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    MapleStory Cleric New Guide

    -------------------------------------------------------------------------------
    Table of Contents:
    -------------------------------------------------------------------------------
    I. Introduction
    II. Cleric Abilites
    III. Stat Builds
    A) Solo Cleric
    B) Party Cleric
    C) Money/diverse mp eater cleric
    D) Diverse cleric (my build)
    IV. Priest Abilities
    V. Priest Stat Builds
    A) Solo Priest
    B) Party Priest
    C) Diverse Priest (my build again)
    VI. Bishop Skills
    VII. Training Guide
    A) Introduction
    B) Getting Started
    C) Monster List - A list of feasible monsters on which to train.
    D) Monster and Map Guide - The location and type of monster; shows effective
    map movement.
    E) Training Suggestions - Suggested training monsters for fastest training.
    VIII. Conclusion

    -------------------------------------------------------------------------------
    I. The way of the Cleric:
    -------------------------------------------------------------------------------
    So, you wanted to become a cleric. Perhaps you thought healing was really
    useful or cool. Or maybe your friends forced you to become one because of
    peer pressure or blackmail. Nevertheless, you're a cleric now.
    -------------------------------------------------------------------------------
    II. Cleric Abilities:
    -------------------------------------------------------------------------------
    Yes you may know these already, but I'm putting them back because it's
    important to know before you get into skill patterns. This is also said in my
    own words.

    Mp Eater--soaks up a certain percentage of an enemy's mp with a certain success
    rate. The higher the lvl, the more mp you "absorb" from enemies. Saves you
    from buying those expensive pots. Mp eater only works if you attack the monster
    with a magic attack. any magic attack can absorb the enemies mp and transfer
    it to yours.

    Heal--a unique skill for clerics in which you heal a certain percentage of your
    hp, and the undead monsters in the area will also take damage. (Note, I did not
    say devil based monsters, they are unaffected) Heal heals a maximum of 5
    monsters at a time. The higher the lvl of this skill, the more hp you heal of
    you and your party members. (300% heal rate=300% of YOUR HP, this applies for
    party members being healed by you) Heal damage is based on your intellegence.
    That 300% thing is 300% of your hp divides among the party.

    Teleport--a skill that allows you to tele to a certain distance of the map.
    The higher the skill, the less mp you spend, and the farther you go. (tele
    at 1 can go faster than a thief with maxed haste, of you use it constantly)

    Invincible--reduces weapon damage from all monsters. When maxed, it can
    reduce 30% of an enemies attack! (if an enemy does 1000 dmg, you only take
    700 of it) NOTE: weapon damage IS NOT magic damage, a Crimson Barlogs dark
    lightning is a MAGIC ATTACK, not a weapon attack. Some monsters just have
    weapon attack and some have both.

    Bless--increases yours and the parties avoidably, accuracy, weapon def,
    and magic def. The higher the skill, the longer bless lasts, and the more
    avoid, acc, wep def, and mag def the party gets. Parties will adore and
    invite you to their party because of this skill. Also, Bless stacks (means
    that you can get it with other abilites that other party members have)
    with everything except magic armor. (if you were a mage, you should max
    magic guard, because you get delt less dmg, and bless does stack with it)

    Holy Arrow--launches a holy arrow at a foe, does 1.5 times damage to both
    undead and devil based monsters. This is really the only active skill (magic
    attack) that a cleric has. Heal is not a magic attack, it is a recovery skill.
    Now there is a giant debate about which is better, magic claw or holy arrow,
    in which I will explain later. Yes that was long, and I commend you for reading
    that, it's pretty useful, eh?
    -------------------------------------------------------------------------------
    III. Stat Builds
    -------------------------------------------------------------------------------
    Yes, this is what you were looking for, right? The stat builds!

    Solo Cleric:
    I bet you've heard this before in other cleric guides. A solo cleric is a
    cleric who usually does not get involved in parties as other clerics tend
    to do. This is for people who are quiet, or don't do party things.

    Lvl 30-1 Teleport or Heal
    Lvl 31-3 Heal
    Lvl 32-3 Heal
    Lvl 33-3 Heal
    Lvl 34-3 Heal
    Lvl 35-3 Heal
    Lvl 36-Save 3
    Lvl 37-Save 3
    Lvl 38-Save 3
    Lvl 39-Save 3
    Lvl 40-15 Heal (maxed)
    Lvl 41-3 MP Eater
    Lvl 42-3 MP Eater
    Lvl 43-3 MP Eater
    Lvl 44-3 MP Eater
    Lvl 45-3 MP Eater
    Lvl 46-3 MP Eater
    Lvl 47-2 Mp Eater 1 HA
    Lvl 48-3 HA (Holy Arrow)
    Lvl 49-3 HA
    Lvl 50-3 HA
    Lvl 51-3 HA
    Lvl 52-2 HA (15)
    Lvl 53-Save 3 (+1)
    Lvl 54-Save 3
    Lvl 55-Save 3
    Lvl 56-Save 3
    Lvl 57-15 HA (maxed)
    Lvl 58-3 Invin (Invincible)
    Lvl 59-3 Invin
    Lvl 60-3 Invin
    Lvl 61-3 Invin
    Lvl 62-3 Invin
    Lvl 63-3 Invin
    Lvl 64-2 Invin 1 Teleport
    Lvl 65-3 Tele
    Lvl 66-3 Tele
    Lvl 67-3 Tele
    Lvl 68-3 Tele
    Lvl 69-3 Tele
    Lvl 70-2 Tele +1 (there's an extra point you can into bless if you so desire)

    For lazy people like me, the short hand version of a solo cleric at lvl 70
    (in order)
    Heal-30
    Mp eater-20
    Holy Arrow-30
    Invincible-20
    Teleport-20
    Bless-1

    Many people debate as if to max mp eater or arrow first. If you want to
    save money on pots, I suggest mp eater. If you want to fight different
    monsters besides wraiths or zombie lupins, max arrow. Eventually your gonna
    max both.
    -------------------------------------------------------------------------------
    Party Cleric:
    Ah, the party cleric. The cleric who enjoys the company of other people,
    and likes to share exp with them. Party clerics only put one in mp eater,
    but they max bless to attract party members. Bless attracts thieves with
    haste and spearman with hyper body, which are for you, very, VERY helpful
    in game! (this could also be a diverse cleric build, which ill explain later)

    Lvl 30-1 Tele/Heal
    Lvl 31-3 Heal
    Lvl 32-3 Heal
    Lvl 33-3 Heal
    Lvl 34-3 Heal
    Lvl 35-3 Heal
    Lvl 36-Save 3
    Lvl 37-Save 3
    Lvl 38-Save 3
    Lvl 39-Save 3
    Lvl 40-15 Heal (maxed)
    Lvl 41-1 Mp eater or 1 Tele and 2 invin (whichever 1 you didn't put in earlier)
    Lvl 42-3 Invin
    Lvl 43-3 Bless (invin is at 5)
    Lvl 44-3 Bless
    Lvl 45-3 Bless
    Lvl 46-3 Bless
    Lvl 47-3 Bless
    Lvl 48-3 Bless
    Lvl 49-2 Bless (max) 1 Invin
    Lvl 50-3 Invin
    Lvl 51-3 Invin
    Lvl 52-3 Invin
    Lvl 53-3 Invin
    Lvl 54-2 Invin (max) 1 HA
    Lvl 55-3 HA
    Lvl 56-3 HA
    Lvl 57-3 HA
    Lvl 58-3 HA
    Lvl 59-3 HA (16)
    Lvl 60-3 HA
    Lvl 61-3 HA
    Lvl 62-3 HA
    Lvl 63-3 HA
    Lvl 64-2 HA 1 Tele
    Lvl 65-3 Tele
    Lvl 66-3 Tele
    Lvl 67-3 Tele
    Lvl 68-3 Tele
    Lvl 69-3 Tele
    Lvl 70-3 Tele (max)

    Some people max Tele before HA, but when your party fights dark there
    expecting you to use your holy skills, heal is good but don't always spam
    it unless its necessary!

    And for the lazy, at lvl 70 you should look like:
    (also in order of maxed things)
    Heal-30
    Mp eater-1
    Bless-20
    Invincible-20
    Holy Arrow-30
    Teleport-20
    -------------------------------------------------------------------------------
    Money Cleric/Diverse Mp eater:
    Hah, sounds funny dosen't it! I mean, clerics make a lot of money nonetheless,
    but this is a cleric that's ONLY used for getting money, usually high level
    sins and bandits, as well as some warriors and archers usually have a cleric
    devoted for just getting them money! The build is extended for people who like
    mp eater(notice most of my builds don't do that)

    Lvl 30-1 Mp eater
    Lvl 31-3 Heal
    Lvl 32-3 Heal
    Lvl 33-3 Heal
    Lvl 34-3 Heal
    Lvl 35-3 Heal
    Lvl 36-Save 3
    Lvl 37-Save 3
    Lvl 38-Save 3
    Lvl 39-Save 3
    Lvl 40-15 Heal (maxed)
    Lvl 41-3 MP Eater
    Lvl 42-3 MP Eater
    Lvl 43-3 MP Eater
    Lvl 44-3 MP Eater
    Lvl 45-3 MP Eater
    Lvl 46-3 MP Eater
    Lvl 47-1 Mp Eater, (2 Invincible if continuing)
    -----------------------------
    Lvl 48-3 Invincible
    Lvl 49-3 Invincible
    Lvl 50-3 Invincible
    Lvl 51-3 Invincible
    Lvl 52-3 Invincible
    Lvl 53-3 Invincible (max)
    Lvl 54-3 Bless
    Lvl 55-3 Bless
    Lvl 56-3 Bless
    Lvl 57-3 Bless
    Lvl 58-3 Bless
    Lvl 59-3 Bless
    Lvl 60-2 Bless (max), 1 Teleport
    Lvl 61-3 Teleport
    Lvl 62-3 Teleport
    Lvl 63-3 Teleport
    Lvl 64-3 Teleport
    Lvl 65-3 Teleport
    Lvl 66-3 Teleport
    Lvl 67-1 Teleport, 2 HA
    Lvl 68-3 HA
    Lvl 69-3 HA
    Lvl 70-3 HA

    Here ya go: (in order of maxing)
    Heal-30
    Mp Eater-20
    Invincible-20
    Bless-20
    Teleport-20
    Holy Arrow-11
    -------------------------------------------------------------------------------
    Diverse Cleric (my build):
    A cleric who doesn't follow the rules of solo, party or money. I am a
    diverse cleric, but I have an end build exactly the same as a party build.
    Its just the ORDER you max things in that makes it different! I will tell
    you why I chose to max what's what, and tell you what path I took to get
    to the lvl I am today.

    Lvl 30-1 Tele (fast way of getting to stuff)
    Lvl 31-3 Heal (Max this 1st always!)
    Lvl 32-3 Heal
    Lvl 33-3 Heal
    Lvl 34-3 Heal
    Lvl 35-3 Heal
    Lvl 36-Save 3
    Lvl 37-Save 3
    Lvl 38-Save 3
    Lvl 39-Save 3
    Lvl 40-15 Heal (maxed)
    Lvl 41-1 Mp eater 2 HA (eater is good at 1*)
    Lvl 42-3 HA (yes I did go with arrow**)
    Lvl 43-3 HA
    Lvl 44-3 HA
    Lvl 45-3 HA (14, I was training on zombie lupins at the time, HA was helpful)
    Lvl 46-3 Invin (A must have for clerics!)
    Lvl 47-3 Invin
    Lvl 48-3 Invin
    Lvl 49-3 Invin
    Lvl 50-3 Invin
    Lvl 51-3 Invin
    Lvl 52-2 Invin 1 Bless
    Lvl 53-3 Bless (parties love me! Lol)
    Lvl 54-3 Bless
    Lvl 55-3 Bless
    Lvl 56-3 Bless
    Lvl 57-3 Bless
    Lvl 58-3 Bless
    Lvl 59-1 Bless 2 HA (moved on to zombies, ha was too weak, so I uped it more)
    Lvl 60-3 HA
    Lvl 61-3 HA
    Lvl 62-3 HA
    Lvl 63-3 HA
    Lvl 64-2 HA (max) 1 Tele
    Lvl 65-3 Tele
    Lvl 66-3 Tele
    Lvl 67-3 Tele
    Lvl 68-3 Tele
    Lvl 69-3 Tele
    Lvl 70-3 Tele (max)

    Look Similar?
    Heal-30
    Mp eater-1
    Invincible-20
    Bless-20
    Holy Arrow-30
    Teleport-20
    -------------------------------------------------------------------------------
    In my personal opinion (controversy about HA or MP eater:

    As a cleric, the two skills one would commonly come down to is deciding
    between MP eater and Holy Arrow. The simple reason is this: Heal is a must,
    Invincible is a must. Both keep you alive when training and Invincible
    sometimes leads you not to use Mg and waste pots. Bless and teleport are both
    extremly useful. Bless for parties, and although 20 to stats becomes weaker
    over time, one would be suprised how many warriors incorporate their DEX into
    a cleric/priests bless. Most of the time, a bless cleric/priest will be chosen
    over a non-bless one. Teleport is really useful when you want to either get to
    places faster, or teleport out of dangerous situations. I can saftley say tele
    has helped me when I mob using SR.

    Now for Arrow and Eater:
    *Mp eater is not the best skill in the world for a cleric, which is why I
    chose it to be at 1. I could have maxed it instead of tele, but tele is a
    better skill to use. It gives a mage speed, thieves and bowmen get speed
    (bowmen in 3rd job) but mages are weak, and if they don't have a good move
    to get them out of trouble, then they'll die. Mp eater may save money on pots,
    but think about this, clerics are the some of the richest people in the game.
    Currently, at level 10x and higher, I spend nothing on pots. Currently, with
    my mp eater at 1, I've only spent about 10 mill on pots throughout my training
    starting from level 0. I've gained this money back by drops and saving.
    Eater is great for soloing, because I DO have to use pots when I solo almost
    anything now. In a party, its almost useless because usually, your regen will
    elminate the loss from heals/sr's...plus the attacker will be doing most of
    the damage.

    **HA is NOT a bad skill. People think that it is, but its not. It is the only
    skill a cleric has that actually does damage in 2nd job. (Besides heal)
    Clerics are used for support, but other than that, they have no offensive what
    so ever. If you are the kind of person who likes to solo and party, using
    combos and having fun with the game. HA covers that nicely, because you can
    do proportinate damage to heal during those days. It's still fun to use at
    level 10x too =D. For those of you saying, "but at lvl 80 (or 90), I would
    have shining ray maxed, it does more, so there is no point in HA." No, that's
    partially incorrect, true that shining ray is better in power, it is also one
    of the slowest casing spells in the game, only a little faster than thunder
    spear. HA is faster to cast, so it does about the same base damage over a
    certain period of time as shining ray to one monster. This does not mean SR>HA
    because ray is much better, but arrow is a fun alternative, and a fun thing to
    use with heal and sr against monsters.

    Mp eater is a GREAT skill for soloing, and does suck the mp away from monsters
    if a spell sucessfully cast 3 times. If you plan to solo bottom grims, or solo
    DT's or anything later on, Mp eater eliminates the use for pots altogether. In
    a party, besides sucking mp away from monsters, mp eater doesn't shine.

    Two options, Mp eater or Holy Arrow. I maxed HA for my own reasons. If you are
    against these reasons, by all means max eater. This is exclusivly MY own
    opinion, so max one or the other, its really up to you. =)

    Remember, you do not have to do any of these skill charts for your character,
    it is just recommended. Also, don't get upset if I said anything in here that
    made you angry, some of the stuff I write is personally my opinion, and I
    respect what you want to follow, or what your goals are.
    -------------------------------------------------------------------------------
    IV. Priest Guide (abilities)
    -------------------------------------------------------------------------------
    Yay! This is newly added. This guide covers levels 70-120 (which logically
    should be when at if any 4th job advancement would come out)

    Priest Skills
    -------------------------------------------------------------------------------
    Elemental Resistance--this allows you even more immunity to elemental attacks.
    Some say its like a second invincible for a priest. This is actually as
    important as putting 1 into tele or mp eater early. If you put it in early,
    you get a 12% immunity to elemental attacks, which is VERY VERY useful. Put
    1 into this early, and then max it later.

    Dispel--nullifies all effects that render to your party. (Basically like
    poison, darken, weaken, ect.) It does however have a success factor, the
    more you put into it, the better the success. You do need 3 dispel to get
    spells such as holy symbol and mystic door. Put 3 into this early, and then
    depending on your status, max it later.

    Mystic Door--this skill is VERY useful to any type of cleric. (You will
    probably attract more sins to your party, lol) the reason why I say that,
    is because mystic door allows you to create a magic door that transports
    you to the nearest town. Well i bet your saying, "That's pointless; I can
    just use a return scroll." BUT, mystic door allows you TO COME BACK TO WHERE
    YOU WERE TRAINING, saving time. This spell does however require a magic rock,
    which costs 5k each. So don't use this ALL the time. (Monsters also drop
    magic rocks in the game frequently) <--not in gms or msea yet.

    Holy Symbol--this is the spell you've heard of when you were a noob mage,
    and then wanted to become a cleric because of it. Most people get tired of
    lvling around 60 and stop. People who really want this can get it! it boosts
    up party experience by 150% (100% is what you would normally get) Every1 will
    want you in your party, and you'll be happy because you get more experience
    than solo clerics. Max this asap. Party exp: 150% Solo exp: 110% (proven)

    Shining Ray--a solo cleric's main move. This attack has a base damage of 105
    MAXED. This is also a mob attack, (attacks up to 5 monsters at once) so
    clerics love to get it. However, this attack is quite powerful, but it is also
    very slow. It is also useful in parties for attack. In essence, it's better
    than Holy Arrow, but it's also slower, and your more suseptable to damage
    because your in the middle of a mob. It should be maxed first or second for
    Priests who solo.

    Doom--yes, you can turn enemies into snails now. Sounds fun doesn't it?
    This does cost a summoning rock (magic rock in gms), so use wisely. Doom is
    mostly used on big monsters, like Tarospears or Lycans. It totally makes them
    an easy target and mollifies their attack completely. However they do still
    have the same defense and it only lasts a certain period of time.
    (pic currenly not avalible)

    Summon Dragon--another attack that requires a summoning rock (again magic
    rock in gms). Summon dragon summons a familiar to attack for you. This
    skill is actually useful for both party and solo clerics, because when
    you heal, the dragon attacks the enemy nearest to you. Max this after
    you get your recommended skills out of the way.
    -------------------------------------------------------------------------------
    V. Skill Guide
    -------------------------------------------------------------------------------
    Correct me if im wrong but:

    Party Priest
    Party Priest's now have the advantage of gaining exp faster than solo priests,
    where in 2nd job, solo gained exp faster. This is the trade off.
    MAX HOLY SYMBOL ASAP!!!! And there is a debate on what to max after that, I
    recommend Elemental Resistance because 50% against all attrubutes is REALLY
    helpful, and will keep you alive, which is what your party wants. Don't bother
    with shining ray until the end, your gonna always be in a party now you have
    Holy Symbol!

    Lvl 70- 1 Dispel
    Lvl 71- 2 Dispel 1 Mystic door (Holy symbol unlocked)
    Lvl 72- 3 Holy Symbol
    Lvl 73- 3 Holy Symbol
    Lvl 74- 3 Holy Symbol
    Lvl 75- 3 Holy Symbol
    Lvl 76- 3 Holy Symbol
    Lvl 77- 3 Holy Symbol
    Lvl 78- 3 Holy Symbol
    Lvl 79- 3 Holy Symbol
    Lvl 80- 3 Holy Symbol
    Lvl 81- 3 Holy Symbol (maxed)
    Lvl 82- 3 Elemental Resistance
    Lvl 83- 3 Elemental Resistance
    Lvl 84- 3 Elemental Resistance
    Lvl 85- 3 Elemental Resistance
    Lvl 86- 3 Elemental Resistance
    Lvl 87- 3 Elemental Resistance
    Lvl 88- 2 Elemental Resistance 1 Dispel
    Lvl 89- 3 Dispel
    Lvl 90- 3 Dispel
    Lvl 91- 3 Dispel
    Lvl 92- 3 Dispel
    Lvl 93- 3 Dispel
    Lvl 94- 2 Dispel 1 Summon Dragon
    Lvl 95- 3 Summon Dragon
    Lvl 96- 3 Summon Dragon
    Lvl 97- 3 Summon Dragon
    Lvl 98- 3 Summon Dragon
    Lvl 99- 3 Summon Dragon
    Lvl 100- 3 Summon Dragon
    Lvl 101- 3 Summon Dragon
    Lvl 102- 3 Summon Dragon
    Lvl 103- 3 Summon Dragon
    Lvl 104- 1 Shining ray 2 Summon Dragon
    Lvl 105- 3 Shining ray
    Lvl 106- 3 Shining ray
    Lvl 107- 3 Shining ray
    Lvl 108- 3 Shining ray
    Lvl 109- 3 Shining ray
    Lvl 110- 3 Shining ray
    Lvl 111- 3 Shining ray
    Lvl 112- 3 Shining ray
    Lvl 113- 3 Shining ray
    Lvl 114- 1 Shining ray 2 Doom
    Lvl 115- 3 Doom
    Lvl 116- 3 Doom
    Lvl 117- 2 Doom (10) 1 Mystic Door
    Lvl 118- 3 Mystic Door
    Lvl 119- 3 Mystic Door
    Lvl 120- 3 Mystic Door (10)

    For the lazy: (in order)

    Mystic door- 11
    Holy Symbol- 30
    Elemental Resistance- 20
    Dispel- 20
    Summon Dragon- 30
    Shining Ray- 30
    Doom- 10

    -------------------------------------------------------------------------------
    If you want some longer doors, put some of the doom points into it.
    (or visa versa)

    *note- there are no "money priests." A money cleric stops around lvl 40-50
    just to get money for there MAIN character. If you become a priest, it is
    usually your MAIN character, so there is no point for becoming a priest for
    money. Only second job.

    Zakum Priest requirements
    Max Dispel needed
    Max Elemental Resistance needed
    Heal
    Bless
    Holy Symbol needed
    Invincible
    Level: 10X and higher recommended.
    -------------------------------------------------------------------------------
    Solo Priest
    So you probably leveled faster in second job, but third job will become harder
    for you. You could cheat and go into parties once in a while, but you won't be
    as popular as a party cleric. Max shining ray, then holy symbol, doom and
    summon there after. Solo Priests usually lvl fastest from 75-85, but a party
    priest will still outshine them in terms of experience.

    Lvl 70- 1 Elemental Resistance (if you realllly want mystic door, you must
    put 3 in dispel first!)
    Lvl 71- 3 Shining Ray
    Lvl 72- 3 Shining Ray
    Lvl 73- 3 Shining Ray
    Lvl 74- 3 Shining Ray
    Lvl 75- 3 Shining Ray
    Lvl 76- 3 Shining Ray
    Lvl 77- 3 Shining Ray
    Lvl 78- 3 Shining Ray
    Lvl 79- 3 Shining Ray
    Lvl 80- 3 Shining Ray
    Lvl 81- 3 Dispel (add mystic door if you want it)
    Lvl 82- 3 Holy Symbol
    Lvl 83- 3 Holy Symbol
    Lvl 84- 3 Holy Symbol
    Lvl 85- 3 Holy Symbol
    Lvl 86- 3 Holy Symbol
    Lvl 87- 3 Holy Symbol
    Lvl 88- 3 Holy Symbol
    Lvl 89- 3 Holy Symbol
    Lvl 90- 3 Holy Symbol
    Lvl 91- 3 Holy Symbol
    Lvl 92- 3 Elemental Resistance
    Lvl 93- 3 Elemental Resistance
    Lvl 94- 3 Elemental Resistance
    Lvl 95- 3 Elemental Resistance
    Lvl 96- 3 Elemental Resistance
    Lvl 97- 3 Elemental Resistance
    Lvl 98- 1 Elemental Resistance 2 Summon Dragon
    Lvl 99- 3 Summon Dragon
    Lvl 100- 3 Summon Dragon
    Lvl 101- 3 Summon Dragon
    Lvl 102- 3 Summon Dragon
    Lvl 103- 3 Summon Dragon
    Lvl 104- 3 Summon Dragon
    Lvl 105- 3 Summon Dragon
    Lvl 106- 3 Summon Dragon
    Lvl 107- 3 Summon Dragon
    Lvl 108- 1 Summon Dragon 2 Doom
    Lvl 109- 3 Doom
    Lvl 110- 3 Doom
    Lvl 111- 3 Doom
    Lvl 112- 3 Doom
    Lvl 113- 3 Doom
    Lvl 114- 3 Doom
    Lvl 115- 3 Doom
    Lvl 116- 3 Doom
    Lvl 117- 3 Doom
    Lvl 118- 1 Doom 2 Mystic Door
    Lvl 119- 3 Mystic Door
    Lvl 120- 3 Mystic Door (8)

    Therefore: (in order)

    Shining Ray- 30
    Dispel- 3
    Holy Symbol- 30
    Elemental Resistance- 20
    Summon Dragon- 30
    Doom- 30
    Mystic door- 8

    If you added in mystic door first it would be at 8, if you put into elemental
    resistance 1st, then transfer that point over into doom. Again CORRECT ME IF
    I'M WRONG.
    -------------------------------------------------------------------------------
    Diverse Priest

    My build again, if you followed it, or if you have a clerics party stats at
    the end of being a cleric. You can take this alternate route. It is however
    different from a party priests stats. This build is also for people who do
    alot of both partying and soloing

    Lvl 70- 1 Dispel
    Lvl 71- 2 Dispel 1 Mystic door (Holy symbol unlocked)
    Lvl 72- 2 Holy Symbol 1 Elemental Resistance
    Lvl 73- 3 Holy Symbol
    Lvl 74- 3 Holy Symbol
    Lvl 75- 3 Holy Symbol
    Lvl 76- 3 Holy Symbol
    Lvl 77- 3 Holy Symbol
    Lvl 78- 3 Holy Symbol
    Lvl 79- 3 Holy Symbol
    Lvl 80- 3 Holy Symbol
    Lvl 81- 3 Holy Symbol
    Lvl 82- 1 Holy Symbol 2 Shining Ray
    Lvl 83- 3 Shining Ray
    Lvl 84- 3 Shining Ray
    Lvl 85- 3 Shining Ray
    Lvl 86- 3 Shining Ray
    Lvl 87- 3 Shining Ray
    Lvl 88- 3 Shining Ray
    Lvl 89- 3 Shining Ray
    Lvl 90- 3 Shining Ray
    Lvl 91- 3 Shining Ray
    Lvl 92- 1 Shining Ray 2 Summon Dragon
    Lvl 93- 3 Summon Dragon
    Lvl 94- 3 Summon Dragon
    Lvl 95- 3 Summon Dragon
    Lvl 96- 3 Summon Dragon
    Lvl 97- 3 Summon Dragon
    Lvl 98- 3 Summon Dragon
    Lvl 99- 3 Summon Dragon
    Lvl 100- 3 Summon Dragon
    Lvl 101- 3 Summon Dragon
    Lvl 102- 1 Summon Dragon 2 Elemental Resistance
    Lvl 103- 3 Elemental Resistance
    Lvl 104- 3 Elemental Resistance
    Lvl 105- 3 Elemental Resistance
    Lvl 106- 3 Elemental Resistance
    Lvl 107- 3 Elemental Resistance
    Lvl 108- 2 Elemental Resistance 1 Dispel
    Lvl 109- 3 Dispel
    Lvl 110- 3 Dispel
    Lvl 111- 3 Dispel
    Lvl 112- 3 Dispel
    Lvl 113- 3 Dispel
    Lvl 114- 1 Dispel (max) 2 Doom
    Lvl 115- 3 Doom
    Lvl 116- 3 Doom
    Lvl 117- 3 Doom
    Lvl 118- 3 Doom
    Lvl 119- 3 Doom
    Lvl 120- 3 Doom (20)

    Ahem:

    Holy Symbol- 30
    Shining Ray- 30
    Summon Dragon- 30
    Elemental Resistance- 20
    Dispel- 20
    Doom- 20
    Mystic door- 1

    I chose this because mystic door only needs to be at one, and dispel needs
    more success rate and range. Mystic door sends members only one way, and
    it can be casted again. If your party members know what to do, just MDing
    once shouldn't be a problem for them. I believe (in my opinion of corse)
    that this is the best build for a cleric. This is strictly an opinion, so
    you don't have to go with it. Again, this can be a base tree so more braches
    can be created. (like if you don't like dispel, and like doom, put doom at 25
    and dispel at 15)

    If anyone finds a mistake (yes it could be a math mistake) post it so I
    can correct it.
    -------------------------------------------------------------------------------
    VI. Bishop Skills
    -------------------------------------------------------------------------------
    Woooo, the final frontier! The last job a healer class faces and the road up
    to it is here. If your character has fought through 120 levels of maplestory,
    this job can be availible to you. 4th jobs are tested in Kms and Jms (I think)
    and the information has come out. 4th jobs are NOT availiable to global
    and sea yet.

    All 4th job mages
    Maple Hero (all classes)-- increases 10% of all stats at max for 600 seconds.

    Awake -- You have a probability of escaping from certain status effects.

    Mana Reflection -- at max has 50% chance of reflecting 100% of the magic
    attack that hit you. Cannot reflect above 20% of enemy's max hp.

    Quantum Explosion --350 magic attack with 80% mastery. Must charge.

    Unlimited Mana -- 40 seconds without using mp, however, once used, cannot
    use for another 10 minutes.
    -------------------------------------------------------------------------------
    Bishop exclusives
    Summon Holy Dragon/Dragon Mastery-- must have summon dragon (3rd job skill)
    maxed. At maxed, dragon lasts 400 seconds and can attack up to 3 monsters with
    300 magic attack power.

    Magic Interception-- All party members will not be affected with status
    ailments for 40 seconds at max. Cooldown time of 5 minutes.

    Ressurection--revives member(s?). Has a 60 minute cooldown time.

    Holy Strike--a upgraded version of holy arrow. 270 magic attack power wtih
    60% mastery.

    The Last Judgement--uses 6200 mp at when skill is max; damages 15 monsters
    with Holy damage and has 470 magic attack power

    I think its been updated, so tell me if it has.

    -------------------------------------------------------------------------------
    VII. Cleric/Priest Training Guide
    -------------------------------------------------------------------------------
    I give GIANT credit to BladeOracle on this one. He wrote alot of the guide and
    I (greenstriker) supplied the training places and the info for 80+

    -------------------------------------------------------------------------------
    A) Introduction
    -------------------------------------------------------------------------------
    This guide which you are about to read was made to supply clerics and priests
    with one of the most important aspects of MapleStory: training spots. There is
    a quick reference and in depth suggestions, depending on how much advice you
    need. As of now, Global MapleStory is in version .38, thus some of the monsters
    in the other versions will not be included. I will however update the guide as
    soon they do come out in GMS.
    -------------------------------------------------------------------------------
    B) Getting Started
    -------------------------------------------------------------------------------
    First off, be you a solo or party cleric, the training spots will nearly be
    identical, because you will be using heal as your main attack. The only
    difference between the two is that solo clerics can take a break from heal
    and hunt dark monsters with holy arrow. I don't really consider it training
    though because it is quite slow compared to places you can mob, but
    nevertheless, we shall be complete.

    -------------------------------------------------------------------------------
    C) Monster List
    -------------------------------------------------------------------------------
    Below is a list that may seem similar to some.

    Solo Cleric Training Guide
    *=with HA maxed, at 80, SR maxed
    -------------------------------------------------------------------------------
    lvl 30-40 ::Zombie Mushroom, Jr. Wraith, Chronos
    -------------------------------------------------------------------------------
    lvl 40-45 ::Jr. Wraith, Zombie Lupins, Platoon Chronos
    -------------------------------------------------------------------------------
    lvl 45-52 ::Zombie Lupins, Wraiths, Platoon Chronos, *Dark Leatty*
    -------------------------------------------------------------------------------
    lvl 52-56 ::Wraith, Zombie Lupin, *Dark Stone Gollem* *Malady*
    -------------------------------------------------------------------------------
    lvl 56-70 ::Coolie Zombie, Soul Teddy, Master Soul Teddy, *Dark Yetti* *Dark
    Pepe* *Dark Jr. Yetti*
    -------------------------------------------------------------------------------
    Third Job: (max SR recommended for most)
    lvl 70-77 ::Klock, *Lucida* *Dark Yetti/Pepes*
    -------------------------------------------------------------------------------
    lvl 77-83 ::Dark Klock, *Dark Yetti and Pepe* *Jr. Balrog*
    -------------------------------------------------------------------------------
    lvl 83-100 ::Master Death Teddy, *Jr. Balrog* *Crimson Balrog* (SR recommended)
    -------------------------------------------------------------------------------
    lvl 100-120 ::Phantom Watch, Grim Phantom Watch, Thantalos *Crimson Balrog*
    -------------------------------------------------------------------------------

    Party Cleric Training Guide
    *=with party
    -------------------------------------------------------------------------------
    lvl 30-40 ::zombie mushys, jr wraiths, jr chronos
    -------------------------------------------------------------------------------
    lvl 40-45 ::jr wraiths, zombie lupins, platoon chronos,
    *Jr grupin/lioner/cellion parties*
    -------------------------------------------------------------------------------
    lvl 45-52 ::zombie lupins, wraiths, platoon chronos, *DSG/Gollum parties*
    -------------------------------------------------------------------------------
    lvl 52-56 ::wraiths, zombie lupins, *Taromacis/Cargo parties*
    -------------------------------------------------------------------------------
    lvl 56-70 ::zombies, soul teddy, master soul teddy, *yetti/yetti&pepe parties*
    *Tarospear/Jr Rog parties*
    -------------------------------------------------------------------------------
    Third Job: (max hs recommended) (Dragon Knight also recommended for higher
    monsters)
    lvl 70-77 ::*Zombie parties* *Vic dungeon parties* *yetti/yeti&pepe parties*
    *pirate parties* *Master Death/soul Teddy parties*
    -------------------------------------------------------------------------------
    lvl 77-83 ::*pirate parties* *Ossy dungeon parties* *Zombie parties*
    *Master Death/soul Teddy parties*
    -------------------------------------------------------------------------------
    lvl 83-100 ::*Zombie parties* *Ossy dungeon parties (grupins/bains)*
    *viking/gigviking parties* *Master Death/soul Teddy parties* *Phantom/Grim
    Phantom Watch parties* *Squid parties*
    -------------------------------------------------------------------------------
    lvl 100-120 ::*tantoloss/gatekeeper parties* *viking/gigviking parties* *crog
    parties* *zakum* *timekeeper* *Phantom/Grim Phantom Watch parties* *Squid
    parties* *Goby parties--DK required if you have less than 1.5k hp*
    -------------------------------------------------------------------------------

    Diverse Cleric Training Guide
    *=with HA maxed, at 92 with SR maxed
    ()=with party
    -------------------------------------------------------------------------------
    lvl 30-40 ::zombie mushys, jr wraiths, jr chronos
    -------------------------------------------------------------------------------
    lvl 40-45 ::jr wraiths, zombie lupins, platoon chronos (jr. grupin/lioner/
    cellion parties)
    -------------------------------------------------------------------------------
    lvl 45-52 ::zombie lupins, wraiths, platoon chronos *dark leattys* (DSG/Gollum
    parties)
    -------------------------------------------------------------------------------
    lvl 52-56 ::wraiths, zombie lupins, *dark stone gollums* *malady*
    (Taromacis/Cargo parties)
    -------------------------------------------------------------------------------
    lvl 56-70 ::zombies, soul teddy, master soul teddy *dark yetti* *dark pepe*
    *dark jr yetti*
    -------------------------------------------------------------------------------
    Third Job: (in order to follow, 2 trees are required: 1) max hs-->sr
    2) max sr-->hs)
    lvl 70-77 ::*Lucidia* Clock (Zombie Parties) (pirate parties)
    (grupin/bain parties)
    -------------------------------------------------------------------------------
    lvl 77-83: (Dragon Knight recommended for higher monsters from here on out)
    ::*Dark YNP* Master Clock, Death teddy (Zombie Parties) (grupin/bain parties)
    (Master Death/soul Teddy parties)
    -------------------------------------------------------------------------------
    lvl 83-100 ::*Jr rog* *Crimson Rog* Master death teddy, phantom watch, grim
    phantom watch (Zombie Parties) (viking/gigviking parties) (bain parties)
    (Phantom/Grim Phantom Watch parties) (Master Death/soul Teddy parties)
    (Squid parties)
    -------------------------------------------------------------------------------
    lvl 100-120 ::*Crimson Rog* Tantaloss/gatekeeper<(party or not ^^) (zakum)
    (timekeeper) (all ludi monsters/parties) (Phantom/Grim Phantom Watch parties)
    (Squid parties) (Goby parties--DK required if you have less than 1.5k hp)

    -------------------------------------------------------------------------------
    D) Monster and Map Guide
    -------------------------------------------------------------------------------
    This is the quick reference section. Here I will list in order the monsters
    which give the best experience, their location, their picture, and a short
    explanation. Because undead (healable) monsters give the best experience, I
    will only be listing those, with only a few exceptions. The numbers indicate
    the path that you should take around the map. The levels represent your
    character level. All of these pictures were taken from Hidden Street.

    -------------------------------------------------------------------------------
    E) Training Suggestions
    -------------------------------------------------------------------------------
    Levels 30-40
    No matter what mage class you are, levels 30-35 will be exactly the same in
    terms of training. Your divergent skills are not developed enough to make
    them feasible for training, and so claw is your best attack. I suggest along
    with everyone else ant tunnel (horned and zombie shrooms, evil eyes) and wild
    boars. Money monsters would include fire boars and jr kitties, especially the
    sakura cellion. The teddies in the Terrace Hall in the toy factory also seem
    to be good experience.
    -------------------------------------------------------------------------------
    Once you have heal to a decent level (lv 20+) you'll want to begin training
    with it. The earliest undead monsters aside from zombie shrooms are jr wraiths
    and chronos. Both of these monsters have excellent drops, especially for their
    level, but chronos are preferred not only because of the type of good drops
    (including mystic shield, kumbi, tobi, and 10% wand att) but also because the
    experience there seems to be better. Note that both jr wraiths and chronos maps
    are quite large, so if you use teleport a lot, you'll definitely find a hole
    in your mp.
    -------------------------------------------------------------------------------
    Levels 40-50
    Now you're in the 4X, and heal is maxed. If you are a party cleric, you'll be
    maxing bless now. If solo, then holy arrow. Either way, Ludibrium Party Quest
    becomes a good source of experience and money. Does this whenever you can or
    want. For those of you who despise PQ or simply want to train normally, chronos
    are still good in the low 4X, and platoon chronos soon after. Zombie lupins
    were old favorites, and they still offer superior experience to their newer
    counterparts. The map is vertical, and because jumping is faster than walking,
    you'll find that you train extremely fast here. In the later 4X, you can do
    wraiths, which are excellent until even the early 6X.
    -------------------------------------------------------------------------------
    Levels 50-60
    At 5X, you should now be maxing teleport or something like that. This allows
    you to get around those huge ludi maps more easily. Begin to Orbis PQ if you
    want, although I've heard mixed reviews about it. You should generally stay at
    wraiths or platoon chronos, although you can soon move on to master chronos.
    In the mid 5X, you can finally venture to the dreaded zombies. Great
    experience in the 5X, you'll get upwards of 20-25% and hour with solo,
    and probably a bit less with a party. Mind you, these will become extremely
    dull, but at least you're getting good experience for your boredom. Maladies
    are pretty much like DSG, and no one trains there. A nice break from zombies
    for those with holy arrow. Wraiths are still a good option whenever you're
    in Victoria.
    -------------------------------------------------------------------------------
    Levels 60-70
    Now at or near 60, your training at ludi will be mainly master chronos. For
    those of you who look not at number of hits to kill and only to experience
    gained, soul teddies will slowly begin to match the good experience of
    zombies. And these monsters have higher level drops, making them slightly
    better in the end. Because I have trained at soul teddies for a while, and the
    map is rather complex, I will give a brief synopsis on how to work the map:
    You enter the map on a monsterless platform. You will be going in a
    counterclockwise manner. Move to the left platform and kill the monsters
    there and on the platform below it. Take the rope to the highest platform
    in the map and kill the monsters there. Now work your way down the left side
    platforms wherever there's a good spawn. When you've reached the very bottom
    level, lure every monster you come across to the right. Hang on the right side
    rope and let all the monsters gather below you. Jump down and heal them all
    to death. Now work your way up the right side platforms until you reached the
    beginning again. Repeat. I found that at level 66 or so, it is 1% per cycle.

    Enough about that. Though I personally suggest soul teddies, zombies are still
    excellent, and wraiths are still decent. Party at FoG if you want, but I'm sure
    its less efficient than at these undead places. Although it is written down
    that those dark monsters on the Icy Path and Cliffs, its really not that great
    of a training place, because the dark monsters spawn slowly and among
    non-dark monsters.
    -------------------------------------------------------------------------------
    Levels 70-80
    WOW, you're now a priest =D Congratulations, you made it through the first
    hurdle. Brace yourself, because you're about to gain experience like never
    before.

    A quick runthrough for you solo priests that max Shining Ray first--there
    aren't very many of you =P

    SR isn't that powerful yet in the early 7X, so stick with heal at the usual
    places (souls and zombies). Once SR is powerful enough (mid 7X) and you have
    preferably a bit of ER, you can try lucida. Don't consider them if you have
    to sr-heal-sr-heal, but only when you can sr-sr-heal-sr-sr-heal. As a solo
    cleric though, no DK means no HB, meaning magic guard. Magic guard will be
    needed at dt and mdt until 80-85, and at grims until after you max ER. Use
    sr-heal-sr-heal.

    As for the party cleric, you may have ventured a bit deeper in the clock tower
    and found the death teddies. Now as a priest, you'll have a better chance with
    them. You will find DKs relatively easily, as for some reason there is a lack
    of priests and an influx of DKs. For DKs below 80, DT's are usually the best
    place to train. DKs with near max or max fury/crusher can now kill MDT
    effectively, so you would preferably go there. Note that MDT will require
    at least 1 ER if you are below level 75. Now just how fast is this? Upwards
    of 30% and hour, which is very amazing. You will notice that each level will
    go by increasingly faster because not only do you leech more at a higher
    level, HS goes up, giving you extra experience each level, making up for
    the extra exp you need to level.

    If you have 1 ER and something that gives you an extra 100 hp, you can go to
    grims as early as 73. The DK will usually be in the 9X, and so you will
    usually gain a bit less than at MDT (20-25%) but still very good. With max
    HS in the 8X, DKs of all levels will want to party you, and usually the
    choice is grims. Regular phantom watches have a worser map, spawn, and
    experience, so they are usually empty. Party there if grims are all taken
    and MDT aren't that effective any more.

    Kill Crog and Thantalos for fun (8X+) but you can really train at boss
    or boss-like monsters now.
    -------------------------------------------------------------------------------
    Levels 80 and Beyond
    Now for some real priest advice, from a real priest =P.
    This is for 8X and beyond.

    Oh just a note: Grim training also applies to anything in which you are in a
    party, and can HEAL to do damage. (Phantom watches, MDT's, DT's ect)
    If you are a pure grim trainer from 8x-11x, note that you'll be able to gain
    experience without having to heal all grims after level 90. This espicially
    benefits because when you are in a sin-dk-priest party, you'll be able to
    gain the sin's kills at the bottom. That combination of characters is usually
    the most common in grims, and you'll be going around usually in a clockwise
    direction around the map. Beware! Your HS has approxamitly a 1 second cooldown.
    If you plan to cast HS in a grim spawn (not recommended) I suggest you do it
    when: a) there are no grims around or b ) you can teleport to a safe location.
    I recommend HSing on a rope because I've been killed by a spawning grim in a
    seemingly safe spot. Also note this, HS has a 120 sec lasting time, and you'll
    probably want to HS every 3rd of the map depending on how fast your attacker
    is. With a fast attacker (higher level, like 12x+), He/she and I can clear the
    map with only 2 HS casts, one at the top and one at the bottom. If you don't
    have a bottom attacker, I suggest HSing before you gather...which brings me
    to my next point. Gathering grims at the bottom; most of the time, the attacker
    will want you to gather grims, and you, the priest, are probably used to
    gathering monsters into a corner and healing...with grims, its no different.
    Make sure to keep a steady heal going in the mobs, and I always recommend
    getting a couple of saftey charms if you have cash....believe me, those
    things have saved me alot of lost exp and time.

    Another location popular for the high level priest is aqua. In aqua, the priest
    cannot heal the monsters, and must rely on healing party members and going
    around the map HSing all constantly. (I call this HS training) It's much more
    boring than attacking monsters as well as healing, but the exp it brings in is
    phenominal because you have more people killing more monsters. HS training
    includes the following places where priests are needed: Vikings, Ghost Ships,
    Squids, and a fan favorite: goby parties (includes bonefish, which you can heal

    Ok, I'll be talking about goby parties and squid parties. For starters, I
    suggest you get a party of more than 4 people with abilities in order to get
    a net GAIN of exp compared to grims. Aqua is a place where conviently, you
    don't have to go jumping everywhere to get to people, you can just swim up
    and down.

    Squid parties (recommended 8x or higher): if you plan to train in squid map
    2 (deep sea gorge II) there is a way priests can train without having to be
    at the computer.This is called auto-hsing, and it is NEITHER a form of cheating
    nor hacking, but for the lazy priest with tolerent members. I won't tell you
    how to do it, but its pretty simple once you find out. HS training is very
    simple, wait for a minute on the large box in the middle (in sea gorge II,
    where they wont hit you) and then go from top to bottom HSing people. The
    more people you get in 1 HS, the less time you need to go up and down HSing.
    Remember to do this every so often because members will get aggravated when
    you forget to do it sometimes. Slowly, you'll see your exp bar rise.

    Goby parties (recommended 9x or higher): A favorite place of many attackers is
    the place where many goby houses spawn. Gobys are reallllly annoying pink fish
    that get alot of exp if OKO'ed all at once (hence why attackers with
    multi-attack like them) and the exp for the priest is really great. One very
    important note: if you are not a blood priest, either get a DK to hb you all
    the time, or use MG. Bonefish (spawn in the map) have a magic attack that
    does 1.5k dmg with MAX ER and Bless included. Now I don't know about you guys,
    but I only have 1313 hp and I need a DK in the party so I don't waste pots.
    (Yes I've used maplestaff and headbands ect, I'm barely under the limit) Once
    a priest gets to 11xish, you don't need a DK to take that attack. I think a
    tube at 10x would work though...it did for me The concept of training at gobys
    is very similar to training at squids, so I won't repeat myself there.

    Once a (non-blood) priest gets to 11x-12x, they can probably begin soloing
    places like grims if they have maxed Dragon to help them out.