text:
MapleStory/Warrior Guide/Builds

Stat Build
Generally, it is 2x level == dex until you reach a certain level, where you start to "cap" your dex eternally. Common capping points are 60 dex, 90 dex, and 4 dex.

The Cookie-Cutter (or generic) warrior build is the most used warrior build, and the most recommended if you're not too rich, yet still want to deal out a lot of damage. The usual stat build for this type of warrior is 60-90 DEX, and rest into STR.

Keep your DEX twice your level before level 30, then put 1 point in DEX and 4 point in STR every level after that, until your DEX reaches the cap you want (from that point on, it's all STR til the end). There is not a "best" DEX cap, but most warriors cap their DEX at 60-90.

Warrior Skill Build
The recommended SP build (Cookie-Cutter) if this is your first character. (By Regal Star aka MajesticMystic)

 * 1) Improved HP Recovery (5)
 * 2) Improved HP Increase (10) [MAX]
 * 3) Power Strike (1)
 * 4) Slash Blast (10)
 * 5) Power Strike (1) [MAX]
 * 6) Slash Blast (1) [MAX]
 * 7) Endure (1)*
 * 8) Improved HP Recovery (5)*

 * You can use the last six skill points anywhere, they don't need to be used on these skills.
 * You can also max Slash Blast before Power Strike.
 * It is extremely important that a warrior max Improved HP Increase as soon as possible, this skill is the reason why warriors have so much HP.
 * If you are a Fighter, you might consider getting lvl 1 Iron Body to cancel out the ill-effects of Rage.

2nd Job Skill Builds
Basically, if you choose to max only one weapon, you have enough SP to max everything. The only thing is the order.

Fighter

 * Weapon Mastery (19)
 * Weapon Booster (5)
 * Final Attack: Weapon (30)
 * Rage (3)
 * Power Guard (30)
 * Rage (17)
 * Weapon Booster (15)
 * Weapon Mastery (1) (Warrior need as much accuracy as they can have)
 * Anywhere (1)

You can choose freely the order of Final Attack, Rage, and Power Guard. Just keep in mind to max Power Guard AFTER Final Attack, and that you need 3 Rage to unlock Power Guard.

 * comment about the last statement: if you should max power guard AFTER final attack, then that pretty much limits you in choosing either rage or power guard to max first***

Page

 * Weapon Mastery (19)
 * Weapon Booster (5)
 * Final Attack: Weapon (30)
 * Threaten (3)
 * Power Guard (30)
 * Threaten (17)
 * Weapon Booster (15)
 * Weapon Mastery (1) (Warrior need as much accuracy as they can have)
 * Anywhere (1)

There is much less to debate about. Threaten isn't nearly as useful as Fury is (at lower levels), so it should be left to be maxed last. The usefulness of Fury stays around the same, while Threaten's usefulness (due to the weapon attack decrease being calculated by %) grows exponentially from say lvl 30 to lvl 100, because the monsters that you will be fighting will have higher weapon attack.

Spearman
One Weapon Spearman Build:

 * Weapon Mastery (19)
 * Weapon Booster (5)
 * Final Attack: Weapon (30)
 * Iron Will (3)
 * Hyper Body (30)
 * Weapon Booster (15)
 * Weapon Mastery (1) (Warrior need as much accuracy as they can have)
 * Anywhere (18) (Free points)

Not much to say here. Iron Wall is utterly useless.

Hybrid Spearman Build A

 * Primary Weapon Mastery (19)
 * Primary Weapon Booster (5)
 * Iron Will (3)
 * Hyper Body (30)
 * Secondary Weapon Mastery (19)
 * Secondary Weapon Booster (5)
 * Booster (30) (Fill up booster for both weapons)
 * Free Points (10) (Anywhere except for Final Attack)

Hybrid helps quite a bit in the 3rd job advance, as Crusher and Slasher only works well with Spear and Pole Arm, respectively. However, your 2nd job advance period will be quite hard because of the lack of Final Attack. Which weapon to use as Primary is up to you.

Hybrid Spearman Build B

 * Primary Weapon Mastery (19)
 * Primary Weapon Booster (5)
 * Final Attack: Primary Weapon (30)
 * Iron Will (3)
 * Hyper Body (30)
 * Secondary Weapon Mastery (19)
 * Secondary Weapon Booster (5)
 * Primary Weapon Booster (5)
 * Secondary Weapon Booster (5)

This allows you to go Hybrid with FA on one weapon (you only need it on one weapon, because who cares if you're hybrid in 2nd job?), allowing you to train faster in 2nd job period. This sacrificed 10 points in each weapon's booster, but chances are, it won't make much of a difference anyways. Again, which weapon to use as Primary Weapon is up to you.

The Low-DEX Build
The Low-DEX build is designed to get the maximum damage out of a Warrior, capping DEX extremely low from anywhere about 5-60, and using DEX scrolls on their shoes or overalls. A 10% overall DEX scroll can add 3 accuracy and 5 DEX. A 10% shoe DEX scroll can add 3 accuracy. And a 10% glove DEX can add 5 accuracy and 3 DEX. Each DEX point is 0.8 Accuracy, which means each overall scroll adds 7 Accuracy. With 5 slots on your shoes, (and a certain pair that has 7) you could get up to 21 extra Accuracy. If you use an Overall with 10 slots, then you could get 70 extra Accuracy, and if you add that to your godly shoes, that is 91 Accuracy! And some overalls have a bonus +5 DEX, which is another 4 Accuracy. It's VERY hard to get 10 10% scrolls to work on one piece of equipment (mathematically, thats 0.1^10 chance or 1 in 10 billion chance!), so don't expect it to happen too often (or at all). In addition, the second job "Mastery" skill increases Accuracy by 20 when maxed, assuming that the corresponding weapon is equipped.

The Pure HP Build
This build is not recommended for those just starting the game. That said, it is a viable build for advanced players with money to burn and plenty of spare time. The general premise is this: Once you've got Improved HP Increase to level 10, put all your AP into the HP option, to give your character a monstrous amount of hit points. The advantages of this are that you can go to areas with extremely tough monsters, and not be killed thanks to how long it takes them to kill you. This is probably the build that will let you kill the Jr. Balrog and other powerful monsters the soonest; however it is not cheap to do, nor easy. It is just possible earlier. So you want to do this? There are some things you need to have. First, you need lots of money. Without money, training is incredibly slow, and even once you've got it to a higher level, you won't be able to afford pots. Second, if you want to get any use out of the character, you need at least one friend who is a Cleric. They will probably be more than happy to help heal you, since they get exp based on how much they heal, and you will have a lot of HP to heal. Third, if you want to do this quickly, you will need someone who can enter a party with you and train you.

Once you have these, you are ready to begin. The ideal stat build is as follows: Roll 12 STR, and 4 in 2 of the other stats, 5 in the third. Since you do not need damage, it doesn't really matter where the 5 is. Eleven or 10 STR is also permissible, but you lose 50-100 hp.

From level 1-6, add points into STR. Stop doing this when you hit 35 STR, as this is all you need to do the Warrior job advance. This should happen at level 6, and you will have 2 spare AP. After this level, keep storing your AP, because you will get the most benefit from it after you have the HP Increase skill at it's maximum level.

To train, you will probably want to stay on Maple Island until level 6 or 10, depending on whether you have the friend to party with and train for you. Up to level 6, it is faster to train on your own, but at level 6 you get a reasonable amount of experience when in a party with someone, and the amount of exp you need to level up jumps dramatically. If you cannot find someone to do this, just stay at Maple Island until level 10 - snails are your best option due to only having 35 STR, and there are no better equipments on Victoria Island.

Once you hit level 10, you are ready to become a Warrior. Once you do this, you have a multitude of options - you can keep having the person train for you, or you can go to Ossyria, and use the Item Exchange Quest to gain experience. This is a simple quest where you return 100 items to an NPC, and he gives you 500 exp and some randomly chosen prize. Thus it is very fast to train in this way if you have the items readily available - and if you have the money, you should be able to buy them from other players. Now that you are level 10 and gaining, we turn to the SP Build.

 * 10 - 1 Improved HP Recovery
 * 11 - 4 Improved HP Recovery
 * 12 - 5 Improved HP Recovery, 2 Improved HP Increase.
 * 13 - 5 Improved HP Recovery, 5 Improved HP Increase.
 * 14 - 5 Improved HP Recovery, 8 Improved HP Increase.
 * 15 - 5 Improved HP Recovery, 10 Improved HP Increase.

Thus at level 15, you have the skill Improved HP Increase at it's maximum level, and you have all those AP that you saved up since level 6 (47 if you get ideal stats). You can just put them all in the HP option and watch your HP grow to an enormous number - at the end, you should have around 3,000HP!

After this, the SP usage is not very important since most of the 1st job skills are pretty much useless. If you want to try fighting for yourself, you will be weak, but you can get the damage increase skills first. If you just want to use the Exchange Quest more, or leech experience from someone, maximize Improved HP Recovery and Endure, as they are more useful to you. The AP usage is simple - put all the points in HP every time you level up.

The Exchange Quest remains a reasonable way to gain experience until level 21, at which point if you can find people to enter the Party Quest with, this will be a much better way to get experience. At level 20, it costs approximately 100,000 mesos to level up using the Exchange Quest if you trade Solid Horns, which can generally be purchased for 50 mesos. So if you're poor, this may not be the best thing anymore. The reason for the variance in price is that the prizes you get have different values - some are worth almost as much as the money the items cost, some are worth less than half. As for the Party Quest, you won't do any killing, but if you can find a willing party then go for it!

Level 30 is the next interesting point. You've got here in whatever way, probably costing vast amounts of mesos, or taking a ridiculously long time, but you've done it. Now, all that's left before you and your ultimate success is the 2nd job advance test. If you're in MapleSEA, the test is impossible for you to complete by yourself (and by impossible, I mean impossible. Not a chance. Zero). You will need another regular warrior who's completeing the quest to help you: Let him kill the monsters, and you can then loot their marbles. Now, the chance of finding a warrior who's job advancing at the precise time as you are is... not very probable, so good luck, you will need it. If you're in GMS, though, then you lucked out: with Three Snails, lots of HP/MP potions, and heck of a lot of shells (bring 2k just to be safe), you can actually do this by yourself. Try to pick on Fire Boars, since Lupins will throw bananas at you when you hit them.

Once you have done that, Congratulations! You will now be getting the most useful skill to you: Powerguard. Powerguard is available to both Fighters and Pages, but Fighters are generally considered the better choice thanks to gaining several hundred HP when they choose their 2nd Job. Either way, Powerguard does the same thing - returns some of the damage monsters deal to you by running into you (bump damage) to the monsters. The reason it is so nice is because of how it works - it returns a percentage of the total damage done to you. Thus, the stronger the monster's attack, the more damage it will do to itself if you run into it. This damage ignores accuracy, so if the monster hits you, you hit it back, unless it hits you for 1 damage. In that case, you would not be doing any damage at all, so it records a "MISS". As you can see, with a massive amount of HP, this means you can take on some of the strongest monsters in the game, and as long as you have a Cleric along or a bunch of pots, there's no risk of you even dying. Heck, if you feel bold, party a Cleric and go kill Crimson Balrog. You won't die if the cleric doesn't.

Once you have Power Guard, you can choose Rage (as a Fighter), or other skills - Rage is useful to party members because it improves their weapon attack, and if you are always training with someone they will appreciate this. Rage also decreases your own weapon defense, increasing Power Guard damage ever so little. It should be noted that your armor cannot go below 0.

And there you have it. The (nearly) Pure HP Warrior. With an estimated 8,000hp by level 30, and rising to 15,000 at level 50, you are in no danger of dying from any of the monsters currently in the game. Clerics will also love the hundreds of experience they get when they heal you.

title: MapleStory/Warrior Guide/Builds


text: MapleStory/Warrior Guide/Weapons

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

title: MapleStory/Warrior Guide/Weapons


text:
MapleStory/Introduction

MapleStory is a free (though with in-app-purchases) 2D side-scrolling MMORPG developed by the Korean company Wizet. There are several versions of the game for specific countries or regions, each of which has their own set of worlds. Currently there are Global, Korean, Japanese, Chinese, Taiwanese and South East Asian (Singapore, Malaysia, Thailand), and most recently European versions of the game. Korean and Japanese versions have been around the longest and thus have the most features, other versions being several months behind.

In the game, players defend the "Maple World" from monsters, as in a typical role-playing game (RPG). Players can interact with others in many ways, such as chatting, trading, playing in parties and playing minigames such as Omok (based upon the Japanese game of Gomoku) and Match Cards (based upon Memory) which could be obtained rarely by killing monsters.

Current MapleStory Versions and their worlds

 * People living in Thailand can play both MapleStory SEA and MapleStory Thailand.
 * The Korean version was the first to be created, and thus has the most features. Other versions are at different stages of development, most of them a few months behind.
 * The Korean, Thai, European, and Global versions share the same world names, but they are totally different worlds, and have no connections with each other.
 * Europe MapleStory is still in the Beta Phase.
 * FrancheMS is currently under development.

Gameplay
Characters in MapleStory advance by gaining experience points (EXP), leveling up, and collecting various items and pieces of wieldable equipment. The players combat monsters, acquiring money, which are called Mesos or Meru (depending on your version) in-game and various items as well as completing quests.

MapleStory gameplay takes place in "worlds". Players are allowed to create up to three different characters in each world for every account made. Each world, which is identical, is split into up to 20 channels where players can play. Each channel is identical in terms of maps, monsters, and other things. The only difference is that there is different players on each channel. One physical server hosts two channels. Characters, items and money cannot be transferred between worlds, though they can be transferred between characters on the same world.

New players
New players are sent to Maple Island, a floating island specifically designed to be beginner-friendly. Unlike many other MMORPGs such as World of Warcraft, Everquest, or Rakion MapleStory players cannot choose a character class or job when they create the character similarly to Ragnarok. Rather, every character starts with the job Beginner until they meet the requirements to complete the first job advancement.

When a player creates a new character, he or she is able to spread 25 ability points amongst four different statistics: STR, DEX, INT, and LUK (Strength, Dexterity, Intelligence, and Luck, respectively). Players cannot manually choose where these points will be placed, as the distribution is randomly generated by a dice roll. However, the player can have the stat allocations reshuffled as many times as required, until the stats are placed in the order that is fitting to their planned occupation. The minimum possible point level in a statistic which can be generated is 4, and the maximum is 13. Players tend to raise only the statistics which their desired class specializes in, and they will keep the other ability levels at 4.

Leveling up
To level up, a character must acquire a certain amount of EXP (experience points), which are accumulated by killing monsters or completing quests. At each level-up, a player receives 5 ability points (AP) to be distributed among the stats of HP, MP, STR, DEX, INT, and LUK as necessary. After undergoing any job advancement, the character gains 1 skill point (SP) however 3 skill points are given for each level following a job advancement. Each skill point can be used on various class-specific skills.

AP can also be put into Maximum HP (Health Points) or Maximum MP (Mana Points), but this is discouraged for all classes since these stats automatically increase upon a level up. Some warriors, however, choose to put all of their AP into health points. This causes their maximum HP to increase very quickly, and high-leveled "HP warriors" can have as much as 10,000 HP, although this has been often exceeded. However such warriors deal less damage than ones that have not put any AP into HP.

All characters in the game are ranked based on how much EXP they have gained, or equivalently their level and percentage. When a player logs on, they can see how their character is ranked in comparison to all other characters of any class as well as all other characters of the same basic class. It will also tell the characters change in ranking from the previous day but history over the last week or so cannot be seen.

Ability points
There are four main types of abilities, which are necessary to advance through the jobs:

 * Strength (STR) increases the maximum power of melee attacks. It increases the maximum damage for warriors. Warriors need at least 35 AP in STR to make their first job advancement.

 * Dexterity (DEX) increases the accuracy, avoidability and minimum damage of all attacks, except magic. It increases the maximum damage for bowmen. Bowmen and thieves need at least 25 AP in DEX to make their first job advancement.

 * Intelligence (INT) increases the magic attack and magic defense stats. INT affects a magician greatly as their damage and accuracy is based on it, although INT isn't too useful for other classes. Magicians need at least 20 AP in INT to make their first job advancement. It also determines the amount of maximum MP increase upon leveling.

 * Luck (LUK) increases the avoidability and accuracy of all characters, and decreases the EXP loss when a character dies. It increases the maximum damage of thieves attack when using throwing stars and daggers that depend on LUK for attack.

It is recommended by most game guides that the various classes should only increase class-specific abilities, as follows:
 * Warriors should increase STR and DEX, (with STR being the main priority) as they only use physical attacks.
 * Bowmen should also raise STR and DEX, (with DEX being the main priority).
 * Magicians should increase only INT and LUK (with INT being the main priority).
 * Thieves should increase LUK and DEX (with LUK being the main priority), although STR dagger thieves (thieves who use a dagger that requires points in STR) also need some points in STR.

Skill points
Every character class has specific skills to invest in. The effects of skills vary greatly. Skills fall into one of two categories, passive and active skills. Passive skills (such as a bowman's 'Eye of Amazon') take effect as long as SP has been placed in the skill, without the character having to do anything. They always enhance the character and do not require MP to use. Active skills can be used when necessary. There are two types of active skills: attack skills and enhancement skills. Attack skills tend to do more damage and can be used as the main attacking method (such as a magician's Magic Claw). Enhancement skills add temporary enhancements to the character (such as a thief's Dark Sight) or the character's party (such as a cleric's Bless). Most skills become more effective as SP is added, though there is usually an increase in MP used. Other skills cost less MP as SP is added to the skill.

Items
There are five different item categories in the game: Equipment, Use, Set-Up, Etc, and Cash/Pet. The equipment are clothing, accessories, and weapons that are equiped and provide stat bonuses and attack or defense. Mainly, the weaker items that are available do not require anything to equip. However, most items have a Level, Stat, Class, and/or Fame requirement to equip it. Normally, only Magician items and the all-class earrings provide Magic Defense; equipment for Warriors, Rogues, and Archers usually provide Weapon Defense only. Some equipment also gives extra HP, MP, Strength, Dexterity, Intelligence, Speed, Jump, Accuracy, Avoidability, and/or Luck. Every item has specific "average" stats which the item always has when it is crafted by an NPC or bought from a store. When equipment is dropped by monsters, the stats have chance to differ from their average. Items with stats close to the average ones are more common than ones with a lot more or less of certain stat. Equipment can be upgraded by using item upgrade scrolls. These scrolls have a certain percentage of success, and the lower it is, the higher the stat gains are. One can only attempt to scroll a certain equipment up to 7 times for most equipment; gloves, capes, earrings and most shoes (excluding snowshoes) can be scrolled up to five times; overalls up to ten. The Use items consists of consumable items, such as potions/pills, food (serves same purpose as potions), upgrades, such as equipment scrolls, town scrolls which, when used, teleports you back to a specified town or the nearest town, and arrows and throwing stars which can only be used by using specific weapons such as a bow or a claw. The Set-Up items are mainly decorative special items for events such as Christmas and special quests. Etc items are mainly monster leftovers, ores and quest items. Cash/Pet items are the items bought in the Cash Shop. However, Cash Shop items may appear in other parts of the inventory depending on their function.

Dying
When a character's HP on the health bar (red) reaches 0, a character dies. This is depicted by a tombstone falling from the top of the screen, and the character becoming merely a head on a floating ghost-like body. Upon dying, a character is returned to the nearest town and revived with 50 HP. The amount of MP after a character's death does not change. Beginners lose no EXP when they die, which suggests that dying is a quick and free way of getting to the nearest town. However, once a beginner makes his first job advancement, each death will cost him a percentage of EXP based up the amount of LUK they have. Thus, Thieves and Magicians will tend to lose less EXP than Warriors and Bowman because the former classes' AP builds tend to favor high LUK more than the latter classes'. Dying in towns or other safe areas will always result in EXP loss of 1% regardless of the character's LUK stat. Items such as the Safety Charm (from the Cash Shop) can prevent EXP loss when the character dies (however, the user loses the item after they are dead). But note that the Safety Charm is available in only some versions of the game. Another variation is the Valentines Day Event and the Easter Day Event, where if you receive a Box of Chocolates/Easter Charms, it protects your EXP as well. A character cannot fall below 0% EXP of its current level, so players will not drop down a level, but instead just drop to 0 EXP. If a character dies, the character can still speak,and can stay in this stage for a limited time, but instead of the usual speech bubbles, a "thought bubble" is substituted. A character may still make faces when dead.

Fame
Fame is one of the stats on a character's character sheet. Fame is supposed to be the amount of popularity a player has in the game. Once a character is at least level 15, they are able to raise or lower the fame of any character but themselves by one point per day. A character's fame cannot be raised or lowered by the same person more than once every month. Fame has no part in Maple Story except for certain quests and a select amount of high level pieces of equipment. Some people believe that fame will increase the chances of a monster dropping rare items, but there has never been any proof in this matter. Although fame isn't a major aspect of the game, people tend to be pretty serious about it. Many people de-fame someone to get revenge, or use threats of mass defaming to intimidate.

Mini-games
There are three mini-games that can be played between three MapleStory characters. They are called Omok, Match Cards, and Pachinko. If a player plays with other people, his or her history for the game will be listed on the screen so the other players can see how well he or she play. Playing mini-games costs 100 mesos per game. Each player starts with 2000 points and gain six points for a win, lose seven for a loss, and lose two for a tie.

Omok is a remake of a classic Japanese game named Gomoku. This game seems very similar to tic-tac-toe except that the board is much larger, and players must get five in a row rather than only three. Consequently, a lot more strategy is involved. The game follows the standard rule, which requires exactly five stones in a row, and the three and three rule, which states that players cannot make two unblocked rows of three stones in one move. Also, the "board" that is played on is much larger than that of Tic-Tac-Toe.
 * Omok

This is also known as the game concentration. Match cards games can be opened in 3x4, 4x5, and 5x6 versions. The flip side of the cards contain images of MapleStory monsters which players take turn matching.
 * Match cards

Pachinko is a popular game in Japan. It is a one player game. To play Pachinko it is necessary to buy Pachinko balls (coins) in the Cash Shop and to play, the player must be in a Pachinko store (these are located in Kerning City, Shouwa Town, and Ludibrium). In order to win, one needs to try get the Pachinko balls in a mushroom hole below a slot. Once it is in, the slot will start. Sometimes an angel or a lady will try to help the player move the monsters in the slot. The chart of winning table is as follows: Stirge, Orange Mushroom, Blue Snail, Chopiter (400 balls), Red Snail, Jr. Boogie, Jr. Wraith, Jr. Sentinel (600 balls), Jr. Cellion (1,000 balls), and the Jackpot, Jr. Balrog (1,500 balls). Also there are prizes to be won if the player got the amount of balls.
 * Pachinko (JapanMS exclusive)

Events
Event may often occur during holidays like chance to win items in game or real life, GM (Game Master) events where a GM host the event in seven different games such as Coconut Harvest, Find the Jewel, MapleStory Physical Fitness Challenge, OX Quiz and Minigame Challenge, Ola Ola, and Snowball. Rewards include an Event Trophy and a Devil's Scroll, which requires the player to decode it through an NPC to get a Magic Box, which contains a random prize after being opened by another NPC.

Participants will be divided into two teams: Team Maple and Team Story. The team which harvests the most coconuts in the set amount of time wins.
 * Coconut Harvest

The goal of this event is to find maps hidden in various rooms to find a map. Return the map to Vikan to complete the event.
 * Find the Jewel

A jump quest with four levels: finish the quest within 15 minutes to complete the event. The player will not be able to haste or teleport in this quest.
 * MapleStory Physical Fitness Challenge

The OX Quiz consists of answering question asked by the GM correctly. Once a player answers them correctly, they will be teleported to the Minigame Challenge room, where players will compete in minigames. The winner will go on to the next level of the tournament, competing against players in (presumably) steadily increasing skill.
 * OX Quiz and Minigame Challenge

Ola Ola takes place in a maze set in a forest with three maps. The goal of this event is to reach the end within four minutes. At the top of each map there are a series of portals which may bring players to the next map, bring them back to the beginning of the current map, or fail to do anything whatsoever. In Ola Ola, the player will not be able to jump, haste, teleport, etc.
 * Ola Ola

Snowball is a GM event where players are divided into two teams: Team Maple and Team Story. The goal is to push a giant snowball to the end of the stage before the other team by attacking it. The players can also attack a snowman which prevents the other team from pushing the snowball.
 * Snowball

Other events include Christmas tree events, wedding events, drawing events and quest events: for example, find an item and return it to the event quest NPC or GM.

MapleStory world

 * Main article: Towns

There are three main continents common to all versions in the MapleStory World: Maple Island, Victoria Island and Ossyria. There are also two subcontinents common to all versions in the MapleStory world: Florina Island and Ludibrium. Although Ludibrium is a subcontinent of Ossyria, some players consider Ludibrium to be a continent as well.

On JapanMS, there is an additional continent called Jipang based on Japanese culture; similarly, Fairy Tale Village is based on the Korean culture. It is unknown if this subcontinent will feature in other versions of the game, and which continent it belongs to. Peach Blossom Island is accessible only to ChinaMS and MapleSEA where couples take part in traditional Chinese marriages (via purchasing a large amount of Cash Shop items).

In addition, there are also event towns. Happyville is only available during the Christmas period. Premium Road has been made available to KoreaMS, JapanMS and ThailandMS; it can be accessed only if the player is connected from a real-life Internet Cafe which has previously made contracts with the local programming staff of MS.

Monsters

 * List of Monsters:Monster List

MapleStory differs from most other MMORPGs in that many of its monsters, especially low-level ones, are designed to look cute and harmless. Some notable exceptions are Curse/Evil/Cold Eyes, Werewolves, and Jr/Crimson Balrogs.

Monsters residing on the beginner island (Maple Island) are suited best to beginners, just as Victoria and Ossyria Islands' monsters are to higher levels.

Killing monsters gives the player experience, common drops (leftovers from the monsters), ores (used to make items), equipment, quest items (for certain types of quests), useable drops (potions, throwing-stars, etc) and, during certain periods of time, "set-up" items, used for the special events. Usually the higher level monsters will have the more valuable drops, but low-level monsters can also drop scrolls, amongst other valuable items.

Some monsters are more vulnerable to certain elemental attacks. For example, fire boars are weak against ice-elemental attacks, while undead monsters such as zombie lupins are weak against holy attacks.

Other monsters are more or less vulnerable to the type of attack, whether it be weapon attack or magic attack. For example, a Sentinel (a monster residing in the Orbis Tower) is very armored against weapon attacks, making it hard for most characters other than mages to defeat, and Luster Pixies are less vulnerable to magic attacks.

Other monsters, such as Jr. Boogies, will use their own skills on characters in a certain range when attacked. These skills will include Sealing, which locks skills so that players cannot use them, Darkness, which decreases accuracy, Weakness, which disables jumping ability, and a curse that halves experience. Some monsters also have skills that can raise certain attributes of themselves or monsters around them. For example, Stone Golems, and Lunar Pixies can increase their weapon defense, and fairies can increase defense of other monsters around itself.

Some monsters can attack characters from a distance. Monsters like Sentinels, Torties, Lupins and Lunar Pixies, when attacked, will attack back with a physical attack, like the Lupin's Banana, or a magic attack, like the Luster Pixies' Magic Attack. Some monsters will attack without provocation; until a recent patch, the Nependeath would attack anything in range. More powerful monsters usually will have a very powerful area attack that can attack anything in its range. For example, some bosses, including the Mushmom and King Slime (found only in the Kerning City Accompaniment party quest), can slam into the ground, causing damage to anyone nearby. This can be avoided by jumping in-sync with the monster, climbing onto a ladder, or any method that allows you to avoid contact with the ground around the monster.

Zakum, a boss monster found only in a level 50 and above Party Quest, attacks with fire, ice, and poison-based attacks. It has a number of arms, each with an individual amount of life, which players must kill before attacking its main body. Zakum is considered by most players as the toughest monster in the game, though not the highest level, and can be extremely difficult to defeat, usually requiring two parties of very high level characters working together for an extended period of time. The Zakum party quest can last up to one hour or more. Correspondingly, the rewards for killing Zakum are great - experience points in the millions, and several drops and mesos. Zakum is currently unavailable in ThailandMS

Mushmom, a giant version of the smaller Orange Mushroom, only spawns at one map. The time taken of the Mushmom to spawn varies usually between 40 mins - 1 hour. The Mushmom is notoriously hard to kill, and must only be attempted by high-level characters. The Mushmom is famous for the famous Ilbis, the strongest throwing star. It it usually hard to kill it by oneself as it can be difficult to find an empty map (high-level characters might be stealing your kill), and also due to the Mushmom's high damage. Going in parties of four or five people is advisable if a person wants to hunt the Mushmom. The drops of the Mushmom can be split afterwards.

There is also an undead version of the Mushmom; Zombie Mushmom. It only spawns in one part of the dungeon, and is usually accompanied by Zombie Mushrooms. Unlike the Mushmom, it is stronger, but takes damage from "Heal", a spell which only a cleric can learn, and it takes more damage from holy attacks. It usually spawns every 90 minutes or so.

Cash Shop
Since playing MapleStory is free, the developers of MapleStory introduced the Cash Shop to generate revenue. This is a virtual shop where players can buy items using real money. However, most items do not give bonuses to the character. The items sold in the Cash Shop include clothing items, haircut coupons, pets and many more.

Cash shop items are mainly for looks, and can only be obtained through the Cash Shop itself. Other than fancy equipment that the players can wear, some other items from the Cash Shop can also grant the players special abilities, such as negating the experience points lost from dying and giving players a 2x EXP gain bonus (only available in some versions of the game). In MapleSEA, Gachapon tickets can be purchased in the Cash Shop. When used at designated Gachapon machines located around the Maple world, players can receive random items. Its effectiveness is highly debatable, however, as it can be equated to purchasing in-game items with cash. Opponents say this unbalances the game.

Pets can be useful apart from looking cute, mainly through the fact that they can be trained to pick up items and mesos for their owners, speeding up the training process, but to use these features, players have to buy extra items, for an example, if they want their pet to pick up their Mesos for them, a Meso Magnet must be purchased from Cash Shop and equip it to them. However, all cash items bought will disappear after 90 days. The only exceptions to this are inventory/storage expansions, effects of hair/surgery/tanning coupons, and pets, which revert into their "doll" forms and require reviving with a Cash Shop item "Water of Life" to be usable again.

Players who are not able to afford these items due to real life monetary constraints might trade the in-game currency, mesos, for the Cash Shop items. Scamming is likely to happen in such cases, which is why trading of in-game items for Cash Shop items is a bannable offense, even if the trade goes through successfully with no stealing involved.

Cash items are available for sale in the Cash Shop. There are two currencies the Cash Shop accepts. One is Nexon Cash, frequently shortened to NX Cash. MapleStory Points is the other currency used in the Cash Shop. NX Cash is purchased outside of MapleStory through the MapleStory web site. MapleStory Points, however, can be earned through special events. PayPal is the only accepted method in MapleStory Global, although Wizet has stated that they will soon implement direct credit card transactions. Additionally eChecks are currently not being accepted.

In MapleSEA's case, in addition to credit card payment (through PayPal), it has also released Prepaid cards that are sold at a fixed price of S$10.50 [Tax inclusive](approximately US$6.30) per 10,000 A-Cash (which can be used to convert into MapleCash) or RM 24 (approximately US$6.40) for 24,000 MOLePoints (which can be used to purchase 10,000 A-Cash).

Scamming
Scamming is rather common in MapleStory, as in most MMORPGs. The most usual scamming type is tricking new players into selling items for several times less than their actual value, buying items for several times what they are actually worth, or by stealing their items. Scammers do this by daring other players to drop valuable items and then picking the item up before the player has a chance to pick it up again. This is aided by using an "autoloot" program to automatically pick up any items dropped nearby. This was later addressed by the MapleStory Global staff to be the "drop game". In an older variation of the drop game, the player being scammed would be told to drop an item and type /mapclone, /mapsuperitem, or /map100 et cetera, causing the server to kick the user (and in some cases crash the client), allowing the other player to take the dropped item.

Another common scam is "tab tab space enter". To perform this scam, a scammer will open a trade window with the victim, ask him or her to show the scammer a rare item, and try to get the victim to press this combination of keys. The key combination moves the cursor to the accept trade button and accepts the trade.

There are also some people who scam about faming (the act of increasing one's fame) since players cannot trade fame in a secure trading window. One will ask to buy or trade fame with other players, under the condition that the other player will fame them first. When the scammer receives the fame he/she will then leave without finishing the trade. There is little a MapleStory player can do about this since trading and buying/selling fame is not encouraged by the creators of the game.

In the Cash Shop, there is a "Gift" feature (currently in GlobalMS this feature is disabled). A player can buy that item and give it to another player. Players would trade in-game items for the Cash Shop items. Since there is no trading window the items must be traded one at a time. Similarly to fame scamming, the scammer would take the other player's item first and not give the item they promised, either from the cash shop or the in game item. It is difficult to catch such scammers, as trading of Cash Shop items is deemed illegal, and players who get scammed dare not report them. Any user caught doing this will be banned if they are caught.

There are also some people who try to scam people together, as in one person hiding while the drop game is happening and jumping out and stealing the victim's item. There are also some cases where people in trading areas are trading something highly valuable for something of less value, and usually have a partner who is selling the item the person is looking for on the other side of the map. Both characters log off when the item is bought.

Another technique that people use to gain money is to show someone a scrolled item. The person buying it will offer their price and put up the money. The person with the item could then say something that will allow them to close the trade. Later, the person with the item will retrade the buyer and tell them to put the money again. The item-holder will then put up an item with worse stats and accept the trade. The buyer could forget to check the stats and trade, thus losing money. A similar scam is using scrolls, since all scrolls with the same percent work-rate all look the same.

A less plausible technique would be to unequip all items, weapons, and clothing, and claim to be hacked, and has lost all their items and/or mesos (in game currency). They would then request people to donate items or mesos, and once the items/mesos are received, they would simply leave the area in the search for another victim, or re-equip the weapons and clothing to spite and mock the person who has donated.

External programs
Botting was a problem in MapleStory. Instead of playing their character, a player will leave a program to control their character. The program will automatically do a sequence of steps to kill enemies and gain experience for the character without human intervention. It is considered unfair as the player is able to gain experience for their character without actually playing the game. Maple Story is working to get rid of these "bots". Anyone caught doing this will be banned or suspended for an extended period of time.

It was at one time common for players trying to enter a PQ (Party Quest) to use an auto-click program (or "AC"), but with the recent implementation of nProtect GameGuard into certain versions of MapleStory, the use of auto-click programs has become significantly less common.

Another problem that has become more common recently is keylogging, but the risk of losing one's account to keylogging has been decreased significantly due to the Security PIN feature that has been added. The keylogger records all keystrokes typed by the person and sends a log back to the hacker who then uses that username and password to try to log in to the account by guessing the PIN. However, keyloggers need to be installed into a computer for it to work and are usually contained in computer viruses.

Other programs such as "Vaccing devices" allow the user to enter in a code which enables the monsters in a map to be "vaccuumed" into a certain desired area enlisted by the user. This issue has been happening ever since MapleGlobal went out of its Beta stage. Although being caught vac hacking causes an instant ban, many users simply create a new character/account and begin their hacking spree again.

Other issues
Another issue about fame is "mass defaming". When one person wants to "mass defame" another character, the player calls upon their friends or any other characters they may have to defame the other character, decreasing the victim's fame stat significantly. Although a defaming may not have any lasting effect in the game (as it is possible to buy fame from other players), some players threaten others with mass defames in the hope of intimidating others to do what they want, particularly to drive away other characters in the same training area.

Another issue is the existence of fake GMs (Game Masters). These characters are ordinary players who imitate names of GMs and claim to have GM powers. Some of the names include, but are not limited to, Wiznet, GlVl, GMDiddy022 and names with GM in the end. They pretend to be GMs and ask for money, items, or passwords, and threaten to ban players if they do not give them what they request. There are many ways to find out if a character is a GM. GMs always have a floating "GM" sign on top of their character and always type in a distinctive blue text. It is impossible to view the character information of a GM. If one spots a fake GM, they are able to alert a real GM by using a feature called "Alert GM", which they can access by right clicking on the character. Wizet states that all GMs are full time employees.

MapleStory was once plagued with inflation, as with many other MMORPGs (Massive Multiplayer Online Role Playing Games). Wizet has now installed a tax system on the Global version of MapleStory and MapleSEA. This system taxes a certain percentage of money from the transaction. A percentage listed on a window below the trade window shows the amount deducted for trading amounts larger than 50,000 mesos, 100,000 mesos, and so on. This is a effort by Wizet to stop inflation.

Security and reporting abuse
Recently Wizet has added a loader called GameGuard created by nProtect to protect the MapleStory client from modification in the Global, Japanese, South East Asia and South Korea version of the game. Most of these autoloot programs have been blocked by GameGuard, which is also used by Softnyx for its Gunbound, Rakion games, Webizen for its "MU Online" game, and FlyFF, by Aeonsoft. Although GameGuard stops many hacks, hacking is still a problem. Though many players are skeptical of this, Godmode (invincibility) hacks still work under certain circumstances. The players who use this hack most likely train in obscure spots, or use Godmode to reach areas most people avoid. Contrary to popular belief, these players can be hard to catch, as GMs tend to stay in areas that have more people, and Godmoders can sign off or quickly and constantly change channels if they notice someone approaching. Lag also contributes to making them harder to catch, as if someone sees another player walk through an enemy undamaged, they will most likely think it was only because of the lag between the two characters.

The "Alert GM" feature can be accessed by right clicking on a character and selecting Alert GM. A window pop out that lets one choose the situation they want to alert this person for. An alert to a GM can be made only once a day. Too many false alerts from a player could result in penalties (such as suspensions like a banned account). This feature is more updated in the South Korea version, where now a player can report specifically what the abuse was.

The latest security measure implemented by Wizet is the "Security PIN" feature, which is currently implemented in the Global version. A keypad will appear on the screen and the user has to enter their PIN by clicking on the numbers with their mouse to access their account. It has been implemented so that hackers using keyloggers that only monitor keyboard button presses are not able to get into people's accounts. The numbers change position as well so that tracking the mouse will not reveal the PIN number either. More advanced keyloggers will take a screenshot whenever the left mouse button is clicked. However, every time the user presses a key, the keyboard changes completely randomly so it is harder to figure out what the PIN number is.

Website requirements
The MapleStory Global and MapleStory South Korea websites will only allow access from the newest version of Microsoft Internet Explorer browser, although Firefox users can access the page (in a limited fashion) by either using the NoScript extension or the IETab extension.

title: MapleStory/Introduction


text:
MapleStory/Bowman Guide/Skills

Archer

 *  Blessing of Amazon : A very useless skill to have. Arches have the highest accuracy in the game and rarely miss their targets. The only target you may miss is the Jr. Necki, but I assure you will be able to hit it by level 30. After that, it is nearly impossible for a bowman to miss his or her target. You should only get 3 of this skill to unlock Eye of Amazon.
 *  Eye of Amazon : This skill is important to all bowmen. Every point invested in this skill will increase your attack range by a bit. Once maxed, an archer is capable of shooting from nearly 1 end to another of the screen.
 * Critical Shot : A passive skill that give s a chance to deal additional damage. Every point increases the chance to score a critical, as well as the damage output of the critical. It should be noted that Critical Shot does +100% damage, and not x2 damage, contrary to the in-game statistics. This is the main reason why Double Shot is stronger than Arrow Blow.
 * Focus : A support skill that adds to the accuracy and avoidance of the archer. Every point increases accuracy and avoidance by 1, as well as increase the length of the skill to be in effect. This skill does not stack with bless, and is not a party skill
 * Arrow Blow : Contrary to popular belief and the statistics given on the Maple Story homepage and inside the game, Arrow Blow does much less damage than Double Shot. More information can be found in the Debate section . It is suggested to only get 1 of this skill to unlock Double Shot.
 * Double Shot : A more advanced skill than Arrow Blow. Many players opt to build on this skill than on Arrow Blow due to the higher average damage (see Debate section  for details). This skill is a must max skill.

It should be noted that both Arrow Blow and Double Shot have been revamped in the big update, while many older guides may tell you that it is better to "save up" points in the first job, this is no longer necessary in any version of Maple Story.

Blessing of the Amazon (Master level 16) Level 1 - +1 Accuracy Level 2 - +2 Accuracy Level 3 - +3 Accuracy Level 4 - +4 Accuracy Level 5 - +5 Accuracy Level 6 - +6 Accuracy Level 7 - +7 Accuracy Level 8 - +8 Accuracy Level 9 - +9 Accuracy Level 10 - +10 Accuracy Level 11 - +11 Accuracy Level 12 - +12 Accuracy Level 13 - +13 Accuracy Level 14 - +14 Accuracy Level 15 - +15 Accuracy Level 16 - +16 Accuracy

Critical Shot (Master level 20) Level 1 – 2% success rate, 105% damage Level 2 – 4% success rate, 110% damage Level 3 – 6% success rate, 115% damage Level 4 – 8% success rate, 120% damage Level 5 – 10% success rate, 125% damage Level 6 – 12% success rate, 130% damage Level 7 – 14% success rate, 135% damage Level 8 – 16% success rate, 140% damage Level 9 – 18% success rate, 145% damage Level 10 – 20% success rate, 150% damage Level 11 – 22% success rate, 155% damage Level 12 – 24% success rate, 160% damage Level 13 – 26% success rate, 165% damage Level 14 – 28% success rate, 170% damage Level 15 – 30% success rate, 175% damage Level 16 – 32% success rate, 180% damage Level 17 – 34% success rate, 185% damage Level 18 – 36% success rate, 190% damage Level 19 – 38% success rate, 195% damage Level 20 – 40% success rate, 200% damage

Eye of the Amazon (Master level 8) Level 1 – Attack range for bows and crossbows +25 Level 2 – Attack range for bows and crossbows +50 Level 3 – Attack range for bows and crossbows +75 Level 4 – Attack range for bows and crossbows +100 Level 5 – Attack range for bows and crossbows +125 Level 6 – Attack range for bows and crossbows +150 Level 7 – Attack range for bows and crossbows +175 Level 8 – Attack range for bows and crossbows +200

Focus (Master level 20) Level 1 – 8mp, accuracy +1, avoidibility +1 for 15 seconds Level 2 – 8mp, accuracy +2, avoidibility +2 for 30 seconds Level 3 – 8mp, accuracy +3, avoidibility +3 for 45 seconds Level 4 – 8mp, accuracy +4, avoidibility +4 for 60 seconds Level 5 – 8mp, accuracy +5, avoidibility +5 for 75 seconds Level 6 – 8mp, accuracy +6, avoidibility +6 for 90 seconds Level 7 – 8mp, accuracy +7, avoidibility +7 for 105 seconds Level 8 – 8mp, accuracy +8, avoidibility +8 for 120 seconds Level 9 – 8mp, accuracy +9, avoidibility +9 for 135 seconds Level 10 – 16mp, accuracy +10, avoidibility +10 for 150 seconds Level 11 – 16mp, accuracy +11, avoidibility +11 for 165 seconds Level 12 – 16mp, accuracy +12, avoidibility +12 for 180 seconds Level 13 – 16mp, accuracy +13, avoidibility +13 for 195 seconds Level 14 – 16mp, accuracy +14, avoidibility +14 for 210 seconds Level 15 – 16mp, accuracy +15, avoidibility +15 for 225 seconds Level 16 – 16mp, accuracy +16, avoidibility +16 for 240 seconds Level 17 – 16mp, accuracy +17, avoidibility +17 for 255 seconds Level 18 – 16mp, accuracy +18, avoidibility +18 for 270 seconds Level 19 – 16mp, accuracy +19, avoidibility +19 for 285 seconds Level 20 – 16mp, accuracy +20, avoidibility +20 for 300 seconds

Arrow Blow (Master level 20) Level 1 – 6mp, 141% damage Level 2 – 6mp, 146% damage Level 3 – 6mp, 151% damage Level 4 – 6mp, 156% damage Level 5 – 7mp, 164% damage Level 6 – 7mp, 169% damage Level 7 – 7mp, 174% damage Level 8 – 8mp, 182% damage Level 9 – 8mp, 187% damage Level 10 – 9mp, 195% damage Level 11 – 9mp, 200% damage Level 12 – 10mp, 208% damage Level 13 – 10mp, 213% damage Level 14 – 11mp, 221% damage Level 15 – 11mp, 226% damage Level 16 – 12mp, 234% damage Level 17 – 12mp, 239% damage Level 18 – 13mp, 247% damage Level 19 – 13mp, 252% damage Level 20 – 14mp, 260% damage

Double Shot (Master level 20) Level 1 – 8mp, 76% damage Level 2 – 8mp, 78% damage Level 3 – 8mp, 80% damage Level 4 – 8mp, 82% damage Level 5 – 9mp, 86% damage Level 6 – 9mp, 88% damage Level 7 – 9mp, 90% damage Level 8 – 10mp, 94% damage Level 9 – 10mp, 96% damage Level 10 – 11mp, 100% damage Level 11 – 11mp, 102% damage Level 12 – 12mp, 106% damage Level 13 – 12mp, 108% damage Level 14 – 13mp, 112% damage Level 15 – 13mp, 114% damage Level 16 – 14mp, 118% damage Level 17 – 14mp, 120% damage Level 18 – 15mp, 124% damage Level 19 – 15mp, 126% damage Level 20 – 16mp, 130% damage

Job 2: Crossbowman or Hunter
There is very little difference between the Crossbowman and Hunter.

 * (Cross)Bow Mastery : This is a necessary skill. Mastery increases the minimum damage of your attacks, which greatly increases damage consistency and thus your training speed. 20 Mastery does the exact same thing as 19 Mastery in terms of damage, so it is pretty much worthless to get 20 Mastery.
 *  Final Attack : There is a great amount of debate surrounding this skill. Refer to the FA vs FAless discussion. In essence, when maxed, you shoot another arrow 60% of the time with the power of 250% (350% with critical) when using Arrow Bomb, Iron Arrow, AB, or DS. More commonly used with AB builds than DS build.  Also more common for xbowmen to use than hunters.  Requires 3 points in  Mastery
 * (Cross)Bow Booster : This is a necessary skill; however, it does not become more effective with additional points spent into this skill. The timer grows and the HP/MP cost decreases when points are added, and thus level 1 Booster has basically the same effect as level 20 Booster. The difference in timer and HP/MP cost between level 20 and level 1, however, is quite significant. Refer to the speed section for more information. Requires 5 points in (X)Bow Mastery.
 *  Soul Arrow : This is yet another necessary timer skill. Like Bow Booster, it does not become more effective with additional points spent. This skill gives you an infinite amount of arrows for the duration of the timer. When maxed, provides 10 minutes of Soul Arrows. Requires 5 points in (X)Bow Booster.
 *  Power Knock-Back : This is the first melee skill archers get. You may notice that when you bow-whack low leveled enemies, they sometimes slide across the screen. Power Knock-Back can do this to up to six enemies when maxed. It also adds to the (X)Bow's percent chance to cause a Knockback, as well as claiming to do +200% whack damage.

It is somewhat a mysterious skill that appears to factor in level or KB resistance from the enemy. The attack damage equation is also unknown, as it has extremes of highs and lows. You can also use it to kill mages by knocking Golems or other large creatures into them. Just keep in mind, Nependeaths will never slide from any amount of PKB, no matter how hard you try.

Most people think that PKB adds the % KB rate weapon and the skill. Aka, a lvl 90 Metis will give a 100% KB rate. Unfortunatly, this has been proven wrong with several different bows, and a large amount of tests. Leaving us with the conclusion that no one really knows how this skill works. Current tests point at having a 60% "KnockBack" cap, but even this is uncertain.

The test was simple: At level 40, keep using PKB against Stone Golems until they jump back. Easily, you can see that it is less than 5% of the time when Golems get KBed, or even flinch. Even with Max PKB, you don't get the theoretical 70% or 80% Knockback. Some variables that may effect the PKB level are monster's level, an unknown monster "size" variable, and maybe even how many enemies you hit. But all are just theories and are not even tested.

PKB takes advantage of a glitch or a "feature" that afflicts crossbows. Often, when an enemy is close, the crossbow will shoot, but because of slowness, the enemy will advance upon you and the crossbow will bash the enemy instead of shooting. While on the surface that would appear to be a disadvantage compared to a bow that does not suffer that problem, it is in fact a feature that allows a combo. If the Crossbowman anticipates bashing the monster, instead of continually shooting, he can activate PKB and cause it to chain in a combo after the previous shot, forcing the enemy back far enough to be shot again, or knocking them back, assuming their KB number is lower than the damage done. The point is that if you are going to be forced to bash the enemy against your will, you increase your chances of knocking them back by activating the PKB skill. If you don't do it, you only get the chance for KB inherent to the crossbow, but if you use the PKB skill you get the KB% from the crossbow plus the unknown bonus you get from PKB.

 *  Arrow Bomb : The signature move of Hunters. It is definitely one of the most flashy second job skills there is. When maxed, Bomb provides a 130% damage (up to 230% with critical), while also providing a 60% chance of stunning them... up to 6 monsters! However, there are lots of unknowns in this skill. First, it appears that the monster that gets hit by the arrow itself does not receive the full damage from the bomb, instead, it is more likely to be around 50% of your normal damage (although nobody has done any tests on this yet). Second, Bomb appears to be less accurate than skills such as DS or AB (you might see a few misses on the monsters that you can hit 100% on with DS or AB). Third, it appears that the splash damage from the bomb is actually higher than the Max of 260% possible, again, this is not confirmed. As well, the 60% chance of stunning is not actually a real percentage, the formula seems to involve the level of the monster, the Knock-Back level of the monster, your level, as well as of course, your bomb level. Nonetheless, Bomb is definately a skill to be maxed. There is nothing more satisfying than to bomb all those pigs to death on pigs beach and get lots of "wow"s from fellow players.

 * (Erik) From experience I believe that the initial hit of AB doesn't take targets def into account or your damage either. the initial hit is less then my min damage and then the splash damage erupts from the point of impact doing greater damage as it goes. Being FAless its easy for me to keep monsters in a line rather then in 1 big pile. The best damage is caused to those mobs about 2inches from the initial hit of AB. Thus a pile of mobs will get hit for 600 damage each where as if they are strung out in a line the first 2 get 600 then next takes 1000, then 1500. the outer monsters take roughly double the damage the creatures near the initial impact. So if you have FA it will kill the lead monster and your initial hit will be on a mob. On a side note since def isn't taken into account at lvl 54 I could stun a Werewolf and do 200-600 damage where as DS did 1 and 1 and AB did 100 damage...(being FAless I trained AB and DS max)

(Erik) Iron Arrow without FA is great synergy whereas being interrupted 60% of the time by FA causes the terrible synergy.
 *  Iron Arrow : Iron Arrow is the defining skill of the Crossbowman. It is unique to your class, and as such it should hold some measure of respect and awe regardless of how strong it actually is. Luckily for you, it is actually pretty goddamned strong. Iron Arrow has 180% natural power, and can go up to 280% thanks to Critical Shot. It gets slightly weaker with each enemy it goes through, but the exact rate of dropoff is unknown. Iron Arrow is an attack that goes for over half of a screen's length in a straight line in front of your character, and does not home. While Iron Arrow does not have the stun capabilities of Arrow Bomb, Iron Arrow has the firepower to quickly shred any mob of enemies that it can flinch with endless waves of damage. The downside is that Iron Arrow has quite terrible synergy with the skill Final Attack.

Don't worry, Final Attack level 24 is fine
Final Attack level 24 is a massive typo on Wizet's part. Pay no attention to it, level 24 FA IS better than level 23 FA.

Again, continue on with level 24 FA. Just because it looks like it is bad doesn't mean it is bad :) Fortunately, level 25 does not suffer this bug.

Job 3: Sniper or Ranger
Again; Wizet shows their superb creativity by making Snipers and Rangers differ in 2 skills... and one of those skills still does the same thing.

So here is the only true difference in 3rd job skills for Snipers and Rangers:

 *  Fire Shot : Hotly debated skill right now; few facts known. Hits upto 6 opponents for 150% dmg at max lvl. No one knows how Elemental weakness/advantage works for this skill. Unlike, if you get this skill; it is for the kill. Because of the unknown damage formula; it is difficult to compare this skill at all to other skills. Untested theories/hunches right now place Fire Shot to do upto 375% or maybe its max is only 300% damage with critical.

 *  Ice Shot : No sniper should get this skill over lvl 21. At lvl 21, you got 100% chance of freezing your enemy for 3 seconds (unless it is strong to ice). Even at max level; Ice Shot does pathetic damage as it receives no critical. Similarly to Fire Shot; no one knows the damage formula. The difference is that Snipers don't care for the damage formula cause this skill is too pathetically weak. Nonetheless, get it for the 3 seconds of freeze.

The rest of the skills are exactly the same, except for minor graphic differences, for XBows and Bows. The notation will be Ranger Skill/ Sniper Skill. Ex: Arrow Rain is the Ranger skill below, and Arrow Erruption is the Sniper Skill.

 * Arrow Rain/Erruption : This is a mob skill that hits 6 enemies for 160% damage (260% with critical). It has no minimum range; and thus can be activated any time you are on the ground. requires 5 as a prerequisite. Only the animation is different for Bowmen and XBowmen. For Bowmen, the arrows fall from the sky, for XBowmen, the arrows come from the ground. There is one believed difference, Arrow Rain may have more vertical range while Eruption may have more horizontal range. However; because of the differences in animation; it is very difficult to test whether or not this is true.

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Note from Cepheids: There is just one more animation difference between Arrow Rain and Arrow Eruption. Arrow Rain is a single large animation plastered over the Ranger while Arrow Eruption is a composition of many small animations that are pasted over the targets. Therefore, when there are few targets for Arrow Eruption, it appears pathetic. If there are many targets for Arrow Eruption that are packed together, you will see a tiny but concentrated area of the screen full of red arrows.

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 *  Mortal Blow : This skill replaces your "bow-whack" 70% of the time with an actual arrow shot. This is one of the two "must max" skills in the archer. This is a passive skill, so it takes place automatically. The 10% instant hit is generally seen as a happy bonus to this skill, but the true usefulness of this skill is the fact that you stop whacking your bow and can finally shoot at close range. When the skill is activated; you will fire a single shot at 260% dmg that has a 10% chance to kill if the HP of the monster is below the halfway point. You can do a OHKO on a full HP monster; the 10% chance to kill is taken after the dmg is calculated. Example: Zombies have 4500 HP. If mortal blow does 3000 dmg, you have a chance of doing instant kill on the opponent. Pretty good; compared to the fact you would have bow-whacked instead.  This skill does not stack with PKB. This replaces the passive bow-whack with an actual shot.

 * Strafe : This is the stumper skill for all bowmen. Strafe does 4 shots of 100% at the enemy; with max damage of 800%, minimum damage of 400%, and average damage of 560%. This is the 2nd "must get" skill for archers.

 * Thrust : This skill adds permanent speed to your stats. There is much controversy with this skill; as with a speed candy; lvl 70/80/90/100 bow, Icarus cape and some lucky scrolling on your shoes and the skull helmet; you'd have max speed anyway and this would be a waste. On the other hand; if you get as low as 5 thrust, replace the icarus cape with the icarus jump cape instead, and use a jump bow instead of the speed bow and get some more lucky scrolling on shoes and pets; you'd have max speed and jump. 10 thrust will make your scrolling easiest for max jump and speed without the need to spend real money on pets. Archers are in 100% agreement that anything over 10 thrust is a waste of SP points.

 * Hawk/Eagle : A very handy skill that at high levels that will almost always stun the enemy. The hawk/eagle will follow you around hitting enemies every 2 seconds or so. The bird does pretty weak damage; but it is noticable. The true reason to get this bird is that it stops enemies in their tracks with stun. Very useful skill, but it costs a lot of money. Each summon stone costs 5k to buy; but that won't be much when you are high level. Also, it can be noted that this skill is somewhat superfluous since Rangers have Arrow Bomb which can stun, and Snipers have Ice Shot, which at level 21 freezes enemies for 3 seconds.

 * Puppet : The most unique skill in this game is probably puppet. When you cast puppet; all monsters "chasing" you will instead follow the puppet. This skill works on all monsters; including bosses and works on all monsters that are chasing you. Puppet's defenses are also very high; while a YnP stomp may do 1000+ dmg on an archer, puppet receives only 300 damage. Because of this reason, some arches are planning to get only 18 puppet to max out the timer, and not the HP. Other archers feel that perhaps some stronger monster will come in the future and you really will need all 6000 HP for puppet. A popular trick to show how good puppet really is is to place puppet on the spot where enemies cannot reach it. For example, after Jr. Balrog starts hitting you; you can place a puppet on the top of the level. Because Jr. Balrog cannot attack the top of the level, it will run back and forth trying to hit a thing it cannot hit; giving you 100% open room to destroy him.  This can be done on mobs of as big as you wish. 20 Spirit Vikings can be "hypnotized" by your Puppet and will run around trying to hit it when they can't (because the puppet is out of reach on a higher or lower platform).  A somewhat unfortunate note, is that at first glance, a person who doesn't know the skill may think of it as a vaccuum hack, in that all the monsters are gathered in one spot.

title: MapleStory/Bowman Guide/Skills


text:
MapleStory/Magician Guide/Builds

=Builds=

Cookie Cutter Build
The path of the Mage starts at the Character Creation screen. The only parts you can customize with any real game-play importance are the four stats: STR, DEX, INT, and LUK.

STR and DEX should be as low as possible, prefferably a 4 in each, though up to dual 5 or 6/4 is acceptable. INT and LUK are the main stats for the Mage, and as long as STR and DEX is 4/4, it doesn't matter what INT and LUK are.

INT is the Mage's main damage stat, as it determines the character's Magic Attack. Also, it increases the Magic Defense of the character as well. LUK is only used for the Mage as a requirement to wear most Mage-specific equipment, with the usual requirement of LUK being 3 points above the equipment's level.

Level 10 -> 13 LUK

Level 33 -> 36 LUK

Level 50 -> 53 LUK

And so on.

If LUK is being kept at a desired level, all points should be placed in INT, as the other stats do not help Magicians AT ALL!

No LuK Build
•Note from a player: For this build, it is recommended that you try and have this:

STR: 4 DEX: 4 INT: 12/13 LUK: 4/5

However impossible looking, yes, this is possible, the 4 4 5 roll notoriously rare, and the 4 4 4 roll even rarer still. Don't settle for anything higher than a 5 5 5 or equivalent.

The build, it you may notice, may remind you of the "Fabled No Dex" build. This is however, only a certain type of LuK Build. Another LUK build is when you up your LUK till a certain point, and continue with only INT after that level. The reccomended Levels (asisde for getting perfect beginning rolls)

Level 8 Level 13 Level 18 Level 23 Level 28 Level 33

Note: If you reach this point and you're still adding LUK, then I suggest you keep going. I personally stopped at 18, the 2nd equipment with a + on it I believe. Basicaly, the only reason I stopped at this level, was because I took a liking to the 2 part equipment :P

First Job Skill Build
The following skill build is recommended from the Magician's start, level by level.

8: Energy Bolt (1)

9: 3x Improving MP Recovery (3)

10: 2x Improving MP Recovery (5), Improving Max MP Increase (1)

11: 3x Improving Max MP Increase (4)

12: 3x Improving Max MP Increase (7)

13: 3x Improving Max MP Increase (10 MAXED)

14: 3x Improving MP Recovery (8)

15: 3x Improving MP Recovery (11)

16: 3x Improving MP Recovery (14)

17: 2x Improving MP Recovery (16 MAXED), Magic Claw (1)

18-23: 3x Magic Claw

24: 1x Magic Claw (MAXED); Magic Guard (2)

25-30: Magic Guard (MAXED, as if it was a surprise)

With this build, Improving MP Recovery can be replaced by Magic Claw, if you can afford the potion cost. Leveling will be painful drudgery otherwise.

Regal Star/MajesticMystic's alternative non-perfectionist build:

 * 8: Energy Bolt (1)
 * 9-12: Magic Claw (10)
 * 12-13: Improved MP Recovery (5)
 * 14-17: Improved MP Increase (10)
 * 17-20: Improved MP Recovery (11) [MAX]
 * 21-23: Magic Claw (9)
 * 24-30: Magic Claw (1) [MAX], Magic Guard (20) [MAX]

As you can see, this build does not max Improved MP Increase ASAP, so you will lose some max MP in the long run. However, let's face it... 1HKOing slimes and earning enough money for potions and equipment beats 1HKOing snails and conserving MP any day, and this build allows you to do it sooner. The less max MP is less noticable too, as it will make you miss out on, oh, about 30-50 MaxMP, and that's nothing when you're working with 2500s at level 50 or so.

Note from a player: I recommend not to use the non-perfectionist build, as you may regret it terribly and have to start over. Maxing 'Max MP Increase' is a must, and you must do it as soon as possible. In the end, after level 30, you will have the exact same skill levels, only one mage will have much more MP than the other one. - Mach1Sloth, Scania Magician/SlickSinner (Sin)

Second Suggestion: ~And a whole lot less ofensive to level up. It is better to level up Max MP while you keep putting 1 point on claw. Usually its best to put up to 6 or 7 points in Regen then work on Max MP with magic Claw otherwise leveling up will be slow.

Common Myths
Myth: Energy Bolt is Better than Magic Claw

Energy bolt attacks only once, while Magic Claw attacks twice. Magic Claw can also go through walls, while Energy Bolt can't. Energy Bolt is slower each cast compared to Magic Claw. There are reasons for those that choose the Magic Claw path, and the Energy Bolt path. Magic claw is stronger, but takes more mp. Energy Bolt is weaker, but takes up less mp to use. Magic claw is recommended over energy bolt.

~Just to note, Energy Bolt now has 80 base damage. Claw has 40 (x2) so Energy Bolt is no longer technically weaker (tho Bolt is still slow, and gets blocked by ramps etc...)

 * Incorrect, Energy Bolt still has a 55 max base power. -EMP Demon

~Also with magic bolt you can knock back bigger monsters later at an earlier level giving you a slight advantage sence you wont be getting hit, Claw deals more damage total but not per hit wise, so depending on how far you are planing on going could determine wich is better.

 * There are only a few monsters below level 40 with a KB value of greater than 1 (Bubbling(30), Jr Necki(30), Fairy (300), Jr Wraith(50), Star Pixie (100), Jr Boogie (500), Jr Pepe (1000), Zombie Lupin (100), King Slime (300)). Considering that by level 40 you will have another attack skill to replace use of your 1st job attack skill (and you shouldn't really hunt anything above level 30 before you're level 40 anyways), as well as the fact that you should be able to deal enough damage with claw to KB anyways for most of them (Fairy and Boogie doesn't count -_-"), Energy's knock back aspect is kinda moot.

Myth: Magic Armor is better than Magic Guard

Many people make this mistake. At lower levels, when most people's MP regeneration rate is low, and when they have low maxMP, magic guard tend to drain their MP very quickly. However, all experienced players will know that magic guard is very helpful when one has reached a certain level. Magic Guard is prefered, because of all the higher level monsters that are out there. While Magic Guard can protect you to up to 80% damage from magic attack or weapon attack, Magic Armor cannot. All Magic Armor does is give you a certain amount of defense against weapon attack. Overall, Magic Guard is recommended.

~Just a thought: Although Magic Guard diverts up to 80% of taken damage to your MP instead of HP this will cause a problem for the MP as the magician becomes levels 30-40. During this time their hp is high enough to sustain attacks but the MP guard constantly "drains" MP, making many mages turn to SP reset (1st job) or abandoning the skill completely. Be wary of how much you put into Magic Guard, and it is advisable not to max it if you believe the above situation may apply to you. (But you don't HAVE to turn it on in these circumstances that would be dumb sence mp cost x2 more then hp)

~Tip: You can disable your Magic Guard by double clicking on it's icon on the top right screen corner. I can do this in MapleSEA, not sure about the other versions though.

~On high levels you NEED magic guard to survive. There's nothing else in job 1 worth putting the points into and job two has too many things worth considering for your points. Between MP recovery, common sense and MP Eater when you get it any mage should be fine with the 30 to 40 levels. Just stick to green mushrooms and horned mushrooms until level 35, then ice mages can go 1 hit fire boars and fire can go to kitties etc... which are money monsters and all. If you really worry that much just get MP Eater second.

~Additional note: At higher levels, monsters like Crimson Barlog can kill you in one hit if you don't have magic guard on. Barlog can hit you 1k of damage and there isn't a lot of mages out there who can take 1k of damage to their HP. At later levels, magic armor will only reduce 20 damage done to you, give or take the damage. It won't save you from a Barlog attack.

~ Special Tip ~

For fire/poison mages who do not want to put any points to poison brace, you could try putting you extra points in the second job into magic armor. (You will have 11 points left after maxing Fire arrow, Meditation, MP Eater, Teleport and Slow.) Although 40 weapon defence (what M armor will add to your defence when maxed) it not much, but it is still worth putting points into compared to poisin brace, which is next to useless compared to poison myst. (Note: Just a tip) :)

And the special effects from initiating Magic Armor look cool. (^_^)

Cleric
This is one of the best builds you can have as being a cleric who plans on making it to the third job and above. You will put 1 point into teleport, Max Heal, Max MP Eater, Max Invincible, Max Bless, then Max Telport. You can always switch Bless, Invincible, and Telport. You will put the last 11 points into Holy Arrow. The reason that you should NOT get Holy Arrow is because your main attack will be Heal and Shining Ray will replace Holy Arrow.
 * 1 Teleport
 * Max Heal
 * Max MP Eater
 * Max Invincible or Bless
 * Max Bless or Invincible
 * Max Telport
 * 11 Holy Arrow

For those who will always have a good party to level with there is this build where bless is maxed first, then heal. MP Eater and Invincible aren't raised 'til later since they only help the cleric without increasing the killing power for the rest of the party. This may cause a problem because you will be using more HP pots than the average cleric who will max Heal first.
 * Teleport or MP Eater 1
 * MP Eater or Teleport 1
 * Heal 5
 * Invincible 5
 * Bless 20
 * Heal 30
 * MP Eater 20
 * Invincible 20

Heal at level 15 is still quite strong, so if you also want to be able to kill anything with your party, you will need an attack, so spending some points in Holy Arrow early can be beneficial. This may not be a good build for a player who actually plans on making it to the third job. Once you're at the third job, you will be using heal A LOT for attacking, and your Shining Ray will replace Holy Arrow.
 * Teleport or MP Eater 1
 * MP Eater or Teleport 1
 * Heal 5
 * Invincible 5
 * Bless 20
 * Heal 15
 * Holy Arrow 30
 * MP Eater 20

Without a party, you will need to be able to attack. These builds are based around going either Heal or Holy Arrow as your main skill. Holy Arrow Build
 * Teleport or MP Eater 1
 * MP Eater or Teleport 1
 * Heal 1
 * Holy Arrow 30
 * Heal 15
 * MP Eater 20
 * Heal 30 (Max)
 * Invincible 10

The heal build is much easier and cheapest since you will never require regular healing potions, and once you get MP eater maxed, you will barely even need to use mana pots. Heal Build
 * Teleport or MP Eater 1
 * MP Eater or Teleport 1
 * Heal 30
 * MP Eater 20
 * Holy Arrow 30
 * Invincible 10

There are 30 points left over after any of these builds to finish of some of your skills. Invincible is a very good skill to max, since it will reduce 30% of the damage taken once it is maxed. However as a cleric, you will heal any damage you take simply by healing making it almost useless at low levels. However at higher levels when enemies do 1500+ damage, while you have less than 1000, this will save you a lot of money on mana potions when you get hit with Magic Guard activated. There are many debates about whether to get Holy Arrow, Bless, or Teleport. Teleport is good since you can get around the screen much more easily, however mp cost is the only thing that decreases as you add more SP. Holy Arrow is good against enemies weak to Holy attacks, however once you get to level 70, it will be replaced by Shining Ray anyway making it useless. And its base damage is hardly higher than Magic Claw. Bless, Magic Armor is a skill which adds a certain amount to various skill rather than a percentage. This becomes less and less useful as your level increases. The choice in this skill really comes down to personal preference.

Here is another contributed build:
 * Lvl 30- Add on 1 heal or Teleport.
 * Lvl 31-40- Max heal in those lvls(on every lvl only add on heal if you added heal at lvl you'll have an extra point, add on tele, you will need it)
 * Lvl 41- 3 Mp eater
 * Lvl 41-51- Max Holy Arrow
 * Lvl 51- Add 3 Invinvble
 * Lvl 52- Add 2 Invincble, 1 Bless
 * Lvl 53-59 Max bless till lvl 19
 * Lvl 60- 1 Bless
 * After that Max TelePort or Invinble your coice, if you want max mp eater.

Essentially all builds sacrifice at least one skill since Clerics are short 19 points to max all skills. This build sacrifices 17 points in MP eater so that both holy arrow and heal can be maxed.

[Note from a Cleric]: Also, maxing Holy Arrow may not be the thing to do because it not only does only a tiny fraction more than Magic Claw compared to Fire/Poison or Ice/Lightning Wizards' main attacks, but also because on your third job change, you get a skill that is much better than holy arrow, making it useless. I would recommend only putting around 10 or 11 points into Holy Arrow, if any, because of those reasons. If you want to do really good damage compared to Magic Claw, Cleric probably is not the best choice for you. =)

[Comment & Opinion]: MP Eater is an extremely useful skill when you are training on undead monsters such as Zombie Lupins or Platoon Chronos. The reason is that you won't waste alot of mesos on pots, therefore making you richer to buy good/godly scrolled items. For example, at level 50 I can train my cleric on platoons or zombie lupins and I would use no mp pots at all unless I decide to spam teleport. Also, Invincible is useful at higher levels when clerics/priest party train. Like when I partied trained at Yeti & Pepe, the damage without invincible ranged around 1000 (more or less depending on equips, but around that area). However, with invincible the damage is around 700. Which makes a difference seeing how high level priest train on things like grims. Or when you are party training at Bains or Yeti & Pepes or any other high leveled monsters. Teleport is good to max since it will help you train faster and for it to consume less mp. The distance only matters for teleporting up and down, but for teleporting left and right it makes no significant difference. Just think of it this way, if you had a friend who didn't max out teleport (130 distance) and tele with you. After about 6-7 teles, you would have been 1 tele ahead of your friend.

Bless and Holy Arrow are pretty sucky skills for a Cleric. However, you must max out one of the skills. So the debate among Clerics is which skill sucks more. Bless will prove to be useful to Warriors when maxed and even more useful for fighting bosses. Holy Arrow is the primary attack for Clerics as the 80 MATK will be increased if fought on an undead monster. It all depends on whether you want to be a solo Cleric (pick Holy Arrow) or a party Cleric (pick Bless). Holy Arrow also has longer range than Shining Ray (third job Cleric skill) which will ease the killing of Jr. Balrog, Crimson Balrog, undead Ludibrium monsters, etc. The main usage of Bless is for the +20 ACC which helps every class except Mages.
 * Controversy between Bless and Holy Arrow

Arguments (Note: these arguments are not written from a neutral point of view and reflect the views of individual players.) ~Just a thought... Bless mainly adds the 20 evade. Thieves and bowmen don't need accuracy and nor do mages. So it's mostly about extra high evade which stacks nicely with the new capes. On the other hand though I found I would have gone quite mad without Holy Arrow... and seeing 1000 on Dark Stone Gollems was pretty kewl... I think practically speaking bless is much more useful but holy arrow will keep you from going mad stuck at undeads (or in parties whether you like the people or not) ~ Marl

 * Why have evade when you got a cleric sitting next to you with heal? Practically speaking, the best use for Bless is the +20 accuracy, which allows low-dex warriors to replace their dex skill points with strength if they have a reliable cleric partner. Avoid saves money, but is neglagable compared to heal. Then again, Holy arrow is also considered a pretty bad skill, as in 3rd job you get Shining Ray which outdamages it and hits 6 enemies. Again, this is the argument of "Which is worse" and not "which is better".--Dragontamer 04:33, 29 March 2006 (UTC)

~Most people do want that 20 evade tho. The accuracy is still way up there but practically speaking NOBODY but warriors needs it. Thieves have all dex and luck anyway, and mages don't benifit. And archers are all dex XD But yeah... looking at it from the cleric's POV they may need that evade to not get killed. Holy Arrow on the other hand can make for a change of pace for the long frustrating levels from 30-70... 80 before shining ray is useful and ONLY if you get it first and not holy symbol. Also it has much better range than shining ray. Yes, bless makes it much, MUCH better for warriors. But consider the cleric too. They might not always be able to find people to party and heal, or might not want to. And all in all choosing to be a cleric is not saying 'I'm everyone's slave'. :) Oh, and Holy Arrow has a base of 80 now too. It's not great, but it's much better than claw (at least on dark things).

-Well, if you think about it--most Priests aren't going to be training with sins or archers, they're gonna be training with the people that get into the middle of a mob of Grims and need healing, right? So is HA really gonna help you that much when you're training with a DK at Phantom Watches? Also--Bless is like a Warrior magnet. =)

Ice/Lightning Wizard
MajesticMystic: Alright, you can decide to max either Cold Beam (commonly referred as ice) first or Thunder Bolt (commonly referred as lit or lightning) first. Ice first is recommended to most, although if you have money to burn and just want to train fast, by all means go for lit first. With regard of both choices in mind, I will label the first attack you max as your Primary Attack, and the other as Secondary Attack.

Build A - Maxing two attacks in quick succession

 * Teleport (1)
 * MP Eater (1)
 * Primary Attack (30) [Save SP at skill level 15 until you have 11 SP to spend]
 * MP Eater (2)
 * Secondary Attack (30) [Again, save SP at skill level 15]
 * Meditation (20)
 * Teleport (19)
 * MP Eater (17)
 * Energy Bolt/Slow/Whatever (1)

Build B - Maxing meditation after one attack

 * Teleport (1)
 * MP Eater (1)
 * Primary Attack (30) [Save SP at skill level 15 until you have 11 SP to spend at once]
 * MP Eater (2)
 * Meditation (20)
 * Secondary Attack (30) [Again, save SP at skill level 15]
 * Teleport (19)
 * MP Eater (17)
 * Energy Bolt/Slow/Whatever (1)

Build C - Maxing Teleport AND Meditation after one attack

 * Same build as above, but max Teleport before Secondary Attack

[Talon] Someone should probably explain why one should save 11SP to spend at once?

[HappyViet] There are some people who feel they don't need teleport to be efficient. For those who are wondering, there are other builds that can work better in different situations.

[MajesticMystic] Teleport is almost essential to a lightning wizard. When you're training at say, Lorangs (or basically any map with crowded mobs - exactly the type of maps lightning wizards should train in), they are doing a lot of damage to you, and teleport allows you get in a good spot without getting hit on the way so you can start zapping away.

For those who are maxing out lightning first, I recommend this build:

-- Now that you have maxed out your essential attack, you'll find it still weak to train efficiently off better monsters. Pehhd: the following needs to be fixed -- 3 MP Eater is a prereq for Meditation. -- -- Now you'll finish maxing Med. but what do you do now? Should you teleport around, moving faster or into big groups of monsters, or recover some more MP with MP Eater??? I find that 1 Teleport is efficient enough but MP Eater recovers a little MP even when maxed. I recommend more over the other MP Eater though. But it's your character, build it the way you want to. -- - Now that you have finished maxing MP Eater, you can go finish out Teleport or start on a new cool ice attack (but sound gets annoying) -
 * Lvl. 30 - 1 MP Eater (1)
 * Lvl. 31 - 3 Lightning (3)
 * Lvl. 32 - 3 Lightning (6)
 * Lvl. 33 - 3 Lightning (9)
 * Lvl. 34 - 3 Lightning (12)
 * Lvl. 35 - 3 Lightning (15)
 * Lvl. 36 - Save
 * Lvl. 37 - Save
 * Lvl. 38 - Save or if you can't wait any longer 9 Lightning (24)
 * Lvl. 39 - 12 Lightning (27) or if you already added 3 Lightning (27)
 * Lvl. 40 - 3 Lightning (30)
 * Lvl. 41 - 3 Meditation (3)
 * Lvl. 42 - 3 Meditation (6)
 * Lvl. 43 - 3 Meditation (9)
 * lvl. 44 - 3 Meditation (12)
 * Lvl. 45 - 3 Meditation (15)
 * Lvl. 46 - 3 Meditation (18)
 * Lvl. 47 - 2 Meditation (20) and 1 Teleport (1)
 * Lvl. 48 - 3 MP Eater (4)
 * Lvl. 49 - 3 MP Eater (7)
 * Lvl. 50 - 3 MP Eater (10)
 * Lvl. 51 - 3 MP Eater (13)
 * Lvl. 52 - 3 MP Eater (16)
 * Lvl. 53 - 3 MP Eater (19)
 * Lvl. 54 - 1 MP Eater (20) and then it's your build now!!!

hope this build is for those who want Lit fast and efficient!!! See you guys later.

'''Third job is now available. This is a simple 3rd job skill build guide. Enjoy.'''

Total Points, Lv 70-120 = 151

Skills (160 points total)

Skill Build

 * Lv 70 Lightning Spear 3
 * Lv 71 Lightning Spear 3
 * Lv 72 Lightning Spear 3
 * Lv 73 Lightning Spear 3
 * Lv 74 Lightning Spear 3
 * Lv 75 Lightning Spear 3
 * Lv 76 Lightning Spear 3
 * Lv 77 Lightning Spear 3
 * Lv 78 Lightning Spear 3
 * Lv 79 Lightning Spear 3
 * Lv 80 Spell Booster 3
 * Lv 81 Spell Booster 3
 * Lv 82 Spell Booster 3
 * Lv 83 Spell Booster 2 Elemental Amplification 1
 * Lv 84 Elemental Amplication 3
 * Lv 85 Elemental Amplification 3
 * Lv 86 Elemental Amplification 3
 * Lv 87 Elemental Amplification 3
 * Lv 88 Elemental Amplification 3
 * Lv 89 Elemental Amplification 3
 * Lv 90 Elemental Amplification 3
 * Lv 91 Elemental Amplification 3
 * Lv 92 Elemental Amplification 3
 * Lv 93 Elemental Amplification 2, Ice Strike 1
 * Lv 94 Ice Strike 3
 * Lv 95 Ice Strike 3
 * Lv 96 Ice Strike 3
 * Lv 97 Ice Strike 3
 * Lv 98 Ice Strike 3
 * Lv 99 Ice Strike 3
 * Lv 100 Ice Strike 3
 * Lv 101 Ice Strike 3
 * Lv 102 Ice Strike 3
 * Lv 103 Ice Strike 2, Magic Composition 1
 * Lv 104 Magic Composition 3
 * Lv 105 Magic Composition 3
 * Lv 106 Magic Composition 3
 * Lv 107 Magic Composition 3
 * Lv 108 Magic Composition 3
 * Lv 109 Magic Composition 3
 * Lv 110 Magic Composition 3
 * Lv 111 Magic Composition 3
 * Lv 112 Magic Composition 3
 * Lv 113 Magic Composition 2, Seal 1
 * Lv 114 Seal 3
 * Lv 115 Seal 3
 * Lv 116 Seal 3
 * Lv 117 Seal 3
 * Lv 118 Seal 3
 * Lv 119 Seal 3
 * Lv 120 Seal 1, Partial Resistance 2

 * Choosing Thunder Spear or Composition first it totally preference, however training ground options are more open with a massive damage spell [ Thunder Spear, up to 8000 damage with amplification ]

 * MajesticMystic: I have to disagree with the above build. Personally, I think it might be better to max Ice Strike first so you can kill Bains earlier (recommended for level 85+). Thunder Spear lacks good training spot since 1)Ludi isn't out yet, and 2) Even with Ludi out, you're not about to kill Vikings on level 80. You can kill Zombies or Baffoons if you go for Ice Strike first, then eventually on Bains. My recommended build is:

Ice Strike (30) Booster (11) Element Amp (30) Thunder Spear (30) Composition (30) Partial Resistance (20)

Let's face it, who the hell needs Seal when you can just freeze them solid?

 * Consider whether you should put points into Partial Resistance or not, after all, there aren't many monsters with such elemental attacks, and why would an Ice/Lightning be training on them in the first place?

 * Good point, I didn't realize that when I first wrote the build. In any case, Seal is probably better for everything but Zakum, while Partial Resistance is useful if you do Zakums all day (since you can't seal Zakum). Though, it's not like you're going to try to train on Grims or anything, and for Vikings IS freezes them solid anyways.

MajesticMystic's 3rd job build:

Alright, your first order would be to get an attack skill, get 4 points in Amp, and 11 in Booster. Thunder Spear is not suitable for your first attack skill, since there are no thunder-weak monsters between Clangs and Vikings. So...

 * Ice Strike/Composition (1)
 * Elemental Amplification (3)
 * Ice Strike/Composition (29)
 * Elemental Amplification (1)
 * Magic Booster (11)

After that, max a second attack skill. If you went for Comp first, this will pretty much always be Ice Strike. If you went for IS first though, you can choose between TP or Comp. Personally I feel that TP is more useful since you'd be training on Vikings mainly anyways, unless you're a JMSer or KMSer (in which cases, go for Comp first). So...

 * Thunder Spear/Ice Strike (30)

At this point, max either your final attack skill or amp in either order. IMHO, if you went for IS first, maxing Amp is probably the better option; if you went for Comp first though, you should max TP before Amp. So that makes:

 * Elemental Amplification (26)/Thunder Spear (30)
 * Thunder Spear (30)/Elemental Amplification (26)

Finally, get 1 in both Partial Resistance and Seal, then choose to max either.

Fire/Poison Wizard
Considering Fire Arrow will be your primary attack, the skill build instead differs in whether to get Slow or to get Poison Brace (As an added note, if you max Slow you still has 11 points for Poison).

Build A - Max Slow

 * Teleport (1)
 * MP Eater (1)
 * Fire Arrow (30) [Save SP at level 15 Fire Arrow until you have 11 SP to spend]
 * MP Eater (2)
 * Meditation (20) [Again, save SP at level 10 Meditation]
 * Teleport (19)
 * Slow (20)
 * MP Eater (17)
 * Poison Brace (11)

Build B - Max Poison

 * Teleport (1)
 * MP Eater (1)
 * Fire Arrow (30) [Save SP at level 15 Fire Arrow until you have 11 SP to spend]
 * MP Eater (2)
 * Meditation (20) [Again, save SP at level 10 Meditation]
 * Poison (30) [Don't bother saving SP. You're not spamming it.]
 * Teleport (19)
 * MP Eater (17)
 * Energy Bolt/Slow/Whatever (1)

Alternate Fire/Poison Build
 * Fire Arrow (30)
 * Meditation (20)
 * Poison Breath (30)
 * MP Eater (20)
 * Teleport (10)
 * Slow (10)

This only represents the final look on the build. The way the person chooses to distribute the stats is up to him/her. However it is highly recommended Fire Arrow along with Meditation are top priority. A maxed Poison Breath can do around 347 to 578 damage (with roughly 35 luk and 175 m attack) plus if poisoned 70 hp or 1/40th hp whichever is higher. This can allow Fire Wizards to hunt fire creatures they normally would not be able too such as Fire Boars. Some creatures weak to poison also give good exp. This is an optional build and only recommended for advanced players.

=Anti-Builds= These are a collection of builds that look great on paper but don't work in practice.

HP Cleric
Instead of spending stat points in INT and LUK, wear a bathrobe, and put it all in HP. This way your heal will do tons of damage since it is based on your HP. Unfortunately this doesnt work since the damage you do to enemies is based on the level of your Heal regardless of your HP.

--Actually, testing has been done, and it turns out that Heal isn't percentage based as most people think. A 4/4 Strength Cleric will probably heal 4 HP with each cast of Heal, since the amount healed is apparently based upon M. Attack, like most other spells.

Well, you're partially correct. The percentage that reads on the skill box--you multiply that by your total HP, and divide it among all of your party members in range. However, when fighting monsters, damage is based purely on M.ATK. I have personally tested it--using a sword and my Lama Staff on Zombie Lupins... Oh, and just a hint of advice: dont try fighting Zombie Lupins with a sword. =P

STR Cleric
You may be thinking, Magicians have access to maces, so it should be a good idea to do a warrior-ish build, just adding enough INT to make the first advancement then doing a similar STR/DEX build to a warrior.

Unfortunately, there are a few problems wrong with this idea. First of all, a lack of mastery and weapon-based skills makes this build nearly as weak, if not weaker, than a perma-beginner. Even then, perma-beginners have access to the 200+ attack weapons (Not in Maple Global, but still...). Second, the few Magician/Cleric skills available won't nearly be enough to compensate for its weaknesses. Why?

 * As stated, with so little INT, Heal will heal very little amounts of HP and do very little damage.
 * Skills that aren't based on INT (Magic Guard/Armour, Bless, Invincible) still work, but they would anyway in a normal build.
 * Attack skills (Magic Claw, Holy Arrow) also do little damage, if any.

Third, Magic Guard will likely be the only thing saving you from death at stronger monsters; At least Warriors have their massive HP, Bandits a good amount of HP and (eventually) Meso Guard, and perma-beginners have no EXP loss on death.

As such, Perma-beginners will likely be better than a STR Cleric in most areas except partying... And the lack of Heal really hurts a STR Cleric in that regard anyway.

title: MapleStory/Magician Guide/Builds


text: MapleStory/Bowman Guide/Weapons

title: MapleStory/Bowman Guide/Weapons


text: MapleStory/Bowman Guide/Armor

title: MapleStory/Bowman Guide/Armor


text: MapleStory/Beginner Guide/Armor

title: MapleStory/Beginner Guide/Armor