The Guide To A Well Rounded Magician
well ok lets get started.
from scratch!
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To be honest with you im not a pro maple story player. im jus sharing the
difficulties and advantages I had on my way to become a good magician.Which
can help you face problems better and exploit the advantages of a
magician.!!
dont get me wrong, im not a noob.
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On the right side of your screen you will see this:
STR:
DEXT:
LUK:
INT:
well this is the basic stat points of your character. Each class has
different needs in terms of stats. Like a warrior needs more str then a
magician does.
also you dont get to pick how your stats are balanced exactly. You will have
to roll a dice and every roll has a different set of stats.
for instance: first roll u might get this:
()()()
STR:9
DEXT:7
LUK:4
INT:5
this is to my knowledge a good roll for a warrior, which you a
magician-to-be wouldnt want.
the best possible outcome for a magician would appear like this:
STR:4
DEXT:4
LUK:8
INT:9
i got this roll when i started my magigian but it is very rare to get.
this is an easier roll to get.
***
STR:5
DEXT:4
LUK:8
INT:8
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it doesnt make any noticeable difference but if you roll the first one(),
take it.
If your impatient jus settle with the second roll*.Ok well your off!!
you will start at a place called maple island.
I advise to look for some easy quests there. Because once you leave the
island you cant come back. So once your ready to leave the island, head over
to the setting of this game.
Victoria Island!
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The folowing is how to use your stats and not waste usefull points at level
up.
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When you reach level 2 put all you stat points into int.keep doing this
until you have 20 int and still 7 or 8 luk.
keep luk 3 more than you level and when it is 3 more then your level this
is how to build from there.
every level for the rest of ur magician days this is how it will be:
4 into int.
1 into luk
EVERY LEVEL AND NO EXCEPTIONS!!!!!!
DONT PUT INTO STRENGTH OR DEXT!!!!!!!
VERY IMPORTANT!!!!!
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ok so you just arrived,first step of becoming a magician is get to lvl 8.
this is probably the most boring time as a player in maple story. but from
here its all fun!
here is a table of all the monsters you will meet early on in the game.
some good places to level:
Green Snail: 3xp
Blue Snail: 4xp
Red Snail 8xp
Shroom: 5xp
Slime: 10xp
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as it might be clear to you that the higher the xp reward the harder the
monster.
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WHAT TO KILL?
when your merely level 2-4 i suggest you train on green snails(which look
torqoise but whatever)
they are easy to kill at your level and give good xp for your stage.
you might have crossed a blue snail which are fine to kill but not worth it
compared to killing green snails.
this is how it turns out:
Green Snails: 3-6 hits 3xp.
Blue SNails 6-12 hits 4xp
When you think about it its not worth it.
as you get closer to 8 you will level slower and slower and slower....
well ok you have reached level 8.
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An alternative to training to level 8 is, to have a friend ranging from lvl
18-23 party you at pig beach, you can just hand on the rope until he/she is
done training you, you usually get between 2-3 xp for a regular pig and 3-4
from a ribboned pig.
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to become a magician go into your world map and see for your self where the
area called "Ellinia"is on the map. once you spot it head over.
once you've arrived climb all the way to the very top of the city.(and i
mean very top!!!!)
then you will see this lone building. enter it. talk to grendel and he will
promote you to the job of magician:
OK GOOD JOB YOUR A MAGICIAN NOW!!!!
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you will receive more mp points
the title of magician
and a book for your skills.
this is how to place your skills:(this is the way i did it and im doing fine
so you can always change it up a little bit, but try to stick to what is
below.
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Level 8: Magic Bolt(1)
Level 9: Improving MP Recovery(3)
Level 10: Improving MP Recovery(2), Improving Max MP Increase(1)
Level 11: Improving Max MP Increase(3)
Level 12: Improving Max MP Increase(3)
Level 13: Improving Max MP Increase(3)
Level 14: Improving MP Recovery OR Magic Claw(3)
Level 15: Improving MP Recovery OR Magic Claw(3)
Level 16: Improving MP Recovery OR Magic Claw(3)
Level 17: Improving MP Recovery OR Magic Claw(2), Magic Claw OR Improving MP
Recovery(1)
Level 18: Magic Claw OR Improving MP Recovery(3)
Level 19: Magic Claw OR Improving MP Recovery(3)
Level 20: Magic Claw OR Improving MP Recovery(3)
Level 21: Save 3 SP
Level 22: Save 3 SP
Level 23: Save 3 SP
Level 24: Magic Claw(10), Magic Guard(2)
Level 25: Magic Guard(3)
Level 26: Magic Guard(3)
Level 27: Magic Guard(3)
Level 28: Magic Guard(3)
Level 29: Magic Guard(3)
Level 30: Magic Guard(3)
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training spots:
lvl 8+
Slime tree Near Ellinia
lvl 15+
Pig Beach
lvl 23+ Horny/Green mushroom tree near Ellinia
lvl 23+ (alternative)Subway line 1
lvl 25+ Stigers (just right of subway line 1
lvl 28+ Land of the wild boar
FINALLY LVL 30!!!!!
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Now you have the choice of becoming:
Cleric
Ice/Lightning Wizard
Fire/Poison Wizard
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Ice/Lightning Wizard
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Ice lightning wizards command the elements of ice and lightning. Ice has the
advantage of freezing enemies and hence stop them from attacking. Lightning
can mass attack up to 6 targets simultaneously. From level 30 onwards, it is
better for you to master either ice or lightning first. If you prefer to
fight
high level monsters efficiently and fight fire elemental creatures, go ice.
If you prefer mass damage on lower level monsters, it is good to choose
lightning to do 1-3 hit KO on lower level monsters
Ice/Lightning Wizard Skill:
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*MP Eater* =Passive= (ML: 20)
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At level 1, this skill has a 11% chance of stealing 21% of the enemy's MP.
For every additional point into this skill, the chance of activating
increase
by 1% more and the MP stolen increases by 1% more.
You might think 11% chance and 21% of enemy MP absorbed is low. Its true,
you
can absorb like 5 MP each successful time on a Green Mushroom for example.
However, consider this, for every 1000 Green Mushroom killed, the expected
MP stolen overall is 578. So on the long run since you need tens of
thousands
of monsters to raise a level, you would have stolen quite a lot of MP. Not
to
mention if you max this skill!
Level 1: 11% chance of stealing 21% of enemy's MP
Level 20: 30% chance of stealing 40% of enemy's MP
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*Meditation* (ML: 20, R: MP Eater 3)
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MP used: 10 MP (level 1-10)
20 MP (level 11-20)
Increases Magic attack by 1 at level 1 and lasts for 10 seconds. For every
additional level, Meditation adds 1 more to magic attack and last for 10
seconds more. Meditation can also affect party members around you.
Using Meditation allows your damage to increase and accuracy to increase. It
allows you to kill monsters faster and with lesser spells.
Level 1: + 1 magic attack, last for 10 seconds, 10 MP
Level 20: +20 magic attack, last for 200 seconds, 20 MP
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*Teleport* (ML: 20)
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MP used: 60 MP (level 1)
-3 more MP (level 2-10)
-2 more MP (level 11-20)
Teleport allows you to warp a short distance in a specified direction. This
allow you to travel faster, avoid damage, and attack enemies further away.
However, you cannot teleport past certain obstacles. Starts with teleport
distance 130. Im not sure if distance will increase because I put 1 point
into
Teleport only. Can any one confirm?
Teleport is good to use for lightning wizard as you can teleport into the
middle of the crowd without having to jump in and take damage in the
process.
Its a useful skill and so put 1 point into it as early as possible and try
to
max it later.
Level 1: 60 MP, 130 distance
Level 2: 57 MP, 130 distance
Level 3: 54 MP, 130 distance
Level 4: 51 MP, 130 distance
Level 5: 48 MP, 130 distance
Level 6: 45 MP, 130 distance
Level 7: 42 MP, 130 distance
Level 8: 39 MP, 130 distance
Level 9: 36 MP, 130 distance
Level 10: 33 MP, 130 distance
Level 11: 31 MP, 130 distance
Level 12: 29 MP, 130 distance
Level 13: 27 MP, 130 distance
Level 14: 25 MP, 130 distance
Level 15: 23 MP, 130 distance
Level 16: 21 MP, 130 distance
Level 17: 19 MP, 130 distance
Level 18: 17 MP, 130 distance
Level 19: 15 MP, 130 distance
Level 20: 13 MP, 130 distance
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*Slow* (ML: 20)
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MP used: 8 MP (level 1-10)
16 MP (level 11-20)
Slow will reduce the movement speed of 6 monsters by 2 and last for 2
seconds
at level 1. For every additional point, the speed will be reduced by 2 more
and last 2 seconds more.
Not that great spell after all. It is useful only for a long stretch of
terrain which you can do the hit-and-run technique. Don't add points into
this
if you can.
Level 1: -2 Enemy Movement, 2 seconds duration, 8 MP
Level 20: -40 Enemy Movement, 40 seconds duration, 16 MP
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*Cold Beam* (ML: 30)
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MP used: 12 MP (level 1-15)
24 MP (level 16-30)
Cold Beam creates icicles which will damage enemies and freeze them if they
are freeze suceptible. Monsters of ice element and boss cannot be freezed.
At level 1, base damage is 13, 1 second freeze and 15% mastery. For every 1
level, base damage +3. For every 3 level, mastery +5%. At level 16, freeze
duration doubles to 2 seconds. Cold Beam deals 150% damage to fire based
monsters.
This is the best skill for killing high level monsters, especially those
with
long range attacks. Without freezing them, they can still hit you from a
distance away. For example, Lupins, Undead Lupins, Umti and Tauromancis and
Taurospear. Cold Beam can kill fire boars in 1-2 hit KO soon and allow you
to
hunt Fire drakes efficiently.
Level 1: 13 Base Damage, 1 second freeze, 12 MP, 15% mastery
Level 30: 100 Base Damage, 2 second freeze, 24 MP, 60% mastery
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*Thunder Bolt* (ML: 30)
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MP used: 20 MP (level 1-15)
40 MP (level 16-30)
Thunderbolt hits up to 6 target around you and deals 150% damage to water
elemental monsters. Base damage starts at 2 at level 1 and +2 for each
additional level. Mastery +5% every 3 level.
At around base damage of 50+ , you can easily kill monsters like Green
Mushroom, Horny Mushroom with 1 hit. You can therefore choose a good spot
for
these creatures to spawn and fry them. Clang and Lorangs are weak to
lightning
too and you can hunt them when your level is very high. The damage of this
spell starts too low though and takes long to build up.
Ok, lightning wizards beware. Thunder Bolt can knockback. However, the
direction of knockback is determined by the direction the monster is facing.
If the monster is facing you, it will be pushed backwards. Unfortunately,
if the monster's back is facing you, it will be pushed towards you and
hurting
you. The second situation happens often when you jump into a middle of a
crowd
where every monster is in a random direction. To avoid this, try to jump on
one side of the crowd so all of them faces you. But by doing this, you might
be unable to target some of them.
Level 1: 2 Base Damage, 20 MP, 15% mastery
Level 30: 60 Base Damage, 40 MP, 60% mastery
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Fire/Poison Wizard
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Fire/Poison Wizards command the elements of fire and poison. In the 2nd job,
fire has the single most powerful fire spell. It is easy for fire wizards to
pick on ice monsters or high level monsters with as little hits as possible.
Unfortunately, poison is not as useful since the damage takes place over
time
which in this period the monster can attack you.
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*MP Eater* =Passive= (ML: 20)
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See Ice/Lightning Wizard Skill: MP Eater
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*Meditation* (ML: 20, R: MP Eater 3)
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See Ice/Lightning Wizard Skill: Meditation
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*Teleport* (ML: 20)
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See Ice/Lightning Wizard Skill: Teleport
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*Slow* (ML: 20)
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See Ice/Lightning Wizard Skill: Slow
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*Fire Arrow* (ML:30)
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MP used: 14 MP (level 1-15)
28 MP (level 16-20)
Fire arrow is a single fire spell which deals 150% damage to ice based
monsters. At level 1, base damage is 33 and mastery is 15%. For every
additional level, base damage +3. Mastery +5% every 3 level.
This spell reaches a high damage of 120. This allow you to kill most
monsters
easily. It is good to go hunt Cold Eyes when this spell is maxed. Otherwise
Dark Axe Stumps are also good for target practice.
Level 1: Base Damage 33, 15% mastery, 14 MP used
Level 30: Base Damage 120, 60% mastery, 28 MP used
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*Poison* (ML:30)
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MP used: 10 MP (level 1-15)
20 MP (level 16-20)
Poison does damage over time. At level 1, there is a 31% chance of poisoning
a target, base damage is 12 and last for 4 seconds. Mastery starts at 15%
and
increases by 5% every 3 level. Base Damage +2, chance of success +1% and
duration +4 seconds each level.
My god! This skills is really useless. It cant even have a 100% success rate
and will do only 1 damage to bosses. Give up on this skill will you?
Level 1: Base Damage 12, 31% chance of success,4 seconds ,15 % mastery, 10
MP
Level 30: Base Damage 70, 60% chance of success,40 seconds ,60 % mastery,20
MP
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Cleric
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The holy wizards who own the unique healing spells which other class do not
possess. Those who choose Cleric get to save up on potion money, charge into
battle recklessly(since they can heal anyway). Unfortunately, they cant get
to use high power spells and will be sticking to Magic Claw until if they
like
points into Holy Arrow. As a Cleric, you will certainly be welcomed by any
party. The best benefit of Cleric is the ability to dispatch undead mobs
quickly as Heal not only recovers HP of your party, but it also attacks
multiple undead enemies. Although Holy Arrow has low base damage when maxed,
it can still fry undead enemies.
Cleric Skills:
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*MP Eater* =Passive= (ML: 20)
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See Ice/Lightning Wizard Skill: MP Eater
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*Heal* (ML: 30)
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MP used: 12 (Level 1-15)
24 (Level 16-30)
Heals yourself and the party near you. Can damage undead enemies near you up
to 6 targets. Starts with 10% of your HP healed at level 1. For every
additional level, heal 10% more. The damage is determined by the number of
monsters affected.
This spell is why you want to be a cleric for. This can heal yourself, make
you
the hottest member in a party as well as do a Thunder Bolt like attack on
those
undeads. Max this skill first! I have seen people clinging to the rope and
healing Undead Mushroom. Awww!
Level 1: 12 MP, 10% of your HP healed
Level 20: 24 MP, 300% of your HP healed
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*Invincible* (ML: 20, R:Heal 5)
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MP used: 15 MP (Level 1-10)
30 MP (Level 11-20)
Level 1 Invincible reduces weapon damage by 11% for 15 seconds. 1% extra
damage
reduced for further levels. Durations extend 15 more seconds each level.
Cool skill for a cleric, since a 30% damage reduction reduces the reliance
on
Magic Guard. This is because a cleric can heal fully his/her HP with high
level
into Heal but is still vulnerable to 1 hit KO monsters--such as Taurospear
when
you are level 40. To switch on Magic Guard drains MP unneccesary and waste
MP
since lost HP can be healed fully but not MP. So thats where invincible
comes
in. Its kind of like raise max HP by 30% and prevent 1 hit KOs from occuring
so
often. For exanple, 600 HP at level 40+ will be equivalent to having HP of
780
HP, thus surviving attacks from the Taurospear 700+ damage. Max this!
Level 1: 15 MP, 11% damage reduced, 15 seconds duration
Level 20: 30 MP, 30% damage reduced, 300 seconds duration
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*Bless* (ML: 30, R: Invincible 5)
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MP used: 12 MP (Level 1-15)
24 MP (Level 16-30)
Level 1 Bless increases party's accuracy, avoidability, weapon and magic
defence by 1 for 10 seconds. For every additional level, Bless adds 1 more
to the party's accuracy, avoidability, weapon and magic defence by 1 and
last 10 seconds more.
This skill makes people love clerics even more! However, this removes the
need
for you to put points in Magic Armour. For the cleric yourself, the benefits
are restricted to avoidability and weapon defence since the others are not
too
relevant to a magician. In my opinion this may not be all that fantastic,
but
put some points into it to become the party's favourite. Don't max it if you
have other priorities.
Level 1: 12 MP, +1 to party's acc, avoid, weap and mag def for 10 seconds.
Level 30: 24 MP, +30 to party's acc, avoid, weap and mag def for 300
seconds.
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*Teleport* (ML: 20)
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See Ice/Lightning Wizard Skill: Teleport
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*Holy Arrow* (ML: 30)
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MP used: 12 MP (Level 1-15)
24 MP (Level 16-30)
Fires a Holy arrow at the enemy. Dark monsters recieve 150% of usual damage.
Starts at 12 base damage and 15% mastery at level 1. Mastery increases by 5%
for every 3 levels. Base damage +2 each level.
Ok, this spell is a replacement for the Magic Claw and Heal when facing
single
dark monsters. This is useful since it has a higher base damage and after
amplification, damage to Dark monsters will be large. However, against other
normal monster the damage will only be slightly higher than Magic Claw. Good
idea to max this.
Level 1: 12 MP, 12 Base Damage, 15% mastery
Level 1: 24 MP, 70 Base Damage, 60% mastery
well thanks for choosing my guide to read.
Happy maple-ing!
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Credits:
TheMeatMage-Helped to level me and told me the basic build of a magician.
TheAviii6-He introduced me to maple story.
Orren-probably trained me the most out of everyone, and power leveled me.
Dianakim93- Started me off with 10k mesos and advice with saving money and
other usefull things.
Phillip92-Didnt really help that much but would pummel me if i didnt mention
him in the credits.
Poopey173-Phillip92's lil noob brother
Draglung86- This person inspired me to make a guide, and I used the same
format as Draglung, so full credits to her for giving me the base format to
my guide.Also I used some information from Draglung.
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Resources
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*Maple Global Site*: http://www.mapleglobal.com
Thanks for creating this game and for basic informations that i cant recall.












