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MapleStory/Quests/Party Quests

Party quests ("PQ's") are organized quests in which a party of several people must be created in order to enter. Unlike regular quests, they can be done again and again. Party quests are extremely popular because they give items and thousands of experience points.

 * The first party quest is in Kerning City. A party of 4, ranging from levels 21 to 30, progresses through 5 stages in fewer than thirty minutes by solving puzzles and killing monsters. At the end, a prize is given to each participant; these range from ores, equipment, scrolls, or potions. Only one party can be inside the party quest at any given time on one channel.

 * The second party quest is located in Ludibrium. A party of 6, ranging from levels 35 to 50, progresses through 9 stages in less than one hour by solving puzzles and killing monsters. The skills specific character classes possess, such as Haste, Heal, Dark Sight, and Teleport, are eminently used to help pass some of the stages. The skills Dark Sight and Teleport are required to complete the accompaniment. Prizes consist of potions, ores, equipment, scrolls, or summoning bags.

Starting a party quest

Because only one party can enter at a time in each channel, parties can not enter the quests whenever they want to. In the Kerning PQ, the party leaders must constantly click on Lakelis, or other party leaders may enter before them once the other party has finished. Because the party leader must costantly click on Lakelis, some leaders use an Auto-Clicking hack, although it is clearly illegal.

Often the quests can be difficult enter due to the high popularity of the party quests. Channel 1 would not be recommended if you want to do a party quest. Also, Scania would be the world with the most demand for the party quests, since it has the most people. Khaini is easiest to get into PQ's.

Make sure you have 4 members in your party. You can not do the PQ if there are less than 3 people, and they must not die or quit party/game in order to complete the quest.

Try not to be bored while waiting. If you are not the leader, you may do something else for 5 minutes, but make sure you know what is going on in the game. Leaders should not leave the computer and closely watch. Try to track the party that has just entered and see which stage they are at by locating them (using /find). If possible, you might want to try to send an invite to the party members.

Kerning City Party Quest (1st Accompaniment)
Requirements: Level 21-30

The Kerning City Party Quest is one of the fastest ways to gain experience during levels 21-30. To complete the party quest, one must complete the following stages under the 30 minute time limit.

Party Makeup
Following are suggested party setups for the Kerning accompaniment. Keep in mind that there are many ways to go about selecting a party, depending on what the leader finds is most important.

 * Party #1 - Offensive Tactic: This party setup allows players to move through the first and last stages of the Kerning accompaniment through brute force.
 * One Warrior (Level 23+)
 * Two Rogues (Level 25+)
 * One Magician (Level 25+)

 * Party #2 - Defensive Tactic: This party setup is friendlier to people of lower levels who wish to participate in the Kerning accompaniment. Using a Cleric with the Heal skill, lower-level characters can remain in the fray without having to worry too much about death, while with an Assassin having the Haste skill, they can safely escape if they feel they are in trouble.
 * 1 Assassin (Level 30 with Haste)
 * 1 Cleric (Level 30 with Heal)
 * Any other two people (Level 21+)

Kerning Stage 1
This is the first part of the Kerning City Party Quest/Accompaniment. It is a combat section, where you are asked a question by Cloto and slay monsters based on the answer. Once you have the answer, slay that many Ligators to get that many coupons. When you have obtained the correct amount of coupons, talk to Cloto to receive a pass and give the pass to your party's leader. After all three passes are collected, have your leader click on Cloto, to open a portal to Part 2.

Questions
 * Level needed to become a Magician: 8 (Stated as "Wizard")
 * Level needed for any of the other classes: 10
 * Experience needed to level from 1 to 2: 15
 * INT needed to become a Magician: 20
 * DEX needed to become an Archer or a Thief: 25
 * STR needed to become a Warrior: 35

Kerning Stage 2
This part of the Accompaniment/Party Quest consists of 4 ropes. The objective is to arrange 3 of your members on these ropes to try to find the right combination, while the leader clicks Cloto to determine if the combination is correct. It is wise to have only 1 member move at a time, in a clockwise or counter clockwise direction, as this will prevent confusion. After discovering the correct combination, continue through the portal for yet another puzzle.

Kerning Stage 3
This area consists of 5 platforms labeled 1-5, indicated by the number of cats on the stump. The objective is to arrange 3 of your members on these platforms to try to find the right combination, while the leader clicks Cloto to determine if the combonation is correct. It is recommended that you follow this pattern to prevent confusion:

123 - 124 - 125 - 134 - 135 - 145 - 234 - 235 - 245 - 345

Now continue through the portal for the final puzzle area of the Accompaniment/Party Quest.

Kerning Stage 4
The final puzzle consists of 6 barrels labeled 1-6. The objective is to arrange 3 of your members on these platforms to try to find the right combination, while the leader clicks Cloto to determine if the combonation is correct. It is recommended that you follow this pattern to prevent confusion:

123 - 124 - 125 - 126 - 134 - 135 - 136 - 145 - 146 - 156

234 - 235 - 236 - 245 - 246 - 256

345 - 346 - 356

456

Now continue to enter the final stage.

Kerning Final Stage
This is it, the final stage. Once again, it is a combat stage. Here you must kill 3 Curse Eyes, 6 Jr. Neckis (modified with less avoidability) and the King Slime to obtain the passes they drop. The "corner kill glitch" has been fixed, and therefore even if you corner kill the monsters will still drop passes. The first 9 enemies will be easier than the King Slime. Once you have the 10 passes, click on Cloto to finish the main section of the Party Quest. King Slime
 * Note: Sometimes the game is glitchy, and will only spawn 8-9 monsters, including the King Slime. If this happens, your party cannot complete the Accompaniment/Party Quest. Most of the said 'glitches' are because of an earlier problem in which a corner kill would lead to a lack of a pass. The glitches have been dramatically reduced. There is, or was, the chance that if only 8-9 monsters spawned another would spawn after the King Slime. Theres also the large possibility that a party member has your passes.
 * HP: 8000
 * MP: 100
 * EXP: 1000 (shared)
 * Primary Attack: Its primary attack is to jump, causing an earthquake which does 200 or so damage to anyone on the ground within a certain distance. As long as you keep a fair distance away, and have your HP over 300, this attack will not be a problem. (Note to Magicians: If you get hit and you don't have Magic Guard activated, you will likely die.)
 * Supportive Skill: The King Slime also has a supportive skill, which summons Slimes. As you can most likely one hit them, there will be no difficulty in eliminating them. A large number of Slimes are also spawned when the King Slime is defeated.
 * The Slimes mentioned above can also drop slime drops. The slimes from the king slime summon do not I think.
 * Soloing King Slime is often quite useful if you are at least Lv. 26. You'll probably get upwards of 490 exp if you kill it. Remember to ask for permission from your party first though

Kerning Bonus Stage
This Bonus Stage is filled with Horny Mushrooms and Green Mushrooms. It is a good place to train while waiting for your timer to run out, or to prepare for a "rush". Talk to Nella when you wish to leave the party quest. However, if you don't plan to train here, leave quickly so that you can be nice to the next group. The party quest can only be started when you leave, and it is generally rude to stay too long.

Ludibrium Party Quest
Similarily to the Kerning PQ, the stages are beaten by collecting a certain amount of passes by doing specific tasks and only one party is allowed to enter the PQ on any channel. However, there are several key differences between this PQ and the first one. First off, you need a full party (6 members) that are between levels 35 and 50 to get in. It is also a longer to complete PQ with 11 stages rather than 5, and you get an hour to complete it. This is a much more difficult PQ than the Kerning PQ.

To enter the PQ, you must travel to the Eos Tower, found to the left of where you arrive in Ludibrium. The tower has 101 floors and you enter the tower on the 100th floor. Climb up and go through a door to get to the 101st floor. You will find the PQ NPC here; a red stop-sign. You need a party of 6 to enter the PQ. Only 1 party member can die on stages 1 to 8, and the last stage can be finished with no less than 2 people. The party leader must not die at all.

It is recommended to have 2 clerics and a sin/bandit (preferubly a sin) somewhere in your party structure. Sin/bandit for Haste and Dark Sight and Clerics for heal (If one dies then you have a backup). The rest of the party can be whatever your heart desires. Once you are ready, click on the stop-sign to enter. Note that overall, the party requires a player with Teleport, an assassin/archer/banditsin with max range (Keen Eyes/Eye of the Amazon), and an assassin/bandit with Dark Sight. Without all three requirements met, you will not be able to complete the Party Quest.

 * NOTE: To hit Alishar, the Party Quest boss mob, at least 80% of the time, you will need to have

Warriors and Thieves at level 40 will typically have about 80 DEX and 140 LUK/STR. Along with a maxed Mastery skill, the accuracy of Warriors would be approximately 84 and thieves 115 (if max nimble body). This means that warriors will almost always miss Alishar and thieves will only hit it about 65% the time. Bowmen at level 40 will have accuracies of around 125. Therefore, it is imperative for any PQ team to have at least 1 bowman that is above level 40, or a higher level assassin because double stab does too little damage without critical, and savage blow will suffer too much weapon defense penalty.

Ludibrium Stage 1

 * Enemies: Ratz From Another Dimension (3700 hp, 260 exp), Black Ratz From Another Dimension (4300hp, 280 exp)

 * Required classes: Mage OR Thief with max Haste
 * Completion: 25 passes required to finish this stage. Each monster drops a pass, passes can be Stolen.

Kill, kill, and more kill. This is kind of like a Jump Quest but where you have to fight monsters to claim passes. The monsters are spread all around the map, from the bottom to top. Everyone kills the mice, and the leader collects the passes they drop. Note that they are passes, not coupons. The mages need to teleport to some mice, and any Bandits with Steal should be trying to steal passes. Once all the passes have been collected, click the red balloons to advance to the next stage.

 * Note: Have 2 people go into the next stage and have 4 others wait. In stage 2 one of the party members needs to attack the 2nd box from the top. Once it breaks, the members in Stage 2 will be teleported to Towers Trap. At this time there should be 4 members in Stage 1 and 2 in Towers Trap. After entering Towers Trap the 2 people will have to party chat to the party and tell the 4 people to enter Stage 2.

Ludibrium Stage 2

 * Enemies: None.
 * Etc.: Boxes
 * Required classes: None.
 * Completion: 15 passes required to finish this stage.

The 2 members of the party that goes through first should go down to the second box from the top, and break it. Once you're moved to the other map, tell the rest of the party it's okay to come through. All party members should now break the boxes open for passes. After collecting enough passes between Towers Trap and Stage 2 map, double click the Orange Balloons at the top.

Ludibrium Stage 3

 * Enemies: Bloctopus from another dimension(4900hp,288 exp)
 * Etc.: Summoning Boxes
 * Required classes: None
 * Completion: 32 passes required to finish this stage. Each monster drops a pass, passes can be Stolen.

In Stage 3 you must defeat monsters for the passes. Breaking the boxes will spawn 3 more Blocktopuses. It is recommend sending Warriors, Clerics, and Bandits to the bottom and Ice Wizards, Fire Wizards, Sins and Archers to the top. Bandits should attempt to steal passes. Double click the Yellow Balloons after collecting the passes to advance.

Ludibrium Stage 4

 * Enemies: Dark Eye from Another Dimension (Room 4,5), Shadow Eye from Another Dimension (Room 1-3)
 * Required classes: Mage, Non-Mage
 * Completion: 6 passes required to finish this stage. Each monster drops a pass.

In Stage 4 there are 5 different rooms. Every room contains a shadow monster, except room 4 which has 2, each of which drops a pass. Rooms 1-3 feature Shadow Eye from Another Dimension, who have high Weapon defense and low Magic defense. Mages go against those. Rooms 4 and 5 have the opposite, Dark Eye from Another Dimension, who have high Magic defense and low Weapon defense. Everyone else takes them out. Pick your door and tell pq members you are already in the door so they dont come in yours. Another way instead of telling pq members is to drop 10 mesos in front of the door to tell them there is already someone in the selected door. The rooms are completely dark, and only the enemies eyes are visible, so you must wait until they open their eyes in order to hit them. Talking to the Green Balloons after collecting the passes to continue.

Ludibrium Stage 5

 * Enemies: King Block Golem from another dimension( semi-invincible, 1 exp )
 * Etc.: Boxes
 * Required classes: Mage (With Teleport), Thief with Dark Sight (optional but not recommended: Thief with Haste[MAXED or any])
 * Completion: 24 passes required to finish this stage.

There are 6 individual rooms in this stage. The Thief goes down to room #6 using Dark Sight to pass through Invincible King Block Gollems that are rigged to do about 8000 damage. One mage goes up to to room #1 using Teleport to get there. The mage will need to use Teleport and the Thief will need to use Dark Sight in their rooms to obtain the passes. Everyone else chooses a room and destroys boxes to collect passes (tricky jumps abound). Each room contains four boxes. Once all the passes have been collected talk to the Dark Green Balloon to advance to Stage 6.
 * Actually, it is possible to kill the King Block Golems. However, to do so, you will need an HP Warrior (A warrior with lots of points in HP) that has max or close to max Power Guard. Since Power Guard never misses, it will damage the King Block Golems. Make sure to lure the Golems to the left side so a Cleric can jump down and heal the warrior. It is risky but rewards about 3000 Experience that is dispersed throughout the party.

Ludibrium Stage 6

 * Enemies: None
 * Etc: Numbered Boxes
 * Required classes: None
 * Completion: Follow boxes in order to reach the top.

This map contains many boxes in sets of 3 with the numbers 1 through 3 written on each box. Standing on the correct box and pressing UP will teleport you to the next set. Other boxes will teleport you back to the bottom. The balloon NPC will say the order, which doesn't change. The correct order is: 1, 3, 3, 2, 2, 1, 3, 3, 3, 1, 2, 3, 1, 1, 1. After getting to the top, go through the portal to advance to Stage 7.

 * NOTE: If that above combo was hard to follow use this format

133, 221, 333, 123, 111 I personally find that cleaner but your choice

Ludibrium Stage 7

 * Enemies: Black Ratz, Ratz, Bloctopus, Rombot all from another dimension
 * Etc.Pass Boxes
 * Required classes: Assassin or Archer with maxed Keen eyes or Eye of Amazon
 * Completion: 3 passes required to finish this stage.

The Assasin or Archer (recommended) goes up to kill the enemies by the boxes on the wall on the right, one at a time, or all at the same time if the party wants a challenge. When the pass touches the box, one Rombot will spawn. While the sin or archer is getting the Rombot to spawn, the rest kill the Rombot at the bottom of the map, who can cause a ground-impact and spawn Block Golem monsters. Repeat for all 3 boxes at the top, each Rombot drops a pass. After collecting the passes, talk to the Light Blue Balloon to advance to the next stage.

Ludibrium Stage 8

 * Enemies: None
 * Etc.: Numbered Boxes
 * Required classes: None
 * Completion: Standing on correct combination of boxes

Similar to Kerning Stage 4, except it's 9 boxes and 5 people per combination. Each character apart from the leader stands on a different box. If the characters are standing on the correct combination of boxes, you will be able to progress to the next stage. It is suggested that you begin with characters on boxes 1-2-3-4-5, then continue with 1-2-3-4-6, 1-2-3-4-7, 1-2-3-4-8, 1-2-3-4-9, 1-2-3-5-6, 1-2-3-5-7, 1-2-3-5-8 and so on untill you get to the right combination. Check if it is the correct combination each time you try a combination. For people who hate this type of stage it'll be hell for them IF they get a totally random and deep value. So just be patient and make sure you don't skip any number otherwise you will usually end up with either no time left or frustration enough to leave the pq.

There are 123 combinations in total: 12345, 12346, 12347, 12348, 12349, 12356, 12357, 12358, 12359, 12367, 12368, 12369, 12378, 12379, 12389, 12456, 12457, 12458, 12459, 12467, 12468, 12469, 12478, 12479, 12489, 12567, 12568, 12569, 12578, 12579, 12589, 12678, 12679, 12689, 12789, 13456, 13457, 13458, 13459, 13467, 13468, 13469, 13478, 13479, 13489, 13567, 13568, 13569, 13578, 13579, 13589, 13678, 13679, 13689, 13789, 14567, 14568, 14569, 14578, 14579, 14589, 14678, 14679, 14689, 14789, 15678, 15679, 15689, 15789, 16789, 23456, 23457, 23458, 23459, 23467, 23468, 23469, 23478, 23479, 23489, 23567, 23568, 23569, 23578, 23579, 23589, 23678, 23679, 23689, 23789, 24567, 24568, 24569, 24578, 24679, 24689, 24789, 25678, 25679, 25689, 25789, 26789, 34567, 34568, 34569, 34578, 34579, 34589, 34678, 34679, 34689, 34789, 35678, 35679, 35689, 35789, 36789, 45678, 45679, 45689, 45789, 46789, 56789.

NOTE The Boxes work in a diagonal pattern example to get to 8 you'll have to go from 1 to 4 to 8 or 4 to 8. If you are a beginner at Ludibrium PQ let the other members handle it and you will slowly catch on.

Ludibrium Crack on the Wall

 * Ludibrium PQ Boss: Alishar
 * Summoned By Alishar: Chronos, Platoon Chronos, Master Chronos
 * Required classes: Ranged hitter with maxed Keen eyes or Eye of Amazon, Cleric with maxed Heal highly recommended
 * Completion: Obtain Key Ring from Alishar

Alishar
 * HP: 125000
 * MP: 2500
 * EXP: 4800 (shared)

This is a very difficult and long boss fight. Having a Cleric in the party is very highly recommended. If the party members are all level 50 then it isn't required, although it will make the fight much easier. A ranged person kills the Black Ratz to open the box and Alishar will spawn. If there is a Cleric in the party, they should begin spamming heal. Everyone else attacks the boss and tries to stay alive. Based on his health, the boss will spawn different types of Chronos. Near 3/4 HP he will spawn regular Chronos, at 1/2 HP he will spawn either Chronos or Platoon Chronos, and when he is near death, he will spawn Master Chronos along with Platoon and regular Chronos. Clerics are able to damage these with heal as well, though it will slow down their healing of party members. While fighting the boss, characters may be afflicted with various status ailments. Everyone will need either Eyedrops and Holy Water or only All-Cure potions. Mages dont have to worry about losing accuracy so they only need Holy Water, though All-Cure potions work as well. When he dies, he drops a Key Ring. The leader should pick that up, and talk to the Purple Balloons to exit.

The combination of party members can greatly affect the difficulty of beating Alishar.

 * Combination 1: Healer Combo - This one is for people who don't mind taking slightly longer or shorter on Alishar due to the fact that with two clerics you can split the party up on two sides with a spearman on the left and hunter/crossbow(wo)man on the right with clerics healing both sides.
 * 2x Cleric - Level 38+
 * 2x Assassin - Level 38+
 * 1x Spearman - lv. 40+ with Hyperbody or else replace with a Bandit also lv. 40+
 * 1x Crossbowman/Hunter - Level 38+

 * Combination 2: Fast Destroyer - This Combination is to speedily move through Alishar due to the Multihitters and the high power hitters.
 * 1x Cleric - Max Heal or level 45+
 * 2x Warrior Classes - Spearman or Fighter recommended
 * 1x Assassin - Level 40+
 * 1x Bandit - With savage blow doing at least 3 hits
 * 1x Crossbowman/Hunter - Level 40+ with Iron Arrow/Arrow Bomb would be so usefull here

TIP: Before killing the ratz you should have someone go all the way to the right and then kill ratz, that way, the person can backstab alishar without getting hurt or inflicted by any status

Ludibrium Bonus Stage 1

 * Time limit: 60 seconds!
 * Etc: Money Boxes

Everyone choose a direction and heads that way, up or down. Break boxes as fast as you can, you should be using a "fast" or "faster" weapon. The boxes shoot out mesos (usually less than 50 mesos per coin), and various potions. A full list of drops can be found below.

However, note that unlike the Kerning PQ, other parties can enter the first stage once the timer is on 50 seconds. Hence, on a crowded server like Scania, it may be a good idea to skip the stage entirely to attempt to get back in before anyone else.

NOTE: I doubt you can skip this stage however since my party never has unless you forgo the 5k expierence from clearing Crack on The Wall stage.

Ludibrium Bonus Stage 2

 * Time limit: None

When you're ready to leave, climb to the top and talk to the NPC. You'll get your prize for finishing the PQ, and you'll be returned to the PQ Lobby in Eos Tower, where you can try the PQ again If no one got in while you are in the bonus stage

Prizes

 * Equips:
 * Any color Justice Cape (Level 55)
 * Any color Napoleon (Level 50)
 * Skull Earrings
 * Red hearted earrings

 * Use Items:
 * 100 White Potions
 * 100 Blue Potions
 * 10 Elixirs

 * Scrolls:
 * 60% Bottomwear DEF
 * 60% Bow ATT
 * 60% Claw ATT
 * 60% Crossbow ATT
 * 60% Cape DEX
 * 60% Cape INT
 * 60% Cape LUK
 * 60% Cape STR
 * 60% Cape HP
 * 60% Earring INT
 * 60% Glove DEX
 * 60% Helmet DEF
 * 60% Helmet HP
 * 60% Overall DEF
 * 60% Overall DEX
 * 60% Overall INT
 * 60% One-Handed Axe ATT
 * 60% Two-Handed BW ATT
 * 60% Polearm ATT
 * 60% Shoe DEX
 * 60% Spear ATT
 * 60% Staff MATT
 * 60% Topwear DEF
 * 60% Wand MATT
 * 100% Glove ATT

 * Etc. Items: (Numbers may vary)
 * Aquamarine Ore (15)
 * Black Crystal Ores (3-6)
 * Diamond Ores (4)
 * Garnet Ores(15)
 * Gold Ores (5)
 * Mithril Ores (12-15)
 * Sapphire Ores (12)
 * Silver Ores (15)
 * Steel Ores (15)
 * Topaz Ores (15)
 * Screws (55)

 * Bonus Stage Prize
 * Pop Soda (2000 HP)
 * Watermelon (1000 HP + 1000 MP)
 * Red Bean Sundae (2000 MP)
 * Orange Juice (450 MP)
 * Grape Juice (900 MP)
 * Sunrise Dew (4000 MP)
 * Sunset Dew (5000 MP)
 * Power Elixirs (Full HP/MP)
 * Napoleon (any color)
 * Skull Earrings
 * Red Heart Earrings
 * Blue Moon Earrings
 * Yellow Umbrella

EXP Chart
EXP is awarded for completing each stage. Throughout this entire PQ you can accumulate 30,309 exp just for clearing all the stages, plus the experience from killing monsters. In truth you earn about 10 ~ 20% when your lv. 42 ~ 45 and around 5 ~ 8% when your lv. 46 ~ 50 however for an average of 40 minutes of training that's actually pretty good seeing as some people just don't know how to train until they are higher levels.

 * Stage 1: 2100 EXP
 * Stage 2: 2520 EXP
 * Stage 3: 2940 EXP
 * Stage 4: 3360 EXP
 * Stage 5: 3779 EXP
 * Stage 6: 0 EXP
 * Stage 7: 4620 EXP
 * Stage 8: 5040 EXP
 * Stage 9: 5950 EXP

Tips to get into pq

 * Failiure Track: When you lose, not everyone should go out. Only one will go and see if people are outside, then the person will write down the peoples name and tell the others to get out and if they miss, they at least got a track to use.
 * Guild or buddy track: Track your guild members and friends
 * AC: This is cheating and is against the rules, but so many people use it its not really enforced. Use it if you really want.

Zakum

 * Location: El Nath, Last Mission : Zakum's Altar
 * Summoning Requirement: Eye of Fire

This quest is not in the Europen version of MapleStory.

This quest involves a giant stone boss at the end of The Caves of Trial. The boss has eight arms which all need to be eliminated in order to take out the main body, you also have to fight the main body three times. To kill Zakum you need a party of at least level 100 people, with a good mix of classes, especially priests. This boss is considered the toughtest boss in all of Maple Story, excluding the Japanese version of Maple Story. In the global version it has only been reportedly beaten legitimitally (without using hacks) on the servers Bera and Scania. It is said that the only global server without any kill is Windia (legit or hacked).

Tips
 * You may enter the room with Zakum only once a day. The leader of the party has to go in last.
 * An Eye of Fire is required to summon Zakum, which can be received from the Zakum Dungeon Quest.
 * After all the arms are down, Zakum uses begins summoning monsters (Puco, Pachu, Punco, Cuzco, Opachu)and drains your HP and MP to 1.
 * Zakum gives millions of exp when defeated.
 * The people who go in must have a certain level of accuracy, it is however recommended that you go to Zakum at level 100.
 * Zakum will be easier to kill if the healing and status arm (third from top, left and right) are destroyed first. Healing arm (third from top at right) heals Zakum 50,000 to 55,000 hp about every 30 seconds.
 * Meso explosion may cost lots of mesos but can save lots of time if you leave the physical arms and get chief bandits to drop mesos while people kill the remaining arm.

Pianus

 * Location: Aqua Road, Aqua Road : Pianus's Cave
 * Summoning Requirement: Wait for 8 hours or less

This quest is not in the Thai, South East Asian and Europen version of MapleStory.

A giant fish named Pianus lies deep in the aqua dungeon inside a cavern.

Pianus can shot out a beam across the map and drop tons on players.

It also has the ability to summon Blood Boom, which do not move at all. They usually reside on platforms, possibly to knock off Assassins and Bowmen with their high damage. Blood Blooms may also explode when attacked, like Jr. Effies, but in this case they can do up to 8,000 damage with their explosions! Other than that, it can also cancel out all of a character's power-up skills, causing the character to activate them again.

Tips
 * Second Pianus can be spawn if the first Pianus is not defeat with in 8 hours or less. The second Pianus has 6 million less hp, does less damage but can dispel.

Papulatus

 * Location: Ludibrium, Ludibrium : Origin of Watch Tower
 * Summoning Requirement: Piece of Cracked Dimension

This quest is not in the Thai or Europen version of MapleStory.

A ghost plant named Papulatus lies deep in Ludibrium with a robot clock.

Protecting Ludibrium is a highly difficult quest which requires at least level 80++ characters to fight. Upon accepting the quest, one must fight the Gatekeeper and receive the Ludibrium Medal, which is a key to enter the power generating room of the clock tower, where Papulatus resides. Papulatus clock is like a Yeti-and-Pepe combination. It has an insanely lot of HP, and has an active and inactive mode. When it is inactive, the whole clock sits still, everything retracts and nothing much can be done about it. It cannot attack anybody, and neither can anybody attack it.

It also has the ability to summon High Darkstars and Low Darkstars, which move rarely or do not move at all. They usually reside on platforms, possibly to knock off Assassins and Bowmen with their high damage, and can explode for massive damage. Other than that, it can also cancel out all of a character's power-up skills, causing the character to activate them again.

Tips
 * When the main clock is defeated, Papulatus itself ejects from the clock and begins to fly around the map. It also has to be killed for the quest to be complete. This time, the weapon and magic stats are higher compared to the clock, but it has a much lower HP.
 * A Piece of Cracked Dimension is required to summon Papulatus, which can be received from the saving Ludibrum Quest.
 * For chief bandits. If you have good mesos explosion, before the papulatus is summoned, it is wise to drop mesos before the papulatus comes out. Also use the opportunity of the inactive mode to drop more mesos.

title: MapleStory/Quests/Party Quests


text:
MapleStory/Quests/Exchange Quest

There's a man in Orbis named Staff Sergeant Charlie who is accepting etc drops from specific Ossyria monsters for 500 experience and will give you some rewards.

A list of the tradable items and possible rewards is already compiled on Hidden-Street here.

Some items are more efficient when comparing the gained exp to the exp gained while hunting the monsters. Specifically, the Solid Horns from the Jr. Kitties have the best ratio, as the only other monsters weaker in Ossyria are not accepted in the exchange quest. Other items, like Bain Collars and Lycanthrope Toenails, are merely a novelty exchange, as the reward likely pales in comparison to the items gained while hunting down the monsters.

Some items are also bought in large quantities in use of levelling lower level characters. Though a character levelled by this method needs to be a minimum level 10 to reach Orbis, training is incredibly fast, gaining 500 exp in a matter of seconds. At higher levels, however, this method becomes less efficient. Eventually the exchange becomes merely a way to clear useless etc items for usable items, though selling them for pure meso is always an option. Solid horns are usually preferred to level up a lower-level character, due to the number of players training on the Jr. Kitties at any one time. Zombie Teeth are more expensive, but the chance of getting a Fairy Wing as a reward can offset this extra cost. Also, players train on Zombies far longer than Jr. Kitties. Jr. Yeti Skins fall in between, more expensive from a higher-level monster, and providing better potions than Solid Horns, but nothing too special.

Every exchangable etc item has a specific scroll type (usually 10%) that has a small chance of being given as a reward for a trade-in. However, there are a few exceptions. Solid horns provide Return to Nearest Town scrolls, while Luster Pixie's Sunpieces provide the expensive 60% Cape INT scroll, contributing to the higher-than-average Sunpiece price. Some trade-ins also have special rare items. Notable examples are Ancient Scrolls from Hector Tails, Icicles from Werewolf Toenails (though rarely traded in), and the aforementioned Fairy Wings from Zombie's Lost Teeth.

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

title: MapleStory/Quests/Exchange Quest


text:
MapleStory/Towns

In the Maple World, there are many different towns and locations for players to visit. Each has its own unique design or theme.

There are several continents which play host to the cities of MapleStory. These continents are:
 * Maple Island
 * Victoria Island
 * Ossyria
 * Jipang (exclusive to JapanMS)
 * Dong Fang Shen Zhou(exclusive to ChinaMS)
 * Formosa(exclusive to TaiwanMS)

Maple Island
Maple Island has three towns:
 * Mushroom Town: This is where a new player learns the basics of the game. This town has quests that require the player to perform simple tasks such as talking to an NPC and learning the basics of attacking and jumping.
 * Amherst: This is another small town with an armory and potion shop. One will meet more NPCs, as well as have access to new quests.
 * Southperry: This is a port town where there are more NPCs and quests. Also located here is the ship that takes Beginners to Victoria Island for a 150 Meso fee. Note that it is impossible to return to Maple Island once on Victoria Island.

Victoria Island
Victoria Island has five towns and a subcontinent:

 * Lith Harbor: This is the town one arrives at from Southperry. It is another port town with better shops, many quests, and access to Florina Beach. This town also contains a VIP Taxi that transports a player to the Ant Tunnel Park, deep within Sleepywood.
 * Florina Beach: A beach isle located just off the shore of Victoria Island. Florina Beach is home to creatures such as Lorangs, Clangs, Lupins, and Umtis. Florina is rich in coconuts, which sell for lots of mesos to NPCs. This place can be accessed by 3 towns-lith harbor, orbis and ludibrium

 * Henesys: The Bowman town, located on the plains of Victoria Island. One will find Bowman-related items here and the Bowman job advancement instructor, Athena Pierce. Located in Pig Park is Mushmom, a boss monster. This town has access to the Free Market.
 * Pig Park: A park filled with pigs covered in iron armor. Possibly the guardians of something, but other than that, no one knows why they are there.

NOTE: "SIXTOPIA" sign at the sky dock is "VICTORIA" in Cyrillic, Greek alphabet
 * Ellinia: The Magician town, located in a tall forest. One will find Grendel the Really Old, the Magician job advancement instructor, and many Magician-related items. The MP potions sold here are slightly cheaper than at other locations on Victoria. Ellinia has a sky dock, where the ship headed for Ossyria every 15 minutes is located. This town also contains a VIP Taxi that brings one to an area within Sleepywood's dungeon. There is no Free Market access from Ellinia.

 * Perion: The Warrior town, located among the crags. You can meet the Warrior job instructor, Dances with Balrog here. The shops specialize in warrior equipment. Drakes, Boars and Stumps of all types are abundant around Perion. Perion used to be the major hub for player-based trading, but with the advent of the Free Market, this is no longer the case. This town has Free Market access.

 * Sharenian: -

 * Kerning City: The Thief town, an urban city. One will find the Dark Lord, the Thief job advancement instructor. The shops specialize in thief-related items. The popular party quest on Victoria Island can be done here. Kerning City is also connected to the Swamps of Despair and Sleepywood via the sewers. There is no Free Market access.
 * Swamps of Despair: Swamps, home to dangerous Crokos, Ligators and a rich variety of flora & fauna.

 * Sleepywood: This town lies in the middle of Victoria Island. It is accessible through every town except Lith Harbor and Ellinia. It offers a Sauna where weary travellers can rest for a fee. Comparitively tough monsters reside in its dungeons, and one should be fairly high-leveled to fully explore it. A Cursed Sanctuary is located in the deeper parts of the dungeon. Monsters such as Tauromacis and Cold Eyes inhabit the outer regions of the Sanctuary, while a huge winged creature known as the Jr. Balrog roams the inner Sanctuary. One can also buy many various items in Sleepywood. There is no Free Market access.
 * Cursed Sanctuary: A long, long abandoned sanctuary. Unholy monsters have taken up residence.

 * Peach Blossom Island: A mysterious place with misty mountains and peach blossoms. Couples can get married here. This is currently available in ChinaMS, MapleSEA, and TaiwanMS.

 * Happyville: A Christmas town located near Ellinia where a player goes for a Merry Christmas. You can decorate trees with your friends here. December only

Ossyria
It is not recommended that you go to Ossyria until you are at least level 30. Monsters there are quite tough for a lower-leveled character. Many low-level characters pay the expensive fare only to be stuck at Ossyria with no way back (since the monsters are difficult to defeat in perspective).

Ossyria is accessible through the sky dock in Ellinia. The ship at both Ellinia and Ossyria's sky dock leaves every 15 minutes. Boarding starts five minutes and ends one minute before departure, so don't be late! Also Note the Price is 5000 Mesos for those above level 30, but the fares vary from version to version.. WARNING: Stay in the cabin if you are around LV30-60, a Crimson Balrog Ship may appear.

Ossyria currently has 3 towns and 3 subcontinents with towns:

 * Orbis: A cloud city. This is the first town accessible through Ellinia's sky dock. You can find higher level equipment and items here. Guilds can also be formed at the Guild Headquarters located in this town. The middle right portal leads to the clouds, where pixies and a race of magical cats reside. The bottom right corner of the town gives access to Orbis Tower, a 20 story tower which must be descended in order to reach El Nath. Orbis has no Free Market Access.
 * Orbis Tower: A very tall tower, although not to the extreme of Eos Towers. Its foundations extend into the watery depths of Ossyria. The first few floors are covered in snow blown in by the frigid winds of El Nath. The basement floors are waterlogged due to a break in the wall caused by unknown factors.

 * El Nath: A snow covered town located in a deep valley. The cold is so intense in its outskirts that you will lose HP at a constant rate of 10 per 5 seconds. This inconvenience can be avoided temporarily by consuming a Red Bean soup, sold in the El Nath potion shop. You can find high leveled equipment here as well, but the prices are much higher compared to that of other towns. Players can wander the snow fields and scale the valley, meeting intimidating creatures such as werewolves and yetis. A dark forest sits at the top where undead zombies roam about. The entrance to the mines can be found here. By going deeper through the mines, one can find themselves in the presence of Bains and Cerebes; inhabitants of the fiery caverns deep under the land. Zakum, one of the strongest bosses in Maplestory, awaits travellers at the end. El Nath has Free Market Access.
 * Snow Fields: White fields with the occasional fir trees. Hectors(a type of wolf), Jr.Yetis and adult Pepes abound here. Beware, as some Jr.Yetis have matured enough to transform into full-grown Yetis when defeated.
 * Ice Valley: A valley connected, made easier to scale by ropes and suspension bridges. Deeper in, a wanderer may find himself in werewolf territories, a place where rookies shouldn't be.
 * Forest: A forest of the (un)dead.
 * Mines: Humans have once worked here, mining valuable ores and crystals. Now all that is left are Flyeyes and reanimated corpses of unfortunate miners.
 * Caves of Trial: Its considerably powerful inhabitants and fiendish puzzles are trials which one must pass to confront Zakum.

 * Aquarium: A city located in the depths of the ocean. Accessible through Orbis Tower's Basement. HP will be lost at a constant rate under the ocean unless an oxygen tank is equipped. There are caves leading to Aquarium's murky depths where bone fish and sharks reside. It is also the home of the Doomflounder/Pianus. Weaker creatures reside in the sunny and colorful upper layer of the ocean. Aquarium has free market access.

Note Ludibrium, Omega Sector, Fairy Tale Village and Riprey are part of Ossyria as subcontinents.

 * Ludibrium: A town made of toys and blocks. It is popularly referred to as "Lego Land". You can access Ludibrium from Orbis via a flying toy train. The train departs every 10 minutes. You can buy HP/MP potions at a reduced price, or pills (Example) at normal potion price here. A toy factory clock tower sits in the middle of the town. Monsters such as the aggressive Thanatos and Gatekeeper reside in the deeper parts of the clock tower. There are also two towers on each side: Eos Tower with 101 floors and Helios Tower with 100 floors. A party quest can be done in the Eos Tower, leading to a huge boss named Alishar. Ludibrium village sits next to the Eos Tower.

Ludi images currently posted are grainy because of my low quality setting required not to lag. Please post more pictures.

 * Omega Sector: Part of Ludibrium. Located beyond first floor of the Eos Tower. This place has two types of Aliens; alien versions of the octopi found around kerning city and sleepywood, and the grays, typical gray colored big headed aliens. The NPCs of this region go along with the theme of military, the Men In Black, and "the mesorangers". Although the area itself is quite small (having only about 11 or so outside town maps), the monsters are found in abundance and the NPCs offer many quests, that also lead to sub quests.

 * Fairy Tale Village / Downtown: An ancient town based on Korea where fairy tales come alive. Located and gotten there by the use of a book portal in the Helios Tower Library and at the east end of Aqua Road also via a book portal. This is currently available in the KoreanMS, ChinaMS, TaiwanMS and JapaneseMS.

 * Riprey: A village that has an egg theme where the fourth job advancement is located. Just outside the village are strong monsters that are level 70 and above, including two level 105 bosses: a dragon and a griffin.

Dong Fang Shen Zhou(China Exclusive)
A map with NPC locations where a man with a plane travel between Perion and Shanghai City with animal look base monsters. 766.com
 * Shanghai City

A map located at Shanghai City. In it, it has a Hair, a Skin care, and a Face shop. It also has the three dragon-door(red,blue and yellow) but it has not released any maps or monsters yet. Yu Yuan Garden is for shopping only.
 * Yu Yuan Garden

The arena is now a test in the CMS GMserver and will be released in the upcoming version.
 * Dragon Arena

Formosa(Taiwan Exclusive)
It is a place of wonder to be call Hollywood of Taiwan.
 * Xi Men Ding: Based on the Taiwanese city where many teens hang out with much shops and night life. Stray dogs and monkeys roam the streets in this town.

Night City will be release in 23/8 TaMS update!It is a beautiful town that all time in night.All monster base on Taiwan local food and culture. EDIT: Has been released Oden King is also released in Night City.
 * Night City

Jipang(Japan Exclusive)

 * Mushroom Village: An peaceful old style town based on Japan where the town fills with food and Mushroom Shrine is filled with people when New Year comes.

 * Shouwa Town: Modern town based on Japan where gangs rule the streets from a dangerous gang mansion. Mushroom Village and Shouwa are currently available in the Japanese version of Maple Story.

Coca-Cola World

 * Coca-Cola Town: A cash shop event arctic village with a Cola-Coca theme and monsters also with Cola-Coca theme, like coke, coke snail and other weird creatures!

Free Market
The Free Market is a place set aside for people who wish to sell their items by setting up a shop. They can either use the regular 'Buying item' or they can set up their own miniature shop where a maximum of 3 people are allowed in at once. In order do the latter, players will have to purchase a special permit available only through the Cash Shop. Even while on another island, such as Ossyria, one may still make contact with people in Victoria Island through the Free Market. One can communicate and trade with someone entering the Free Market from any town. However, one cannot use the free market to travel between towns.

Free Market entrances
 * Henesys
 * Perion
 * Orbis (KoreaMS)
 * El Nath
 * Riprey (KoreaMS)
 * Aquarium
 * Ludibrium
 * Omega Sector
 * Shouwa Town (JapanMS Exclusive)

Transportations
Transportation is important in the world of Maple Story to travel across continents and subcontinents.

Cab/Taxi The main transportation in Victora Island to travel between towns beside Sleepywood also there a VIP taxi in Lith harbor and Ellinia where take player to the Ant Tunnel Park.

Special Transportations
 * JapanMS exclusive "bird taxi" on top of Kerning City where it take the player to Jipang.

 * ChinaMS exclusive "plane" on top of Perion where it take the player to Dong Fang Shen Zhou.

 * TaiwanMS exclusive "subway" on bottom of Kerning City where it take the player to Formosa.

 * Teleport Rocks from the Cash Shop allow one to travel to the same map as another player, or a map that the player can store by 'using' the rock. The rock is not used up when storing a map name. Cannot cross continents.

 * Teleport Rock VIP from the Cash Shop has the same functions as the 'Teleport Rock' but an extra useful feature is that it can cross continents, making them useful if you're short on time to get to a place you need to get to.

Cross Continent Transportations
 * Maple Island Ship an ship in Southperry head to Lith harbor in a one-way direction ship.

 * Florina Island Boat a boat in Lith Harbor, Orbis, and Ludibrium head to Florina Island travel back to Lith Harbor, Orbis, and Ludibrium.

 * Victora Island-Ossyria Ship travel between Ellinia and Orbis the ship departs every 15 minutes in both side and take 10 minutes to travel.

 * Ossyria: Orbis-Ludibrium Train travel between Orbis and Ludibrium the train departs every 10 minutes in both direction and take 5 minutes to travel.

 * Ossyria: Orbis-Riprey Blue Bird travel between Orbis and Leaf Village the bird departs every 10 minutes in both direction and take 5 minutes to travel.

 * Victoria Island-Riprey Portal a portal that transports adventurers from Ellinia to Riprey and back at the cost of a magic seed.

 * Ludibrium Elevator between 99th floor of Helios Tower and 2nd floor of Helios Tower the elvevator departs every 5 minutes in both direction and takes 2 minutes to travel.

Scroll and Capsule
 * Return Scroll - Nearest Town: Returns you to the nearest town.
 * Return Scroll for Dead Mine: Returns you to the dead mine at the higher ground of El Nath.
 * Return Scroll to Ellinia: Returns you to Ellinia.
 * Return Scroll to Henesys: Returns you to Henesys.
 * Return Scroll to Kerning City: Returns you to the dark Kerning City.
 * Return Scroll to Lith Harbor: Returns you to Lith Harbor.
 * Return Scroll to Perion: Returns you to Perion.
 * Return Scroll to Sleepywood: Returns you to Sleepywood, a quiet and dark forest-town.
 * Command Center Warp Capsule: A warp capsule that allows the owner of the capsule to warp to the Command Center of Omega Sector.
 * Ludibrium Warp Capsule: A warp capsule that returns you to Ludibrium.
 * Eos Rock Scroll: You can transport to the other Eos Rocks by activating them using this scroll.
 * Orbis Rock Scroll: Use it at the magic rock on either the 1st or the 20th floor of Orbis Tower to teleport to one another.
 * Strawberry Milk: Returns you to Jipang. (JapanMS exclusive)
 * Mixed Juice: Returns you to Yakuza. (JapanMS exclusive)
 * Coffee Milk: Returns you to Shouwa Town. (JapanMS exclusive)

title: MapleStory/Towns


text:
Template:MapleStory/Monster

 * align="center"|[[Image:]]
 * align="left"|
 * align="left"|

 * Level:
 * HP:
 * MP:
 * EXP:
 * JMS EXP:
 * align="left"|

title: Template:MapleStory/Monster


text:
Template:MapleStory/TOC/Towns

! Maple Island ! Victoria Island ! Ossyria
 * Training Location Guide
 * Training Location Guide
 * Amherst
 * Southperry
 * Southperry
 * Southperry
 * Lith Harbor
 * Ellinia
 * Henesys
 * Kerning City
 * Perion
 * Sleepywood
 * Kerning City
 * Perion
 * Sleepywood
 * Perion
 * Sleepywood
 * Sleepywood
 * Orbis
 * El Nath
 * Aquarium
 * Ludibrium
 * Omega Sector
 * Aquarium
 * Ludibrium
 * Omega Sector
 * Omega Sector
 * Omega Sector

title: Template:MapleStory/TOC/Towns


text: MapleStory/Use Items

title: MapleStory/Use Items


text: MapleStory/Shops

title: MapleStory/Shops


text:
MapleStory/Training Guide

Currently, the names. I will put up monsters, descriptions, noticable drops, etc., later.

Once job advanced(Mages/Archers/Assassins): It would probably be best to stick with snails for another level.
 * Level 1-10: (or level 8 for mages) Anywhere in Maple Island. Great respawn rate, bad idea to leave. Potential Magicians should avoid doing BIGGS COLLECTION OF ITEMS quest as killing Orange Mushrooms takes a very long time.
 * Level 11-20: Henesys Hunting Ground I, Mushroom Garden, The Tree that Grew I, Southern Forest Tree Dungeon I (Slime tree dungeon), Pig Beach (Level 17+)
 * Level 21-30: Party Quest (Level 25+), Pig Beach, Forest of Wisdom, Horny/Green Mushroom Tree Dungeons (Mages), Blue Mushroom Forest, Ant Tunnel, Orbis Tower 20th Floor (Level 25+), Boars in the Perion district (Level 25+).
 * Level 31-40: Ant Tunnel, Land of Wild Boar I/II, Cave of Evil Eyes (for warrior/mages), Burnt Land II,, Terrace Hall, Sky Terrace I, Hidden Tower(warriors), LVL 38+ ONLY [If you're at Victoria Island, go to Florina Beach and finish all of the Florina food quests]
 * Level 41-50: Burnt Land II, Jr. Kitty Gardens, Orbis Tower 6/7 level (Leatties), Orbis Tower 3/4 level (Dark Leatties), Monkey Forest I, Dangerous Valley, Cloud Park IV, Zombie Lupin Tree Dungeons (Clerics only), B2 subway depot, B3 subway depot, Lorang*3 (Lightning wiz only), Sky Terrace IV, Hidden Tower (warriors, bandits and fire wizards only)
 * Level 51-60: Zombie Lupin Tree Dungeons (Cleric and Bandit), Golem Temple Entrance, Sleepy Dungeon IV, Cloud Park VI, Watch out for freezing road I, Forest of Dead Woods, Florina Beach (Lightning Wizards and Bandits)
 * Level 61-70: Drake's Meal Table (Warriors and Bandits), Cargo's Area, Forest of Dead Woods, Icy Road I, Wolf Territory II (Wizards only), The Crown Flyer (Thieves and Fire wizards), Warped Path of Time I
 * Level 71-80: Forest of Dead Woods, Sanctuary Entrance II, Icy Valley I, Wolf Territory V, Cave of Trial II, Garden of Darkness, Warped Path of Time II (Ice Mage), Forgotten Path of Time I (Fire Mage, Priests)
 * Level 81-90: Icy Valley II, Dangerous Cliff, Cave of Trial II, Garden of Darkness, Sanctuary entrance IV, Unbalanced Time
 * Level 90+: Icy Valley II, Cave of Trial III, Unbalanced Time, Twisted Time, Lost Time, Forbidden Time (Priests)
 * Level 100+: Forgotten Passage, Warped Passage

 * Note: It is adviced that the player only hunts monsters that they can effectively kill in up to 4 hits tops. It is highly suggested that a player seeks the best exp giving monster he/she can one or two hit ko. This is because a player can train more effectively by killing monsters in this way rather then trying to kill stronger monsters that take more then four hits.

 * A thought on this; Higher levelled characters (80-90+) may train better at monsters which require more hits, such as Death Teddies and Spirit Vikings, just for the high amount of EXP they give compared to other alternatives. --EMP Demon

 * Note: Spawn rate depends on how many people are on any given map. The more people on a map the higher the spawn rate becomes, termed spawn acceleration. By the same token the opposite is true: the less people on the map the worse the spawn rate becomes. It is advised that players seek like leveled people to party with given that parties of 4+ affect spawn rate and that each player gains exp from everyone else kill with a ten percent bonus to exp.

 * Actually, a map has a set amount of monsters (which MAY vary with the amount of players present, as the Lycanthropes in Wolf Territory V suggests), and at every respawn time the amount of monsters respawned equals to the amount of monster killed (Fairies, Boogies and bosses seem to be spawning in a different pattern). The respawn time doesn't go any quicker with the amount of people there, though the monster amount MAY go up (by a tiny margin). The biggest advantage is you don't have to walk around so much, but that's not really helpful for some maps.

Lvls 30+
(Yeah, I'll organize a little better later :-p)

title: MapleStory/Training Guide


text: Template:MapleStory/Training location

title: Template:MapleStory/Training location


text: MapleStory/Beginner Guide/Weapons

title: MapleStory/Beginner Guide/Weapons


text: MapleStory/Towns/Amherst

title: MapleStory/Towns/Amherst


text: MapleStory/Towns/Lith Harbor

title: MapleStory/Towns/Lith Harbor


text: MapleStory/Towns/Ellinia

title: MapleStory/Towns/Ellinia


text: MapleStory/Towns/Perion

title: MapleStory/Towns/Perion


text:
MapleStory/Towns/Kerning City

This is the place where you become a thief. You must be at least level 10 and have 25 dex. This is the most urban-like town in Victoria Island, hence, its name.

title: MapleStory/Towns/Kerning City


text: MapleStory/Towns/Southperry

title: MapleStory/Towns/Southperry


text:
MapleStory/Towns/Henesys

Henesys

This is the place you want to go to become an archer. You have to be level 10 with at least 25 dex to become a bowman (another word for archer). There are also quests to be done in this town.

Quests: Pia (level 20)

title: MapleStory/Towns/Henesys


text: MapleStory/Towns/Sleepywood

title: MapleStory/Towns/Sleepywood


text:
MapleStory/Towns/Orbis

Orbis is very bright and colorful and appears almost mythical. It has 2 main sections: Orbis Tower and the Cloud Park.

Also available in Orbis is the guild headquarters, where one may travel to create a guild, and the stations to Ellinia and Ludibrium. One may also access Florina Beach if they possess a VIP Ticket.

Orbis Tower is a tower with 20 floors. Upon reaching the bottom, players end up in El Nath. Players may use an Orbis Rock Scroll to instantly teleport between the 20th and 1st floors. These Scrolls are obtainable via Huckle's Magic Ingredients quest, in which players gain 5 each time they complete the quest.
 * Orbis Tower

The tower features monsters such as Sentinels, Leatties, and Jr. Pepes.

The Cloud Park is as its name suggests: an area that is sort of like a park, situated on clouds. It extends quite a bit, branching off into two areas, one featuring the "kitties" and one featuring the "pixies".
 * Cloud Park

The "kitty" area features maps that contain Jr. Cellions, Lioners, and Grupins, as well as their "senior" forms. Further into this area are Lucidas.

The "pixie" area features maps that contain Star, Lunar, and Luster Pixies, as well as Nependeaths and Fierries.

title: MapleStory/Towns/Orbis


text:
MapleStory/Towns/El Nath

El Nath is a snowy town that can be accessed via the first floor of Orbis Tower. Past El Nath is the volcano-like Dungeon area, which can only be accessed if one is level 50 or above.

One begins to see El Nath starting at the 5th floor or Orbis Tower or so, where the floor becomes snowy. Upon exiting the first floor, the player's HP immediately begins to decrease by 10 every 5 seconds. This is a unique feature of El Nath. On every map outside of the main city, players lose HP every 5 seconds as a result of the extreme cold. This can be remedied using Red Bean Soups available in the El Nath potion shop.

Due to the snow, travelling around El Nath can be fun, as players slide around. By wearing Snowshoes available in El Nath, players will not slide around but instead walk normally, as in all other towns (except perhaps Aquarium).

Travelling right, players come across the El Nath fields, which include Jr. Yetis, their senior and dark forms, Pepes, and many other monsters. At the top of a certain map, players reach a dead end unless they are level 50 or above. There is a potion seller at this map.

Once inside the level 50 area, players encounter much more difficult monsters such as Werewolves and Lycanthropes. Zombies, a popular training area, can be found here. Deeper within the level 50 area is the Dungeon, featuring some of the most difficult monsters in the game such as Cerebes and Bains. At the end of the Dungeon is the Zakum Party Quest area. After completing the Zakum Party Quest, players may face Zakum, (arguably) the toughest monster in the game except for jms, which is the yakuza

title: MapleStory/Towns/El Nath


text:
MapleStory/Towns/Aquarium

Aqualand, or Aquarium, is an underwater-type area similar to El Nath in aesthetics. The way players navigate is different from the norm, and there is also an HP-reducing feature. Aquarium is currently available in every version.

Aquarium is accessible from the 2nd basement of Orbis Tower.

Players may jump to swim upwards. The monsters there are generally harder to defeat, due to the strange gravity system.This is just like flying,But its not a hack

There are hidden streets to teleport you to aqua dungeon. The monsters there are from lv 85 to 110.

title: MapleStory/Towns/Aquarium


text:
MapleStory/Towns/Ludibrium

Ludibrium is commonly referred as "Legoland" as the town is made out of Lego-type blocks. The monsters here are mostly toy-themed.

There are currently two main areas that players can hunt/train at. The first of these areas is Eos Tower, while the second is the Clock Tower.

 * Eos Tower

This tower, unlike Orbis Tower, has 101 floors, its 101st floor being the area for the Ludibrium Party Quest. This advanced Party Quest is for players level 35 - 50. Further details are available at the page about party quests.

Upon entrance, a player can accept the Dollhouse quest, which allows only one player on that specific channel to do the quest, similar to how a party quest functions. Players must find the 'special' dollhouse out of 10 similar-looking dollhouses. The time limit is 10 minutes.

On the last floor, the first floor, players may access Omega Sector. Return-to-town scrolls do not function inside the tower, and only Eos Rock Scrolls can be used for rapid transportation on certain floors. By doing the redoable "Lost Soldier" quest, which can be found on the 93rd floor, a player can obtain 20 Eos Rock Scrolls.

 * Clock Tower

The entrance to the Clock Tower is located in the middle of Ludibrium. On the first three levels, there is a Toy Factory, but the lower levels are generally concerned about time-themed maps and mosnters (where one can find Chronos, Platoon Chronos, and Master Chronos). Each level has very long side branches, so one has to scout a bit to know where everything is.

Further down is known as the "Ludibrium Dungeon". At the "Path of Time" map, there is an extremely long ladder. At the bottom, one can go two ways: to the left are monsters such as Soul Teddies, Death Teddies, Klocks, and Phantom Watches. After the Grim Phantom Watches, you may find Thanatos, a level 108 boss monster. On the right, you may find monsters such as Buffies, Buffoons, Ghost Pirates, and Spirit Vikings. In the map past the Gigantic Spirit Vikings, you find yet another level 108 monster, the Gatekeeper. Past Thanatos and Gatekeepers, you find a map, devoid of any monsters. This is the bottom of the clock tower, where in the future you are able to access Palpatus, a boss monster.

title: MapleStory/Towns/Ludibrium


text:
MapleStory/Towns/Omega Sector

Omega Sector is a fairly small town (only about 10 or so maps) that can be accessed via the first floor of Eos Tower in Ludibrium. It is mainly a grassland-type area, bearing home to two main species of aliens: an octopus-like species and a more "traditional" style (what most people consider to be "aliens") species known as the Grays.

The NPCs in the town give a large number of new quests, some of which bear hefty rewards. One of the quests is modeled after Rowen the Fairy of Ellinia's "Cursed Doll quest", while others are modeled after the traditional item-gathering quest style.

There is a "Silo" area in the center of the town, which acts as the main supply-area for Omega Sector. Inside the Silo are the potion, weapon & armor, and storage NPCs. The Silo has three entry points as it is quite large.

Omega Sector is currently available in every version of MapleStory.

title: MapleStory/Towns/Omega Sector


text:
MapleStory/Thief Guide/Builds

=Builds=

Assassins and Luk Bandits
First, get Str and Int to 4/4. Everything not in Dex, goes in Luk.

 * Level 10: Dex 25
 * Level 15: Dex 30
 * Level 20: Dex 40
 * Level 25: Dex 50
 * Level 30: Dex 60
 * Level 35: Dex 70
 * Level 40: Dex 80
 * Level 50: Dex 90
 * Level 60: Dex 100
 * Level 70: Dex 110
 * Level 80: Dex 120
 * Level 90: Dex 130

The basic stat build for Assassins and LUK bandits goes like this:

LUK values are an estimate, according to a 4 STR & 4 INT starting roll

STR Bandit build
However, STR Bandits have an slightly different build:

1st Job
Classic Bandit build

There are two builds for bandits, one for starters with no money from other accounts, and one for spoiled brats with wealthy brethrens alongside in his/her owner's account.

Why the 1 point of Double Stab so early? Simple; You got a full mana bar! You might as well use it!

Alright, not much to say here. Nimble Body helps you avoid better at lower levels (further turning down your pot cost), and you won't have enough money to spam Double Stab at lower levels anyway. I recommend that you put only 3 points into Disorder (the prerequisite for Dark Sight) and put 18 points into Dark Sight. This is for two reasons: first, while disorder may seem nice at lower levels, it works on a "flat rate" of -20 weapon defense and attack against the monster you're fighting. Against a higher-level monster that already has defense and attack levels in the hundreds, -20 will hardly be noticable, let alone useful. Also, using Dark Sight adds a penalty to your speed, which not only slows you down but cancels any effect from the Haste skill you get in second job. If you get level 18 Dark Sight while in first job, you will be able to put two points into it later for maximum (level 20) Dark Sight -- which has no speed penalty! Now you can zip through hordes of monsters unscratched, and still with your wonderful Haste.

 * Wealthy Variation: Those who have lots of money can get 20 Double Stab at lower levels, and just spam mana pots like no tomorrow. 14 MP for an average of about 120 damage isn't exactly cheap, but hey, you're wealthy, spoiled, and rolling in mana pots, you don't care. See above for arguments between Disorder and Dark Sight. Then you get Nimble Body. Levels 24-30 are the same.

Banditsin Build

2nd Job

 * Dagger Mastery (19)
 * Savage Blow (30)
 * Dagger Booster (5)
 * Haste (20)
 * Endure (20)
 * Dagger Booster (15)
 * Dark Sight/Disorder/Steal/Whatever (12)

A variation of this build is to max Savage Blow first, then Mastery and 5 booster. Let's compare the damage of two level 40 bandits with 130 LUK, 80 DEX, 5 STR, and a 52 attack dagger, one using 15% mastery max Savage Blow, one using 60% mastery double stab:

60% mastery Double Stab: Min damage 455, Max damage 746, Average Damage 601, MP cost 16, Damage/MP efficiency: 37.5 dmg/MP

15% Mastery Savage Blow: Min damage 370, Max Damage 1377.6, Average Damage 874, MP Cost 27, Damage/MP efficiency: 32.4 dmg/MP

You can see from here that if you max Mastery First, your damage will be below those who max Savage Blow first. However, your damage will also be quite stable, and your damage/MP efficiency is higher. Savage Blow first will net you bigger damage, but slightly inferiority in damage/MP efficiency and attack speed. Which one to max first, Mastery or Savage Blow, is up to you, although I'd suggest poorer players to max Mastery First.

1st Job
There are two builds for assassins, one for starters with no money from other accounts, and one for people who already have a reasonable amount of money from other accounts.

Keen Eyes is a must-max. You MUST have range to train efficiently. 10 points in lucky seven helps you to be able to kill things left and right in pig beach (which is actually pretty profitable), and you max Lucky Seven at level 25, at a point where you can train on green mushrooms. Disorder is nearly useless for assassins since it forces you to go melee.

Why the 1 point of Lucky Sevens so early? Simple; You got a full mana bar! You might as well use it!

 * Wealthy Build variation: Max Lucky Seven after Keen Eyes but before Nimble Body. Then, buy lots and lots of blue potions and spam Lucky Seven. This will allow you to train on tougher monsters, although you probably won't be able to 1 hit green mushrooms efficiently at that level without good stars. I wouldn't suggest this unless you're rich enough to have good attack gloves, as well as kumbis/icicles.

 * In-the-middle alternative: Get Lucky Seven to around 10 before maxing Nimble Body, after Keen Eyes. You can 1HKO pigs and 2HKO ribbon pigs consistently with L7 at level 17, which isn't too hard on your money. Good if you want to level fast without spending a hell of a lot of mesos.

2nd Job

 * Mastery (5)
 * Booster (5)
 * Critical Throw (30) [MAX]
 * Haste (20) [MAX]
 * Mastery (15)
 * Endure (3)
 * Drain (30)
 * Booster (10)
 * Endure/Booster (12)

Endure or Booster?
Now, most people will think Booster is better than Endure. But is it really so?

Mathematically, more Endure will save you more money on MP Pots, albeit on a pretty slight scale. First of all, let's remember that Booster's effectiveness is not affected by the skill level, which affects the HP/MP cost and duration only. HP cost is a non-issue with Drain, so let's focus on the MP Cost.

 * Level 3 Endure, Level 18 Booster: Booster's duration is 180 seconds, cost 12 MP, and in 180 seconds you will recover 108 MP. The amount of MP gain per 10 seconds is 5.1 MP/10 seconds.
 * Level 10 Endure, Level 11 Booster: Booster's duration is 110 seconds, cost 19 MP, and in 110 seconds you will recover 143 MP. The amount of MP gain per 10 seconds is 11.3 MP/10 seconds.
 * Level 15 Endure, Level 6 Booster: Booster's duration is 60 seconds, cost 24 MP, and in 60 seconds you will recover 108 MP. The amount of MP gain per 10 seconds is 14 MP/10 seconds.
 * Level 16 Endure, Level 5 Booster: Booster's duration is 50 seconds, cost 25 MP, and in 50 seconds you will recover 95 MP. The amount of MP gain per 10 seconds is 14 MP/10 seconds.

As you can see from above, with more points in Endure and less points in Booster, the amount of MP you gain per 10 seconds is mathematically superior (until you have less than 5 points in Booster). However, frequent stops to do "booster" makes people nervous and feels like a waste of 'time'. Since 5 points in Booster and 16 points in Endure really has the same effectiveness as 6 points in Booster and 15 points in Endure, it is prefered to do have a max of 15 Endure so that you can keep 6 Booster.

Regardless of your choice, keep in mind you need at least 3 points in Endure to unlock Drain.

Actually, the calculations neglect the benefits of booster, with booster, the thief can attack a LOT faster and earn more mesos in a shorter period of time. The mesos earned can easily be used to buy mana potions. Monsters that are level 35 and above are easily killed by level 40+ thief and even faster with booster. The mesos dropped by these monsters are normally 100 mesos and above. If the thief can kill the monster in 2 hits of lucky seven with booster, the amount of mesos earned is to mana used ratio is 48 : 100(not counting the mana booster used up as in 180 seconds, the thief with out endure can already heal 12 MP.) with every 200 mesos, the thief can buy 1 blue potion the heals 100 mana, so it is more worth adding booster.
 * The calculations do NOT neglect booster's effects, they merely show the MP gain over time with varying levels of Endure and Booster. Booster has the same speed bonus from level 1-20, so the calculations are valid. -EMP Demon

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

Low Dex Thief
If you have been playing for a while, know how to make mesos and find the best training spots for your character, then try to do this type of characters.

Thief with 25 dex and only add LUK

Thief Build (to be merged)
In becoming a bandit, you will get 61 skill points (1 at lvl 10, and 3 at each level up until level 30). To have a rich character, your skills are best distributed as follows:

 * LVL 10: 1 Nimble Body (1)
 * LVL 11: 3 Nimble Body (4)
 * LVL 12: 3 Nimble Body (7)
 * LVL 13: 3 Nimble Body (10)
 * LVL 14: 3 Nimble Body (13)
 * LVL 15: 3 Nimble Body (16)
 * LVL 16: 3 Nimble Body (19)
 * LVL 17: 1 Nimble Body (20, Maxed); 2 Double Stab (2)
 * LVL 18: 3 Double Stab (5)
 * LVL 19: 3 Double Stab (8)
 * LVL 20: 2 Double Stab (10);1 Saved SP (1)
 * LVL 21: 3 Saved SP (4)
 * LVL 22: 3 Saved SP (7)
 * LVL 23: 10 Double Stab (20, Maxed)
 * LVL 24: 3 Disorder (3)
 * LVL 25: 3 Dark Sight (3)
 * LVL 26: 3 Dark Sight (6)
 * LVL 27: 3 Dark Sight (9)
 * LVL 28: 3 Dark Sight (12)
 * LVL 29: 3 Dark Sight (15)
 * LVL 30: 3 Dark Sight (18)

The reason that this setup makes you rich is that Nimble Body increases your avoidability by 20 at only level 17. This means that slimes will do either 1 or 0 damage to you, eliminating the need for potions as you fight slimes. They drop a fair amount of money each, which builds up to a healthy amount of money resting in your inventory by the time Double Stab costs 14 Mana. Since Double Stab begins to cost 14 Mana instead of 7 Mana once it is level 11, it is best to save skill points until you can level Double Stab all the way to 20, rather than have the inefficient use of 80% damage per strike costing double the mana that 75% damage per strike costs. After maxing Double Stab, you can either get Disorder or Dark Sight. Since Double stab is used until the mid 30's of levels, where it is replaced by Savage Blow, Disorder is relatively useless except to deter monsters from attacking. The three levels required to gain levels in Dark Sight is sufficient to accomplish this task, so Dark Sight is the better choice to level to 18. After leveling to 30, you become a bandit and need the following skills:

 * LVL 30: 1 Dagger Mastery (1)
 * LVL 31: 3 Dagger Mastery (4)
 * LVL 32: 3 Dagger Mastery (7)
 * LVL 33: 3 Dagger Mastery (10)
 * LVL 34: 3 Dagger Mastery (13)
 * LVL 35: 3 Dagger Mastery (16)
 * LVL 36: 3 Dagger Mastery (19)
 * LVL 37: 3 Savage Blow (3)
 * LVL 38: 3 Savage Blow (6)
 * LVL 39: 3 Savage Blow (9)
 * LVL 40: 3 Savage Blow (12)
 * LVL 41: 3 Savage Blow (15)
 * LVL 42: 3 Savage Blow (18)
 * LVL 43: 3 Savage Blow (21)
 * LVL 44: 3 Savage Blow (24)
 * LVL 45: 3 Savage Blow (27)
 * LVL 46: 3 Savage Blow (30, Maxed)
 * LVL 47: 3 Dagger Booster (3)
 * LVL 48: 2 Dagger Booster (5); 1 Haste (1)
 * LVL 49: 3 Haste (4)
 * LVL 50: 3 Haste (7)
 * LVL 51: 3 Haste (10)
 * LVL 52: 3 Haste (13)
 * LVL 53: 3 Haste (16)
 * LVL 54: 3 Haste (19)
 * LVL 55: 1 Haste (20, Maxed); 1 Endure (1); 1 Dagger Booster (6)
 * LVL 56: 3 Dagger Booster (9)
 * LVL 57: 3 Dagger Booster (12)
 * LVL 58: 3 Dagger Booster (15)
 * LVL 59: 3 Dagger Booster (18)
 * LVL 60: 3 Dagger Booster (20, Maxed); 1 Endure (2)
 * LVL 61: 3 Endure (5)
 * LVL 62: 3 Endure (8)
 * LVL 63: 3 Endure (11)
 * LVL 64: 3 Endure (14)
 * LVL 65: 3 Endure (17)
 * LVL 66: 3 Endure (20, Maxed)
 * LVL 67: 1 Dagger Mastery (20, Maxed); 2 Dark Sight (20, Maxed)
 * LVL 68: 3 Disorder (6)
 * LVL 69: 3 Disorder (9)
 * LVL 70: 3 Disorder (12)

The reason that you start with Dagger Mastery, and not the much higher regarded Savage Blow is that Dagger mastery increases your mastery. This plays a very large role in determining minimum damage. If you do 1 to 1000 damage, you are good, but you are not very useful. If you do 800 to 900 damage, you will be much more useful. That is why Dagger Mastery is a must. However, it is only on odd numbered levels that the actual mastery increases, so it is not until the other useful skills have all been maxed, at LVL 67, when you gain the final bonus to your accuracy. In addition, witholding that single skill point lets you have 6 attacks at LVL 43 instead of LVL 44. This means that you will do much more damage a whole level earlier than what is normally possible. After maxing out Savage Blow, you will be very powerful, doing nearly 5 times as much damage as you do with a normal attack. A small amount of Dagger Booster is then appropriate, to increase the speed with which you can use Savage Blow on enemies. Haste is, however, then necessary to join parties with. After maxing out Haste, you have all of the useful skills that are needed as soon as possible. There is more choice, but the recommended setup is to get a single level of Endure at LVL 55 to have the ability to heal on ropes, even if it is very slow. Then Dagger Booster can be maxed out to decrease the mana cost and increase the length of time for which it is effective. Endure can then be made more powerful, Dagger Mastery maxed out, Dark Sight from being a Rogue maxed out, and then Disorder made more powerful for whatever reason. The skill Steal, seemingly a hallmark of being a Bandit, is not mentioned in this guide. This is because Steal is utterly useless. To use, you must attack at a lower power than your normal attack. You then get a % chance equal to your level in the skill, up to 30 to have the enemy drop the item they were going to drop anyway if you had killed them. It is a waste of 30 skill points, and is more useless than Disorder, which is pretty useless in itself. That is why it is neglected.

Leveling abilities is simple for a thief until about level 50. When first rolling your character, you do not look for high numbers. Instead, you want 4 STR and 4 INT. If you are going to become a STR bandit, then you only need 4 INT and need not worry about any of the other statistics. However, since a luck bandit is more powerful, the statistics required for a STR bandit will not be detailed. Assuming you have 4 STR and 4 INT, at level 10 you should have exactly 25 DEX and 37 LUK. LUK plays a larger role in determining damage than DEX or STR, so it gains all the extra AP you gain after the minimum requirements to wear the thief equipment at each level. The requirements, until level 40, for DEX is to have it being twice your level. The levels 12, 17, 22,27, etc that have a LUK dagger for them also require a level up in DEX 5. In essence, after level 10, at every second and fifth level, you should raise DEX 5. Every other level, LUK should be raised by 5. Therefore, the stat increases should look as follows:

 * LVL 10: DEX 25, LUK 37
 * LVL 11: DEX 25, LUK 42
 * LVL 12: DEX 25, LUK 47
 * LVL 13: DEX 25, LUK 52
 * LVL 14: DEX 25, LUK 57
 * LVL 15: DEX 30, LUK 57
 * LVL 16: DEX 30, LUK 62
 * LVL 17: DEX 35, LUK 62
 * LVL 18: DEX 35, LUK 67

...etc.

By level 40, you should have 80 DEX and 132 LUK. At this point, you need only increase your DEX by five at every seventh and tenth level. Therefore, at level 47, 50, 57, 60, 67, and 70; your DEX should increase by 5. At every other level, LUK should be increased by 5. If this is followed through, at level 70 you should have 110 DEX and 247 LUK.

The reason that DEX is kept to the bare minimum is that it plays a much smaller role in determining damage than LUK for a thief. The formula to find maximum damage is

(LUK * 0.9 + (DEX + STR) * 0.25) / 25 * Weapon Atk.

Minimum damage is found using a slightly different formula that involves mastery.

(LUK * 3.24 * Mastery + DEX + STR) / 100 * Weapon Atk.

Assuming you are a Claw Rogue or LUK Dagger Rogue, STR is not needed for your equipment. It can be kept at 4 with INT, which plays no role whatsoever in determining damage. DEX does play a very small role in finding damage, and is needed for equipment, so is slightly useful. It is LUK that makes a thieves damage higher, however.

title: MapleStory/Thief Guide/Builds


text:
MapleStory/Thief Guide/Skills

=Skills=

First Job: Rogue

 * Nimble Body : Increases accuracy and avoidability by up to 20 points. Max is 20 points.

 * Keen Eyes : Increases the attack range of throwing stars. Requires 3 points in Nimble Body. Max is 8 points.

 * Disorder : Temporarily reduces enemy's weapon attack and defense, and also causes it to lose its lock on a player. Max is 20 points.

 * Dark Sight : Prevents touch-based damage to the character at a cost of speed. Attacking, potions, and picking up items are disabled during the effect. Requires 3 points in Disorder. Max is 20 points. At max level, both Dark Sight and a speed bonus may coexist.

 * Double Stab : Uses a dagger to attack an enemy twice. Max is 20 points.

 * Lucky Seven : Uses a claw to throw two stars at an enemy. Damage is not done in relation to the stats window or mastery level, but rather solely on LUK. Max is 20 points.

Bandit

 * Dagger Mastery : Increases accuracy and minimum damage (Mastery %). Max is 20 points.

 * Endure : Activates recovery on ropes, as well as passive HP and MP regeneration. Max is 20 points.

 * Dagger Booster : Increases dagger attacking speed. Requires 5 points in Dagger Mastery. Max is 20 points.

 * Haste : Increases the party's speed and jump to incredible proportions. Maxes at 20 points.

 * Steal : Steals an item from an enemy. Maximum of one successful steal per monster. Requires 5 points in Haste. Max is 30 points.

 * Savage Blow : The bandit's main attack, complete with its own signature sound effect. Lands up to six hits onto a single monster. Max is 30 points.

Assassin

 * Claw Mastery : Increases Mastery % (but not for Lucky Seven), Accuracy, and maximum amount of throwing stars per set. Max is 20 points.

 * Critical Throw : Much like the Bowman critical, allows any thrown star to deal up to +100% (NOT double) extra damage at a max 50% rate. Requires 3 points in Claw Mastery. Max is 30 points.

 * Endure : Activates recovery on ropes, as well as passive HP and MP regeneration. Max is 20 points.

 * Claw Booster : Increases claw attacking speed. Requires 5 points in Claw Mastery. Max is 20 points.

 * Haste : Increases the party's speed and jump to incredible proportions. Maxes at 20 points.

 * Drain : Throws a star and heals self in relation to the amount of damage done. Cannot heal more than half the character's HP or more than the monster's HP. Unlike the Final Fantasy games, the drain effect will not be reversed on undead monsters. Requires 3 points in Endure. Max is 30 points.

Chief Bandit

 * Shield Mastery : Increases the defense of an equipped shield. Max is 20 points.

 * Chakra : Uses MP to increase the idle HP regentaion rate. Only lasts while HP is less than 50%, and is cancelled by moving or taking damage. If cancelled by taking damage, the damage is increased. Max is 30 points.

 * Assaulter : Attacks an enemy by slashing through it. Can stun at a certain rate. Max is 30 points.

 * Pickpocket : Causes an enemy to drop meso coins upon taking damage at a certain rate. Requires 3 points in Meso Explosion. Max is 20 points.

 * Band of Thieves : "Summons" thieves to attack nearby monsters. No item required, and number of thieves increases with levels. Max is 30 points.

 * Meso Guard : Blocks half of damage, and reduces meso by a certain % of the damage blocked. Note: Faulty description given in-game, no limit on meso used up before deactivating. Requires 3 points in Chakra. Max is 20 points.

 * Meso Explosion : Detonated meso on the ground to cause a large amound of damage. Highest-dealing attack in the game, but very inefficient money-wise and difficult to set up. Max is 30 points.

Hermit

 * Alchemist : Increases the effect of potions. If timed, such as a Warrior Pill, duration will be increased. If a set number, such as Red/Blue potions, the effect will be increased. If %-based, such as Elixirs, no effect. Max is 20 points.

 * Meso Up : Temporarily increases the amount of meso dropped by monsters killed by the party. Max is 20 points.

 * Copy Cat : Also known as "Shadow Partner", uses a Summoning rock to create a shadow that mimics your actions. Mimics normal attacks at 80% and skills at 50% damage. If your attack criticals, the mimiced attack will at well. The shadow's attacks also use throwing stars. Max is 30 points.

 * Shadow Web : Holds monsters in their locations for a short amount of time. Max is 20 points.

 * Shadow Meso : Throws meso instead of using up MP. May rarely boost damage by 50%, and ignores defense bonus (red skull) and magic defense bonus (blue swirl) skills. Requires 5 points in Meso Up. Max is 30 points.

 * Avenger : Uses three throwing stars to create a large shuriken which is thrown in a straight line. The Avenger-star can attack multiple enemies. Max is 30 points.

 * Flash Jump : Shoots forward a large distance in mid-air. Fastest movement skill in the game. Requires 5 points in . Max is 20 points.

Fourth Job

 * Maple Hero : A Spell that raise stats of party members by percentage (percentage depending on skill level). Max is 20 points.

 * Assasinate : Attacks an enemy by slashing and last for (18?) seconds. Can stun at a certain rate. Max is 30 points.

title: MapleStory/Thief Guide/Skills


text:
MapleStory/Thief Guide/Weapons

Assassin
MY advice for this is to just get the weapons from the shop and kill what the guide told you. Upgrade your claws(like titan to mithril titan, gold if rich). Then make Meba and get +7. If your a bandit-thief then stay with the most up-datable weapons(try to get above average if cheap).

title: MapleStory/Thief Guide/Weapons


text: MapleStory/Thief Guide/Armor

title: MapleStory/Thief Guide/Armor


text:
Template:MapleStory/itemtable

 * id=""|
 * id=""|

How to use this Template: Parameters being used:
 * Parameter "name": Name of Item
 * Parameter "type": Type of Item (Ex. one-handed Axe)
 * Parameter "requirements": Requirements of the Item
 * Parameter "stats": Stats (in "string" form)
 * Parameter "location": location
 * Parameter "emv": Estimated Market Value
 * Parameter "comments": additional comments

Reserved Parameters not yet used
 * Parameter "upgrades": Upgrades available
 * Parameter "level": Level

title: Template:MapleStory/itemtable


text:
Template:MapleStory/itemtablestart

border="1" cellpadding="2" !Name !Type !Requirements !Stats !Location !EMV !Additional Comments

Use this inside tables to start up an item table.

title: Template:MapleStory/itemtablestart


text:
MapleStory/Warrior Guide/Skills

=Warrior Skills=

First Job

 * Improving HP Recovery : This skill increases the amount of HP regained every 10 seconds while still, or while using Endure. Max is 16 points.

 * Improving Max HP Increase :Increases the amount of HP gained during each level-up, or when AP is spent in HP. Requires 5 points in Improving HP Recovery. Max is 10 points.

 * Endure : This skill enables healing while still on ropes. Requires 3 points in Improving Max HP Increase. Max is 8 points.

 * Iron Body : This skill increases Weapon Defense temporarily. Requires 3 points in Endure. Max is 20 points.

 * Power Strike : A single-target attack, one of the Warrior's main attacks. Max is 20 points.

 * Slash Blast : A multi-target attack, another of the Warrior's main attacks. Requires 1 point in Power Strike. Max is 20 points.

Fighter

 * Sword Mastery:
 * Axe Mastery: This skill increases both the Fighter's minimum damage (Mastery %) as well as Accuracy while a Sword/Axe (either one-handed or two-handed) is equipped. Max is 20 points.

 * Final Attack : Sword:
 * Final Attack : Axe: When either Power Strike or Slash Blast is used and a Sword/Axe is equipped, this skill has a set % chance of following up with a (Free!) similar skill. Power Strike will cause another single-target attack, while Slash Blast will cause a multi-target attack. Requires 3 points in Sword/Axe Mastery. Max is 30 points.

 * Sword Booster:
 * Axe Booster: Increases the attacking speed of a Sword/Axe. Higher levels decrease HP/MP cost and increase duration. Requires 5 points in Sword/Axe Mastery. Max is 20 points.

 * Rage : Increases Weapon Attack by up to 10 points, but causes Weapon Defense to decrease by the same number of points. Also applies to nearby party members. Max is 20 points.

 * Power Guard : When hit by touching a monster, this skill (if active) reflects damage by up to 40%. In other words, the monster takes 40% of the touch damage, you take the other 60%. Requires 3 points in Rage. Max is 30 points.

Page
Note: Blunt Weapons are also known as Maces.

 * Sword Mastery:
 * Blunt Weapon Mastery: This skill increases both the Page's minimum damage (Mastery %) as well as Accuracy while a Sword/Blunt Weapon (either one-handed or two-handed) is equipped. Max is 20 points.

 * Final Attack : Sword:
 * Final Attack : Blunt Weapon: When either Power Strike or Slash Blast is used and a Sword/Blunt Weapon is equipped, this skill has a set % chance of following up with a (Free!) similar skill. Power Strike will cause another single-target attack, while Slash Blast will cause a multi-target attack. Requires 3 points in Sword/Blunt Weapon Mastery. Max is 30 points.

 * Sword Booster:
 * Blunt Weapon Booster: Increases the attacking speed of a Sword/Blunt Weapon. Higher levels decrease HP/MP cost and increase duration. Requires 5 points in Sword/Blunt Weapon Mastery. Max is 20 points.

 * Threaten : Decreases the Weapon Defense of nearby monsters by 20 pts and their Weapon Attack by 20%. Max is 20 points.

 * Power Guard : When hit by touching a monster, this skill (if active) reflects damage by up to 40%. In other words, the monster takes 40% of the touch damage, you take the other 60%. Requires 3 points in Threaten. Max is 30 points. Does the exact same thing as Fighter's Power Guard

Spearman
This skill increases both the Spearman's minimum damage (Mastery %) as well as Accuracy while a Spear/Polearm is equipped. Max is     20 points.
 * Spear Mastery:
 * Pole Arm Mastery:

 * Final Attack : Spear:
 * Final Attack : Pole Arm: When either Power Strike or Slash Blast is used and a Spear/Polearm is equipped, this skill has a set % chance of following up with a (Free!) similar skill. Power Strike will cause another single-target attack, while Slash Blast will cause a multi-target attack. Requires 3 points in Spear/Polearm Mastery. Max is 30 points.

 * Spear Booster:
 * Pole Arm Booster: Increases the attacking speed of a Spear/Polearm. Higher levels decrease HP/MP cost and increase duration. Requires 5 points in Spear/Polearm Mastery. Max is 20 points.

 * Iron Will : Increases both Weapon Defense and Magic Defense for a short period of time. Max is 20 points.

 * Hyper Body : Increase both Max HP and Max MP of the party by up to 60%. Requires 3 points in Iron Wall. Maxed at 30 points.

Crusader
Advances from Fighter.
 * Improving MP Recovery : This skill increases the amount of MP regained each 10 seconds. Max is 20 points.

 * Shield Mastery : This skill increases the defense applied by a shield, if one is worn. Max is 20 points.

 * Combo Attack : This skill starts a "Combo Meter", which increases in number of "orbs" by attacking monsters. The "orbs" are used in the two finishers, Panic and Coma, and as long as Combo Attack is active, damage is also increased. Max is 30 points.

 * Panic : Sword:
 * Panic : Axe: Only usable if a Sword/Axe is equipped and Combo Attack is charged (has "orbs" ready). Deals high single-monster damage and can lower a monster's accuracy. Requires 1 point in Combo Attack. Max is 30 points.

 * Coma: Sword :
 * Coma : Axe: Only usable if a Sword/Axe is equipped and Combo Attack is charged (has "orbs" ready). Deals damage to multiple monsters and can stun. Requires 1 point in Combo Attack. Max is 30 points.

 * Shout : Deals slight damage to up to six monsters with some additional range, but can stun for long periods of time. Max is 30 points.

 * Armor Crash : Removes an enemy's Defense Up skill (marked by the red skull). Higher levels increase % of success and reduce MP used. Requires 3 points in Shout. Max is 20 points...

White Knight
Advances from Page.

 * Improving MP Recovery : This skill increases the amount of MP regained each 10 seconds. Max is 20 points.

 * Shield Mastery : This skill increases the defense applied by a shield, if one is worn. Max is 20 points.

 * Charged Blow : Literially smacks the current element charge onto the opponents' faces, which sports high attack power and a chance to stun. The charge is deactivated after Charge Blow is used. Max is 30 points.

 * Fire Charge : Sword :
 * Fire Charge : Blunt Weapon : Gives a character's attack a fire element for a set period of time, as well as a bit of power boost. Max is 30 points. More enemies in the current version are weak to fire than ice or lightning.

 * Ice Charge : Sword :
 * Blizzard Charge : Blunt Weapon : Gives a character's attack an ice element for a set period of time. Not much power boost, if any at all, but monsters attacked will be frozen unless immune. Max is 30 points.

 * Thunder Charge : Sword :
 * Lightning Charge : Blunt Weapon : Gives a character's attack a lightning element for a set period of time. Largest power boost of all three charges, but very few enemies currently with a weakness to lightning. Max is 30 points.

 * Magic Crash : Removes an enemy's Magic Defense Up skill (marked by the blue swirl). Higher levels increase % of success and reduce MP used. Requires 3 points in Charged Blow. Max is 20 points.

Dragon Knight
Advances from Spearman.

 * Elemental Resistance : Reduces damage from elemental attacks. Max is 20 points.

 * Spear Crusher:
 * Pole Arm Crusher: Hits up to three enemies three times with a stabbing attack. Max is 30 points.

 * Dragon Fury : Spear:
 * Dragon Fury : Polearm): Hits a group of enemies with a swinging attack. Max is 30 points.

 * Sacrifice : Hits one enemy, ignoring weapon defense, but character takes damage based on damage dealt. Max is 30 points.

 * Dragon Roar : Hits 20 enemies within a large radius of the character, but uses up massive amounts of HP (30% of max HP, even at maximum level!) and stuns the character. Requires 3 points in Sacrifice. Max is 30 points.

 * Dragon Blood : Increases Weapon Attack, but at long as it's active, the character will lose HP every few seconds. Max is 20 points.

 * Power Crash : Removes an enemy's Attack Up skill (marked by the red arrow) and Magic Attack Up skill (marked by the blue arrow). Higher levels increase % of success and reduce MP used. Requires 3 points in Dragon Blood. Max is 20 points.

title: MapleStory/Warrior Guide/Skills