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MapleStory/Bowman Guide

Looking for /Skills and /Builds? So, you chose to become an archer? Perhaps it was because of their great range, or maybe it was just because archers look cool. Nonetheless, this guide will attempt to make you the best archer you can be.

Why Bowman? Bowmen do the most ranged damage of the four classes. Hunters are faster than Crossbowmen, but they also do less damage. Crossbowmen are often hailed by high-level players as the most powerful characters in the game after the third jpb advancement due to a number of powerful skills, however they are less common than Hunters since they require some skill to play well. Though Bowmen use a large number of arrows, arrows are a common monster drop and are thus easy to obtain, unlike Assassins' throwing stars.

Starting Out
A perfect archer must start out perfectly by rolling the die during character creation until (s)he has 4 LUK and 4 INT because they do nearly nothing for an archer. The amount of STR and DEX rolled does not matter. It is generally acceptable to roll a 4/5, 5/4 or even 5/5 or 4/6, but the absolute perfect archer is a 4/4.

Choose your favorite hairstyle, and don't worry about clothes or shoes; eventually, you will replace them with your true armor. In the meantime, a tee shirt is fine. The same goes for a weapon; I know you want a bow right now, but you really can't use one until level 10 anyway.

So now give your character a name, and check to make sure no one else has it. Then click okay, and we are moving on!

Maple Island
The first stop in your journey is beginner land or Maple Island. This is where you learn to kill stuff and things of that nature. There are a few quests you can do while on the island, but you cannot become an archer until you leave for Victoria Island.

You should stay and train on this island until you are level 10. Maple Island is a great place to level a "beginner" class and it is easy to get an entire map to yourself. Never, ever, put any ability points into INT, LUK, HP, or MP. Get your STR to 15 or so, then put all other points into DEX. You may also wish to put more points into STR if you want your earlier levels to be easier, or less points into STR if you have more money, but 15 is a reasonable amount. Just make sure your DEX is at least 25 by level 10. Try not to put more points in STR than 15, though; there are now quests available on Maple Island that will allow you to get to level 10 quite rapidly.

You can leave this island at any time you wish by collecting 150 mesos and heading out to the port. Once you leave, however; you can never come back.

Victoria Island

If you aren't level 10, get to level 10 right now by leveling on snails. You can't become an archer here unless you are level 10 with 25 dex.

After you reach level 10, find Athena Pierce in the town of Henesys (the one at the bottom of the world map: it is suggested that you use the taxi service in Lith Harbour to go to Henseys, not the black taxi, but the guy behind the booth). She lives in a tree on the far right of Mushroom Park (also called Henesys Park).

(It is important you talk to Athena Pierce while you are at level ten; you will not gain crucial skill points otherwise.)

After advancing to archer, your max HP and MP will (just about) double, and now you can finally equip a bow! Head over to the Henesys weapons and armor shop to purchase your (level 10). The potion shop of any town sells arrows at 1 meso each/ or u can find arrows easier from monsters for free!

Some people say that a melee weapon is much better till about level 15 or even level 20. If you want to have a good melee weapon till then, go to Perion (top of the world map) and buy a 2-handed Axe or wooden sword for 3k meso (each k = 1000 meso). You can either raise some strength early or you can just pump dex all the way. Both str and dex raise your damage, but dex is better for bows and str is better for melee weapons.

The general stat build is to have 5 more STR than your level, and everything else in dex. This way, you get the most damage out of your attacks while still having enough strength to hold a bow. However, the 5 STR more than your level build is only recommended if you want to be a bowman. Crossbowmen usually have their STR down to their level as crossbows require lower STR to use. When you're upgrading gears, make sure to set your priority list such as this: weapon, bodywear, bottomwear, hat, and finally shoes (which are not very necessary). If you are intending to use Crossbows to get used to the type of weapon before advancing, the general stat build is to have the same amount of STR as your level. Be aware though, that a transition from say, a Balanche to a Battle Bow, will have a larger jump on Strength. Remember that armour equipments during these levels also require the same amount of STR as your level.

If you don't know what skills to get, just max out Critical Shot, Double Shot, and Eye of Amazon. See Cookie Cutter Builds for more specific builds, and the pros/cons of those builds.

The Second Job Advancement
You have finally reached level 30, and you are ready to get yet another giant boost in power. You are finally able to advance to the 2nd job.

First, talk to Athena Pierce again, and she will give you a letter to the 2nd Job instructor. Now, stock up on a few potions (50 orange potions and 50 blue potions to be safe) and find the 2nd Job instructor and give her the letter. You will have to fight modified Evil Eyes and Zombie Mushrooms in an Ant Tunnel-esque arena. Be aware that both Evil Eyes and Zombie Mushrooms deal approximately 70 damage to you. The Evil Eyes are weaker than normal, and Zombie Mushrooms are stronger than normal. Three ABs or DSs per monster should do the trick. Collect 30 dark marbles, talk to the instructor again, then to Athena Pierce.

Congrats! You are now a 2nd job Archer! See the Hunter or Crossbowman section if you are having trouble deciding what you want to become.

Tips after level 30

 * 1) It is much cheaper to create arrows in Henesys, using 1 processed wood and 1 stiff feather. Talk to Vicious (found in the Henesys Market left of the potion and weapons shop) when you have collected 1 stiff feather and either 10 branches or 5 firewood. He can then turn your branches or firewood into processed wood. However, keep in mind that you have to go to Henseys or El Nath to create your arrows, then go back to your training point, which can cost more than the arrows themselves. Pi from Ludi and Vogen from El Nath can create arrows using the same materials as Vicious. Additionally, Vogen can create bronze and steel arrows.  Bronze Arrows require 1 Bronze Plate (refine 10 Bronze Ore through Mr. Thunder, Chris, or Chrishrama), 10 Stiff Feathers, and 3 Processed Wood.  Steel Arrow on the other hand, require 1 Steel Plate, 15 Soft Feathers, and 5 Processed Wood.
 * 2) If you want to train quickly, never use your normal attack; ALWAYS use AB or DS (when you get it). To keep up the pace, keep plenty of mana potions. Mind, this is only practical after level 30 or so, although if you have a solid fund supply you can do that at lower levels as well.
 * 3) Try to stay a good distance away from enemies. Bow whacking looks fun, but it doesn't do much damage and in most situations is very ineffective.
 * 4) Use warrior and speed potions to increase training speed when you can afford them.
 * 5) DON'T CREATE A GLOVE!! You get lvl 20  glove and lvl 35 Gold Scaler glove from quests. Gloves are expensive to craft, and there is little to no benefit in making them, as they do not raise your defence very much.  However, you may consider upgrading to the . All it takes are the level 20 glove you already have, cash, two refined emeralds, and you get a +2 dex boost, which is nice at level 20. You'll be using the glove for 15 more levels, so it's something to consider if you have funds available. Everything else is entirely inefficient.
 * 6) NEVER CREATE BOOTS! There are only two shoes you need, snowshoes and whitebottoms. Speed is one of the more important stats for an archer, as it allows you to get away from your enemies faster. Snowshoes give you traction in Ossyria, as well as 7 slots as opposed to the 5 slots of normal shoes, and whitebottoms give you speed everywhere else. I suggest you keep your whitebottom shoe for a while, then scroll your snowshoe for speed when you can afford it.  If you want Shoes that increase your statistics, simply use ones you can find or gain from quests.
 * 7) If you plan on being a Hunter, then your STR should be 5 more than your level, with everything else in DEX. For Crossbowmen-to-be, STR only needs to be equal to your level, with everything else in DEX. NEVER PUT POINTS INTO HP, MP, INT OR LUK.  At level 30 (and assuming you rolled perfect LUK and INT), a Hunter should have 35 STR and 127 DEX, and a Crossbowman should have 30 STR and 132 DEX. Similarly, you should still have 4 LUK and 4 INT if you wanna be perfect at that level (or any level)

Where to Train
This table is not an end-all-be-all guide for where to train, and depending on how you build your archer, some of these places may not be good for you to level at all. For example, Fire Boars or Jr. Cats at level 46 is much more effective for someone who has Bomb or IA early but doesn't work for someone who is getting FA at that time. FA archers can take on golems earlier than archers who don't have FA, and so forth.

Notes: After level 55, you should be able to figure out which training spots are good and which are bad. You can truly go nearly anywhere now, especially now that you are able to enter the level 50-only area in Ossyria. Coolie Zombies are generally the best leveling spot from level 55 till past level 80 or so, so give them a try.
 * Despite the many efficient enemies to train on from lvl 45 to 50, this is considered the "Archer hell" period. You will gain the least amount of exp% during this time, so don't get discouraged.
 * The fastest xp gain is Lunar/Star Pixies for bowman & crossbowman from 50 to 57. It is highly recommended if you go out and get a speed cape/shoes/bone helm or use speed potions. They seem like a waste of money, but the increase in XP gained per hour is significant. [by EvaNeT]
 * Pig Beach is the best spot to find pigs. However, they spawn fast and can be difficult for an archer to achieve minimum firing distance.

Advanced Guide
More than what you need to know.

Jump Shot
This is a relatively simple trick that is hard to master. There are 3 kinds of jump shots, forward jump shots, back jump shots, and stationary jump shots. While in practice, there is little to no reason to do a jump shot, it is necessary when fighting some bosses as you avoid getting hit entirely. For example, jump shooting against a Yeti will prevent earthquake damage and back jump shooting against Jr. Balrog will make you outside of his range of fire.

Stationary jump shots are the easiest. Just hit shoot and jump at the same time. Some keyboards won't allow you to do this unfortunately, but the majority of keyboards will allow you do do it if the buttons are on different rows and columns. For example, if your attack button is on g and your jump button is on b, it may not work, because G and B are on the same column.

Forward jump shots are the next easiest. While walking forward, do a jump shot.

Back jump shots are the hardest, and most people cannot do them consistently. Basically, while walking forward, jump, hit back, and shoot at the same time. Again, some keyboards simply don't allow this as they only allow one button to be hit at once. Additionally, this is nearly impossible to do with snowshoes because you have to do this while you are "sliding". Go to El Nath to practice, slide forward, jump back and shoot all at once to see the effect.

Hunter or Crossbowman?
This is a classic example of speed vs power. While Hunters have a higher damage/minute output in early levels, XBowmen catch up quickly in 2nd job. This is unfortunate as it gives a bad example of the strength of XBows in the first 30 levels; where the damage difference is miniscule and the speed difference is massive.

In second job however, XBows and Bows get the skill "booster" that levels the playing field in terms of speed. While hunters are still faster than XBows, it is less noticable with booster on. (With no booster, the speed difference is 10%, with booster on the speed difference is only 6%). The damage difference does just the opposite, the higher level you are, the bigger the difference is between the classes. XBows just get stronger and stronger than Hunters.

Frankly, both the speed difference and strength difference is minuscule compared to the different skills in 2nd job. Hunters get Arrow Bomb, a weaker attack that can cause up to 6 enemies to get stunned. XBows get Iron Arrow, a stronger attack that does not "home" on enemies but can go through walls.

The true difference between the classes is simply the Arrow Bomb vs Iron Arrow debate. The skills are similar; they both hit up to 6 enemies and both cost a lot of mana, however Iron Arrow is a bit cheaper This is where the similarities end; Iron Arrow gets weaker as it progressively hits enemies, while Bomb gets stronger after it hits an enemy. This means Iron Arrow is most definitely going to be stronger on small mobs (3 or 4) and Bomb will be better on larger mobs (6 at a time). However, Iron Arrow is more powerful than bomb in all circumstances.

Arrow Bomb has a stun ability, which makes up for its relative weakness. When maxed, Bomb Arrow has a 60% chance to stun an enemy, for each enemy. It doesn't seem like a "flat" 60% chance, weaker enemies tend to get stunned more often than the stronger enemies, and bosses never get stunned.

In 3rd job, the tables are reversed. XBows get Ice Shot, which freezes foes for up to 3 seconds as long as they aren't ice-resistant; however, it does not receive critical attacks. Hunters get Fire Shot, which is stronger and receives criticals.

In essance however; the difference between these two bowmen can be summed up like this: Hunters are speedy, XBows are powerful.

Stat comparisons: 20 Dex on a XBow = 21 Dex on a Bow. Similarly, 20 Watk on an XBow == 21 Watk on a Bow. This basically means that if you are a hunter with 42 dex, you will do the same damage per shot as an XBow with 40 Dex. Or if you are a hunter with 210 dex, you will do the same damage per shot as an XBowman with 200 dex. Bows have a Dex * 3.4 multipler, whereas Crossbows have a Dex * 3.6 multiplier. Everything else stays exactly the same. For that same reason, the same amount of Weapon Attack has a higher net impact on a Bow in terms of unit output, while Dexterity has a higher net impact on a Crossbow in terms of unit output. Similarly, due to weapon requirements, Bow users will overall have 5 more Strength and 5 less Dexterity than Crossbow users, and Crossbow users will overall have 5 more Dexterity and 5 less Strength. Weapon Attack's impact overtime generates an increasing proportional rate to statistics such as Dexterity and Strength. Diminishing returns currently do not seem apparent.

It must be clearly understood that Arrow Bomb and Iron Arrow are not buddy skills, similarly, Ice Shot and Fire Shot are not buddy skills. The Ranger's damage dealing skill is Fire Shot while the Sniper's is Iron Arrow. The Ranger's disabling skill is Arrow Bomb while the Sniper's is Ice Shot.

Comparing Ice Shot with Arrow Bomb, their damage is relatively similar. Ice Shot has a flat damage rate of 140%. Arrow Bomb has a rating of 130%, but subseqent mobs that get hit gets slightly higher damage. Arrow Bomb can also hit critical, making the average damage of Arrow Bomb 170%. Yet, due to the damage difference between Ranger and Sniper, these two skills do about the same damage. Ice Shot guarantees a freeze but Arrow Bomb only has a 60% chance. Yet, Ice Shot cannot be used on Ice type monsters.

Now for Fire Shot against Iron Arrow. Fire Shot does 150%, with critical the average is 190%. Iron Arrow does 180%, with critical that is 220%. However, Iron Arrow damage reduces as it hits more targets. In any case, Iron Arrow deals more damage as the Sniper inherently deals more damage. However, unlike Ice Shot, the elemental advantage of Fire must be considered. Ice Shot is only meant for freezing, it's damage is a bonus. Fire Shot only has one purpose, that is to damage. Therefore, Rangers can catch up on the lack of damage by attacking Ice type monsters.

One last point about these 4 skills is that when you first reach level 70, the Sniper can immediately learn Ice Shot for 100% damage and 1 second freeze. His Iron Arrow is already at level 30. This means that the Sniper can immediately take advantage of his Ice Shot and take out huge numbers of monsters. The Ranger on the other hand has to take 10 levels to max out Fire Shot.

In the 1st job advance period, Hunter's edge on speed is superior to Crossbow's edge on damage. You're not spamming skills, and more speed + less damage vs more damage + less speed generally comes to an almost equal damage over time, so the versatility of higher speed is better (especially considering the level 25 Bow has a FAST speed rating). However, if you're spamming skills, then Bows are not better than Crossbows (though, not worse off either), and it becomes solely a choice.

Scrolling

 * The main question in scrolling shoes is that between scrolling them with Shoe Jump Scrolls or Shoe Speed Scrolls. On the surface, it seems that you would want to stick with the jump shoes, because those add DEX and result in more damage. However, one must also consider that increased speed will allow you to train faster. Furthermore, the Jump from the +DEX shoes will also alter your jumpshot timing, which could lead to catastrophic results if you go Yepeing often. Lastly, Jump shoes are much more expensive to scroll... I(HaLire) actually went with a 10% Jump on my shoes, then simply scrolled them rest of the way with speed. 3 DEX is about as good as the Gore Boots are, and +9 speed is pretty nice to have.
 * The other scrolling methods are pretty simple. Scrolling with 10% is like trying to win the lotto, scrolling with 60% is the standard choice, and 100% are for the cheap bozos.
 * However, not all 100% scrolls are cheap. The 100% Scroll for Cape for DEX currently costs from 200,000 mesos to 400,000 mesos. Even high leveled players search for these kinds of scrolls. That one extra DEX can really help your damage.
 * If you have a lot of money to invest in scrolls, and the equipment being scrolled upon is cheap (work glove, for example), you can try to spam 10% on your hordes of work gloves, throwing away failures, until one work. Now, proceed to scroll that worked glove with the scrolls of your wish (not 10% though, please, your luck can't be that good).
 * If the player can afford 5 60% speed scrolls (less then jump 60%) try a 3-4 speed common class shoe. Iron hogs drop them and they can be purchased in Henesys. 11 speed is what your aiming for which is 4 60% plus the speed thats already on the boot. Normally buying an 11 speed boot is in the millions since it normally requires 1 10% and 4 60%'s working which is very rare.  Thus using boots that already have speed on them allow you to get 11+ speed boots. (120% or higher speed is wanted for fighting Jr Barlog   and with 11 speed boots, a speed potion which adds 8% and 2-3% from the 10% dex overall scrolls you have on your armor is in my opinion the best way to achieve 120%+ speed.)

Attack Speed Ladder
How to calculate rating: XBow speed is 0, fast XBow is 1, normal bow is 1, and fast bow is 2.

Booster increases the speed rating by 1, and strafe increases the speed rating by 1.

For example: A Normal XBow with booster shoots as fast as a Normal Bow (speed rating of 1). A Fast XBow shoots as fast as a normal Bow (speed rating of 1). A Normal Bow with booster and Strafe shoots as fast as a Fast XBow with booster and Strafe (speed rating of 3).

It is unknown what happens when a Fast Bow with Booster gets used with Strafe (rating of 4)

Continue to Skills

title: MapleStory/Bowman Guide


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MapleStory/Thief Guide

= Thieves' Overview = Thieves are a very popular but expensive class. They have their likely-ness with bowmen and warriors. Though probably being the most expensive to handle, they are very good at 1HKO-ing enemies. They get quite a bit of mesos this way. These guys and gals are no joke, thief stats can be screwed up real easy.

There are 2 types of thieves - Assassins and Bandits. Assassins are quick ranged attackers. They are quite meso efficient and have good damage potential. Bandits are quick melee attackers and are quite powerful among the 2nd jobs. They aren't as meso efficient as Assassins and do not have the benefit of ranged attack but make up for it in greater raw power.

LUK Bandits and STR Bandits(dagger rogue)
LUK bandits have more LUK than STR bandits, because STR Bandits have to have several points into STR to equip their weapons. Since they have more LUK, LUK Bandits typically do more damage than STR Bandits, due to LUK having much more substantial effect in their damage equation. However, LUK daggers generally cost a bit more than STR Daggers.

The first few STR daggers have a speed of "faster" compared to most LUK dagger's speed of "fast." However this distinction is very minor as the only difference between "faster" and "fast" daggers is that without Dagger Booster,"faster" daggers perform normal swings faster. With Dagger Booster, there is no difference between a "fast" and "faster" dagger. They have the exact same speed properties for normal attacks and skills.

LUK daggers also seem to be far more common, and this greatly helps when it comes to that all important time of having to re-equip. STR daggers on the other hand; when it comes 70+; have a suddenly enormous shift in price and zoom right up along there with Fairfrozen and Kage. Overall most people say going the way of LUK is a more rewarding (if not harder in the early stages) path.

The Assassin(claw rogue)
Assassins are quick ranged attackers. They are widely regarded as one of the most powerful classes in the game.

One thing that should be noted about Assassins is that they can be expensive. Tremendous amounts of Mesos are required to maintain a strong Assassin. The price of stars, scrolls, claws, potions, as well as other random items and equipment can be daunting. Sins do not have the MP regeneration of a mage, and as such burn MP Potions constantly.

Assassins are a very common class on GMS, and prices for their equipment are inflated. Claws and Scrolls cost upwards of millions of mesos, and the highest attack stars, Ilbis, can sell for up to 30 million mesos. The price an Assassin pays to have decent equipment is basically offset by their large amounts of speed. With Haste maxed, an Assassin can travel across an entire map quite quickly, killing monsters along the way.

However, money concerns are not unique to Assassins. Archers depend primarily on Double Shot, which uses the same amount of MP as Lucky Seven. Magicians may pay even more for their equipment than Assassins, though Sins must cover the cost of stars. Furthermore, it could be argued that Bandits cost far more to maintain than Assassins. The Bandit skill Savage Blow costs 27 MP per cast opposed to Lucky Seven's 16 MP. Bandits also spend much, much more money on HP pots for two reasons: One, their melee attacking style naturally forces them to take more damage from monsters and two, they lack the Assassin skill Drain, which is a tremendous money saver.

Tip: To save money as an assassin, especially in the earlier levels, recharge your stars more often instead of buying new stacks. To do this, go to the pots shop and click on the use tab on your side of the window. Next to the stars there will be an orange button with 'Rech.' on it. Simply click this button and you will have a full stack of stars again. The price to recharge is right next to the price to sell them.

= Getting Started =

Getting a good thief starts from getting the correct stats. Thieves should start with as little INT as possible (4 or 5). LUK Thieves should aim for 4 STR as well. STR bandits, on the other hand, should aim for 4 INT.

Training Grounds for Pre-Bandit Rogues

 * Level 10-15: Oh wow, look at those slimes, they're so overjoyed, they're bouncing with happiness! Well, that can't be right, so let's terminate their happiness (and their lives) with your speedy knife of death, and the best place to do so is the Slime Tree (not tree dungeon). I don't suggest you to spam Double Stab here as it won't be necessary, unless you feel like throwing money into the wind or something.

 * Level 16-19: All you rich bandits can now unleash stabbity death upon pigs now, so go do so at Pig Beach. While their poorer brethrens can also train there, you won't make much profit, so stay at slimes. Mushroom Garden is also a very good training area.

 * Level 20-23: Now, all bandits, rich or poor, can enjoy the shower of sun rays (containing hazardous UV radiation) at Pig Beach. Double Stab spamming bandits will find their 1HKO rate much higher with a better weapon, and for you poorer bandits... if you just found that Dankke that you sold to an NPC for 50000 mesos, you can start doing stabbity death for a while too.

 * Level 24-29: At this point, all bandits should have maxed Double Stab. If your wallet is happy enough, go murder green mushrooms with Double Stab (and perhaps some follow up normal attacks), and pray to Maple God a pan lid drops. If your wallet is mad at you, either ignore it partially and go normal attack frenzy with Green Mushrooms, or treat it with a few days at Jr Sentinels (which drops 60-90 meso per kill!), which will surely make it happy.

Training Ground for Pre-Assassin Rogues(Claw-Using Rogue)

 * Level 10-13: Ok, you don't have your range yet. Too bad. Go to Henseys Hunting Ground and kill some snails for now. If you are feeling adventurous, go to the slime tree, and start de-sliming. Now that you have lucky seven, killing slimes are extremely easy, and you can outks even mages. Fear the power of assassins!

 * Another option for levels 10-14/16 is to kill orange mushrooms, they give more experience than slimes and can generally be killed in 3-4 hits. If you put your level 10 skill point on lucky 7, regular pigs can be killed using only 3 stars.

 * Level 14-16: Go up the levels of Henesys Hunting Grounds. HHG 3 is generally the best open empty spot.
 * Level 17-19: Pig Beach. Your level 10 lucky seven is enough to kill pigs in one hit and ribbon pigs in two, and while it's not extremely profitable, you won't lose money, and will gain some from the occasional drops. And yes, nobody can outks you, not even a mage.

 * The party quest is a great place to level as from levels 21-28/29. By doing this with either nice people or friends you can not only save money but also gain precious ores that you will need to make weapons later on. If not continue to follow the guide.

 * Level 20-24: If you're going for the poor build, continue at Pig Beach. Training is going to get slower now, but bear it for now. If you're maxing Lucky Seven early, then go ahead and kill Green Mushrooms, and hope for that ever-elusive pan lid drops.Also you can kill blue mushrooms they give 40 or more exps.
 * Level 25-30: Green Mushrooms, or Horned Mushrooms at ant Tunnel. The former is more profitable, the latter is quicker (although, you will lose money). You could also try Jr Sentinels, but... they're annoying.

=Second Job= Go see Dark Lord in Kerning City at Level 30. He will say that you look much stronger and ready for 2nd job. He will ask you to go look for Thief Job Instructor. The Instructor will bring you to a secret area where you have to defeat monsters and collect 30 Dark Marbles. After that, talk to the Instructor again, and he will give you Proof of a Hero. Take the Proof of a Hero back to Dark Lord and he will ask you to choose between 2 jobs, Bandit or Assassin...

Training Grounds

 * level 30-34: Ant Tunnel. One double stab should kill Horned Mushroom and sometimes Zombie Mushroom in one hit. Training will be a bit slow, but bear it for now.
 * Level 35-39: Land of Wild Boar I. By this point you should be able to semi-consistently 1HKO boars with a decent weapon. However, if you're going for SB first, you will have to wait until level 37, when you can 6 hit with SB. Another good alternative is doing Ludibrium Party Quest, but it may be a bit harder.
 * Level 40-42: You should start with Cave of Evil Eyes as both SB bandits and Mastery bandits should be able to off Evil Eye in 1 hit semi-consistently.
 * Level 43-45: Fire Boars/Leatties/Jr Cats (Jrs Grupin, Lioner, and Cellion)/Dark Leatties. All of them share about the same HP, and you should be able to 1HKO them most of the time.
 * Level 46-49: Star Pixie and Lunar Pixie. They're easy enough to kill (1-2HKO star, 3HKO lunar), and they give very good drops. Your very powrful attack speed should be able to kill them before they attack you. Jr Pepes are not a bad idea as well, same with Monkey Forest I.
 * Level 50-54: At this point, Jr Yeti should be fair games, and you will make quite a profit. Drake's Meal Table is also a fine choice, although you probably won't net a lot of profits. Another alternative is Luster Pixies: you will find a lot of Dark Crystal ores and Gold ores there, although the drops aren't stellar.
 * Level 55+: Zombies are THE best levelling spot. Go slaughter them left to right, then back to left again. Alternatives include Drake's Meal Table, Cargo's Area, and the Crown Flyer.

Training Grounds

 * Level 30-34: Ant Tunnel. With Meba+7 and warrior potions, you should be able to 1HKO Zombie Mushroom semi-consistently.
 * Level 35-40: Land of Wild Boar I. You should still keep that Meba (which, combined with Booster, will make you shoot at an unholy rate), and you will be able to 1HKO boars at least 90% of the time with a decent star.
 * Level 40-42: Cave of Evil Eye. At this point Boars will probably become too slow and you won't be able to 1HKO Fire Boars consistently yet, so stick with Evil Eyes for a bit.
 * Level 43-49: Your options are open. Dark Leatties, Leatties, Jr Kitties, Fire Boars, Jr Wraiths, Monkey Forest I, and eventually Cloud Park IV are all decent choices. Copper Drakes, if you can consistently 2-hit KO them, are decent as well. A new alternative is the new Ludi PQ that like the kerning PQ gives good prizes and can be less boring than normal training. Try not to get bored, as a character tends to do so in their high 40s. (addon) Consider killing the new chronos family of monsters as they can drop tobis, kumbis and the platoon ones drop glove atk scrolls 60%.
 * Level 50-54: You should stick with Monkey Forest I or Cloud Park IV, maybe go borebreaking in Cloud Park VI once in a while. You probably still can't 3HKO zombies consistently, but if you can, by all means start massacring zombies, and killing them (again and again and again and again, for they come back after you kill them. Creepy.) You can also kill Stone Golems or if you're daring, Dark Stone Golems.
 * Level 55-70: Zombies, Zombies, Zombies. At level 60 you can try Drake's Meal Table or Cargo's Area, at level 70 you can try Sanc 2, but Zombies remain the best levelling spot for you. You can also try a variety of places including Hectors, Jr Yeti, Grupins, Cold Field (Level 60), Icy Valley I (Level 60), Crown Flyer (Level 60), Golems (both types), Luster Pixies.

General Equipment and items
The order that stars should be in your inventory is strongest to weakest, and here are all of the stars in that order: Ilbi and Hwabi(not out in Global MapleStory), Steely, Tobi, Icy, Kumbi, Tops, Mokbi, Wolbi, Subi. Ilbi and Hwabi have the same attack power and capacity, but Ilbi are far more common.
 * level 1-10: Stick with your newbie clothing. Don't buy anything that will be of no use. Don't even touch potions because you are still a beginner and you will not lose exp even if you die. Keep your sword/axe/club until you do Bigg's quest (the guy at a high platform at southperry.)
 * level 11-20: This is tricky. Stick around with blue and red pots. you might now need to use orange pots, but red pots save you mesos. What I did when I was in these levels was bought a sporty shirt and cloth pants, a red headband, and sandals. I did this to save a huge amount of mesos. I suggest doing this too. People I know say it saves you around 20k - 30k. Get the garnier and titans (if you have the materials for titans, otherwise, just wait for the meba) for these levels. Don't use the lvl 20 claw unless you have the mesos. stick with subi and maybe buy a set of wolbi for now.
 * level 20-25: Short and sweet. Now this is up to you if you want to by this set of armour. level 30 isn't too far away. Get a +7 Meba. This may be really hard as they cost 300,000 mesos and higher (550,000 if you make it yourself). Buy another couple set of wolbis, remember mass number of stars > better stars. Stay with numerous amounts of blue pots, and white pots.
 * level 30: Now you're an official assasain. congrats! start buying mana elixers as a replacement of blue pots (don't use pure water, until your maxMP is above 1000). Use them when needed. stick with white pots for now. Train, and get mesos. Buy around 2 sets of mokbi, and maybe a set of wooden tops. Sell those subis, which you probably never used, but keep the wolbis. arrange your stars so they go strongest to weakest. This is Mokbi, wooden tops, wolbi. If you want to get high power, by a set of kumbi, or icicles. Your choice. Make sure to buy this set of armour for sure. Now you actually look like a assasain.you should probably keep your brown bamboo hat. Up to you. Maybe dress up all funky? No. Keep the Meba until around level 40. Now you should have lvl 30 armour. +7 Meba, white pots and mana elixers, At least 1 set of Kumbi, 2 or more sets of mokbi, a set of wood tops, 3 sets of wolbis, and maybe icicles or kumbi.Please try hard to get Kumbi. If you are finding trouble with your amount of stars, Buy more sets of wood tops and mokbi. Repeat if this continues, but make sure to charge up your stars when they run out frequently. Make sure by lvl 40 you have mokbis, or icicles, or kumbis.Remember, Kumbis are a must have by this level. You will not be able to go on fighting if you don't have them. Well, most assassins i know use kumbi, so stick with it. For now, you are my version of a good assassin.
 * level 30-35: After some time of training, you should have quite the amount of mesos. get alot of mana elixers and white pots. Buy the knucklevest set. Now that you probably know alot about the stuff you need, get the stars you wish. Make sure to keep the strength arrangement as i told you before. Get any hat as you wish, consider the burgler because this will take sometime to level. Play your cards right, Don't waste mesos. You'll be needing more mesos to spend later. Try to keep up to around 500,000 mesos or higher. If you have the money, buy +7 guards, they will help you out.
 * level 36-40: You should definately buy the avarice at this stage, and you may be able to afford some tobis. You may even want to keep the bamboo hat, as +3 luk or dexterity does wonders.  If your character is funded, go wild with better stars, scrolled equipment, and tons of potions.  If not, continue to buy more kumbis.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: MapleStory/Thief Guide


text:
MapleStory/Magician Guide

Beginners
When you begin the game, you get to choose the stats that your character will begin the game with. These are STR, DEX, INT and LUK. Magician equipment, defence, and damage all depend on INT and LUK; STR and DEX are not required for anything. When creating your character, STR and DEX should be as low as possible, preferably a 4 in each, though up to dual 5 or even 6/4 is acceptable. Since INT and LUK will be raised at each level up, it doesn't matter what they are at this point, as long as STR and DEX are low. However, getting a high INT (8/9/10) would be preferable, as well as LUK. Just remember to major your AP(ability points) in INT.

Detailed information about raising INT and LUK can be found on the Builds page.

Be patient at the start, It's kinda hard ;)

Maple Island
At the beginning, your damage will be severely limited. The best training enemy for the beginning Magician are Green and Blue Snails. Try not to use healing items now. Save them for later. If you die now, your experience stays the same. Later, during the first job, exp decreases if you die. Now since the BIG update, it will be alot easier for mages to lvl up. Luckily, the Magician's advancement level is only 8, whereas the other classes have an advancement level of 10. Also, a Hand Axe appears to be the best weapon for a Beginning Mage, since it has a higher tendency to strike for 3 damage.

The first few maps have an abundance of green snails. Beyond that are the two towns on Maple Island. If you wish, there are also quests on Maple Island that can be completed. One gives a helmet equip, and another gives a weapon. The second quest may require a lot of patience, as it asks for 10 orange mushroom caps (orange mushrooms have 80 hp!) as well as 30 blue snail shells. Fortunately, if you have the patience, there are safe spots you can jump and hit mushrooms without taking damage, but your hits tend to be extremely low (1). The reward for the quest is a fruit knife, which may not be very worthwhile for a beginning magician unless you want to sell it later.

Once you hit level 8 and if you have at least 20 points of INT (which you should if you have read this guide so far), go to Southperry and take the ship to Lith Harbour at a cost of 150 mesos. You may also want to have at least 2200 mesos after to buy a wooden wand.

Victoria Island
First things first. By now, hopefully you should have at least 2,200 meso remaining, enough to get to the Mage town, Ellinia, and buy the first weapon that adds Magic Attack. If you have more, go to the Lith Harbour Weapon/Armour store and purchase the level 11 Common-Class top/bottom. These have more Weapon Defense than more your level 8 and 13(Male) Mage-specific equips, and no monsters apply Magic Defense to their attacks yet. The level 13(Female) Mage-specific equips have a slightly higher Weapon Defense than the level 11 Common-Class equips, but the slightly higher Weapon Defense is not worth the additional cost. Also, it may be easier for beginning mages to simply forgo clothing and invest their mesos in weapons, Red Potions, and Blue Potions.

When you are ready, either talk to the man in the ticket booth near the ship, and choose to go to Ellinia or walk to Ellinia. Walking is a good way to train, but running into high level monsters is more or less inevitable. If you walk, make sure you do not advance to level 9 before getting to Ellinia. Also, before you leave, there is an easy quest you can do in Lith Harbor. Talk to Olaf, who is near the right of the city, in the lower level. Once you've answered his questions correctly, you can choose the next quest from him. Choose path of the Magician. Once you've become a magician, you can go back and talk to Olaf again (whenever, doesn't have to be right away)and get a reward.

Once in Ellinia, head to the house at the VERY top of the map and go inside. Talk to Grendel. Assuming you are level 8 with at least 20 INT, advance from a Beginner to a Magician. Grendel will also increase your max MP by a large amount, and give you 1 Skill Point (SP) to use. Using that SP in magic bolt would most likely be the wisest, as it doesn't use too much MP, so you can really start fighting.

New patch edit (With Shell Throw) Putting a point or two as a Beginner into Shell Throw can make fighting larger monsters a bit easier as Beginner and early Magician, abeit a sacrifice of a snail shell or two. It loses its usefulness when your Magic Bolt actually hits over 25-40(the end limit of the technique), but for taking down Mushrooms FAST, it's worth the sacrifice of a pair of Red Shells.

First Job: Magician
Welcome to the way of the Magician. For detailed information about what each skill does, refer to Skills. For detailed information about how to allocate skill and ability points, refer to Builds

1st job, low level magician training spots: The Tree that Grew 1,2 or 3 (no. 3 has green mushrooms. For all you low level magicians, WATCH OUT), the place that people call the Slime Tree and Henesys hunting ground (all) However, as you are still pretty low leveled, it could be wiser to stay close to Ellinia until at least level 10.

After you reach level 20 or so, Perion (which is ironically the Warrior's town) is a relatively good place to train, since the monsters, which are mostly stumps and their variants, have low magical defense and slow, good for magicians.

Second Job advance preparations
At this point, you're a Magician, you're at level 30, and you're currently much more powerful than the other classes. Return to Ellinia and converse with Grendel. He will give you a compliment, and then send you to the 2nd Job Advance Instructor in The Forest West of Ellinia. He'll talk to you as well, and then send you into the darkness. Inside this tree, you will find several Horned Mushrooms and Curse Eyes. Kill them. Instead of EXP and Items, they give you Dark Marbles. Collect 30 of these marbles, and then talk to the Instructor. He will give you the Proof of a Hero, and then send you back to Grendel the Really Old. Here, he will inquire as to which path you wish to take...

You have three roads before you, each with a myriad of puzzles and adventures that await you. The least common choice is the Fire/Poison. This does not mean that it is inferior, of course. By level 38, you'll be capable of dishing out more damage faster than any other class. Or, you could become an Ice Mage, and quickly freeze and kill your enemy. Lightning comes along with ice, and Lightning gives you the ability to kill of a pack of 6 monsters all at once (Ice/Lightning are placed in the same job, so you get both eventually as an Ice/Lightning Wizard). The third, and possibly most common choice is the Cleric. As a cleric, you do the least damage, but you eventually become (literally,) the life of the party. You'll eventually end up very wealty as a cleric. This is because Clerics can cheat the system; they can gain MP from killing monsters, and HP from their MP-consuming skill, heal. Nowhere in this process is money drained.

Holy, Fire, Ice, Poison, or Lightning?
There are several paths from which this single choice can take you. Be sure to pick the one that won't bore you to death!

 * Fire/Poison Wizard: Fire Wizards (or Fizards, as they seem to be commonly known) tend to spend most of their time in Ossyria, since Fire-Friendly (Or Fire Abnegant) monsters roam the beautiful white snowbanks of El Nath and the areas encompassing it. Poison is also an option in this job, but most simply choose to stay away from it and place their SP into more useful skills, as this is phased out instantly in the Third Job Advance. Leveling with a Poison Wizard is difficult. The highest level Poison Wizard on beta only reached level 42. Fire Wizards spend most of their time sniping ice monsters from afar with their magical instruments of burning death. They tend to Teleport from monster to monster, killing from afar and near when strategically advantageous. Slow is an essential skill to them as well, as it allows Fire Arrow the time it needs to destroy mobs of, say, Jr. Yetis.

A note on maxed Poison Breath: Only after Fire Arrow has been maxed a Fire Wizard might consider the option of maxing out Poison Breath. With a base damage of 70, a 60% mastery, and a magician with roughly 175 m attack and about 35 luk this skill can deal about 347-578 Poison damage while actual poisoning does 70 hp damage or 1/40th the enemies hp. This can allow a Fire Mage to deal with some Fire creatures they normally would not be able. There are roughly 12 enemies weak to Poison.

In the third job, these Mages undergo a nice power boost. Explosion has a range that rivals Fire Arrow, and a power that is equal to Fire Arrow, rendering it useless, seeing how Explosion is a mob skill, whilst Fire Arrow is stuck to one target at a time. (Explosion is, however, painfully slow) Though, Fire Arrow may find solace in the fact that it gets an upgrade in the form of the Fire Mage's Magic Composition spell! This attack is a fusion of Fire and Poison placed into an ethereal bow. When launched, this attack strikes with a Base Damage of 150, and also a 70% chance of Poisoning the enemy for 40 seconds. Fire Mages also get Poison Myst which is a poison based mob skill that initially hits one monster for damage and then creates a mist with 70% chance of poisoning for all monsters that travel within the mist.

 * Ice/Lightning Wizard: Ah, yes. The ultimate in icy and electrical crowd control is now at your fingertips! As a Lightning Wizard, you can wander about the country side, scaring noobs and vets alike as you massacre groups of upto 6 monsters with Lightning! Statistically, Lightning is no more powerful than Magic Claw, but the compound damage on the six monsters that Lightning strikes add up to be more. And, if you choose Ice first, you are allowed the power to freeze monsters, rendering them immobile. Though Cold Beam is 17% weaker than Fire Arrow, it's ability to freeze enemies makes up for it. Together, with ice and lightning, you will roam the countryside, laughing at the frozen forms of large monsters and burnt (electrified) carcasses of smaller creatures. Forget about slow... who needs to slow enemies down, when you can either zap them to nothingness or make them wish the Fourth Vial Judgement (Random Bible Reference) is upon them?

In the Third Job, Ice/Lightning Mages are the pinnacle of crowd control. Although their Ice Strike is 10% weaker than Cold Beam, it allows Wizards to attack and freeze upto six enemies at once. They also get Thunder Spear, the strongest (currently, at least) spell among all Magicians, with 170 Base Damage maxed. Compare that to the Fire Mage's 150 Base Damage Magic Composition and a Cleric's 105 Base Damage Shining Ray. The drawback to this, like Explosion, is it's slow casting time (Some say that you should put points into Slow to prepare for this attack, but from what I have seen, the freeze time Composition grant you is more than enough). The Ice/Lightning Mage's Magic Composition has a Base Damage of 140, but it only strikes one enemy and freezes only one target, rendering this skill much weaker when compared to Thunder Spear and Ice Strike. However, it serves as an excellent replacement to Cold Beam, and a faster alternative to Thunder Spear.

 * Cleric: The weakest of the three wizards, even when this mage has an elemental advantage, Fire Wizards beat it out in damage. However, Clerics have become quite popular in the Maple Story crowd with their "Heal" skill. With this skill, you can easily heal some 2000 hp for each party member while using only 24 mana. Additionally, Heal can damage undead enemies, such as Wraiths, Jr. Wraiths, Zombies and Zombie Lupins. Also, when Heal is coupled with the skill "MP Eater", a Cleric becomes very low maintenance in the Zombie areas, allowing for them to attack with Heal, and thusly take no damage, and absorb the MP needed for the spell from other monsters via MP Eater. In other words, Clerics can just walk into a crowd of zombies, cast heal for about an hour, and take absolutely no damage in terms of neither HP nor MP. This combination is how Clerics manage to become the richest class in the game, as they tend to have no need for potions, thus allowing them to retain all of the mesos they find as pure profit. Since Clerics mainly cast Heal over and over to level on these undeads, they tend to become boring after level 45. Try your hardest to stick through, as they pay off in a big way.

Looking ahead to 3rd job, Clerics continue to be weakest in terms of damage, due to their lack of Booster or Element Amplification. However, instead they get skills that all parties will love. Holy Symbol increases the amount of exp gained for every person in the party (finally giving parties some uses), and Mystic Door creates a 2-way doorway to the closest town and where you are, allowing travel to the farthest corners of Ossyria in a single step. Not to mention Doom, which allows a Priest to turn upto 6 of it's adversaries into Blue Snails for upto 20 seconds for the price of a Magic Rock, which is comically effective when you're surrounded by a mob of tough monsters. The Summoning Rock can also be used by Priests to activate their skill Summon: Dragon, in which a blue pet dragon appears and follows you around for 2 and 1/3 minutes, attacking your enemies and making your life easier. They also have a very potent mob attack, Shining Ray, with a base attack power of 105 which is only a little weaker than the explosion but stronger than ice strike still, when not factoring in Mage-specific skills. Clerics are also the most popular 2nd job in MapleStory, as their party-benefitting skills are widely welcomed by all 3 jobs.

 * Teleport and MP Eater are both skills shared by all three magician variations.
 * Slow and Meditate (magic attack boost) are both skills shared by the Fire/Poison and Ice/Lightning variations, although only Fire/Poison has the need to max it.
 * In the third job, Fire/Poison and Ice/Lightning Mages both receive Partial Resistance, Element Amplification, and Magic Booster. These three spells improve the elemental resistance, the elemental power, and the Spell Casting speed of the user, respectively. Another skill, Seal, locks enemies from casting spells of their own.

The Second Job
Ahah! Elemental Power! Holy, Ice, Lightning, Fire! For the next 40 levels, you will raise and discover your own, true power. Become one with nature, harness it's power, become stronger so that you can kick Grendel's floating Butt when it's time to reach the Third Job! Your goal is in sight, young mages, more power is at hand!

For Ice/Lightning Wizards
As depicted before, Ice/Lightning Wizards have the highest versatility out of all mages classes, and possess the most efficient group-attack skill amongst all 2nd job advance classes.

Training Grounds

 * Level 30-34: Train where you have trained before. Ant Tunnel is a good choice, and so is Land of Wild Boars. Jr Sentinels and those green and horned mushroom tree dungeons at Ellinia are profitsome alternatives. With Aqua Road out, Fish Resting Spot is not a bad choice as well.
 * Level 35-39: Ice mages can now go kill Fire Boars with ease, so do so at Burnt Land II. They can also go to Sand Castle Playground to train on Flower Fishes if they want. Lightning right now is still too weak for your purposes, so boars are a good source of exp and money for now (use magic claw, not lit!). Lightning mages can also train well on White Ratz in Floor 100 of EOS Tower. Standing on a slide allows one to rain down lightning while not getting hit.
 * Level 40-49: If you're an ice mage, now would be a good time to move up to Jr Celions (the red kitties) at Ossyria, and Fire Boar is a solid (but less rewarding) alternative. Thunder Mages should train on Lorang, can also train on Jr Cellions or Grupin if Lorang costs too much money. You're going to lose money on pots wherever you go anyway, so why not lose them on monsters that give good exp and decent drops? Party with cleric at Hot Sands occasionally if you're feeling bored.
 * Level 50-59: If you have both Ice and Lit, Hot Sands is a very good choice. With only Ice, Red Drake should now be what you're training on (you can also go for Celions and Lioners if Red Drakes hurt too much)(and at between lvl 50 -52, u may miss the drakes. so it a the best if you train at Celions and Lioners), while with only lit... Lorangs are still your best bet right now, even though you're earning less than 0.01% exp per kill. Move to hot sands if you're going for Ice after med, when you have level 15 ice. With the new lands coming out, Platoon Chronos in The Road of Time  is also a good choice.
 * Level 60-69: Celions, Lioners, Red Drakes, Hot Sands, the old spots. You can TRY to train at Buffoons if you like, but that's not generally a good idea. If you're not so obsessed with big damage, electrifying some jr yetis may not be a bad idea, as with freezing up some hectors and zombies.
 * Level 70-75: Same old, samd old. Zombies, Hot Sands, Red Drakes. Buffoons might be more practical to hunt right now, but there isn't much change in training.
 * Level 76-83: IS mages can start killing Death Teddies now, since there are some sniping points present where you can hit them without worrying about getting hit. It's not great on your wallet, but it's very fast training. If you need money, Zombies are your friend again. You can also try Buffoons. Comp Mages should just stay at Zombies or Buffons right now.
 * Level 83-88: IS mages got some options now. Bains are a pain to get to and there aren't many sniping spots, but they're like Death Teddies with more money, though the map isn't pure Bains and poison geysers are annoying. Death Teddies are as good as always. If you feel bold, you can try Vikings. Comp mages should probably go for Bains now, or Vikings if you're bold.
 * Level 88+: Vikings are the best target for you now, at least in GMS and MapleSEA. JMSers could probably go for Bains in Weapon Storage (the map after Anego), while KMSers could probably try the red centaurs in Riprey (though I'm not sure about their spawns).

For Fire/Poison Wizards
Fire/Poison Wizards are also often called Fizards, since Poison is a rather meh-ish skill that does not represent the power of the wizard. Despite the lack of versatility, Fire Wizard has the highest damage power out of all mages.

Training Grounds

 * Level 30-34: Train where you have trained before. Ant Tunnel is a good choice, and so is Land of Wild Boars. Jr Sentinels and those green and horned mushroom tree dungeons at Ellinia are profitsome alternatives.
 * Level 35-39: The Jr Grupins in Ossyria are a good choice as you should be able to 2 or 3 hit KO them with minimum MP usage per attack (especially since level 1 MP Eater recovers 14 MP). You could also go clawing up Boars, which might be more profitable. Also, Jr Wraiths in the sewers of Kerning City provide good experience because they are very weak to fire. They also give 5 more experience each than Jr Grupins.
 * Level 40-48: Kill things you can OHKO. Jr Grupins and Jr Wraiths are good initially, then eventually you can 1HKO Jr Pepes semi-consistently.
 * Level 49-60: Jr Yetis, or Grupins. Jr Yetis give less experience but more profit, while Grupins give more experience but less profit.
 * Level 61-70: Grupins are the best exp you can get at this point. White Pangs are alright, but they have the most HORRIBLE maps to train on.  Poison Wizards at this point should be leveling at the same place if they have Fire Arrow.  If not, they should either be training on Dark Stone Golems or Werewolves.  Yetis and Pepe are pretty decent aswell, but when they separate, they are a pain to kill.>;0 If you have Poison, you can also kill Death Teddies as you approach 3rd job.

For Clerics
Although Clerics are the weakest in terms of damage, their high wealth and the fact that they are virtually invincible more than makes up for it. Clerics are one of the more sought after classes in Party Quests and are never absent during tough raids.

Training Grounds

 * Level 30-34: Train where you have trained before. Ant Tunnel is a good choice, and so is Land of Wild Boars. Jr Sentinels and those green and horned mushroom tree dungeons at Ellinia are profitsome alternatives.
 * Level 35-39: Zombie Mushrooms should about do right now. Your Heal is still too weak to 1HKO Zombie Mushrooms, or any other undeads for that matter, but you can hurt a large amount of them at once.
 * Level 40-48: At this point, try to stick to hunting with parties as opposed to hunting alone. The PQ in Ludibrium is a nice option and so are raids to difficult dungeons with high damaging monsters (more damage you Heal, more exp you get). For healing Clerics, if you have the patience and skill, it is possible to train on zombie lupins with heal at around level 42.
 * Level 49-60: Wraiths, Jr. Wraiths, and Zombie Lupins. Your Heal should be maxed out by this point, so you should have no trouble killing a mob of Jr. Wraiths and Zombie Lupins with 2 hits flat. Wraiths should be a bit tougher than that, but they give more exp and you can still kill a large gang of them at once.
 * Level 61-70: At this point, you should be able to kill most undeads out there. El Nath dungeons and the Golem Hunting Grounds are recomended because they have dark type monsters that take extra damage from holy attacks like Holy Arrow although they are not damaged by Heal. Clerics were made for parties, so try to limit your times hunting solo and try to hunt more in parties with high leveled users in more difficult hunting grounds. Both Balrogs are dark type monsters, so you may consider them as well, although Crimson Balrog is probably still too hard right now. also wraith is a good training spot, if u party a priest with max HS the exp can go really high
 * level 71-78 you could go train anywhere that you think is good exp, grim phantom watches are still too hard to fight but ive seen lv 7x train there
 * level 79+ your holy symbol should be nearly maxed and you should be able to train with dragon knights at grims easy, i personally gain around 800k exp per hour at grims and im lv 87 at the moment, others might train somewhere else, and by now you should be able to hit crimson balrog, but dont get too confident that you can solo it

An alternate guide can be found at MapleStory/Magician Guide Alternate

title: MapleStory/Magician Guide


text:
Template:MapleStory/TOC/Jobs/sub

How to use: Parameter 1: Job Name
 * Skills
 * Builds
 * Weapons
 * Armor
 * Weapons
 * Armor
 * Armor
 * Armor

title: Template:MapleStory/TOC/Jobs/sub


text:
MapleStory/Quests

Quests
Quests are tasks that players may perform for NPCs for rewards and experience. An abundance of quests are available, each with varying level requirements and some having additional requirements such as job, fame or the completion of another quest. For example the quest "Building Blackbull's New House" requires 10 fame, a level requrirement of 30, and the completion of "Fixing Blackbull's House". Some quests have quite a low level requirement for their difficulty and are literally impossible to complete straight away. Different rewards such as experience can be received by the player after completing certain quests, and some have substantial rewards. Some quests can be redone after completing it for the first time, though the reward(s) and given EXP may not be the same (all jump quests are repeatable with random rewards). Unlike most MMORPGs, it's not possible to escape the grind by completing quests.

Party Quests/Accompaniments
Party Quest(a.k.a. PQ) is a term that was created in the Global version, suspected because it was easier to type. MapleStory's official name for Party Quest is "Accompaniment". In the Japanese, Korean, and Global versions, there are 2 accompaniments that can be done. Each accompaniment has its own level limit which a character must be within in order to complete the accompaniment. The 1st Accompaniment is in Kerning City. A party of 4, including the leader, goes through 5 stages solving puzzles and killing monsters within 30 minutes. The main idea is teamwork, since each part requires all party members to participate. At the end, a prize is given to each person ranging from ores, equipment, scrolls to potions. Only one party can be inside the party quest at any given time on one channel. There is also a time limit for completing each stage of the party quest. The time is inaccurate, though, as it usually does not boot people out until about 30 seconds have elapsed after the minutes are over. The level limit for this accompaniment is 21-30.

The 2nd Accompaniment can be done in Ludibrium. There are 9 stages to this quest, requiring 6 party members. This quest pushes on the fact that a variety of jobs are needed to complete the quest. The many skills each character has, such as Haste, Heal, Darksight, and Teleport are needed in order to pass some of the stages. This accompaniment has a new attribute that the first one does not, boxes. Boxes are opened by using a melee attack, opening the box either drops a pass, or spawns monsters. After defeating the boss on the 9th stage, there is a bonus stage in which characters open boxes. The boxes will drop lots of coins, potions and sometimes, a random equipment (earrings, and capes). After this stage, which lasts for 1 minute, the prize is given. Prizes consist of potions, ores, and equipment. The level limit for this accompaniment is 35-50.

Another party quest for characters level 50 and above is the Zakum Party quest. Differently from other party quests, many parties can enter this quest at the same time, and typically multiple parties are required to finish it. In any Accompaniment, there is also a large amount of experience to be won.

The Accompaniments have been heavily criticised for being a very extreme timesink, sometimes in the order of hours of near inaction. Many players don't have the patience to wait or the skill to secure entry. Before MapleStory began to raise their level of security as they left the Beta stage, most players relied on 3rd party hacks and macros such as Autoclickers that allowed them to click the Accompaniment NPC automatically several times, allowing the leader to relax from the clicking. GameGuard now detects most autoclickers, although some users can create programs to bypass the detection.

Jumping Quests
There are a number of Jumping Quests in MapleStory. On GlobalMS, the following NPCs give a Jumping Quest if the character meets the required level:
 * Shumi at Kerning City (3 quests)
 * John at Lith Harbour (3 quests)
 * Sabitrama at Sleepywood (2 quests)
 * Assistant Cheng at Ludibrium Toy Factory (1 quest)
 * Adobis at The Door to Zakum (1 quest)

A character starts at one part of a map, and uses timed jumps to get from one small platform to another, while attempting to avoid enemies and obstacles that can knock the character off of the platform, causing them to be forced to either start over from the beginning, or, if the character is lucky, from a certain point somewhere above the beginning. Jumping Quests can become highly annoying if the character continually falls off. Success in these quests requires great patience and control. An impatient person who gets furious whenver he/she falls is less likely to succeed than a patient jumper that perseveres. Jump quests will also fit the background of which town the quest is located in. Shumi's jump quests will require jumping platforms in a subway, avoiding Stirges, Jr. Neckis, laser beams, electrical wires, and oil splats. John's quests involve jumping tiny platforms while dodging balls of spikes and moving stars. Sabitrama's quests require dodging spears, thorns, and Lupin's that throw their bananas. Assitant Cheng's one quest requires riding conveyor belts and dodging Trixters. Adobis' quest puts the jumping over a pit of lava, with rocks falling from the ceiling.

Jump quests can be done again and again to receive random ores and jewels each time, except Adobis' quest which always rewards EXP and a quest item on completion.

Adobis' Zakum jump quest's reward for EXP has been removed due to fly-hackers.

There are also two unofficial quests in the Pet Parks located in Henesys and Ludibrium. They are relatively simple top-to-bottom climbs, but they reward only closeness for a pet (2 in Henesys, 4 in Ludibrium). They may be accessed at will and repeated whenever desired, regardless of level.

Speed and Jump boosts, along with movement skills such as Flash Jump and Teleport do not work in any Jump Quest.

Nanuke and the Chair
Although listed under Victoria Island, this quest must be completed from Aquarium. Guide can be found here

Manji's Old Gladius
{{MapleStory/Quest
 * No Class requirements|Level 45 minimum|Must complete Maya and the Weird Medicine
 * Manji, in Perion
 * Bring to Chrishrama, found in Sleepywood, the following items to restore Manji's Gladius to its former glory: 1 Star Rock, 1 Flaming Feather, 1 Ancient Scroll and 1 Piece of Ice
 * 1000 Experience A Pair of Skull Earrings (if you give back the Hero's Gladius to Manji) Hero's Gladius (if you choose to keep the sword)
 * The items needed to complete this quest are rare and very expensive to buy
 * This should be done only if you have plenty of mesos to burn or if you want to complete every quest in the game

45===

List of quests without guides
If you are not sure how to use the quest template above, add information here below the relevant quest and someone else will properly format it for you. To indent a line, begin it with a colon.
 * Victoria Island:
 * "Mar" the Fairy and the Water of Life
 * Beat the Heat
 * Eliminate Monsters from the Site
 * Estelle and the Syrup
 * Fanzy the Amusing Cat
 * Fanzy the Mysterious Cat (Level 10)
 * Independence Day : Cody's Barbecue Party
 * John's Last Present (Level 60)
 * Click for walkthrough

 * Notice from the Excavation Team (Level ?)
 * Planting Trees (Level ?)
 * Sabitrama's Anti-Aging Medicine (Level 50)
 * Click for walkthrough

 * Seeking the Town Down There... (Level ?)
 * Shawn the Excavator's Request (Level ?)
 * Shumi's Lost Sack Of Money (Level 40)
 * Click for walkthrough

 * Teo's reminiscence (Level 10)
 * Hughes's Research Material (Level 35)
 * The View of the Ocean
 * Talk to Kriel the Fairy in the Orbis Potion Shop
 * Go to Aqua Road and talk to Muse' in the Zoo
 * Go to El Nath and talk to Alcaster on the right side of the market
 * Hunt for 100 Snow Crystals from Leatty and Dark Leatty
 * Talk to Alcaster again to receive the Snow Crystal Sphere
 * Go back to Muse and trade the sphere for the Photo Album(that might not be the exact name I forgot it)
 * Head back to Orbis and talk to Kriel
 * Reward : Totally forgot Lol

title: MapleStory/Quests


text:
MapleStory/Authors

Primary Authors

 * Those who have contributed a significant amount of work to this book. Basically, they do the work of Editors, citations, photographers, and proofreaders. Additionally, they patrol this book for vandals; in alphabetical order.
 * DarkNShadow
 * Dragontamer
 * Prod

Editors

 * Those who have contributed to this book, in alphabetical order.
 * Brady1234 - reviving monster list after someone deleted it and permanently erased it
 * Bonekhan - contributing to the Maps Section (IGN (Bera): Bonekhan)
 * Captain Kevles - Classes, General Info, Formatting (IGN: Messiah/BuddyChrist)
 * EchelonThree - the Weapons (Bow) Section
 * Embok
 * EMP Demon
 * Gamefreak - added some quest info
 * Geekyaznboy - Cleaned up book and added stuff here and there
 * Jacob Clark - Bits of info/tips here and there (IGN: Royle)
 * Harakuso - minor contributions to some sections
 * Kalani - cleaned up the book
 * MajesticMystic
 * masterdestiny - KMS,JMS,CMS notes
 * K~man (Kevin Lee) - introduction and monster notes for GMS
 * Kenjoki Ikari - contributions to the Lubridium PQ section.
 * La Hire
 * Posala - Some glossary stuff, and a couple of other things.
 * Raylena - added a few bits of info here and there, esp. to glossary
 * Steventrouble - made list of weapons!

Proofreaders

 * Corrected errors in the book, technical or factual; in alphabetical order.
 * BlindingDarkness
 * iFat
 * Josen
 * NutZero
 * Vazzaroth

Photographer

 * Created Screenshots for this game, in alphabetical order.

 * Derek Leung
 * Kenneth Ng
 * K~man

title: MapleStory/Authors


text:
MapleStory/Beginner Guide/Builds

Permanent Beginners (also referred to as "super newbies"), are those Beginners who stay Beginners past the first job advancement. The path of the Permanent Beginner is challenging, and only those with the patience can create a successful Beginner. Here are several of the most common reasons given for remaining a Beginner:
 * The challenge involved.
 * The fact that Beginners do not lose experience upon death.
 * The fact that the Cabs (regular and VIP) remain inexpensive at a 90% discount.
 * The priviledge of being able to wield rare weapons like the Frozen Tuna, Sake Bottle and Maroon Mop in some Maple Story versions which have extremely high weapon attacks and low level requirements.
 * As an addition to the above, dying is a quick and free way of returning to the nearest town, making Return Scrolls obsolete.
 * It is easier to save Mesos because:
 * There is less need for HP potions because of no experience loss upon death;
 * There is no need to buy MP potions because Beginners have no skills (except in KoreaMS Tespia and GlobalMS as of 0.28; see below);
 * Travelling via Cabs is inexpensive.
 * Because of the rarity of Permanent Beginners and the challenge, Beginners will be envied.

While the pros are promising, there are a few cons that may outweigh the pros, depending on the user's opinion. Here are the cons:
 * Beginners don't have much weapon and armor selection.
 * Beginners have very little skills. (As of the 0.27 Patch)
 * Beginners deal lower damage than Warriors their level until about level 40.
 * Beginners will be KSed a lot more in their higher levels than they were in the lower levels.

Stat builds
The following are three distinct Beginner stat builds. They are all similar to Warrior builds.

This build will level the quickest.
 * High STR Beginner: This build focuses on Strength due to the lack of available weapons. Strength must be increased to match that of a Warrior's.
 * STR: All other Ability Points that do not go into DEX.
 * DEX: Equal to current level.
 * INT: Add nothing.
 * LUK: Add nothing.

This build will level slower than the first, but will be able to hit almost anything.
 * High DEX Beginner: This build focuses on Dexterity to be primarily accurate and evasive. Some Beginners who use this build incorporate LUK for more avoidability.
 * STR: Player's choice; should remain around current level.
 * DEX: All other Ability Points that do not go into STR/LUK.
 * INT: Add nothing.
 * LUK: Add nothing (may incorporate some for extra avoidability).

 * "Warrior" Beginner: This build is exactly the same as a Warrior's build. Note: the player may want to take a few points out of DEX and add it into STR so that they do not fall behind in damage.
 * STR: All other Ability Points that do not go into STR.
 * DEX: Double your current level.
 * INT: Add nothing.
 * LUK: Add nothing.

 * Monster Masterer: A Beginner who speciallizes in killing one monster
 * STR: Add until you can 1HKO it.
 * DEX: Only add Until you can hit it 70-80% of the time, then add reast later (unless you stay on Maple Island, then add nothing).
 * INT: Add nothing.
 * LUK: Add last until it can't hit you.

Another idea for DEX is to keep it 10 above your current level for stable damage and good accuracy.

title: MapleStory/Beginner Guide/Builds