AP Reset
    (NX)
    can have fun with this. Basically, you get the skills that aren't
    specialised
    to one area, like Thunder Spear, which is only really good at Vikings, or
    Seal,
    which isn't quite as useful as Magic Composition. Also, Partial Resistance
    is
    maxed, and the only reason is so Zakum's Ice and Lightning won't scorch you
    as
    much. It's quite useless everywhere else, actually.

    70: 1 Ice Strike [1]
    71: 3 Ice Strike [4]
    72: 3 Ice Strike [7]
    73: 3 Ice Strike [10]
    74: 3 Ice Strike [13]
    75: 3 Ice Strike [16]
    76: 3 Ice Strike [19]
    77: 3 Ice Strike [22]
    78: 3 Ice Strike [25]
    79: 3 Ice Strike [28]
    80: 2 Ice Strike [30], 1 Elemental Amplification [1]
    81: 3 Elemental Amplification [4]
    82: 1 Elemental Amplification [5], 2 Magic Booster [2]
    83: 3 Magic Booster [5]
    84: 3 Magic Booster [8]
    85: 3 Magic Booster [11]
    86: 3 Elemental Amplification [8]
    87: 3 Elemental Amplification [11]
    88: 3 Elemental Amplification [14]
    89: 3 Elemental Amplification [17]
    90: 3 Elemental Amplification [20]
    91: 3 Elemental Amplification [23]
    92: 3 Elemental Amplification [26]
    93: 3 Elemental Amplification [29]
    94: 1 Elemental Amplification [30], 2 Partial Resistance [2]
    95: 3 Partial Resistance [5]
    96: 3 Partial Resistance [8]
    97: 3 Partial Resistance [11]
    98: 3 Partial Resistance [14]
    99: 3 Partial Resistance [17]
    100: 3 Partial Resistance [20]
    101: 3 Magic Composition [3]
    102: 3 Magic Composition [6]
    103: 3 Magic Composition [9]
    104: 3 Magic Composition [12]
    105: 3 Magic Composition [15]
    106: 3 Magic Composition [18]
    107: 3 Magic Composition [21]
    108: 3 Magic Composition [24]
    109: 3 Magic Composition [27]
    110: 3 Magic Composition [30]
    111: 3 Magic Booster [14]
    112: 3 Magic Booster [17]
    113: 3 Magic Booster [20]
    114: 3 Thunder Spear [3]
    115: 3 Thunder Spear [6]
    116: 3 Thunder Spear [9]
    117: 3 Thunder Spear [12]
    118: 3 Thunder Spear [15]
    119: 3 Thunder Spear [18]
    120: 3 Thunder Spear [21]

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    (4: Equipment

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    I now look at the equipment which you should think about getting. I'll
    detail
    all the equipment you SHOULD look at getting, and the equipment you
    shouldn't
    look at getting no matter what (unless you find it). I'll also put down MY
    set.
    Also, I'm only at lv55 on this mage (I'm not putting my friend's (Andrew)
    set
    down because I'm too lazy) so I'm not going to be adding after lv50.

    I'll detail every 10th level just to make it easy. Bu every 10th I mean 9
    levels onward as well. If there are any changes that are recommended, I'll
    put
    a > to show it. If there was anything special about the equips I'll add a
    Contraction Bubble. If there's nothing then it's average or above/below in
    def/
    magic def.

    NOTE: These are the equips you should have BY that time, not in the 10
    levels
    after. I'll suggest changes too.

    Here is the format in which I will write the equipment

    Weapon (Staves/Wands)
    Armor (Overall or Top, Bottom)
    Hat/Headgear
    Glove
    Shoes
    Cape
    Earrings
    Shield

    For example:

    Arc Staff (see above) > Evil Tale (eventually)
    Dark Calas > Dark Anakamoon (eventually)
    Gold Pride (see above above)
    Blue Pennance
    Blue Snowshoes (+7 (100% Jump))
    Icarus Cape (3) (see above)
    Leaf Earrings (see above above)
    Esther Shield

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Male
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv10
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Wooden Staff
    Training Shirt, Training Pants > Plain Robe > Split Piece, Split Pants
    Apprentice Hat (I like Red) > Moon Conehead
    Work Gloves (Not recommended) > Lemona
    Basic Boots > Nitty
    No Cape
    No Earrings
    Wooden Fence/Panlid (If you have one)

    Recommended

    Razor/Fruit Knife
    Undershirt/T-shirt
    Shorts
    Headband
    Sandles/Rubber Boots
    Panlid

    My Gear

    Wooden Staff
    Undershirt
    Blue Jean Shorts
    Leather Sandles

    Recommended Equip Changes

    I believe you should keep your noob clothes - you won't be doing much damage
    for a while, seeing as your main adversaries include slimes and the like.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv20
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Old Wooden Staff > Ice Wand > Wizard Staff > Mithril Wand
    Split Piece, Split Pants > Doros Robe (INT) > Wizard Robe (INT)
    Wizardry Hat
    Morrican (upgraded) > Mesana (upgraded)
    Jewelry Shoes > Windshoes
    Old Raggedy Cape (At lv25)
    Any Earrings
    Panlid/Stolen Fence > Mystic Shield

    Recommended

    Old Wooden Staff > Wizard Staff
    Split Piece, Split Pants > Doros Robe > Wizard Robe
    Wizardry Hat > Brown Bamboo Hat
    Morrican (upgraded)
    Jewelry Shoes > Whitebottom Boots
    Old Raggedy Cape (eventually)
    Leaf Earrings
    Mystic Shield/Panlid

    Old Wooden Staff

    My Gear

    Sapphire Staff > Wizard Staff
    Black Split Piece, Black Split Pants > White Wizard Robe
    Wizardry Hat > Brown Bamboo Hat
    Blue Morrican
    Purple Jewelry Shoes > Blue Whitebottom Boots
    No Cape > Old Raggedy Cape
    Yellow Square > Leaf Earrings
    Panlid

    Recommended Equip Changes

    The weapon is important now, as you need to start dealing damage, especially
    in
    PQ. Change whenever possible - I was unfunded so I changed once only. The
    armor can be changed whenever you want. I suggest a Brown Bamboo Hat because
    there isn't anything better yet. The Morrican lasts a while, keep it, and
    upgrade it if you can. The shoes don't matter, really, but I suggest White-
    bottoms for the speed bonus (don't scroll them, get scrolled Snowshoes
    instead
    later). The Raggedy Cape is a must - it doesn't change anything, only
    improves.
    The earrings aren't very important, I suggest either Leaf or Lv25 PQ 'rings.
    It
    depends on whether you want that extra MP or resistance. The shield isn't
    really THAT important, but get a Mystic if you're funded. If not, use your
    Lv10
    shield.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv30
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Wizard Staff/Mithril Wand > Circle Winded Staff > Petal/Maple Staff OR
    Mithril Wand > Wizard Wand > Fairy/Crystal Wand
    Wizard Robe (INT) > Chaos Robe (INT) > Starlight (INT)
    Wizardry Hat > Jester (INT) > Matty (INT)
    Mesana (upgraded) > Lutia (Dark/Blue)
    Magicshoes > Salt Shoes
    Old Raggedy Cape
    Lv25 Earrings > Lv30 Earrings > Lv35 Earrings > Lv40 Earrings
    Mystic Shield > Esther Shield (NOT RECOMMENDED)

    Recommended

    Mithril Wand > Wizard Wand > Fairy Wand
    Wizard Robe > Chaos Robe > Starlight
    Brown Bamboo Hat > Jester (Brown or Green) OR Gold Pride (recommended) >
    Matty
    Morrican > Noel
    Magicshoes/Scrolled Snowshoes (Jump or Speed 100%s)
    Old Raggedy Cape (Oxygen Tank when in Aqua Road)
    Leaf Earrings (scrolled if possible)/Lv30 earrings (scrolled)
    Mystic Shield

    My Gear

    Wizard Wand (+5 (1 60% Mag Atk, 4 100% Mag Atk))
    Black Wizard Robe > Blue Chaos Robe > Blood Chaos Robe > Dark Starlight
    Gold Pride (+7 (6 100% HP, 1 60% Def), 3 INT)
    Blue Morrican > Dark Noel
    Blue Magicshoes
    Old Raggedy Cape
    Leaf Earrings (+5 (100% Mag Atk))
    Panlid > Mystic Shield

    Recommended Equip Changes

    Get a good weapon to last you more than one switch (scroll it if possible to
    make it last even longer). I suggest a scrolled Wizard Wand, wand scrolls
    are
    cheaper than staff scrolls. Change your Bamboo/Wizardry Hat into a Green
    Jester
    or a Gold Pride. I was fortunate enough to find a 3 INT Gold Pride, which I
    still use. The glove should be swapped about now. I got the Dark Noel from
    John
    and used that. If you have 300k or so, get some Blue Snowshoes and scroll
    them
    with Jump or Speed Scrolls (only 1 type, jump for Lightning wiz, speed for
    ice)
    and use them. Shoes don't matter, swap if you want. You can get the Oxygen
    Tank and use that, but only in Aqua Road. Otherwise keep your Raggedy. You
    can
    get better earrings, but I scrolled my Leafs and kept them. Keep trying for
    a
    better shield. If you had a Mystic, STAY WITH IT. If you had a Panlid, get
    an
    Esther sooner or later.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv40
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Fairy/Crystal Wand > Hall Staff > Maple Lama Staff > Arc Staff > Cromi
    Starlight (INT) > Calas (INT)
    Matty > White Guiltian
    Noel > Arten
    Dark Moonshoes
    Raggedy Cape > Icarus 1/2/3
    Sapphire Earrings/Cat's Eye > Blue Moon > Pansy Earrings
    Esther Shield

    Recommended

    Previous weapon > Hall Staff/Maple Lama Staff > Arc Staff
    Starlight > Calas (INT)
    Matty > White Guiltian
    Noel > Arten (eww...ugly)
    Moon Shoes, Scrolled Snowshoes
    Old Raggedy Cape > Icarus 3 (lightning) OR Icarus 2 (ice)
    Sapphire Earrings > Blue Moon > Pansy Earrings
    Esther Shield

    My Gear

    Hall Staff (above average) > Arc Staff (+7 (100% Mag Atk))
    Dark Starlight > Dark Calas
    Gold Pride (see above)
    Dark Noel
    Dark Moon Shoes
    Icarus Cape (3) (+1 (60% INT))
    Leaf Earrings (see above)
    Mystic Shield

    Recommended Equip Changes

    Lv40-50 is the best time to get rich. First, there's the glove scroll
    quests,
    then there's PQ, which you can get scrolls from, and finally the possibility
    of
    training on Platoon Chronos, which drop Esthers (keep one for yourself) and
    the
    fabled 60% Glove Attack (which I actually found :P). Anyway, keep your level
    39 and below weapon unless you found a Hall Staff or happen to be awesomely
    rich. In either of those cases, get and use a Hall Staff (if the latter,
    think
    about a Maple Lama instead). Continue with your Starlight and get a Calas as
    soon as you can (they're hard to find when you want them for some reason).
    Try
    with all your might to get a White Guiltian that has 3 or more Magic Attack.
    If
    you had a 3 INT hat from before, keep it. Change to the Arten if you want,
    personally I hated it and sold mine. I got Dark Moon Shoes from Retz
    training
    and equipped them in place of my Gold ones, but then I decided my old
    scrolled
    snowshoes were more useful, so now I use them instead. I got an Icarus 3
    (gives
    you a nice 12 jump combined with jump scrolled snowshoes), and got much more
    comfortable with jump-thunderbolting. Also, I got a 60% INT and scrolled the
    Icarus 3. I still kept my Leaf Earrings, as I like them. The Mystic stayed
    with
    me until Lv50.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv50
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Cromi > Thorns > Evil Tale
    Calas (INT) > Anakamoon (INT)
    White Guiltian > Dark Golden Circlet
    Arten > Pennance
    Moon Shoes > Gold Winded Shoes
    Icarus Cape 1/2/3
    Pansy Earrings > Skull/Heart Earrings
    Esther Shield

    Recommended

    Arc Staff/Cromi > Thorns/Evil Tale (choose one)
    Calas (INT) > Anakamoon (INT)
    Guiltian > Golden Circlet
    Noel/Arten > Pennance
    Moon Shoes > Gold-Winded Shoes OR Scrolled Snowshoes
    Icarus Cape 1/2/3 OR Napolean (above average) > Justice Cape
    Pansy Earrings > Skull Earrings
    Esther Shield

    My Gear

    Arc Staff (see above) > Evil Tale (eventually)
    Dark Calas > Dark Anakamoon (eventually)
    Gold Pride (see above above)
    Blue Pennance
    Blue Snowshoes (+7 (100% Jump))
    Icarus Cape (3) (see above)
    Leaf Earrings (see above above)
    Esther Shield

    Recommended Equip Changes

    I think you shouldn't get a Thorns until you reach that level, because you
    have
    every chance of finding an Evil Tale from the Red Drakes. The Calas to
    Anakamoon switch isn't recommended, it's COMPULSORY. You have 10 levels to
    find
    one that's decent. The hat change isn't at all needed, in fact, if you have
    a
    good Guiltian, keep it (unless you find a godly DARK Golden Circlet). The
    glove
    change isn't necessary, but it's recommended. Same goes for the shoes. The
    cape
    can be changed from Icarus to the Napolean, but I think the Icarus is better
    (at least until you reach Lv65 or so). Earrings should keep switching, and
    the
    shield should now be a fully-fledged Esther.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv60
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Evil Tale > Evil Wings > Angel Wings
    Anakamoon (INT) > Requiem
    Golden Circlet > Seraphis
    Pennance > Manute
    Gold-Winded Shoes > Goldrunners
    Icarus Cape 1/2/3 OR Justice Cape > Magic Cape > Gaia's Cape
    Skull/Heart Earrings > Holy Cross/Crystal Flowerrings
    Esther Shield

    Recommended

    Evil Tale > Evil Wings (If you must...)
    Anakamoon (INT) > Requiem
    Golden Circlet > Seraphis (Dark/White)
    Pennance > Manute (Gold/Dark)
    Gold-Winded Shoes > Goldrunners/Scrolled Snowshoes
    Icarus (scrolled with INT) OR Whatever non-Icarus cape > Gaia Cape
    Crystal Flowerrings > Pink Flower Earrings > Gold Drop Earrings
    Esther Shield

    Recommended Equip Changes

    I reckon that the Evil Wings look ok, but nowhere near as good as previous
    weapons like the Thorns and Arc Staff. For this reason alone I think that a
    good scrolled Thorns will do just as well. Get a Requiem. They're quite good
    looking, and cheap (sometimes cheaper than Anakamoons/runes). Get a
    Seraphis,
    Dark, White or Green (Yes, Green. They're ugly, but they are extraordinarily
    cheap and easy to find in the FM). As for gloves, you can keep your lv50
    glove
    or get a new one. I got a new one because I wanted all lv60 gear. Shoes
    aren't
    really much of an issue. If you prefer skilful killing to extra defense,
    keep
    the Icarus. Otherwise, upgrade, as this is when the defence bonus becomes
    good
    enough to trade the other bonus for. Earrings should be upgraded. If you
    still
    don't have an Esther, save up and get one. NOW!!!!!1!!1!!shift+1!!

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv70
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Angel Wings > Dark Ritual > Phoenix Wand
    Requiem > Enigmatic
    Seraphis > Dark Infinium Circlet
    Manute > Lorin
    Goldrunners > Lapiz Sandals
    Icarus Cape 1/2/3 OR Gaia's Cape > Seraph Cape
    Gold Drop Earrings >

    Recommended

    Evil Wings > Dark Ritual/Phoenix Wand
    Requiem > Enigmatic
    Seraphis > Infinium Circlet (Dark/Blue), keep high INT Seraphis
    Manute > Lorin (Dark)
    Goldrunners > Lapiz Sandals (Snowshoes lose their worth around here)

    Recommended Equip Changes

    Upgrade everything as much as you can. Unless you're a maniac, you'll
    realise
    that, apart from Zakum PQ and other bosses, there is no way of levelling
    other
    than grinding. So, since you get massive cash and drop bonuses. So upgrade
    whenever, as levelling once now is like levelling from 1-30 without PQ, but
    with the same or similar monsters the whole way through.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv80
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Phoenix Wand > Kage > Magicodar
    Enigmatic > Oriental Fury Coat (o_O)
    Infinium Circlet/Seraphis > Galaxy
    Lorin > Clarity
    Enigma Shoes
    Upgrade cape as much as possible
    Upgrade earrings as much as possible
    Esther Shield

    Recommended

    Dark Ritual/Phoenix Wand > Kage/Magicodar
    Enigmatic > Oriental Fury Coat
    Galaxy (Any)
    Clarity (keep Lorin if you must)
    Enigma Shoes
    Upgrade cape as much as possible
    Upgrade earrings as much as possible
    Esther Shield

    Recommended Equip Changes

    Can't say...Andrew says he doesn't want an Oriental Fury Coat 'cuz they
    really
    look stupid and sound stupid, but I think that you should get one. The hat
    is
    interchangeable - Seraphis, Infinium Circlet, Galaxy...whatever you want. I
    think that you should try to get a Clarity glove, keep the Lorin if you
    can't
    find one. If you don't have a Lorin, search for either and take a bargain.
    The
    shoes...I'm not sure, Andrew's still on Lapiz Sandals. If you find a good
    cape
    or earring set, buy 'em and wear 'em. No shield upgrade yet...

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv90
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    NOTE: I can't really add anything about equip changes.

    Best for Magic

    Oriental Fury Coat
    Oriental Fury Hat (I hate this name)
    Whatever glove > Sage
    Neli Shoes
    Upgrade cape as much as possible
    Upgrade earrings as much as possible
    Esther Shield

    Recommended

    Magicodar
    Oriental Fury Coat
    Oriental Fury Hat (Any colour, black recommended)
    Sage
    Neli/Enigma Shoes
    Upgrade cape as much as possible
    Upgrade earrings as much as possible
    Esther Shield

    Recommended Equip Changes

    Don't bother trying to save money - you're elite now. Buy and keep improving
    gear, and grind when you need a bit of cash.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Optimal Gear (as of GMS Patch 0.33)

    Most of this is available through Gachapon, so buy it off those people.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Dragon Staff
    Blue Varuna
    Dark Varr Hat
    Dark Sage
    Blue Varr Shoes
    Ludibrium Cape
    Sword Earrings
    Esther Shield

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Female
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    I can't add My Gear on this one >_<.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv10
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Wooden Staff
    Armine, Armine Skirt > Arianne, Arianne Skirt > Split, Split Skirt
    Apprentice Hat (I like Red) > Moon Conehead
    Work GLoves (Not recommended) > Lemona
    Basic Boots > Nitty
    No Cape
    No Earrings
    Wooden Fence/Panlid (If you have one)

    Recommended

    Razor/Fruit Knife
    White Tank Top/Cotton Shirt/Cotton Shirt
    Skirt
    Headband
    Sandles/Rubber Boots
    Panlid

    Recommended Equip Changes

    I believe you should keep your noob clothes - you won't be doing much damage
    for a while, seeing as your main adversaries include slimes and the like.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv20
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Old Wooden Staff > Ice Wand > Wizard Staff > Mithril Wand
    Split, Split Skirt > Doroness Robe (INT) > Fairy Robe, Fairy Robe Skirt
    (INT)
    Wizardry Hat
    Morrican (upgraded) > Mesana (upgraded)
    Jewelry Shoes > Windshoes
    Old Raggedy Cape (At lv25)
    Any Earrings
    Panlid/Stolen Fence > Mystic Shield

    Recommended

    Old Wooden Staff > Wizard Staff
    Split Piece, Split Pants > Doros Robe > Wizard Robe
    Wizardry Hat > Brown Bamboo Hat
    Morrican (upgraded)
    Jewelry Shoes > Whitebottom Boots
    Old Raggedy Cape (eventually)
    Leaf Earrings
    Mystic Shield/Panlid

    Recommended Equip Changes

    The weapon is important now, as you need to start dealing damage, especially
    in
    PQ. Change whenever possible - I was unfunded so I changed once only. The
    armor can be changed whenever you want. I suggest a Brown Bamboo Hat because
    there isn't anything better yet. The Morrican lasts a while, keep it, and
    upgrade it if you can. The shoes don't matter, really, but I suggest White-
    bottoms for the speed bonus (don't scroll them, get scrolled Snowshoes
    instead
    later). The Raggedy Cape is a must - it doesn't change anything, only
    improves.
    The earrings aren't very important, I suggest either Leaf or Lv25 PQ 'rings.
    It
    depends on whether you want that extra MP or resistance. The shield isn't
    really THAT important, but get a Mystic if you're funded. If not, use your
    Lv10
    shield.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv30
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Wizard Staff/Mithril Wand > Circle Winded Staff > Petal/Maple Staff OR
    Mithril Wand > Wizard Wand > Fairy/Crystal Wand
    Fairy Robe, Fairy Robe Skirt (INT) > Amoria Robe Set (INT) > Moonlight (INT)
    Wizardry Hat > Jester (INT) > Matty (INT)
    Mesana (upgraded) > Lutia (Dark/Blue)
    Magicshoes > Salt Shoes
    Old Raggedy Cape
    Leaf/Red Cross/Gold Earrings > Star/Emerald/Lightning Earrings
    Mystic Shield > Esther Shield (NOT RECOMMENDED)

    Recommended

    Mithril Wand > Wizard Wand > Fairy Wand
    Wizard Robe > Chaos Robe > Starlight
    Brown Bamboo Hat > Jester (Brown or Green) OR Gold Pride (recommended) >
    Matty
    Morrican > Noel
    Magicshoes/Scrolled Snowshoes (Jump or Speed 100%s)
    Old Raggedy Cape (Oxygen Tank when in Aqua Road)
    Leaf Earrings (scrolled if possible)/Lv30 earrings (scrolled)
    Mystic Shield

    Recommended Equip Changes

    Get a good weapon to last you more than one switch (scroll it if possible to
    make it last even longer). I suggest a scrolled Wizard Wand, wand scrolls
    are
    cheaper than staff scrolls. Change your Bamboo/Wizardry Hat into a Green
    Jester
    or a Gold Pride. I was fortunate enough to find a 3 INT Gold Pride, which I
    still use. The glove should be swapped about now. I got the Dark Noel from
    John
    and used that. If you have 300k or so, get some Blue Snowshoes and scroll
    them
    with Jump or Speed Scrolls (only 1 type, jump for Lightning wiz, speed for
    ice)
    and use them. Shoes don't matter, swap if you want. You can get the Oxygen
    Tank and use that, but only in Aqua Road. Otherwise keep your Raggedy. You
    can
    get better earrings, but I scrolled my Leafs and kept them. Keep trying for
    a
    better shield. If you had a Mystic, STAY WITH IT. If you had a Panlid, get
    an
    Esther sooner or later.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv40
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Fairy/Crystal Wand > Hall Staff > Maple Lama Staff > Arc Staff > Cromi
    Moonlight (INT) > Calaf (INT)
    Matty > White Guiltian
    Noel > Arten
    Dark Moonshoes
    Raggedy Cape > Icarus 1/2/3
    Sapphire Earrings/Cat's Eye > Blue Moon > Pansy Earrings
    Esther Shield

    Recommended

    Previous weapon > Hall Staff/Maple Lama Staff > Arc Staff
    Moonlight > Calaf (INT)
    Matty > White Guiltian
    Noel > Arten (eww...ugly)
    Moon Shoes, Scrolled Snowshoes
    Old Raggedy Cape > Icarus 3 (lightning) OR Icarus 2 (ice)
    Any scrolled earrings (INT)
    Esther Shield

    Recommended Equip Changes

    Lv40-50 is the best time to get rich. First, there's the glove scroll
    quests,
    then there's PQ, which you can get scrolls from, and finally the possibility
    of
    training on Platoon Chronos, which drop Esthers (keep one for yourself) and
    the
    fabled 60% Glove Attack (which I actually found :P). Anyway, keep your level
    39 and below weapon unless you found a Hall Staff or happen to be awesomely
    rich. In either of those cases, get and use a Hall Staff (if the latter,
    think
    about a Maple Lama instead). Continue with your Starlight and get a Calas as
    soon as you can (they're hard to find when you want them for some reason).
    Try
    with all your might to get a White Guiltian that has 3 or more Magic Attack.
    If
    you had a 3 INT hat from before, keep it. Change to the Arten if you want,
    personally I hated it and sold mine. I got Dark Moon Shoes from Retz
    training
    and equipped them in place of my Gold ones, but then I decided my old
    scrolled
    snowshoes were more useful, so now I use them instead. I got an Icarus 3
    (gives
    you a nice 12 jump combined with jump scrolled snowshoes), and got much more
    comfortable with jump-thunderbolting. Also, I got a 60% INT and scrolled the
    Icarus 3. I still kept my Leaf Earrings, as I like them. The Mystic stayed
    with
    me until Lv50.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv50
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Cromi > Thorns > Evil Tale
    Calaf (INT) > Anakarune (INT)
    White Guiltian > Dark Golden Circlet
    Arten > Pennance
    Moon Shoes > Gold Winded Shoes
    Icarus Cape 1/2/3
    Pansy Earrings > Skull/Heart Earrings
    Esther Shield

    Recommended

    Arc Staff/Cromi > Thorns/Evil Tale (choose one)
    Calaf (INT) > Anakarune (INT)
    Guiltian > Golden Circlet
    Noel/Arten > Pennance
    Moon Shoes > Gold-Winded Shoes OR Scrolled Snowshoes
    Icarus Cape 1/2/3 OR Napolean (above average) > Justice Cape
    Pansy Earrings > Skull/Heart Earrings (scrolled with INT if possible)
    Esther Shield

    Recommended Equip Changes

    I think you shouldn't get a Thorns until you reach that level, because you
    have
    every chance of finding an Evil Tale from the Red Drakes. The Calas to
    Anakamoon switch isn't recommended, it's COMPULSORY. You have 10 levels to
    find
    one that's decent. The hat change isn't at all needed, in fact, if you have
    a
    good Guiltian, keep it (unless you find a godly DARK Golden Circlet). The
    glove
    change isn't necessary, but it's recommended. Same goes for the shoes. The
    cape
    can be changed from Icarus to the Napolean, but I think the Icarus is better
    (at least until you reach Lv65 or so). Earrings should keep switching, and
    the
    shield should now be a fully-fledged Esther.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv60
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Evil Tale > Evil Wings > Angel Wings
    Anakarune (INT) > Requierre
    Golden Circlet > Seraphis
    Pennance > Manute
    Gold-Winded Shoes > Goldrunners
    Icarus Cape 1/2/3 OR Justice Cape > Magic Cape > Gaia's Cape
    Skull/Heart Earrings > Crystal Flower/Holy Cross Earrings > Pink Flower
    Earring
    Esther Shield

    Recommended

    Evil Tale > Evil Wings (If you must...)
    Anakarune (INT) > Requierre
    Golden Circlet > Seraphis (Dark/White)
    Pennance > Manute (Gold/Dark)
    Gold-Winded Shoes > Goldrunners/Scrolled Snowshoes
    Icarus (scrolled with INT) OR Whatever non-Icarus cape > Gaia Cape
    any 50+ earrings scrolled with INT
    Esther Shield

    Recommended Equip Changes

    Well, at this stage you should be feeling pretty good. I suggest hunting
    Platoon Chronos (the big blue ones) for some nice equips, foremost the
    Esther
    Shield and the 60% Glove Attack scroll. When you're rich, upgrade everything
    as much as you can. And by that, I don't mean buy new equipment like mad. I
    mean either scroll the current equips better, or if you must, get above
    average
    new equips. Only point of interest is that you have to have an Esther by
    now,
    unless you have a Mystic with 2 or more INT. Even then, consider trading it
    for
    a Esther with equal or better INT.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv70
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Angel Wings > Dark Ritual > Phoenix Wand
    Requierre > Enigma
    Seraphis > Dark Infinium Circlet
    Manute > Lorin
    Goldrunners > Lapiz Sandals
    Icarus Cape 1/2/3 OR Gaia's Cape > Seraph Cape
    Pink Flower Earring > Gold Drop Earrings > Metal Silver Earrings
    Esther Shield

    Recommended

    Whichever > Angel Wings/Evil Wings (IF YOU HAVE TO)
    Requierre > Enigma
    Seraphis > Infinium Circlet (Dark/Blue), keep high INT Seraphis
    Manute > Lorin (Dark)
    Goldrunners > Lapiz Sandals (Snowshoes lose their worth around here)
    Any well-scrolled cape
    Well scrolled earrings (Any at all, just try to get 3 INT+)
    Esther Shield

    Recommended Equip Changes

    If you have a well scrolled weapon (like 7 INT Evil Tale or whatever) don't
    bother with a new weapon...yet. Wait until the difference in total magic
    attack
    (including INT) is less than 10. THEN change. Keep upgrading your overall,
    since they're actually quite cheap. Your hat...make it at least 4 INT. At
    the
    VERY least. 5+ is recommended. Any good glove with 3 or more INT is okay.
    Shoes
    with 4 INT are recommended. Cape...Andrew decided to ditch his Icarus and go
    with a Seraph, which made me lose faith in him. He promptly scrolled it to
    make
    an 8 INT, which buys back favour, but the jump bonus is lost, which sucks.
    Your
    earrings should be improving, unless they have more than 3 INT. In that
    case,
    don't change. If you don't have an Esther, quit Maple now. Seriously.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv80
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Best for Magic

    Phoenix Wand > Kage > Magicodar
    Enigma > Oriental Fury Coat (o_O)
    Infinium Circlet/Seraphis > Galaxy
    Lorin > Clarity
    Enigma Shoes
    Icarus 1/2/3 OR Seraph Cape > Giles Cape
    Metal Silver Earrings > Half Earrings > Metal Heart Earrings
    Esther Shield

    Recommended

    Best weapon you can find
    Enigma > Oriental Fury Coat
    Galaxy (Any)
    Clarity (keep Lorin if you must)
    Enigma Shoes
    Upgrade cape as much as possible
    Upgrade earrings as much as possible
    Esther Shield

    Recommended Equip Changes

    Can't say...Andrew says he doesn't want an Oriental Fury Coat 'cuz they
    really
    look stupid and sound stupid, but I think that you should get one. The hat
    is
    interchangeable - Seraphis, Infinium Circlet, Galaxy...whatever you want. I
    think that you should try to get a Clarity glove, keep the Lorin if you
    can't
    find one. If you don't have a Lorin, search for either and take a bargain.
    The
    shoes...I'm not sure, Andrew's still on Lapiz Sandals. If you find a good
    cape
    or earring set, buy 'em and wear 'em. No shield upgrade yet...

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv90
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    NOTE: I can't really add anything about equip changes.

    Best for Magic

    Magicodar > Gacha weapon
    Oriental Fury Coat
    Oriental Fury Hat (I hate this name)
    Whatever glove > Sage
    Neli Shoes
    Giles Cape > Musketeer Cape
    Metal Heart Earrings > Strawberry Earrings > Rose Earrings
    Esther Shield

    Recommended

    Best weapon you can find
    Oriental Fury Coat
    Oriental Fury Hat (Any colour, black recommended)
    Sage
    Neli/Enigma Shoes
    Most scrolled cape you can find (12+ is recommended, but it's expensive)
    Most scrolled earrings you can find (5+ INT is counted as uber)
    Esther Shield

    Recommended Equip Changes

    Don't bother trying to save money - you're elite now. Buy and keep improving
    gear, and grind when you need a bit of cash.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Optimal Gear (as of GMS Patch 0.36)

    Most of this is available through Gachapon, so buy it off those people.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Dragon Staff
    Red Bazura
    Dark Varr Hat
    Dark Sage
    Blue Varr Shoes
    Ludibrium Cape
    Sword Earrings
    Esther Shield

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    (5: Lv30-70 Training

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Here's the section the guide is all about. I'm going to cover EVERY
    possibility
    there is on training with lightning, with lightning and ice, and lightning
    and
    Magic Claw (And ice alone. Sigh.). Anyway, ON WITH THE GUIDE!

    NOTE: I base my findings on what I have found, and some hypothetical
    thoughts.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv30
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Recommended: Horny Mushroom, Zombie Mushroom, Wild Boar, Brown Teddy, Octopi
    (lightning)

    Maps: Ant Tunnel, Southern Dungeon IV (Horny + Green Mush tree), Land of
    Wild
    Boar (II), Damp Forest, Terrace Hall, Sky/Cloud Terrace

    There's only so much you can do. You have teleport. That's all. Go wherever
    you
    would normally. I would go to Ant Tunnel or the Terrace Hall in Ludibrium,
    or
    possibly the Wild Boar Land 1/2 (overrun by hackers though >_<). Also, if
    you
    have lv3-6 lightning, try the slime tree to overcome boredom.

    Of course, you can still PQ. The above was because I wanted a little more
    text
    in this guide. So, here's what to do. PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ,
    PQ,
    PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ,
    PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, PQ, and did I say PQ? THEN you go to the
    above for 4 levels of slow grinding >_<.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lv35
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Recommended: Brown Teddy, Wild Boar, Zombie Mushroom, Fire Boar (ice),
    Green Mushroom (lightning), PQ,

    Map: Terrace Hall, Land of Wild Boar (II), Ant Tunnel, Burnt Land, Henesys
    Hunting Ground I, Southern Dungeon IV

    You can go to the Terrace Hall for decent training with Magic Claw, Cold
    Beam
    or Thunderbolt, but Thunderbolt is better at Wild Boar, and better yet,
    Green
    Mushrooms. It sounds odd, but you'll only be able to do 200-300 damage or
    so.
    Green Mushrooms go down easily, and spawn in 3s and 4s at HHG. Also, the
    Horny
    and Green Mushie dung