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    Magician/Fire and Poison Mage FAQ

    TABLE OF CONTENTS
    --------------------------------------------------------

    SECTION A - MAGICIAN CLASS
    A1 - Introduction
    A2 - Character Stats
    A3 - How to effectively level prior to Level8
    A4 - Magician Skills and Spells
    A5 - Skill Distrubtion Guide
    A6 - Levelling Guide for Magicians

    SECTION B - BECOMING A FIRE/POISON WIZARD
    B1- Requirements to become a Fire/Poison Wizard
    B2- Where and to become a Wizard (or Cleric)
    B3- The Advancement Test
    B4- Become a Fire/Poison Wizard

    SECTION C - SKILLS AND ABILITIES
    C1- General Fire/Poison Wizard Skills
    Subcategories:
    B1a- Offensive Spells
    B1b- Passive/Active Spells
    B1c- Miscellaneous
    C2- Skill Point Allocations
    B2b- About Poison
    C3- Abilities
    C4- Formulas

    SECTION D- TRAINING AND LEVELING GUIDE
    D1- Training and Levelling Guide
    D1a- Monster Stats/Drop (for monsters weak to fire)
    D1b- Levelling Guide

    SECTION E - THIRD JOB ADVANCEMENT (note 1)
    E1- General Skills of the Fire Mage
    E2- Opinions/Discussions of Skills
    E3- A Suggested Skill Build

    Note - I have included Skill builds and third jobs which is
    now available, but not a levelling guide for the third job
    as you probably know better than I do. I did include L30-
    70 training guide for Ossyria as well as Victoria combined
    in one.

    Version Information:

    1.90 Hopefully my final update. I抳e fixed multiple errors,
    added more third job stuff, added third job skill builds,
    and a few small sections for better searching. Levelling
    guide for Ossyria has also been included.

    1.80 Due to numerous requests, I added a
    Magician guide to my Wizard guide and
    renamed the whole faq.
    Quite a big section if you ask me.

    1.70 Opinions on Third Class spells added.
    Changed some paragraphs around.
    Blah, blah, etc

    1.60 Both second job and third job Skills revamped,
    outline organized, layout changed a bit.
    Corrected all references to Ossyria.
    1.51 Minor Typo and spelling mistakes fixed
    1.50 Typo's fixed, stat information updated,
    third job skills combined into one section,
    Skill Build changed, mistakes involving
    monsters fixed.
    1.35 Third Job Skills Added, with base damage and MP
    Consumption
    1.3 Poison Information added, Mage damage formula
    included
    , MP Regen formula added.
    1.2 Skill Allocation Errors Fixed, Skill allocation edited,
    typos fixed, brief information added in a few sections
    1.1 Skills allocation changed, typos and errors
    corrected
    1.0 FAQ Finalized!
    0.9 Added a Third Job Advancement Section
    0.8 Categorized the Fire/Poison Wizard Skills and
    added a lot of information
    0.7 Added a 'monster's weak to fire' drop list
    0.6 Added a levelling guide
    0.5 Created the FAQ

    ----------------------------------------------------
    SECTION A - THE MAGICIAN CLASS
    ----------------------------------------------------

    ---
    A1 - Introduction
    ---

    Magcians are not a melee class, They do no rely on brute
    strength to survive, but instead rely on magic.
    For this, they require the stat INT, and a bit of LUK.
    The path of a magician is quite rocky.
    They start off extremely difficult, doing 1-2 damage until
    at least level 8.
    Then when they hit 15/20s they become unbelievably
    strong.
    They are then known as the "ksers" of the 4 classes.
    They remain strong for awhile (maybe L50-60?) and then
    the other classes catch up and outdamage the mage by
    far.
    The mages are left behind, permanently.

    Think carefully before choosing this class.

    ---
    A2 - Character Stats
    ---
    Still around, eh? Well it's time to create a new character
    Customize its looks and roll the dice.
    You should roll a 4 in both DEX and STR. A 5's sufficient
    too, but 4抯 are better.
    This is because you don't need these two stats as mages.

    When you first start off you'll be level 1. Each time you
    level
    you'll get 5 Stat points and (when you advance) 3 skill
    points.
    It should be allocated as follows (stat/ability points)

    Luk= your level +3 (to wear equipment, that much is
    required) and the remaining points into INT.

    Eg. Level 10 - 13 LUK uh..40? INT

    ---
    A3 - How to level effectively prior to advancement
    ---

    The job advancement for the magician is at level 8.
    Since you have no STR, you'll be doing very little melee
    damage.
    You'll have to bear with it for 8 levels.
    Train on GREEN SNAILS until you become 8.
    If you have a good friend who's low level like you, party
    with
    them and leech. Return the favour after you become
    strong.

    LEAVE MAPLE ISLAND WHEN YOU HIT LEVEL 8.
    Head to "Ellinia". Press "W" on your keyboard and look
    for it.
    Go right to the top and talk to Grandel the really old.
    If you are level 8 and have 20 INT, he'll advance you.
    You'll have one skill point.
    You can also (and should) take the taxi to Ellinia. In Lith
    go to the bottom left and talk to the guy in that booth
    and taxi to Ellinia for a discount price because you抮e a
    beginner.

    ---
    A4 - MAGICIAN SKILLS AND SPELLS
    ---

    ```
    Improving MP Recovery
    ```

    Maxes at Level 16
    Description: Recover/Regen more MP every 10 secs. The
    amount that you regen is dependant on your level and
    the amount of INT you have (the formula is in my later in
    my FAQ)

    ```
    Improving Max MP Increase
    ```

    Maxes at Level 10
    Pre-requisite: Improving MP recovery Lv. 5
    Description: Gain more MP when you level. The higher
    level
    the spell the more you gain. Max this ASAP

    ```
    Energy Bolt
    ```

    Maxes at Level 20
    Description: Attack an enemey with a blob of magic.

    Level 1: MP -7; Basic attack 17, mastery 15%
    Level 10: MP -7; Basic attack 35, mastery 35%
    Level 20: MP -14; Basic attack 55, mastery 60%

    ```
    Magic Claw
    ````

    Maxes at Level 20
    Pre-requisite: Energy Bolt Lv. 1
    Description: Attack an enemy twice simultaneously with
    MP.

    Level 1: MP -10; Basic attack 6, mastery 15%
    Level 10: MP -10; Basic attack 20, mastery 35%
    Level 20: MP -20; Basic attack 40, mastery 60%

    ```
    Magic Guard
    ```

    Maxes at Level 20
    Description: Temporarily directs some damage to MP,
    instead of having it all to HP (Mages have high MP, low
    HP). Having this mean you won抰 die in one hit from
    strong monsters.

    Level 1: MP -6; Replace 4% of HP damage to MP for 30
    secs
    Level 10: MP -6; Replace 40% of HP damage to MP for
    300 secs
    Level 20: MP -12; Replace 80% of HP damage to MP for
    600 secs

    Magic Armor
    Maxes at Level 20
    Pre-requisite: Magic Guard Lv. 3
    Description: Temporarily boosts weapon defense
    (Useless)

    Level 1: MP -8; Weapon Def. +2 for 20 seconds.
    Level 10: MP -8; Weapon Def. +20 for 200 seconds.
    Level 20: MP -16; Weapon Def. +40 for 400 seconds.

    ---
    A5 - STAT DISTRUBUTION
    ---

    There are two general ways to distribute stats.
    One is the way most humans take, because it's less time-
    consuming.
    The second one is almost exactly the same, but you
    delay getting Energy bolt until you max MP increase.
    That's insane, because you'll be smacking for 1-2
    damage until Level 12. Unless you have a person to leech
    from, it isn抰 recommended.

    ===
    A - RECOMMENDED
    ===

    Level 8 - 1 Energy Bolt
    Level 9 - 3 MP Recovery
    Level 10 - 2 MP Recovery, 1 MP Increase
    Level 11 - 3 MP Increase
    Level 12 - 3 MP Increase
    Level 13 - 3 MP Increase (Maxed)
    Level 14 - 3 MP Recovery
    Level 15 - 3 MP Recovery
    Level 16 - 3 MP Recovery
    Level 17 - 2 MP Recovery, 1 Magic Claw (MP Recovery
    Maxed)
    Level 18 - 3 Magic Claw
    Level 19 - 3 Magic Claw
    Level 20 - 3 Magic Claw
    Level 21 - Save your points to max Magic Claw all
    in one go, to save MP because it doubles after level 10. If
    you don't want
    to, just spend it after one or two levels of saving
    Level 22 - Save
    Level 23 - 9 Magic Claw
    Level 24 - 1 Magic Claw, 2 Magic Guard (Magic Claw
    Maxed)
    Level 25 - 3 Magic Guard
    Level 26 - 3 Magic Guard
    Level 27 - 3 Magic Guard
    Level 28 - 3 Magic Guard
    Level 29 - 3 Magic Guard
    Level 30 - 3 Magic Guard (Magic Guard Maxed)

    THIS LEAVES YOU WITH:
    16 MP Recovery
    10 MP Increase
    1 Energy Bolt
    20 Magic Claw
    20 Magic Guard

    If you want to go the hellish way, put your first point into
    MP Recovery, and put a max MP Increase when you have
    five MP Recovery (it's a pre-requisite). After that put one
    into E. Bolt and Max Regen, Claw and Magic Guard.

    ---
    A6 - Training Guide
    ---

    Level 1-8 GREEN SNAILS, It's almost a must. They can
    be found anywhere almost.

    Level 8-13 Upgrade and attack Blue snails, or maybe
    Shrooms or Red Snails.
    The map one West of Henesys is effective,
    although it's quite laggy.

    Level 13-18
    Start doing Slimes, or Orange Mushrooms.Slimes are
    located one west of Henesys, or a few maps South and
    North of Ellinia. Orange Mushrooms are one map west of
    Kerning, or at
    Hidden Street: Mushroom Garden, a few maps west of
    Henesys. Consult a Hidden Street FAQ for instructions
    how to get there.

    L18-21 You can stay at Orange Mushrooms, or venture
    away and start doing Dark Stumps and Pigs. Pigs are
    located at Hidden Street: Pig Beach.

    Level 21-30 Party Quest. Mages are in their prime now
    and mages are in highdemand. Hard to get in, but fast
    EXP and nice prizes at the end. If you don't want to, stay
    at Pig Beach for this duration. You can also start doing
    Green Mushrooms, Horny Mushrooms and maybe Zombie
    Mushrooms when you approach Level 30 if you want.

    ----------------------------------------------------
    SECTION B - BECOMING A FIRE/POISON WIZARD
    ----------------------------------------------------

    *Note* Hines is "Grandel the Really Old".
    That's a stupid name, I think. I hope they change
    it back to Hines.

    ---
    B1- Requirements to become a Fire/Poison Wizard
    ---

    In order to become a Wizard of Fire and Poison, you
    must have advanced as a mage and be at the Level of
    30. That's basically all you need to advance to the next
    job.

    ---
    B2- Where and how to become a Wizard (or Cleric)
    ---

    After you've fulfilled that requirement, head to
    Ellinia (or that's where we'll start). Go to the mage first
    Level advancement NPC (Hines), and talk to him. He'll
    comment on how much stronger you've been and give
    you a 'Letter' that you must give to the Wizard
    Advancing NPC. Exit Hines's house.

    Go all the way to the top left exit portal in the
    town and leave Ellinia. You'll be one map north of Ellinia.
    Proceed to the middle left of the map and leave that
    portal.
    In the next map, head to the left, exit the portal and
    you'll
    now be in a large (vertically) map. Walk left, and enter
    the
    first tree dungeon you see. This dungeon has no
    monsters.
    Jump all the way to the top, and you'll pass "Ronney"
    (keep
    in mind that this character is needed for a Level 30 VIP
    Sauna Quest) and you'll pass one portal (don't enter it).
    After all the jumping to the dungeon, exit at the top
    portal.
    You'll be at the same map, but a lot higher in
    elevation than you were before. Jump up on the rope,
    and head
    to the top. There will be another rope, go up on that as
    well. To the right of the ledge (after going up on the
    previous rope) there will be the Wizard Advancement
    NPC. Talk
    to him, give him the letter, and he'll send you to a new
    map.

    ---
    B3- The Advancement Test
    ---

    In this new map, you must collect 30 dark marbles by
    defeating monsters. Monsters will randomly drop
    marbles. I believe the rate of black marbles dropping is
    around 1 in 3 monsters. Keep in mind that there is NO
    potion
    shop in the map, so if you die before collecting all
    thirty, you'll lose experience as usual, and be sent back
    to
    Ellinia. The monsters that you must defeat are Curse
    Eyes,
    and Horny Mushrooms. These monsters do NOT give
    experience,and do NOT drop any items other than
    marbles. After collecting 30 marbles, talk to the NPC
    that's in the
    map and you'll be given an item that you must give to
    Hines
    in Ellinia.

    ---
    B4- Become a Fire/Poison Wizard
    ---

    In Ellinia, head to Hines (in the top of the map)
    and give him the item. He'll ask you what kind of job you
    want to advance to. For this FAQ's purposes, you'll be
    choosing the Wizard of Fire and Poison (duh). Your HP
    and MP
    will be increased, and you'll be given a skill point to
    spend.

    --------------------------------------------------------
    SECTION C - SKILLS AND ABILITIES
    --------------------------------------------------------

    ---
    C1- General Fire/Poison Wizard Skills
    ---

    I will briefly describe and list stats for all the
    Skills available to the Fire/Poison Wizards.

    ---
    Offensive Spells
    ---

    ```
    Fire Arrow-Maxes out at 30
    ```

    Very similar to archers' arrows,
    this offensive spell fires an arrow with a fire element
    (duh). This arrow curves strangely toward monsters, but
    cannot go through walls. The range for Fire Arrow is quite
    good (I'd say around 60-70% of the screen).

    Stats:
    Level 1- 33 Spell Attack, 15% Built in Mastery.
    Consumes 14MP until L16, where mana usage is doubled.

    Level 30- At max spell level (30), the spell attack
    Becomes 120, with 60% built in mastery.

    Each point applied into Fire Arrow will increase its
    Base spell attack by 3 (damage is notable increased),
    and
    Mastery increases every 3 levels.

    ```
    Poison Brace- Maxes out at 30
    ```

    Uncommon spell, but offers promising results. A
    "blob" of poison is cast out, and has a chance of
    poisoning a
    target.
    At each skill level up, the chance of poisoning and
    Damage goes up, along with a longer interval of
    poisoning.

    Stats:
    Level 1: MP -10 Base attack 12, mastery 15%
    31% success rate, poison for 4 sec (if successful)

    Level 15: MP -10 Base attack 40, mastery 35%
    45% success rate, poison for 20 sec (if successful)

    Level 30: MP -20 Base attack 70, mastery 60%
    60% success rate; poison for 40 sec (if successful)

    ---
    Passive/Active Skills:
    ---

    ```
    Meditation - Maxes out at 20
    ```
    Pre-Requisite- 3 MP Eater

    Stats:
    Level 1: MP -10; M Attack +1 for 10 seconds
    Level 10: MP -10; M Attack +10 for 100 seconds
    Level 20: MP -20; M Attack +20 for 200 seconds

    ```
    MP Eater - Maxes at 20 Levels
    ```
    This is a passive skill that automatically drains MP
    from the monster that you attack and adds the amount
    drained
    to your MP, if successful. There is a blue animation that is
    displayed when MP Eater successfully drains from a
    monster.

    Stats:
    Level 1: 11% success rate, absorb 21% of enemy's
    Maximum MP
    Level 10: 20% success rate, absorb 30% enemy's
    Maximum MP
    Level 20: 30% success rate, absorb 40% enemy's
    Maximum MP

    ```
    Slow- Maxes at Level 20
    ```

    This seemingly useless spell is quite useful. It
    Decreases surrounding monsters speed and time
    (increased as
    spell level increases). A useful party skill and solo, if
    used properly.

    Stats:

    Level 1: MP -8; Monster's Speed -2 for 2 seconds
    Level 10: MP -8; Monster's Speed -20 for 20 seconds
    Level 20: MP -16; Monster's Speed -40 for 40 seconds

    Every point put into 'Slow' will decrease the
    monster's speed by 2 more and lasts 2 seconds longer.

    ---
    Miscellaneous
    ---

    ```
    Teleport - Maxes out at 30
    ```

    A spell that teleports a set amount of distance in
    The direction that you choose. You only teleport when
    your ledge is within range, otherwise you'll teleport but
    stay where you are. The name is quite misleading, as you
    aren't teleporting as far as you think do (or at least I
    thought I'd be teleporting quite far).

    Level 1: MP -60; 130 distance (pixels?)
    Level 10: MP -33; 130 distance
    Level 20: MP -13; 150 distance

    --------------------------------------------------------
    C2- SKILL POINT ALLOCATIONS
    --------------------------------------------------------

    A generalization has been assumed for the spells and
    skills of the Fire/Poison Wizard. Fire Arrow and
    Meditation are the must-have spells, with Teleport
    following behind. Slow is quite useful for fighting mobs.
    MP Eater is not really that useful at this stage but will
    become more useful in the third job when you get mob
    attacks, and Poison is underpowered. Meaning you
    shouldn抰 put points into it until you have nothing else to
    put.

    From level 30-70 (second job) you will have a total
    of 121 points to spend. I will have a few different
    selections for you to choose from or you can choose
    what you feel is right. Keep in mind that Meditate
    requires 3 MP eater.

    A- (recommended)
    Fire Arrow - 30
    Meditate - 20
    Teleport - 20
    MP Eater - 20 (maxed because 3rd job gives the Wizards
    Mob attacks)
    Slow - 20
    Poison - 11

    B- (maxed poison, if you want to go that build)
    Fire Arrow - 30
    Meditate - 20
    Teleport - 19
    MP Eater - 12
    Slow - 10
    Poison - 30

    C- (variation of A, but points allocated to Poison)
    Fire Arrow 30
    Meditate 20
    Teleport 15
    MP Eater 20
    Slow 16
    Poison 20

    ---
    Distribution
    ---

    This is for the 'A' Build

    L30- 1 MP Eater (or Teleport)
    L31- 1 Teleport (or MP Eater if you did Teleport at L30),
    2 Fire Arrow
    L32- 3 Fire Arrow
    L33- 3 Fire Arrow
    L34- 3 Fire Arrow
    L35- 3 Fire Arrow
    L36- 3 Fire Arrow
    L37- 3 Fire Arrow
    L38- 3 Fire Arrow
    L39- 3 Fire Arrow
    L40- 3 Fire Arrow
    L41- 1 Fire Arrow (Fire Arrow maxed) 2 MP Eater
    L42- 3 Meditate
    L43- 3 Meditate
    L44- 3 Meditate
    L45- 3 Meditate
    L46- 3 Meditate
    L47- 3 Meditate
    L48- 2 Meditate, 1 Teleport (Meditate maxed)
    L49- 3 Teleport
    L50- 3 Slow
    L51- 3 Slow
    L52- 3 Slow
    L53- 3 Slow
    L54- 3 Slow
    L55- 3 Slow
    L56- 2 Slow 1 Teleport (Slow is Maxed)
    L57- 3 Teleport
    L58- 3 Teleport
    L59- 3 Teleport
    L60- 3 Teleport
    L61- 2 Teleport, 1 Eater (Teleport Maxed)
    L62- 3 MP Eater
    L63- 3 MP Eater
    L64- 3 Mp Eater
    L65- 3 MP Eater
    L66- 3 MP Eater
    L67- 1 MP Eater, 2 Poison (MP Eater Maxed)
    L68- 3 Poison
    L69- 3 Poison
    L70- 3 Poison (Level 11 Poison)

    Or use 11 points to do something else.
    EG Fix your MG that you might not have maxed.

    An additional note (Added on February 07th, 2005):
    MP Eater, Teleport, Fire Arrow and Meditate are the skills
    that will be maxed in almost all builds.
    Where problems/changes may occur is in the distribution
    towards Slow and Poison. You could choose to max one
    and dump
    the remaining in the other, but that抯 ineffective (since
    you
    probably won抰 know which one you like more).
    If you抮e one of these indecisive people, I抎 suggest you
    put
    10 into slow, and 10 into poison.
    That will leave you with 11 remaining points. At this point
    you should have a preference of one spell, and either:

    a) spend the remaining 10 points on slow, last one on
    poison/any first class spell (maxed slow, 1 Poison)
    b) spend the remaining 11 points on Poison (L21
    poison, 10
    slow)

    ---
    C2 b
    ---
    Poison has its own magical damage, but does minimal
    damage.
    Its main power lies in that it can Poison a target for
    damage
    every second. Some monsters however can't be
    Poisoned, and
    others
    take very little damage from Poison.

    From katydid (Sleepywood)

    Confirmed unpoisonables: Green Mushroom, Curse Eye,
    Tauromacis, Mushmom
    Suspected unpoisonables: Taurospear, Jr Balrog
    Poisonable: Anything else

    I believe the Jr Balrog and the spear can't be poisoned,
    but
    has not been completely confirmed. Iron Hogs take very
    little damage from poison damage, but takes proper
    poison damage.

    ---
    C3- ABILITIES
    ---

    This section is just a section that says how you
    Should distribute your AP's, but by now you should
    already
    know how to allocate it. What you should have is 4 STR,
    4
    DEX, LUK being your current level + 3, and the rest into
    INT.
    Some people level up and distribute 4 to INT, and 1
    into LUK. However since INT ups your damage more than
    LUK, I recommend Pumping INT, and then when you
    level up to the
    level that you require LUK for equipment, put enough
    into
    LUK. For example, if you're at L30, and your next equip
    is L33, pump 5 INT at L31, 5 INT at L32, and sufficient
    LUK
    at 33 for your EQ, and the rest into INT.

    ---
    C4
    ---

    The Magician damage formula is as follows:

    {[(Magic x 0.8) + (LUK/4) ] /25} x Spell's Magic Attack

    Magic is your INT+weapon magic+armour's stat
    upgrades.
    Magic is displayed in your Ability menu.

    Spell magic Attack is the spell magic attack of the
    attacking
    spell. Fire arrow is 120, Poison is 60

    The MP Regen is as follows:

    (level x (mp regen lvl/10)) + 3

    MP regen level is the level of your skill, which is usually
    Maxed (16).

    ----------------------------------------------------
    SECTION D- TRAINING AND LEVELING GUIDE (Wizard)
    ----------------------------------------------------

    ---
    D1- Training and Levelling Guide
    ---

    In this section I will list monsters that are weak
    to fire, or monsters that you will find useful for a fast
    levelling rate.

    Ice, and Wood type monsters are weak to fire. It
    appears the only type resistant to Fire, is Fire itself. For
    some strange reason, fire attacks on water have a 100%
    (no
    bonus or resistance).

    When a monster is weak to your elemental attack,
    damage is increased by 50%, and decreased by 50%
    (half) when
    you attack a monster that has a resistance to your
    attack.

    Monsters that are weak to fire ON VICTORIA include:
    Ligators, Jr. Wraiths, and Cold Eyes.

    Note: It has been confirmed (by me) that Wraiths (and
    croko's) are NOT weak to Fire, even though they are
    direct cousins of the Jr. Wraiths/Ligator's, who ARE weak
    to Fire.

    Monsters on Ossyria that ARE weak to Fire include: Ice
    Sentinel (L30) Leaty (L32) , Jr. Grupin (L33), Jr. Pepe
    (L35), Nependeath (Level 42), Jr. Yeti (Level 50), Grupin
    (Level 53), White Pang (Level 58), Pepe (Level 60), Yeti
    (Level 65) , Jr. Yeti (Transformed) (Level 65), Yeti &
    Pepe (Level 78) , Lycanthrope (Level 80)

    ---
    D 1A
    Stats/Drops on those monsters (you'll be training on
    Those monsters for maximum levelling rate).
    ---

    Ligators- Level 32, 1200HP, 40 MP
    Gives 60 EXP, and a range from 56-84 for mesos drop
    Commonly located in the swap (centre sewer entrance
    from the sewer)
    ETC Drops: Ligator skin, Ore of Mithril, Ore of
    Aquamarine

    USE Drops: White/Blue Potions

    Equipment drops: Plunger, Horseman's, Mikhail
    Buckler, Green Lamella (F), Green Lamella Skirt (F),
    Brown
    Asian General's Armour (F), Brown Korean General's
    Armour
    Skirt (F),Green Hunter Boots, Green Enus Chain mail (M),
    Reef
    Crow, Gephart, Khaki Shadow (M), Two-Handed Axe

    Jr Wraith- Level 35, 1200 HP, 80 MP
    Gives 70 EXP, and 56-84 Mesos
    Commonly located: Subway Depot B2

    ETC Drop: Tablecloth, Green No. 9, Red No. 8, Yellow
    Candy Canes, Ore of Adamantium, Ore of Opal

    Use Drop: White Potion, Mokbis, Scroll for Helmet HP
    (10%), Scroll for Pet Equip. for Speed (10%), Scroll for
    Pet Equip for Speed (60%), Scroll for Dagger for Atk
    (60%),
    Scroll for Pet Equip for Speed (100%)

    Equipment Drops: Illoon, Wood Buckler, Asian
    General's Armor (M), Brown Korean General's Armour
    Pants (M),
    Red Asian General's Armour (F), Red Korean General's
    Armour
    Skirt (F), Dark Shoulder mail Pants (F), White Doros
    Robe
    (M), Brown Doroness Robe (F), Red Jack Boots, Bronze
    Woodship, Light Scorpio (M), Light Scorpio Pants (M)

    Cold Eye- Level 40, 2000 HP, 50 MP
    Gives an average of 106 EXP, and drops from 96-144
    Mesos
    Commonly Located: Another Path

    ETC Drop: Cold Eye's Tail, Monster Card, Ore of
    gold, and Ore of steel

    Use Drop: White Potion, Blue Potion, Mokbi Throwing-
    Star, Icicles, Scroll for Helmet Def (60%)

    Equipment Drop: Joosting, Silver Mail (F), Pink Moon
    Conehead, White Guiltian, Ocean Mesana, Blue Starlight
    (M),
    Brown Starlight (M), Dark Crappe, Blue Legollesse(F),
    Blue
    Legollesse Pants (F), Red Luimari (F), Red Choro(F), Dark
    Burglar, Bloody Manthis (F), Bloody Manthis Pants(F)

    Wraith- Level 48, 2800 HP, 80 MP
    Gives around 150 EXP, and drops from 176-264 Mesos
    Commonly Located: Subway Depot B3

    ETC Drops: Medicines with Weird Vibes, Monster
    Card,Ore of
    Steel, Ore of Garnet

    Use Drops: White potion, Blue Potion, Elixir

    Equipment drop: Red Whip, Black Bandana, White
    Napoleon's,
    Emerald Earrings, Black Asian General's Armour (F),
    Black
    Korean General's Armour Skirt (F), Red Trandot (F), Red
    Trandot Skirt (F), Red Maro, Blue Maro, Red China (M),
    Red
    China Pants (M), Red Moon (F), Red Moon Pants (F)

    Croko's - L52, 3800 HP, 75 MP
    Gives around 212 EXP, and from 224-336 Mesos
    Commonly Located in: Dangerous Croko

    Etc. drop: Croco Skin, Ore of Bronze, Ore of Opal

    Useable drop: White Potion, Blue Potion, Elixir

    Equipment drop: Jacker, Traus, Crescent, Knuckle
    Mace, Green Serapis, White Calas (M), Orange Calas (M),
    Dark
    Calas (M), Red Moonlight (F), Brown Moonlight (F), Dark
    Moonlight (F),Dark Piettra (M), Dark Piette Pants (M),
    Green
    China(M),Green China Pants (M)

    ---
    D1 B LEVELLING GUIDE
    ---

    As those monsters range in levels, you'll have to be
    focusing on one monster for a LONG time, if you want to
    levelling at a rate that you believe is possible. Variations
    may be made, but my guide is just a general guideline.

    Level 30- Party Quest, do it until you level,
    Unless, by the time you read this, hack users have taken
    over
    the PQ (Auto clickers, crashing channels, etc).

    You should now be 31, and as you realize, from what
    I typed out earlier, that all the monsters are too high
    level for you, your fire arrow is obviously too weak. As a
    level 31, you have a few options: train on blue shrooms,
    or
    go ahead of the game and do wild boars. I suggest you
    do
    shrooms until 34-35. At that time go train on Wild boars
    (located in Land of the Wild Boar), which is accessible by
    entering the first wooden door you see, when you leave
    Perion
    via the North-eastern exit. Train on wild boars until you
    feel your fire arrow is powerful enough (at least L20).
    -
    Keep in mind that you don't have to train on these
    monsters, these ones just give the most experience for
    your
    MP usage(usually should be one hit). You can choose to
    train on fire boars (I did that for a few levels), but you
    won't be able to use your fire arrow, since your damage
    will
    be halved.
    -
    Once you feel your arrow is strong enough, its time
    to move on to ligators, or Jr wraiths, depending if you
    want
    to jump Shumi's B2 to fight the Jr wraiths.
    Ligators are located in the middle pipe entrance (by
    the PQ area).

    Jr Wraiths are only common in one spot: Shumi's B2.
    You can get there by going to the subway entrance, then
    jumping b2. At the end of it there will be a subway with
    Jr
    wraiths in it. As of now (hack users roaming all over the
    place) you should expect either: a) a cleric botting b) a
    hunter botting c) a jump hacker. Let's hope this gets
    resolved soon. If there are botters, continue to fight, just
    stay on the other side of the train and you should be fine.
    You'll be doing Jr wraiths for a LONG time, as (when
    you max fire arrow) you'll be killing Jr wraiths in one hit,
    giving you 70 EXP. I'd suggest doing Jr wraiths until 48-
    50,
    and then move onto Cold eyes, located in the map
    'another
    path', which is deep in the dungeon. The only annoying
    thing
    about this map is the geysers that come out often, taking
    150
    HP each time it hits you.

    For the lazy: a simple chart:

    L30 PQ, Horny Mushrooms, Zombie Mushrooms
    L31-35 Horny Mushrooms, Wild Boars, Sentinels
    L35-40 Wild Boars, Ice Sentenels, Leaties
    L40-50 Jr Wraiths, Leaties, Jr. Grupins
    L50-60 Cold Eyes, Golems, Copper/Green Drakes, Jr.
    Pepes, Nependeath, Jr. Yetis, Grupins
    L60-70 Dark Golems, Cargos , Tauromacis, Drakes, White
    Pang, Pepe, Yeti

    --------------------------------------------------------
    SECTION E- THIRD JOB ADVANCEMENT
    --------------------------------------------------------

    ---
    E1- General Skills of the Fire Mage (L70 Job
    Advancement)
    ---

    Even though Ossyria is implemented, I am nowhere close
    to
    the proper level to be giving level guides etc for Fire
    mages.
    I seriously doubt I'll ever be able to make it that far in
    Official release, as I've lost interest in the game, after
    pretty much being forced to restart.
    All I'll ever be able to give is others' opinions and
    better descriptions of spells/skills (also probably from
    others).

    ```
    Partial(Elemental?) Resistance:(Max Level:20).
    ```

    Resistance to Fire and Poison will increase.

    Level 1: 23% resistance against fire/poison attacks
    Level 10: 50% resistance
    Level 20: 70% resistance

    ```
    Element Ampflication:(Max Level:30).
    ```

    Increases the MP consumption of your Fire and
    Poison spells while Amplifying their powers.

    Level 1: MP -105%; Magic attack +102%
    Level 15: MP -170%; Magic attack +120%
    Level 30: MP -200%; Magic attack +135%

    ```
    Explosion:(Max Level:30).
    ```
    Generate a large explosion around yourself to inflict
    fire damage on up to 6 enemies at once.

    Level 1: MP -21 Base ATK 60, mastery 15%, attack range
    110%
    Level 15: MP -35 Base ATK 94, mastery 35%, attack
    range 150%
    Level 30: MP -50 Base ATK 120, mastery 60%, attack
    range 200%

    ```
    Poison Mist: (Max Level:30).
    ```
    Generate a poisonous fog around yourself.
    Any enemies in range are afflicted and slowly lose HP.

    Level 1: MP -21 Base ATK 32, Skill mastery 15%
    attack range 110%, 41% of poisoning

    Level 15: MP -35 Base ATK 60, Skill mastery 35%
    attack range 150%, 55% of poisoning

    Level 30: MP -50 Base ATK 90, Skill mastery 60%
    Attack range 200%, 70% of poisoning

    ```
    Seal: (Max Level:30).
    ```

    Silence enemies in range for a set time, preventing them
    from casting magic.

    Level 1: MP -12; 38% success rate for 10 seconds
    Level 10: MP -18; 65% success rate for 15 seconds
    Level 20: MP -30; 95% success rate for 20 seconds

    ```
    Magic Booster: (Max Level:20).
    ```
    Increases the casting speed of your magic, but
    your HP and MP slowly decrease.

    Level 1: HP -53, MP -58; Casting speed +1 for 10
    seconds
    Level 10: HP -35, MP -40; Casting speed +1 for 100
    seconds
    Level 20: HP -25, MP -30; Casting speed +2 for 200
    seconds

    ```
    Magic Composition: (Max Level:30)
    ```
    Attack one Enemy with Fire and Poison at the same time.

    Level 1: MP -14; Base ATK 80, Skill mastery 15%
    41% of poisoning.

    Level 15: MP -18; Base ATK 124, Skill mastery 35%
    41% of poisoning.

    Level 30: MP -14; Base ATK 150, Skill mastery 60%
    70% of poisoning.

    ---
    E2 - Opinions!
    ---

    Partial Resistance - I don't like it much, why do we need
    resistance to it when magicians have a large amount of M
    Def?
    It's okay but only resistant to Fire and Poison is bad.
    Why would a Fire/Poison Mage TRAIN on fire/poison
    monsters?

    Elemental Amp - It's okay and all, but not worthy of a
    third
    class spell. MP -200%; Magic attack +135% when
    maxed? not goodenough, in my opinion. The damage is
    noticeable but twice the MP will make that extra damage
    costly.
    Nevertheless it's still good, but could be better.

    Explosion - A decent spell, but the fire is confined to you,
    so
    essentially you'll have to walk up to the monster and
    then cast
    Explosion (200% range).
    Doesn't necessary replace Fire Arrow.

    Poison Mist - Finally a BETTER Poison spell, but like
    above, the
    range doesn't seem good enough.

    Seal ?I抳e changed my views on this spell. It still isn抰
    the best spell out there, but it抯 okay. As a lot of
    monsters use magic attacks on you, sealing them will
    prevent their usage and force them to attack you
    physically. It doesn抰 work with bosses though.

    Magic Booster - Good spell, but isn't it a BIT too late for
    this?
    Every other class gets it at the second job.

    Magic Composition - Seems to be the only competant
    spell in the bunch. It does high damage and poisons at
    the same time.
    However the drawback to it is the fact that it抯 both
    poison and fire element based, so training on monsters
    weak to fire will only have 1.25x the damage. The
    damage of Composition can divided into too (150/2 = 75
    fire element and 75 poison). A monster weak against fire
    will receive 112.5 (75x1.5) from the fire part of the spell,
    and 75 from the poison for a total of 187.5 base damage.
    A monster strong against fire will receive 75x0.5 (
    resistance to fire) + 75 = 112 base damage. Monsters
    strong against poison however, will receive 75 (from fire)
    and 0 from poison meaning a mere 75 base damage.

    AS MOST PEOPLE KNOW, MAGES ARE UNDERPOWERED
    AT THE THIRD CLASS.
    Every other class gets stronger spells, while the mages
    are
    inadequate. That's what they get for being overpowered
    in the
    first and majority of the second classes.

    ---
    E3 - Skill Build
    ---

    As I never actually MADE it to the third job, this build is
    just my knowledge from reading billions of guides,
    listening to high levels, reading FAQs, watching videos
    and my personal experience.

    Max Magic Composition
    *(Note 1)Level 1 Partial Resistance
    Max Magic Amplification
    **Level 11 Magic Booster
    Max Fire Explosion
    Max Poison Mist
    Level 10 Seal

    Uh..,where does that leave us? Dump the remaining
    points into Partial Resistance or Seal if you like.

    * Note 1 - I抳e read that there is a glitch involving that
    monsters that do Fire Damage and Poison damage do 0
    damage to you if you have level 1 partial resistance. Try
    it out and if it confirms let me know.

    ** Note 2 - Booster becomes Casting Speed +2 at L11
    where it REALLY becomes noticeable. Speed is +1 from
    L1-10.

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