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    A Guide for Clerics, from level 1-120

    *****************
    Table of Contents
    *****************
    1) Legal Stuff
    2) Version History
    3) Clerics vs. Other Classes
    4) Ability Point Allocation
    5) Starting off: Maple Island
    6) Becoming a Mage
    7) Skill Point Allocation <1st Job>
    8) Training Spots <1st Job>
    9) Becoming a Cleric
    10) Skill Point Allocation <2nd Job>
    11) Training Spots <2nd Job>
    12) Becoming a Priest
    13) Skill Point Allocation <3rd Job>
    14) Training Spots <3rd Job>
    15) Equipment
    16) FAQs, Skill Details, Etc.

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    1) Legal Stuff

    This guide may not be reproduced under any circumstances except for
    personal/private use. It may not be placed on any of the sites not listed below
    without written permission. Use of this guide on any other or as part of a
    public display is strictly prohibited and is a violation of copyright.

    Sites that have permission to use this guide:

    Gamefaqs.com
    Hidden-street.net
    Neoseeker.com
    Gamerstemple.com
    Supercheats.com
    MapleStory100.com

    NOTE - I am no longer allowing any more sites to use my guide...submitting it
    to these 6 for every update is more than enough. Sorry!

    NOTE - Please notify me if you see this guide on any site other than the ones
    listed above. This is a violation of copyright.

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    2) Version History

    Version 1.0 ?First complete version of this guide. Began 7/12/06.
    Finished 17/12/06.

    Version 1.1 - Updating a lot of things here. Fixed Formatting, my first guide
    wasn't quite finished, now it is fully complete. Apologies to all who read it.
    Updating Skills Section, fixed some minor typos and ... yeah. I don't remember
    much else. A big update due to formatting. (18/12/06)

    Version 1.11 - Really a teeny tiny update. Allowed www.neoseeker.com to
    use the guide. Same day too! (18/12/06)

    Version 1.21 - A major update. Re-generated (hehe) ASCII at beginning.
    Fixed typos I missed on 1.1. Also added Priest Skill Chart (not the word format
    I had at the beginning - the real thing). Probably last update for awhile,
    Christmas is approaching. Happy Holidays! (19/12/06)

    Version 1.22 ?Small Update ?allowed gamerstemple.com to use the guide.
    (20/12/06)

    Version 1.32 - A good update IMO. Completed Training Section in Priest Section,
    fixed typos that were STILL present, as well as finally changed the version
    number at the top. Very pleased with my guide now. Ok this really
    IS the FINAL update until AFTER Christmas. Don't count on that
    though ... I tend to lie to myself. (20/12/06)

    Version 1.42 - Not a huge update, but my last for a long time. Fixed typos,
    grammar and other little mistakes. Changed some things suggested via email.
    Once again changed ASCII, still generated.
    Happy Holidays (28/12/06)

    Version 1.43 - Small update. Allowed supercheats.com to use the guide.
    (30/12/06)

    Version 1.44 - I dare not say this is my final update, but it may well
    be. Added notes here and there. Happy New Year! (20/1/07)

    Version 1.54 - Good update. More notices, added that I quit Maple Story =[.
    Allowed 8bitGFX.com to use the guide, as well as putting in some e-mail
    suggestions. (2/2/07)

    Version 1.64 - Switched from 8bitGFX.com to theoreX.net. Added more suggestions
    and notes, etc. Guide is now free of typos, to my knowledge. (25/2/07)

    Version 1.74 - It's been awhile hasn't it? I'm into Gunbound now and e-mails
    have been less frequent lately. Some of you may have heard via e-mail that I
    had to reformat (reboot, whatever it is) my PC due to a virus and all my data
    was lost, including this guide. Thus I sort of neglected it for awhile until I
    had enough suggestions from other maplers to copy and paste it from GameFAQS
    and bring it back to Notepad to edit it. Thanks guys, I appreciate the e-mails.
    About changes - I put a lot of suggestions, "Yet Another Note" at the
    beginning of the guide...and that's about it. This isn't a big update but I
    felt like bringing it up a tenth so I did.
    One more thing, I was unable to locate a theoreX.net, and the person who
    submitted the website was notified about this and I hope it'll get cleared up.
    Enjoy! (7/5/07)

    Version 1.75 - I now started playing MS again, and this guide is well overdue
    for an update anyway. I felt it was the right time. Now I don't think I've
    gotten any guide-worthy suggestions since last time - if I'm wrong, e-mail
    me and I'll put em' in. This is just to commemorate me restarting MS. Edited
    the Clerics vs. Other Classes section, with some stuff I realized while
    playing. (8/23/07)

    Version 1.85 - Updates are less frequent - only for suggestions now, usually.
    I added a ton of them and fixed typos, etc.
    Happy Mapling! (1/10/07)

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    3) Cleric vs. Other Classes

    Why would you want to become a mage (and later a cleric)? First of all, mages
    benefit from being able to attack from afar and from close up. Although the
    first 10 or so levels may be hell, from levels 15 to the mid-30抯, you will far
    out-damage other classes. Mages are easily accepted into PQs (from Kerning PQ,
    where mages are powerful, to Ludibrium PQ, where clerics are one of the most
    desired party members). Yes, mages have the worst Defense and HP of all
    characters. However, they get ridiculously high MP. You will also get a skill
    that transfers HP Damage into MP Damage, which makes up for you low HP. Of
    course, clerics get the awesome skill Heal, which, as the name indicates, will
    heal you and your party members, but will also inflict damage to Undead
    Monsters. In addition, clerics are the best partiers, because they have buff
    skills (skills that increase your stats such as defense, accuracy, etc.).
    The best think about clerics in my opinion is this. You can:

    A. Heal your own HP.
    B. Regain your own MP
    C. Damage Monsters
    D. Gain Experience

    All with one skill - Heal. Well, sort of. If you get MP Eater to a decent
    level, and heal to a decent level, you'll do all that on your own. And, of
    course, you'll gain EXP from healing if you're in a party. Clerics become
    very rich this way since they buy no HP potions, and very few MP potions.

    Clerics are stable characters and are really fun to play.

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    4) Ability Point Allocation

    Maple Story is a game that is very stat sensitive, meaning that it depends
    heavily on stats. Should you 搈ess up?one of your stats, your character
    will be ruined for ever and will deal lower damage than if it wasn抰
    搈essed up? The first step to creating a mage is to roll those dice.
    When you select 揅reate a Character? choose your hair, clothes, etc. Pick a
    name for your character, and roll the dice. A perfect roll would be:

    STR: 4
    DEX: 4
    INT: X
    LUK: X

    Int and Luk are listed as 揦?because these stats do not matter when you are
    rolling. STR and DEX are your two stats that do not affect your damage. You
    will NEVER add to these stats, nor will you add to your HP or MP. You want your
    STR and DEX to be as low as possible so that your LUK and INT will be
    respectively higher. The ideal STR and DEX is 4, however you could settle for a
    5 in one of them, or, if you抮e really impatient, a 5 in both. In the end, it
    doesn抰 RUIN your character; it just means you will have a little lower damage.

    On Maple Island, most prefer to get their LUK to 11 right off the bat, and then
    dump all their points into INT until level 8. You do not need to do it this
    way, it is just simpler.

    For every level after this, you will want your LUK to be your level + 3.
    For example, if you are level 22, your LUK should be 25; if you抮e level 45,
    your LUK should be 48.

    To become a mage, you will need 20 INT. Also, since you become a magician at
    level 8, your LUK should be 11 at this time (but it isn't NECESSARY).
    You will have more INT than 20, just a reminder that you need that much.

    All you need to remember about Ability Points (AP) is that your LUK
    should be Your Level + 3, and that all other points should go into INT.

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    5) Starting Off: Maple Island

    Once you have created your character you will find yourself in a map. Customize
    your controls the way you think is right for you, and continue. There are some
    quests you can do on the way to the Training Grounds. Personally I find these a
    waste of time. You could spend 2 minutes clicking back and forth between NCPs
    (Non-Player-Characters) or you could kill a Snail (which takes 5 seconds), and
    get the same reward. The only quest you may want to complete is Roger's,
    because the reward is a much needed 3 Red Potions. Press the UP arrow to go
    through portals. From levels 1-7 you will be staying at Snail Hunting Ground I
    to train on Green Snails.

    --surfierox833:D : you should advise ppl to stay at training camp until level
    4-5 at least. it will take about 15 minutes to level from 1-5 there and you
    can't die either making things much easier and the monsters in training camp
    die with 2-3 hits for a mage while the ones on maple island take at least 5-15+
    shots since you are only able to do about 1-2 dmg on them.

    Other snails take too many hits, because your raw
    damage is only 1-3 now. When you抮e level 7 and about 50%, travel to Amherst.
    Complete all the quests you can and you should level to 8. You are now ready
    to leave Maple Island. Travel to Southperry and pay the 150 meso fine to travel
    to Victoria Island. A little reminder that your LUK should be 11, and that your
    INT should be at least 20. If you followed the Ability Points Allocation
    section, your INT should be well above that.

    NOTE: After a very cool update, you now go through "Training Camp", which
    I think is awesome, and you get dressed up as a little apple. The quests are
    easier to do now, so I suggest you do them. It's also a very fun experience, so
    enjoy yourself here.

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    6) Becoming a Mage

    After taking the ship to Victoria Island, you will arrive in Lith Harbor. Talk
    to the guy in the Ticket Booth and tell him 揚lease take me somewhere else?
    Pay the 100 mesos to go to Ellinia. This is the mage town, and you will be
    going here a lot to buy equipment. Travel to the very top of Ellinia and
    enter the building. Talk to Grendel the Really Old, and if you抮e level 8 with
    20 INT (which you should be) he will make you a Magician. You will notice that
    your stats have increased. He also mentions something about SP (Skill Points).
    We抣l find out what that is and how to use it in the next section.

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    7) Skill Point Allocation <1st Job>

    Every level after level 8, you will receive 3 Skill Points. You can distribute
    these however you like. With mages, where you put your SP (and when) can
    greatly affect your stats later on. I have made 3 Skill Paths. The first is for
    the first timer mage, who will want to conserve mesos. The second is for the
    funded mage who will want to become as powerful as possible, as early as
    possible. The final build is the 損erfect?mage build, which will allow you
    to have slightly more MP, at the cost of having to kill snails for another 5
    or so levels (which, in my opinion is not worth it). Well, it抯 your choice.

    I will list the skill point(s) acquired at each level and where to distribute
    them for that level. The one SP you receive at level 8 is from the Job
    Advancement.

    BUILD 1
    For the First-Timer

    Level 8: +1 Energy Bolt
    Level 9: +3 Improving MP Recovery
    Level 10: +2 Improving MP Recovery, +1 Improving Max MP Increase
    Level 11: +3 Improving Max MP Increase
    Level 12: +3 Improving Max MP Increase
    Level 13: +3 Improving Max MP Increase (MAX)
    Level 14: +3 Improving MP Recovery
    Level 15: +3 Improving MP Recovery
    Level 16: +3 Improving MP Recovery
    Level 17: +2 Improving MP Recovery (MAX), +1 Magic Claw
    Level 18: +3 Magic Claw
    Level 19: +3 Magic Claw
    Level 20: +3 Magic Claw
    Level 21: +3 Magic Claw
    Level 22: +3 Magic Claw
    Level 23: +3 Magic Claw
    Level 24: +1 Magic Claw (MAX), +2 Magic Guard
    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 (MAX)

    For those who prefer it in words:
    Energy Bolt > 1, Improving MP Recovery > 5, Improving Max MP Increase > MAX,
    Improving MP Recovery > MAX, Magic Claw > MAX, Magic Guard > MAX

    At level 30, your skills should look like:

    Improving MP Recovery: 16 (MAX)
    Improving Max MP Increase 10 (MAX)
    Magic Guard: 20 (MAX)
    Energy Bolt: 1
    Magic Claw: 20 (MAX)

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    BUILD 2
    For the Funded Mage

    Level 8: +1 Energy Bolt
    Level 9: +3 Improving MP Recovery
    Level 10: +2 Improving MP Recovery, +1 Improving Max MP Increase
    Level 11: +3 Improving Max MP Increase
    Level 12: +3 Improving Max MP Increase
    Level 13: +3 Improving Max MP Increase (MAX)
    Level 14: +3 Magic Claw
    Level 15: +3 Magic Claw
    Level 16: +3 Magic Claw
    Level 17: +3 Magic Claw
    Level 18: +3 Magic Claw
    Level 19: +3 Magic Claw
    Level 20: +2 Magic Claw (MAX), +1 Improving MP Recovery
    Level 21: +3 Improving MP Recovery
    Level 22: +3 Improving MP Recovery
    Level 23: +3 Improving MP Recovery
    Level 24: +1 Improving MP Recovery (MAX), +2 Magic Guard
    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 (MAX)

    For those who prefer it in words:
    Energy Bolt > 1, Improving MP Recovery > 5, Improving Max MP Increase > MAX,
    Magic Claw > MAX, Improving MP Recovery > MAX, Magic Guard > MAX

    At level 30, your skills should look like:

    Improving MP Recovery: 16 (MAX)
    Improving Max MP Increase 10 (MAX)
    Magic Guard: 20 (MAX)
    Energy Bolt: 1
    Magic Claw: 20 (MAX)

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    BUILD 3
    To Maximize MP (makes levels 8-13 EXTRMEMELY hard ?you must continue to use
    your physical attack, because your first point goes into MP Recovery, which
    means slightly more MP later since you max MP Increase earlier. In my opinion,
    this is not worth it. I just put it here for you 揹ifferent?people ;). I also
    assumed you are not a first timer if you are using this build, meaning you max
    Magic Claw before finishing Improving MP Recovery.

    Marks (runerulesman@hotmail.com): [paraphrased] When my friend tried to use
    the MAX MP build he only got 9 MP extra so I don't think it's worth it.

    Finally some stuff on the Max MP build, now you can clearly see it isn't worth
    it to do this build. I'm leaving it in anyways for those of you who want to try
    it out.

    Level 8: +1 Improving MP Recovery
    Level 9: +3 Improving MP Recovery
    Level 10: +1 Improving MP Recovery, +2 Improving Max MP Increase
    Level 11: +3 Improving Max MP Increase
    Level 12: +3 Improving Max MP Increase
    Level 13: +2 Improving Max MP Increase (MAX), +1 Energy Bolt
    Level 14: +3 Magic Claw
    Level 15: +3 Magic Claw
    Level 16: +3 Magic Claw
    Level 17: +3 Magic Claw
    Level 18: +3 Magic Claw
    Level 19: +3 Magic Claw
    Level 20: +2 Magic Claw (MAX), +1 Improving MP Recovery
    Level 21: +3 Improving MP Recovery
    Level 22: +3 Improving MP Recovery
    Level 23: +3 Improving MP Recovery
    Level 24: +1 Improving MP Recovery (MAX), +2 Magic Guard
    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

    For those who prefer it in words:
    Improving MP Recovery > 5, Improving Max MP Increase > MAX, Energy Bolt > 1,
    Magic Claw > MAX, Improving MP Recovery > MAX, Magic Guard > MAX

    At level 30, your skills should look like:

    Improving MP Recovery: 16 (MAX)
    Improving Max MP Increase 10 (MAX)
    Magic Guard: 20 (MAX)
    Energy Bolt: 1
    Magic Claw: 20 (MAX)

    Really it is just the order in which you acquire skills that makes the
    difference in these builds. The overall outcome is identical in all 3.

    If you have a question on anything skill-wise, chances are it is in
    Section 16 (Skill Details).

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    8) Training Spots <1st Job>

    Now you抮e probably wondering... where do I train? Well, ultimately, the
    choice is yours. I have listed here some tried and true training methods,
    some suggestions from our fellow maplers (thanks a lot, everybody!)
    and I抳e thrown some of my own into the mix. Please note that some are more
    for funded mages because they consume more MP and HP. This will be listed,
    so not to worry. At the bottom of each level section there is a monster/area
    listed in caps. This is basically to summarize what I抳e explained, in one or
    two words =].

    --Joey (ghostlyguardian@hotmail.com): If your a funded mage, at level 8 to 13
    is a great place to train in the slime tree. Near levels 14 to 17, I trained at
    the Pig Beach. Finally, I trained at the Mushroom Dungeon in Ellinia (with
    the horny and green mushrooms) until level 20 before switching to the Ant
    Tunnel. If your funded, leveling up should be much faster, and you wouldnt
    expend too much pots either. I personally used about 300 orange potions and
    mana elixirs, which isnt alot for the funded.--

    TRAINING AREAS

    Level 8-14

    You抮e going to want to go with slimes at this level. You should 2 or 3 hit KO
    them, and at 10 exp apiece, they抮e good for leveling. In terms of where to
    find them, I suggest either Henesys Hunting Grounds I (from here on referred
    to as HHG), The Tree That Grew or the Slime Tree. The Tree that Grew is 2 maps
    north of Ellinia, while the Slime Tree is one map south, inside a tree in the
    far south-western area of the map. All of these options are high-spawn (except
    possibly The Tree that Grew), so you shouldn抰 have a problem. For the funded
    mage I suggest HHG I because of the high spawn rate.

    >SLIMES

    Level 14-18

    This is really where the funded and non-funded split up. The non-funded will
    want to stick with slimes until level 16 or 17, at which point they will switch
    to Orange Mushrooms, at Kerning City Construction Site (one map left
    or Kerning City) or at HHG I. The funded mage has just acquired Magic Claw, so
    they will definitely want to switch to Orange Mushrooms right at 14. You can
    stay here until around level 21 for non-funded and 18 or 19 for funded.

    >ORANGE MUSHROOMS

    Level 18-22

    Here the non-funded and funded are divided as well. The non-funded will be
    sticking with Orange Mushrooms until about level 20 or 21. Then they will
    switch to Pig Beach. Assuming you are starting from Henesys, Pig Beach can
    be found by first going 4 maps left of Henesys. You will end up at a map called
    Split Road. Here you will take the LAST ladder you see (meaning the left-most
    one) up. Travel a little bit to the right and you will see a patch of Yellow
    Flowers. Press up on these and you will be warped to Pig Beach. The funded mage
    is going to change to Pig Beach at level 18 or so, because by now Orange
    Mushrooms aren抰 giving you as much experience.

    >PIG BEACH

    --Garrett (hewhogrins@triad.rr.com): Have you tried leveling in Ant Tunnel at
    level 18? I was able to train there quickly and easily with the level 15 equips
    and not many potions, and on my own.--

    Level 22-26

    Here there are a few options and the funded and unfunded start to merge toward
    each other. The non-funded will want to stick with Pig Beach till level 24 or
    even 25. At this point they will switch to the Ant Tunnel, which can be found
    on the right most side of the Dungeon-town Sleepywood. The funded mage will
    switch right at 23 or even 22, for experience sake. You WILL use A LOT of
    potions here, so be warned; however, you are literally right beside a town,
    so restocking shouldn抰 be a problem.

    The second option here is PQ, also known as Party Quest. Because you are a mage
    you are accepted into parties more frequently than a warrior of the same level.
    However, even though you are a mage, you aren抰 suitable (and thus people won抰
    accept you) until about level 24. You may want to wait for level 25 for a PQ;
    most parties like to have members at or over that level. PLEASE do not ask me
    how to PQ, there are many guides for that and this is not one of them.

    >ANT TUNNEL or PARTY QUEST

    Level 26-30

    I would have to say, the best option here is PQ. Now that you抮e level 26
    or so, everybody will want to accept you (well, most of them). Party Quests
    are also fountains of money, but be warned: they can make you rich
    (like giving you a 10% Overall DEX scroll, worth a lot) or making you lose
    some money by giving you something like ores. Really it depends. Personally,
    I think you抳e trained hard enough to get to level 26 or so, and PQ is one of
    the most fun things in Maple Story. You deserve some fun, right? ...Right?
    Nearing level 28, you will be accepted in a matter of minutes (or seconds)
    because mages really are THE most powerful character at this level. So all
    that hard work DID pay off!

    The second option here is to stick with Ant Tunnel. You will be coming back
    here later, and if you抮e funded chances are you抳e been here for a few levels.
    This place will get REALLY boring later, so my advice is to PQ. It is your
    character, so if you want to go from 22 to say 35 in one place, be my guest.

    >PQ or ANT TUNNEL

    You抮e finally level 30, and it抯 time for the Second Job Advancement!
    Along with a new title for yourself, you get new skills and new equipment.
    It抯 time to advance!

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    9) Becoming a Cleric

    Yes, it抯 finally time to become... a cleric! Journey to Ellinia and meet up
    with your (old) friend Grendel the Really Old. Talk to him and you will acquire
    a letter. This time it抯 a little more than a walk in the park to make the
    advancement. You will need to travel 3 maps north of Ellinia, to a map called
    揟he Forest North of Ellinia? Venture to the very top and you will find an NPC
    called 揗age Instructor?or something along those lines. Make sure you have a
    good amount of potions, as the monsters here do not drop them. Talk to the
    instructor and you will be transported to a map. It is similar to the Curse
    Eye tree if you have been there. The monsters here are different. They drop
    nothing except Black Marbles, and they don抰 give experience. Although all you
    have to fight is Horny Mushrooms and Curse Eyes, their stats are raised
    (including HP and ATTACK), so be on your toes and keep an eye on your HP
    (MP if you are using Magic Guard, which you should be). Once you have collected
    30 of these, exit via talking to the Instructor. He will reward you will reward
    you with the 揚roof of a Hero?

    Back in Ellinia, talk to Grendel once again, and this time, he will make you a
    Cleric! Your stats are raised and you get an extra ETC. row in your inventory.
    He抣l also give you SP just like before, along with a new set of skills. Where
    to put the SP is explained in the next section.

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    10) Skill Point Allocation <2nd Job>

    Here I have listed two skill paths. One of them is for the Cleric who wishes to
    conserve mesos, which means you get MP Eater and Max Teleport earlier (this is
    not necessarily a non-funded path). The second is for the Cleric who is leaning
    towards being a party cleric, meaning you get Bless and Invincible first.
    As was with the 1st job builds, the outcome is identical.

    BUILD 1
    For the money-saving Cleric (also a path suited for Solo Clerics [clerics
    who train mostly on their own instead of partying]).

    Level 30: +1 Teleport
    Level 31: +3 Heal
    Level 32: +3 Heal
    Level 33: +3 Heal
    Level 34: +3 Heal
    Level 35: +3 Heal
    Level 36: +3 Heal
    Level 37: +3 Heal
    Level 38: +3 Heal
    Level 39: +3 Heal
    Level 40: +3 Heal (MAX)
    Level 41: +3 MP Eater
    Level 42: +3 MP Eater
    Level 43: +3 MP Eater
    Level 44: +3 MP Eater
    Level 45: +3 MP Eater
    Level 46: +3 MP Eater
    Level 47: +2 MP Eater (MAX), +1 Teleport
    Level 48: +3 Teleport
    Level 49: +3 Teleport
    Level 50: +3 Teleport
    Level 51: +3 Teleport
    Level 52: +3 Teleport
    Level 53: +3 Teleport (MAX)
    Level 54: +3 Invincible
    Level 55: +2 Invincible, +1 Bless
    Level 56: +3 Bless
    Level 57: +3 Bless
    Level 58: +3 Bless
    Level 59: +3 Bless
    Level 60: +3 Bless
    Level 61: +3 Bless
    Level 62: +1 Bless (MAX), +2 Invincible
    Level 63: +3 Invincible
    Level 64: +3 Invincible
    Level 65: +3 Invincible
    Level 66: +3 Invincible
    Level 67: +1 Invincible (MAX), +2 Holy Arrow
    Level 68: +3 Holy Arrow
    Level 69: +3 Holy Arrow
    Level 70: +3 Holy Arrow

    For those who prefer it in written form:
    Teleport > 1, Heal > MAX, MP Eater > MAX, Teleport > MAX, Invincible > 5,
    Bless > MAX, Invincible > MAX, Holy Arrow > 11

    NOTE: If you would like, you can put your 1st point on Heal and save Teleport
    till after MP Eater or after Heal. However, I suggest 1 point on Teleport for
    Ludi PQ, which you (probably) will be doing. If you do not plan on Ludi PQing,
    I still suggest your 1st point on Teleport, because Level 1 Heal is useless.

    NOTE: If you would like, you can max Teleport before MP Eater. Some chose to do
    this - it is a good idea if you use teleport frequently (in this case it saves
    more MP than MP Eater). MP Eater is better for the solo trainer who likes to
    hunt. If you follow my non-PQ path, MP Eater and Teleport are both useful,
    MP Eater slightly more so because you will be mob-killing with heal.

    NOTE: If you would like, you can finish off Invincible then max Bless.
    Personally I did Bless first, because I was in need of some nice Buffs
    after maxing Heal/MP Eater/Teleport.

    In the end you will end up with:

    Heal: 30 (MAX)
    MP Eater: 20 (MAX)
    Teleport: 20 (MAX)
    Invincible: 20 (MAX)
    Bless: 20 (MAX)
    Holy Arrow: 11

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    BUILD 2
    For the Cleric leaning towards being a Party Cleric. In this build, you WILL
    use a lot of potions (not many more than other classes would, just less
    than other clerics would) because you do not Max Teleport early, and you
    do not get MP Eater early. You probably should be funded for this build,
    however it is not necessary.

    Level 30: +1 Teleport
    Level 31: +3 Heal
    Level 32: +3 Heal
    Level 33: +3 Heal
    Level 34: +3 Heal
    Level 35: +3 Heal
    Level 36: +3 Heal
    Level 37: +3 Heal
    Level 38: +3 Heal
    Level 39: +3 Heal
    Level 40: +3 Heal (MAX)
    Level 41: +3 Invincible
    Level 42: +2 Invincible, +1 Bless
    Level 43: +3 Bless
    Level 44: +3 Bless
    Level 45: +3 Bless
    Level 46: +3 Bless
    Level 47: +3 Bless
    Level 48: +3 Bless
    Level 49: +1 Bless (MAX), +2 Invincible
    Level 50: +3 Invincible
    Level 51: +3 Invincible
    Level 52: +3 Invincible
    Level 53: +3 Invincible
    Level 54: +1 Invincible (MAX), +2 Teleport
    Level 55: +3 Teleport
    Level 56: +3 Teleport
    Level 57: +3 Teleport
    Level 58: +3 Teleport
    Level 59: +3 Teleport
    Level 60: +2 Teleport (MAX), +1 MP Eater
    Level 61: +3 MP Eater
    Level 62: +3 MP Eater
    Level 63: +3 MP Eater
    Level 64: +3 MP Eater
    Level 65: +3 MP Eater
    Level 66: +3 MP Eater
    Level 67: +1 MP Eater (MAX), +2 Holy Arrow
    Level 68: +3 Holy Arrow
    Level 69: +3 Holy Arrow
    Level 70: +3 Holy Arrow

    For those who prefer it in written form:
    Teleport > 1, Heal > MAX, Invincible > 5, Bless > MAX, Invincible > MAX,
    MP Eater > MAX, Teleport > MAX, Holy Arrow > 11

    NOTE: If you would like, you can put your 1st point on Heal and save Teleport
    till after Heal. However, I suggest 1 point on Teleport for Ludi PQ, which you
    (probably) will be doing. If you do not plan on Ludi PQing, I still suggest
    your 1st point on Teleport, because Level 1 Heal is useless.

    NOTE: If you would like, you can max MP Eater before Teleport. However,
    MP Eater isn抰 very useful as a Party Cleric (really the only reason you
    get it is for the lack of something better. If you think Holy Arrow is better
    refer to Section 16) because you can抰 absorb MP from your Party Members.
    The reason you get it is because later when you ARE soloing
    (which you WILL have to do) it comes in handy. Teleport is far more
    useful in this case, but if you feel like maxing MP Eater first, go ahead.

    NOTE: If you would like, you can finish off Invincible then max Bless. Because
    you are a party cleric, this isn抰 really a great choice (Bless being a PARTY
    skill and Invincible being a SOLO skill...) but it抯 your character.

    In the end, you will end up with:

    Heal: 30 (MAX)
    MP Eater: 20 (MAX)
    Teleport: 20 (MAX)
    Invincible: 20 (MAX)
    Bless: 20 (MAX)
    Holy Arrow: 11

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    11) Training Spots <2nd Job>

    Ok, here it really depends on you. There is more freedom during the second job,
    and really where you train depends on your style. There isn抰 a division
    between funded and unfunded because by now you don抰 max attack skills
    earlier or later. I also have not listed locations; really you should now
    the world of Maple Story well enough now. Hidden Streets that are hard to
    find ARE listed. These spots are based on my experiences and my friend抯.
    Some of the credit here should go to XxXAmandaXxX (no longer actively plays)
    because she helped me with a lot of these spots. Thanks!

    Elliot (quantact@ hotmail.com, IGN: Quantact): I just wanted to share this with
    you in case you think people can make use of it. I've personally found it
    very helpful. Third job clerics go REALLY well with Dragon Knights, but I've
    just experimented and found out second job clerics do too. If a cleric wants to
    power-level and he has a Dragon Knight friend who's willing to help,
    he's in a lot of luck thanks to this new patch, which makes clerics gain
    XP from healing. You'll need max Heal for this, or close. Have your DK spam
    Dragon Roar on a small map, which will make him lose huge amounts of HP. You
    spam heal to recover him. My DK friend is lvl 134, I am 46, and in addition
    to the minor experience from the enemies, (I got 20+2 party xp per Panda he
    killed,) I got roughly 60 xp every time I recovered my friend from his
    Dragon Roar, which was basically every two seconds. In I think a half hour
    I gained 25% experience, which for lvl 46 is not half bad.
    At my level a full Ludi PQ will get you maybe 6-8% in 45 minutes or so, so this
    is better. I am just really suprised and happy, and I thought maybe you might
    find it useful enough to add to your guide. Hope this helps.

    TRAINING SPOTS

    Level 30-35

    Here you can go two ways. You can either chose Ant Tunnel
    (I know, you抳e been here before), which is my personal favorite,
    or Wild Boars. Basically, in the Ant Tunnel you can make use of your new
    skill Heal, and you should also OHKO everything that is here. Stick to the 1st
    Floor at the bottom. You may want to go to a crowded channel such as Channel 1,
    because the spawn rate is much higher. For me boars were slower. Let's do
    a tiny bit of math here. If I kill boars (consistently) in 2 hits, that would
    mean that I get 42 EXP for 2 hits, 40 MP used. When at Ant Tunnel, I get 84 EXP
    for 2 hits, because I can kill Zombie Mushrooms in one hit. I also save MP
    because I use 20 MP : 42 EXP rather than 40 MP : 42 EXP. Trust me, Ant Tunnel
    is better.

    >ANT TUNNEL or WILD BOARS

    Level 35-50

    Yes, 35-50. This section is for PQers only. At this point, you can easily Ludi
    PQ and get reasonable amounts of money and experience. It will be hard getting
    a party at level 35, but it IS possible. If you want, you can stay at
    Ant Tunnel/Boars for another few levels. If you do chose to PQ, I suggest going
    all the way to 50.

    > LUDI PQ

    ---OR---

    Levels 35-41

    Here you have quite a few choices. Now you should usually OHKO Boars,
    making them a fairly good option. If you抮e sick of them, you can also
    try Jr. Wraiths at the 3rd Map right in the Subway. Your heal is a decent
    level now, so you shouldn抰 have too much trouble. You CAN stick with
    Ant Tunnel but I don抰 suggest this. You will be thoroughly bored of it by now.

    > JR. WRAITHS

    Levels 41-50

    Here you have quite a nice option. Zombie Lupins, which give 90 EXP apiece,
    are great. You can mob-heal them too, and if you took the Meso build, you抣l
    have MP Eater by now and you can efficiently drain the lupins?MP. In terms of
    where to fight, any old Tree Dungeon will do. Try going into Monkey Forest I,
    then going to the bottom and entering the centre tree. Yes you MISS these
    occasionally. No it doesn抰 REALLY matter. As you level, you will notice less
    misses. You will level very fast from level 41-44, at which point you will slow
    down a little, but not too noticeably. This is a great place because the drops
    (Curse Dolls) are also very valued. You can sell them at 200 apiece which can
    easily add up. I love this place for its good EXP and money. If you feel it抯
    getting just too slow at 48 or so, feel free to switch to Wraiths, explained
    in the next section.

    > ZOMBIE LUPINS

    Levels 51-60

    Whether you PQed or not, you抮e on the same path now. Now is when most people
    got to Wraiths. Not the Jr.'s like you may have hunted earlier ?the big ones.
    Their drops are decent and now that your heal is doing good damage they
    shouldn抰 be a problem. During your upper 50抯 you have another option.
    Teleport is maxed out now (if you used the Meso Build) and this can really
    help you out. You can easily teleport up and down the Tree Dungeon at Monkey
    Forest, and you can 2HKO the Zombie Lupins here, making this a favourable
    option after level 58 or so.

    Tons of people (thanks donjpars and surfierox833:D) have suggested both
    Orbis PQ and Ludi Maze PQ. Having not experienced eiher of these personally,
    I don't fully know how good the exp is...here's a little help.

    --surfierox833:D : you should mention that you can either orbis pq or ludi maze
    pq. orbis smug pq is faster but if you want to maze pq, feel free. they both
    give quite good exp. The only bad thing about ludi maze pq is that the exp you
    get ranges from 0-15000+ exp per 7 mins or so if you only do rooms 6 and 7.
    However, orbis pq assures you that you will get 21000 exp every 11 mins or so.
    So in the end, orbis smug pq turns out to be better. The bad thing is that
    orbis smug pq will probably be patched with the next patch like the glitch
    was but people these days will come up with some other smuggling quest type...

    Wizet/Nexon will probably come up with many other PQs and I will NOT update
    my guide every time they do. Just judge it yourself - personally I love PQ
    so I'd do it at most opportunities, but the decision is yours.

    > WRAITHS, and later ZOMBIE LUPINS

    Level 60-70

    Now is Zombies. Yes you will go here past level 70. I know it抯 boring,
    I know there抯 tons of KSers here. Tough luck. There抯 a reason that so many
    people come here, and that is because it is such good exp at this level.
    60 is the very earliest you should come here, just because otherwise
    you抣l get KSed. If you feel that you抮e too weak, stick with Wraiths or
    Z. Lupins for another 2 or 3 levels. Yes you are level 70.
    It is finally time... to become a Priest!

    > ZOMBIES

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    12) Becoming a Priest

    It is finally time. Journey to El Nath at speak to Robeira at
    揅hief Residence? Head back to Vic and talk to your BFF Grendel.
    Go to the Door of Dimension, which is at Forest of Evil II. You will end up at
    揚ath of Glittering Crystal? Be ready for your first real boss, excluding PQ.
    You have to fight your (ex) BFF, Grendel. Apparently this is his
    Dark Side (...). He isn抰 all that difficult, but he's pretty beefy, and can
    inflict some good damage, so keep on your toes. Remember to acquire
    the Black Charm he drops.

    Go back to Grendel (the real one) and give him Black Charm. He will then give
    you Necklace of Strength. Back in El Nath, give the Necklace to Robeira.
    Mosey over to Holy Ground at the Snowfield (Sharp Cliff II). Remember to bring
    a Dark Crystal (refined. You can buy one for about 200k, or buy them
    individually for 15-20k each. Not much for a Job Advancement).
    Answer the 5 (really easy) questions to get Necklace of Wisdom.
    Back to Robeira... and you抮e a Priest! You get some nice
    skills, more MP... and the mandatory one SP. Where to use it next.

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    13) Skill Point Allocation <3rd Job>

    Hi! =P. I cannot say that I have experienced being a Priest personally, so
    it is with limited information that I delve into this SP Chart. This path is
    the one I believe is correct, and the one I will use when I do become a priest.
    For those of you who like it in charts... It's (finally?) here! I've made a
    chart. It stops at 120 because that's (supposedly) where the 4th Job starts,
    when (ever) it comes. Don't spend any SP after 120.

    Thanks to an e-mail from Simon (si_vortex@hotmail.com), I realized I had made
    a mistake in the build - too many points were put on Dispel. Thanks for
    noticing this - it has been changed.

    Level 70: +1 Dispel
    Level 71: +2 Dispel, +1 Magic Door
    Level 72: +3 Holy Symbol
    Level 73: +3 Holy Symbol
    Level 74: +3 Holy Symbol
    Level 75: +3 Holy Symbol
    Level 76: +3 Holy Symbol
    Level 77: +3 Holy Symbol
    Level 78: +3 Holy Symbol
    Level 79: +3 Holy Symbol
    Level 80: +3 Holy Symbol
    Level 81: +3 Holy Symbol (MAX)
    Level 82: +3 Shining Ray
    Level 83: +3 Shining Ray
    Level 84: +3 Shining Ray
    Level 85: +3 Shining Ray
    Level 86: +3 Shining Ray
    Level 87: +3 Shining Ray
    Level 88: +3 Shining Ray
    Level 89: +3 Shining Ray
    Level 90: +3 Shining Ray
    Level 91: +3 Shining Ray (MAX)
    Level 92: +3 Summon Dragon
    Level 93: +3 Summon Dragon
    Level 94: +3 Summon Dragon
    Level 95: +3 Summon Dragon
    Level 96: +3 Summon Dragon
    Level 97: +3 Summon Dragon
    Level 98: +3 Summon Dragon
    Level 99: +3 Summon Dragon
    Level 100: +3 Summon Dragon
    Level 101: +3 Summon Dragon (MAX)
    Level 102: +3 Elemental Resistance
    Level 103: +3 Elemental Resistance
    Level 104: +3 Elemental Resistance
    Level 105: +3 Elemental Resistance
    Level 106: +3 Elemental Resistance
    Level 107: +3 Elemental Resistance
    Level 108: +2 Elemental Resistance (MAX), +1 Dispel
    Level 109: +3 Dispel
    Level 110: +3 Dispel
    Level 111: +3 Dispel
    Level 112: +3 Dispel
    Level 113: +3 Dispel
    Level 114: +1 Dispel (MAX), +2 Doom
    Level 115: +3 Doom
    Level 116: +3 Doom
    Level 117: +3 Doom
    Level 118: +3 Doom
    Level 119: +3 Doom
    Level 120: +3 Doom

    Basically: Dispel > 3, Magic Door > 1, Holy Symbol > MAX, Summon Dragon > MAX,
    Elemental Resistance > MAX, Dispel > MAX, Doom > 20 (You can put these points
    into any skill you want).

    Like I said before, I wouldn't rely on this 100%. It is, really, a very simple
    build, considering it's 3rd job. Just a few rough guidlines to follow.

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    14) Training Spots <3rd Job>

    Really, most of the training here is up to you. Unlike earleir sections, I
    haven't made a list of where to train for every level. Instead I'll list where
    to train, and you decide when you want to switch. After level 78+, you will be
    partying and PQing, so there isn't a lot in this section to begin with.

    First off, you're going to want to finish off your 5 or 6 levels at zombies.
    These are the last few levels of solo-ing for a priest, so for all you
    hard core solo-ers, this is (sadly) the end.

    At level 76, your Holy Symbol is giving good experience and you'll want to
    start partying. Find yourself some Dragon Knights or other warriors
    (preferably Dragon Knights, because of Hyper Body, a skill that raises HP).
    You can let them chose where to go, because it really is their choice. You're
    the tag-along, healer and buffer who is the life force of these walking suits
    of armor. Dont kill any of them ;).

    --Yoshimichi: I was just reading your Cleric guide on hidden-street
    and I found that you really are lacking in where to train from 70~120.
    Well, I've got a couple characters, 94 hermit, 79 wk, 69
    cleric, and I thought that I could help you with training suggestions.

    70~73 Continue Zombies
    74~78 DT's, even without HS warriors are still begging for you to come with
    them.
    78~83 MDT's with a DK that can kill rather fast is about 15~20% an hour.
    84~100 Heres the real freedom. You can either start at gobies, which is
    extremely good exp, or you could go to spirit vikings and squids. Recommend
    Gobies though.
    100~120 I've heard that Grim Phantom Watches are nowhere near as good exp as
    gobies are, so you either stay their or find a party at those new undead
    monsters all the way at the end of Mu Lung.

    Really you can decide when you want to Zakum PQ. You will want to be level
    100ish to perform it. You'll have maxed Shining Ray and Holy Symbol by now,
    so it shouldn't be too tough. Have fun ZPQing, and have a great Priest-hood.
    Pianus and Papulatus (and whatever other bosses Wizet manages to come up with
    in the future) are yours to conquer if you so wish. Have a good time beating up
    anything you want. Good luck!

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    15) Equipment

    There isn抰 really a need for this section, but I抦 putting it in for all you
    first-timers our there. I hope you enjoy.

    Really for the first 15 or so levels, all you need to do is buy what you need
    at Ellinia. If you can afford it, I would strongly suggest a Magic Shield at
    level 22. Now I抦 going to break things down...

    Thanks to Marks (runerules@hotmail.com), I realized that the Brown Bamboo hat
    isn't very efficient to have since although you get three free levels in which
    you do not have to add to LUK when you take the hat off 3 points must go into
    LUK so it's not worth it. Thanks a lot!

    Please note: Why I do not list equips that add LUK when you could get one that
    adds INT: think about it. If you get an equip that adds LUK, you will not add
    into LUK. Instead, where will those points go? INT. If you get a 3 LUK bonus,
    in the end it is a 3 INT bonus. When you change equips though, if your new
    equip gives less LUK than the previous one, you'll have to add to LUK, and if
    you add AP before equipping stuff, this is a serious problem.
    When given the option, I strongly suggest equipment that adds to INT,
    because your damage is directly increased.

    A(nother) side note: I always prefer to stick with Staffs (staves?) as oppose
    to wands, in general. They look better, and it isn抰 all that meso efficient to
    get a new weapon every 2 or 3 levels. You may want to get a Wand at level 48+
    but before that all you need is a Staff.

    Level 30+33

    Here you抮e going to want to get a set to reward yourself for becoming
    a cleric. A Brown Jester is almost a must, and a CircleWinded staff is
    nice as well. MagicShoes are a good buy, you will be keeping these until
    level 40. Another thing you may want to get at 33 is a Black Chaos
    Robe. You may wish to get a Lutia (glove) but it isn抰 really worth it.

    Level 35+38

    Oh... you抳e gotten past the low 30抯, an annoying little section...
    you deserve a reward. Get yourself a Matty as well as new gloves (Noel).
    You may want to get new shoes, but it抯 not worth it because 35-40 goes by fast
    enough. In terms of overalls, you will DEFINITELY want to get a Dark Starlight
    (note that you need 20 fame to wear it. Why, I do not know...) because you
    don抰 get a new one for 10 levels. Don抰 get the Crystal Wand, it抯 bloody
    expensive, instead get a Petal Staff.

    Level 40 (48)

    I love these equips - you get a reward here too! You抣l want to update your
    whole inventory now. New hat (Guiltian; preferably white), Gloves (Dark Arten,
    a nice INT bonus), Shoes (Dark Moon Shoes) and a Hall Staff. In addition, get
    Blue Moons and scroll them with 100% Earring INT x 5. It only costs 175kish,
    and you get a nice 5matk bonus. Don抰 get Pansy Earrings at 45, they抮e ugly
    anyways. You will want to get a decently scrolled Cromi because you aren抰
    getting anything else for 7 levels.

    From here on in, you really can do it yourself. Get yourself a nice level
    50 set. If you get a really good one it can add up to 15 INT, which is a wicked
    bonus. Here on in get what you can really afford. You should be manually
    scrolling your Staffs/Wands from levels 55 and up, or buying them pre-scrolled.

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    16) FAQs, Skill Details, Etc.

    Here is the reasoning behind all of my Skill Builds, along with a FAQ
    (mostly on skills). Some good stuff here (my fave section). Please read!

    A little side note: I know I say "Monsters with *Blank* Attack" and Monsters
    in Maple Story don't always have a set attack (do they...wow I don't know
    enough about this game as I should). Anyways, it's only for demonstrative
    purposes.

    SECTION I - Magic Armor, etc.

    -Why don't I get Magic Armor?

    The reason is because it becomes useless after a certain amount of levels.
    Magic Armor gives a 40 DEF Bonus when maxed. Let's say you're level 20,
    and you're training on a monster that has 50 Attack. The monster will do
    significantly less damage to you. However, once you start leveling, the skill
    becomes less and less useful. At level 30, you're fighting a monster with 250
    Attack, and 40 less isn't all that much. At level 40, you'll fight monsters
    with over 400 attack, and Magic Armor isn't going to do anything. There are
    1st Job skills that are much more useful.

    -Well then, what's so much better about Invincible? Isn't it the same thing?

    No. When Invincible is maxed, it gives a 30 PERCENT Weapon Damage Decrease.
    This way, whether you are fighting a 200 Attack Monster or a 10,000 Attack
    Monster, the decrease will still be significant. This skill is useful, and
    it stays that way throughout your Cleric/Priest life.

    SECTION II - Holy Arrow

    -Why don't I get Holy Arrow?

    Well, I will tell you why. The normal cleric training path goes like so
    (whether you refer to my guide or not): Ant Tunnel > Jr. Wraiths
    > Zombie Lupins > Wraiths > Zombies. At NO POINT IN THAT PATH do you EVER
    fight a monster that is susceptible to holy, but not Heal. Holy Arrow is
    completely useless, especially because by the time you get it, you'll almost
    be a priest, and Shining Ray, with a better BA when at level 1 than Holy Arrow
    is when maxed, is far better.

    SECTION III - Bless

    -If I didn't get Magic Armor because it wasn't percentage, then why am I
    getting Bless, which isn't percentage either?

    I know, I used to think the same way too. You do not get bless for the
    Weapon Defense or Magic Defense; you do not get for YOU. You get it for the DKs
    and other warriors that you will be partying with later on. They need that
    accuracy that Bless gives.

    SECTION IV - Teleport

    - Why do I max Teleport?

    The reason is this. You will use Teleport throughout your life; it will never
    become useless or overshadowed by another skill. Teleport, when at level 1,
    uses 60 MP, and while at level 20, uses 13 MP. It is so necessary to max this
    skill, otherwise you will be using MP 5 times faster. It's a HUGE MP saver,
    almost (or surpassing, depending on your style) MP Eater in how much MP
    you will save.